DarthParametric

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Everything posted by DarthParametric

  1. I can manage to transit in and out of the cache on Dxun without crashing, which is where I took those pics. Could be an unrelated issue. Here's a save: http://www.darthparametric.com/files/kotor/misc/TSL_ForDrd_Test_Save_Dxun.7z
  2. Just extract ndix UR's C_ForDrd.mdl/mdx into your Override folder.
  3. That actually makes things easier. It means it can use the existing combined textures I made for the male version. Just need to make some minor mesh adjustments to hide some backface culling issues.
  4. I hadn't planned to, since I already had a male version I had played around with previously. However, having a quick look at it the female robe is far more roomy. It doesn't have any of the clipping issues the male version had around the chest plate. Aside from trimming off the shoulder pads and backplate, they basically slot straight together with minimal effort.
  5. There's only a single Toydarian appearance as far as I know, so any change should affect all instances. I'd suggest clothes would require an extensive remodelling of the Toydarian mesh, which is highly unlikely to be undertaken by anyone.
  6. You can use nwnnsscomp.exe directly via commandline, or you could try the KOTOR Scripting Tool.
  7. That's from 7½ years ago. Move on with your life.
  8. http://deadlystream.com/forum/files/file/242-quello-to-watto/
  9. If it happens on a 3rd playthrough, wouldn't you want to set the value to 2? Or does it happen on all playthroughs subsequent to 2?
  10. There is no vanilla cape model that has full player animations. The only thing I am aware of would be the "Revan's Flowing Robes" mods, Sithspecter's for K1 and Hunters Run's for TSL. You could maybe try ripping the robe off that and transplanting it to one of the other body models, but seeing as you can't successfully decompile the binary TSL model, you are out of luck. Not to mention there is no female version to boot.
  11. I don't really have any time for testing. Try this and see how it goes. https://www.darthparametric.com/files/kotor/tsl/[TSL]_DP_Armoured_Jedi_Robes.7z
  12. They basically destroyed Crew Skills when they introduced the Cartel Market. All the best stuff comes from packs these days. While you can craft some crystals now that aren't level locked, they are all kind of crap and the material requirements are absolutely ridiculous. It's far easier just to buy them off the GTN. And these days they are pretty affordable (unlike at the start of the CM system, when good crystals would cost millions a pop).
  13. Things like attachments are gone, but you can still get the archived forum posts: Tutorials: General Tutorials + Tools https://web.archive.org/web/20160210162357/http://lucasforums.com/forumdisplay.php?f=592 Tutorials: Skinning and Modeling https://web.archive.org/web/20160329203130/http://lucasforums.com/forumdisplay.php?f=595 Tutorials: .2da Editing https://web.archive.org/web/20160415132559/http://www.lucasforums.com/forumdisplay.php?f=596 Tutorials: Scripting https://web.archive.org/web/20150911120112/http://lucasforums.com/forumdisplay.php?f=597
  14. A bit late in the day. Seems pretty pointless if they didn't preserve the original content.
  15. Assuming that is the directory where the EXE/TLK is, you want: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\BioWare\SW\KOTOR] "Path"="D:\\Spiele\\Star Wars® Knights of the Old Republic® COLLECTION"
  16. Just paste one of these (depending on your version of Windows) into a text file, edit the game install location as appropriate, save as a .REG file and double click, saying yes to add to the registry. Make sure you keep the double slashes between folders in the Path line. For 32bit Windows: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\BioWare\SW\KOTOR] "Path"="F:\\Star Wars Knights of the Old Republic\\K1" [HKEY_LOCAL_MACHINE\SOFTWARE\LucasArts\KotOR2] "Path"="F:\\Star Wars Knights of the Old Republic\\TSL" For 64bit Windows: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\BioWare\SW\KOTOR] "Path"="F:\\Star Wars Knights of the Old Republic\\K1" [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LucasArts\KotOR2] "Path"="F:\\Star Wars Knights of the Old Republic\\TSL"
  17. I got it into the game: There are a couple of minor issues with it, some of which are inherited from the vanilla models (bad deformation, clipping), but generally it seems OK. Just needs a couple of minor tweaks. It's just using the vanilla textures atm, but ideally someone would retexture the armour bit.
  18. I did mess around a bit with merging the PMBN master robes with the PMBH heavy armour models for TSL to approximate the armoured Jedi robes from SWTOR, but haven't tried compiling a model and getting it into the game.
  19. No, KOTFE is single player. All you can do is spectate. Makes a lot of sense in an MMO, right?
  20. In beta all the companions had much more dialogue and all of them had personal quests that you would accompany them on. Now it is only the first companion that gets that (or 2nd, in the case of the Jedi Knight), and a lot of the dialogue has been cut back. You could also kill or dismiss pretty much all of them, but they got rid of that after too many people whined about no longer having a healer after they killed one of their companions. There is no further personal or companion story progression once you finish the main class quest and all the companion dialogue at level 50, because that's what the core game was built around. When the game failed to live up to their financial expectations, they scrapped any further content focused on personal stories, and went with one generic story for everyone, with the odd throwaway class reference here and there. It's even more generic in KOTFE now that everyone also shares all the same companions.
  21. Yeah that would be your problem. The boss is scaled for a party of four. That fact that you even got that far shows how ridiculously overpowered companions are now. You'd never be able to solo a flashpoint solo in the old days without being 5-10+ levels above it, which doesn't work any more with level scaling. Resetting the flashpoint won't help, you'd just have to do it from scratch. Presumably you can't drop it because it is part of a story quest chain. I'd say your only option is to get someone in to help you. What server are you on? If nobody here is on the same server, you'll have to go with a pickup group of randoms.
  22. MDLOps is borked, yes. So is KAurora for that matter (albeit in different ways). It has nothing to do with self-illum/glow specifically, the problem is that you can't compile functional models for many/most droids, amongst other things. In this instance you'd need to split out the eyes to new meshes, thus you'd have to compile a new model.
  23. Based on my prior experiments, replacing the war droid model (using the same rig) is a complete no-go. Replacing the assassin droid model is possible, but it completely breaks its combat functionality because for some reason blaster bolts are no longer generated, so it deals no damage.
  24. The protocol droid? The eyes are separate meshes from the head. Same for HK-47. In HK's case they are keyframed to turn the glow on and off so you get the flashing during dialogue.
  25. Self-illumination, if that is what you are talking about, is handled in the mesh, not the texture. The original model doesn't have any self-illum for the eyes because they are part of the head mesh (and obviously you don't want the whole head glowing). There's currently no practical way to address that for this model. It's not something that can be hex edited, because you'd need entirely new meshes for the eyes. Trying to compile a new model will almost certainly not work due to the issues with MDLOps. The only option is to fake it in the texture, the same as the original texture did. Start by cranking up the brightness.