DarthParametric

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Everything posted by DarthParametric

  1. I assume you mean named ones? There are obviously all the generic energy shield ones.
  2. If you have an existing mod that works otherwise, you can edit the changes.ini file in the tslpatchdata folder to force it to use the regular bodies. Look for the section that modifies appearance.2da, and find entries that begin modela= texa= texaevil= modelb= texb= texbevil=The values for these might be N_TwilekF or N_TwiAssasin for the models, and N_TwiAssA or N_TwiAssB for the textures. Or possibly they could be custom named models/textures. Either way, you can change them to something like: modela=N_CommF texa=N_CommF texaevil=**** modelb=N_CommF texb=N_CommF texbevil=****or possibly: modela=PFBAM texa= <- (would need a custom variant of PFBAMA/PFBAMB/PFBAMC edited to change skin colour) texaevil=PFBAMD modelb=N_CommF texb=N_CommF texbevil=****
  3. Obi-Wan was made a knight at the end of The Phantom Menace. Yoda: Confer on you the level of Jedi Knight, the Council does. But agree with your taking this boy as your Padawan learner, I do not. I don't believe Bioware intended for there not to be a knight rank. I'm sure they would recognise how stupid it would be for everyone to jump straight to being a master.
  4. Yeah I always found it galling. It was stupid. Didn't she lead the raid on Revan's flagship? That would be a job for a master ideally, but if not then at least a knight. Certainly not a padawan. And later on she says she wondered if the mission with the player was a test by the Council to see if she was ready to be made a master. You don't jump straight from padawan to master. I think it was probably changed at some point simply so that she didn't outrank the player.
  5. What OS are you running it on? Do you get two processes in the task bar? There should be a commandline window which has a grey camel (?) icon, and a GUI window which has a green icon.
  6. Windows 10? Try running it in compatibility mode for 7 or XP.
  7. Interesting. I have some work to do today, but I'll poke through this some more when I get time tonight. The values I posted were derived from Eshme's Max/GMax Dragon Age Origins Import/Export script. Given that Eclipse was seemingly an evolution of Aurora/Odyssey, I was hoping there might be some similarity in how it liked its models set up. Apparently not though. Edit: OK, I created a placeable version for TSL, spawned right in front of the landing pad on Nar Shaddaa. I've bundled it up as a TSLPatcher installer: http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_DP_Test_Pyramid_Placeable.7z Unfortunately, after an initial in-game test I realised that the original model was a tad small, so I had to scale it up to something more useful: This altered the vert positions naturally, but I left the texture co-ords untouched (despite them being fairly inefficient). I also assigned a texture. The ASCII version is included, so hopefully it isn't too painful for you to create a revised binary version with normal data. Just overwrite my version in the Override folder after you've installed it.
  8. The weird thing about that pic is it makes it look like the station is inside the planet's atmosphere. If you have the atmo clouds and glow as a separate layer, you need to move it under the station layer. Also maybe adjust the station position so it moves past the planet's surface outline, making it clearer that it is above it.
  9. 720p is not a texture resolution, it's a screen resolution. Some vanilla textures are already higher than that. 720p is 1280x720, or 0.92 megapixels. 1024x1024, which is the upper resolution of some textures, more so in TSL, is 1.04 megapixels. The point being "HD" is a useless and misleading term when discussing game textures. Texture resolution by itself isn't as relevant as pixel density. It doesn't matter if you have 4096x4096 textures in the UVs of the model are poorly optimised and don't maximise the available texture space.
  10. ERFs -> TexturePacks -> swpc_tex_gui.erf -> I -> ia_* and iw_* are armour/robes and weapons, respectively. You'll likely just want to select swpc_tex_gui.erf and click the "Extract Entire ERF" button on the right rather than extracting each icon manually. That will give you TPCs, so you'll need to use the TPC2TGA converter on them. Edit: Ah, I just saw your status update. You're just trying to create new icons for custom items, rather than retexturing existing ones? In that case you can probably just extract a couple manually in KT to use as guides (double click on them to load them in the viewer, then export to TGA). The icon filename is determined by the base item type and the variation number. Basically you take the appropriate name from the ItemClass column of baseitems.2da, stick an i in front of it, and the ID number padded to 3 figures at the end. So, for example, if you were making a lightsaber with a variation ID of 30 and a custom crystal with a variation ID of 45, your icon names would be iw_lghtsbr_030 and iw_sbrcrstl_045, respectively. The highest ID the game will accept is 255, so don't go above that. As for the icon itself, I wouldn't go above 256x256, or it gets out of hand in KSE. The vanilla ones are all 64x64, so you don't need anything crazy.
  11. If you are willing to post those, that would certainly be appreciated. The script especially sounds very useful (manual hex editing is such a pain in the ass).
  12. No, it's not compatible. Kreia's gimped appearance uses her own custom-named body model, but makes use of the vanilla textures. The Movie Style Robes mod overrides the vanilla master robes model and textures, which means Kreia will have the vanilla body model with the Movie Style Robes mod textures.
  13. Would 32/64/128 be likely to be normal, binormal, tangent?
  14. Where is that location exactly? Somewhere in the Valley of the Dark Lords, outside one of the tombs?
  15. There's nothing that can be done to fix the root problem, namely that it's canned animation which lays completely horizontally and will therefore clip through any uneven surface (or float above it). The only way to alleviate that directly would be with some sort of dynamic ragdoll physics that conformed to the landscape, which is not possible with Odyssey. The logical workaround would be to move the location of the NPC/s to somewhere flat, or insert a placeable object under them like a stone slab or something to flatten out the area (you'd also need to reposition the heights of the NPCs as well so they don't clip through that).
  16. Here, try this. It removes the offending references from the 2DA. Haveayap_appearance.7z
  17. Here, try this. You obviously have a 64bit version of Windows (indicated by the Program Files (x86) folder). I also added in TSL. Make sure you delete the KT settings.xml file after adding the registry info. You may even want to try uninstalling KT and reinstalling it. KOTOR_Registry_Keys_x64.zip
  18. Check your override folder and see if you have the model files - robes.mdl/mdx, robem.mdl/mdx, robel.mdl/mdx. If they are there then they presumably have some sort of issue. The solution would be to remove the reference to them from the 2DA so it just points to the vanilla models.
  19. No. The path value. Like this: For 64bit: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\BioWare\SW\KOTOR] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\swkotor"For 32bit: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\BioWare\SW\KOTOR] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\swkotor"You haven't mentioned TSL, so I assume you don't have it, or not the Steam version anyway.
  20. The 2DA shows that males (including Jolee, but not Carth) have the model I variant column set to ROBES/ROBEM/ROBEL (as appropriate) and the texture set to ROBE. It doesn't affect females. You didn't mention Jolee, so I am going to assume you don't have him, but that equipping a robe on him would cause the same crash. If the model were missing I think it should just give you a floating head rather than cause a crash, so I suspect it is a model issue.
  21. Your original posts says you can't equip robes, not that equipping robes causes a crash. Those are two very different things. If it's a crash, it could be a model issue.
  22. This is a bug that Aspyr introduced into the Steam version of TSL. They have been made aware of it. It would appear that they can't or won't fix it. The only solution is either to use the disable vertex buffer option, or use the GOG/CD version of the game instead of the Steam version. It doesn't really belong here. It's a specific game issue that only affects the Steam version, its not a TSLRCM issue (it occurs without TSLRCM installed).
  23. If you can't equip something that's likely a restriction issue rather than a 2DA issue. Possibly a mod has added some Feat requirement to robes. What does the item description say in the game?
  24. Create a new text file anywhere. On your desktop for example. Copy and paste either the 32bit or 64bit version of the text above, depending on what version your OS is. Change the path info to whatever your local K1/TSL install directories are (note that you must use double slashes, not single). Save the text file and close it. Change the file extension of the text file from TXT to REG. Now double click on the REG file. A window will pop up asking if you want to add the information to the registry. Click yes. A confirmation window should say it was added successfully. That's it, you can now delete the REG file. Now older tools that use a registry lookup will be able to find your KOTOR install automatically. For KOTOR Tool you will want to delete the settings.xml file as Fair Strides suggested.
  25. Yes, the skirt in the PxBMM models is a separate mesh, and turning off the render flag as Redrob suggests would be a trivial solution. There seem to be no issues doing so that a cursory examination reveals: As Fair Strides alludes to though, a request to alter a model without altering the model is faintly ludicrous. A texture solution is not practical. A model edit is your only option.