DarthParametric

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Everything posted by DarthParametric

  1. Aspyr's the only one that can fix it. They are the ones with source access (and the ones that screwed it up in the first place). It seems unlikely to ever be resolved though. I lodged a ticket about back when they were still actively working on it, but didn't get very far with their clueless tech support peons.
  2. Here you go: http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Quarren_Robes.7z The deformation is terrible. Clearly it was never intended for anything other than standing still/conversations. I have no interest in pursuing it further though. If someone else wants to try and fix it, be my guest.
  3. I ran it through Taina's Replacer for you, matched against PFHC05. I can't see any noticeable issues with the mouth. Here's a vid: Here you go: TSL_PFHC05_Schizo_Tainas_Replacer.7z
  4. Ah, I see why I never saw it. It is l_alien02, one of the low poly background characters. It is not the same model or texture as used in TSL. The TSL version was made by Obsidian. Clearly they used the lite model as inspiration, but it is a completely different mesh with a completely different texture. Explains where that Gran I thought I saw in K1 came from. Anyway onto the request at hand, having a quick look at the TSL model, it should be fairly straightforward. The neck seam would need some adjustment to match player heads, and you'd probably need to lop off the hands and swap in some from another player model, then rejig the UVs and texture. Here's a quick mockup (without the hand swap): It would only be for TSL, given what I stated above. Seems like it would only suit males as well, without some heavy mesh alteration. It would need to be swapped with an existing body model, maybe clothes or the Revan robe slot (model J).
  5. There's no Quarren in K1. It was added for TSL.
  6. If the values are high enough they'll clip. There's no collision.
  7. Aha, discovered the problem. I had Disable Vertex Buffer Objects enabled. Apparently that freezes all AuroraFlex meshes.
  8. That's definitely enough to be visible. I wasn't seeing anything like that when I tested it earlier. Edit: Tried it again with a new game, swapping it in for a PC head. No movement that I can see. Something must be different in your emo version.
  9. It's dangerous to go into a WIP thread alone. Here, take this:
  10. I just got around to testing your Atris head in-game and, unless I'm blind (always a possibility), there is no danglyness going on. Stiff as a board. Although that said, I can't even see any movement in the Handmaiden's vanilla head which is pretty similar, so maybe it is just so subtle as to be unnoticeable (by me at least).
  11. Hah, somehow I managed to stack the deck in the Models category (were half of those even nominated?). I'd be wagering on SS's High Quality Blasters to take the gold though.
  12. The solution is just an appearance.2da and UTC edit away. Shouldn't be an issue in this instance if Quanon uses the boots, as the body model will need to be modified anyway, undergoing some minor leg surgery. Might as well tweak the underpants verts while at it. It seems like it is primarily just two rows of verts that need scaling in a bit. Edit: Made an alternative version of the boots that are bit less like gumboots: http://dpmods.wheb.org/files/kotor/misc/DP_Bastila_Slave_Boots_v2.7z If you wanted to get fancy, you could try for something like this - https://i.imgur.com/42Zz8bC.jpg (although that might need a further modified mesh to get some actual depth in the cutout section).
  13. On the body? No. Deleting polys doesn't destroy the weights of the remaining polys. It's only when you add polys that things get screwed up. Here, try this: http://dpmods.wheb.org/files/kotor/misc/DP_Bastila_Slave_Boots.7z I did a skin wrap and did a quick test with some animations. Seems like maybe the weights at the back of the knees could use a tweak, but seems ok otherwise.
  14. That should be fairly easy to do, just duplicate the torso mesh, select the desired amount of leg polys, delete the rest, then extrude out a bit. Maybe add a bit of a gap where they join the legs. You should be able to do a quick skin wrap to the original torso mesh to get you a starter set of skin weights, then you can just manually clean them up. Once that is done, lop off the intersecting bits of lower legs. You'd then have to do a new unwrap to squeeze them into the existing boot texture space.
  15. Hrm, it has been ages since I played with it, but I recall it used vertex colours to define fixed and flexible. I remember painting them with Max's vert colour tool.
  16. Care to share the relevant code from the ASCII model?
  17. Can someone get AuroraFlex/danglymeshes working in MDLOps? That was always the thing that held me back from making the attempt in the past. It would be too static and weird without it.
  18. File Name: Scoundrel Clothes with Scout Legs For K1 File Submitter: DarthParametric File Submitted: 10 Dec 2016 File Category: Mods K1R Compatible: Yes Based on this request thread, this mod edits the Scoundrel class starter clothes to use the legs from the Scout class. It's a hybrid of the two models, with custom UVs to make use of both textures. Two versions are provided, the original Scoundrel jacket with the strip of pockets on the left, and one without the pockets. Additionally, the female texture for the pocketless version was edited to remove the strange detail on the right side. Simply place the desired version in your Override folder. Notes: This is not compatible with any other mod that alters the Scoundrel clothes model (PFBBS/PMBBS), that alter the Scoundrel textures (PFBBS01/PMBBS01), or change the Scoundrel's (small player size) appearance.2da entries for the ModelB/TexB columns. The models used by the Scoundrel class are by default "small". I have upsized these models to "medium", the same as the Scout class (and what TSL uses for all classes). You may wish to use a mod that changes the rest of the Scoundrel body models to medium, or edit appearance.2da yourself to do so. Click here to download this file
  19. File Name: Scoundrel Clothes with Scout Legs For TSL File Submitter: DarthParametric File Submitted: 10 Dec 2016 File Category: Mods TSLRCM Compatible: Yes Based on this request thread, this mod edits the K1 Scoundrel class starter clothes to use the legs from the Scout class, both of which are still in TSL's files, and sets this hybrid as the player clothes model (replacing the commoner clothes). Two versions are provided, the original Scoundrel jacket with the strip of pouches on the left, and one without the pouches. Additionally, the female texture for the pouchless version was edited to remove the strange detail on the right side. By default the pocketless versions will be installed, but if you prefer the pouched version then after installation is complete simply copy the content in the mod's OPTIONAL folder to your Override folder, overwriting when prompted. Notes: This is not compatible with any other mod that changes the player appearance.2da entries for the ModelB/TexB columns. Although the models will appear in the character creation screen, custom heads will not use the clothes in-game unless you edit their appearance.2da entries. Click here to download this file
  20. Version 1.0

    1,122 downloads

    Based on this request thread, this mod edits the K1 Scoundrel class starter clothes to use the legs from the Scout class, both of which are still in TSL's files, and sets this hybrid as the player clothes model (replacing the commoner clothes). Two versions are provided, the original Scoundrel jacket with the strip of pouches on the left, and one without the pouches. Additionally, the female texture for the pouchless version was edited to remove the strange detail on the right side. By default the pocketless versions will be installed, but if you prefer the pouched version then after installation is complete simply copy the content in the mod's OPTIONAL folder to your Override folder, overwriting when prompted. Notes: This is not compatible with any other mod that changes the player appearance.2da entries for the ModelB/TexB columns. Although the models will appear in the character creation screen, custom heads will not use the clothes in-game unless you edit their appearance.2da entries.
  21. Version 1.0

    1,489 downloads

    Based on this request thread, this mod edits the Scoundrel class starter clothes to use the legs from the Scout class. It's a hybrid of the two models, with custom UVs to make use of both textures. Two versions are provided, the original Scoundrel jacket with the strip of pockets on the left, and one without the pockets. Additionally, the female texture for the pocketless version was edited to remove the strange detail on the right side. Simply place the desired version in your Override folder. Notes: This will is not compatible with any other mod that alters the Scoundrel clothes model (PFBBS/PMBBS), that alter the Scoundrel textures (PFBBS01/PMBBS01), or change the Scoundrel's (small player size) appearance.2da entries for the ModelB/TexB columns. The models used by the Scoundrel class are by default "small". I have upsized these models to "medium", the same as the Scout class (and what TSL uses for all classes). You may wish to use a mod that changes the rest of the Scoundrel body models to medium, or edit appearance.2da yourself to do so.
  22. Yeah it won't show up for custom heads, outside of the character creation screen (which is presumably because of forced overriding by scripting or hard coding in the EXE). Edit: Released. K1 - http://deadlystream.com/forum/topic/4890-downloadscoundrel-clothes-with-scout-legs-for-k1/ TSL - http://deadlystream.com/forum/topic/4889-scoundrel-clothes-with-scout-legs-for-tsl/
  23. Certainly when your primary focus is on development of content for your cash shop at least.
  24. The "other" installer you were using was clearly just a renamed TSLPatcher exe. You can't just toss a random executable into a mod's folder and have it magically work.
  25. That was your first mistake. As I said in reply to one of Sith Holocron's status updates, always give any new content at least a week or two before bothering with it. Hopefully by then they have patched out the worst of the inevitable bugs. And don't blame the beta testers. Every major release you hear reports from people that played in closed betas and on the public test server that bugs in the live game were reported well in advance, but nothing was done about them. The problem rests solely with Bioware.