DarthParametric

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Everything posted by DarthParametric

  1. Not that I can see, but its problem is largely the same, namely that it is only 256x256.
  2. Make sure you unlink everything before doing your reset. Then link everything back up before exporting.
  3. A lot of the bad TSL textures are just holdovers from K1. The hutt textures are all from K1 for example, although for some reason Obsidian chose to downres them from 512 to 256 for TSL (which is probably Vogga's problem). It could be they blew their memory budget. The original Xbox only had a paltry 64MB of shared RAM.
  4. You need to offset the mesh, not the pivot. And do a Reset X-Forms afterwards.
  5. Ah, I thought it was someone in the refugee slums on Nar Shaddaa in TSL. Both being in K1 makes life a lot easier. It's just a simple override. Open KOTOR Tool. The infected soldier should be: Kotor I -> RIMs -> Modules -> tar_m04aa_s.rim - Undercity (Taris) -> Blueprint, Character -> tar04_republicso.utc Double click the UTC to open it in the Creature Editor. Then simply change the appearance drop-down to one of the Republic soldier or officer appearance entries, like so: Click the Save button to save the UTC somewhere. Then put it in your K1 Override folder. Using djh269's directions, again in KOTOR Tool go to: Kotor I -> RIMs -> Modules -> manm26aa_s.rim - Ahto West (Manaan) -> Blueprint, Character -> man26_manmerc.utc As before, double click the UTC to open the Creature Editor and change the appearance drop-down as desired. Click save and put the UTC in your Override folder. TWO THINGS TO NOTE: Firstly, this will not work if you already have a save anywhere in the area containing the NPC. The appearance.2da reference is permanently stored in your save at that point, so a simple UTC override won't have any effect. You'll have to load a save prior to entering the area for the first time. Secondly, doing the same thing for TSL is more difficult, as Obsidian was extremely lazy and did not give their UTCs unique names. Thus, you have to make use of MOD files. If you are using TSLRCM, as is almost certainly the case, you have to inject your modified UTC into their pre-existing MOD. That's a story for another day.
  6. Which one? Odis, the former Republic pilot? The only other one I can see is simply labelled as "Veteran{Man}. You'll have to be more specific. Need a module name (Ahto East, West, etc.) and preferably an NPC name.
  7. I have to say I was extremely surprised about the decision when I saw the notification. Especially given Dark0ne's stance on other matters relating to respecting author rights, and the fact that Gamefront has already been archived. There was no need for Nexus to touch it.
  8. https://web.archive.org/web/20151002081041/http://home.comcast.net/~cchargin/kotor/index.html
  9. You need to use MDLOps 0.5 for sabers, not 0.6 or 0.7.
  10. Check out BIFs -> scripts.bif -> Script, Source in KOTOR Tool.
  11. So what script couldn't you get to decompile? Were you talking about k_ptat_raceone? That does fail to decompile using DeNCS or nwnnsscomp, but the NSS is included with the game files: //:: k_ptat_raceone /* The player has won the first of the races on Tatooine. */ //:: Created By: John Winski //:: Copyright (c) 2002 Bioware Corp. #include "k_inc_tat" int StartingConditional() { if (GetRaceCompleteGlobal() == 1) { return TRUE; } else { return FALSE; } }
  12. I tried it on XP Pro x86, SP3. Crashed at the splash screen. Perhaps you can make some sort of debug version that can log what is going on?
  13. If you are not using 0.7 then you absolutely must break every single edge at the boundaries of UV islands. The older MDLOps had a bug where it wouldn't calculate geometry verts and UV verts independently.
  14. DeNCS hasn't been maintained for years, probably a decade. It came out of TSLRP. I don't think they ever provided the source.
  15. And so it begins. You've taken your first step into a larger world. A world of pain. To fix your UV issues, you'll likely need to add breaks at UV island boundaries. 0.7 addressed some of the issues, but it's still finicky.
  16. Zaalbar has a GoggleHook at least, although Hanharr has neither. You could always try adding them, assuming the models recompile. I'd say a more pertinent question is whether there is a hard-coded restriction.
  17. It uses the nwscript.nss from the game override folder, although it seems it does come prebundled with existing copies. However, I tried it on an XP box without the games installed and it crashed at the splashscreen like you described, so I thought it might be because it couldn't find the games (it presumably wouldn't find the Steam versions because they use different registry strings and I think the program may be too old to have included them). But if you are using the CD versions then that rules that out.
  18. Are you using Steam versions of the games by any chance? It seems it does a registry lookup when starting....
  19. Hrm, it does require 4.0. I'm kind of surprised actually, I was expecting only 3/3.5, which is more common for programs of that vintage. XP does actually support 4.0, although that is the last version it does. 4.5 requires Vista and up. But that should be sufficient. Can't really think of much in the way of options. You could try uninstalling 4.0 and running the full offline installer - http://download.microsoft.com/download/9/5/A/95A9616B-7A37-4AF6-BC36-D6EA96C8DAAE/dotNetFx40_Full_x86_x64.exe By the way, somewhat off-topic, but I would seriously recommend migrating away from XP ASAP. You should not be exposing an XP box to the internet in this day and age, it is full of security holes.
  20. Like a flamethrower? You can't get custom emitters to work with skeletal meshes, so the only way would be as a force ability I'd think. I recall there was already a force power mod that added some sort of fire/burning power.
  21. You have .NET framework installed? I assume 3.5 is probably as high as you can go on XP, but that should be sufficient. Typically it should pop up a warning though if that is the issue, not just crash.
  22. Gamefront was archived. You can still get everything that was there. http://web.archive.org/web/20160417115020/http://www.gamefront.com/files/listing/pub2/star-wars-knights-of-the-old-republic http://web.archive.org/web/20160424125607/http://www.gamefront.com/files/listing/pub2/Star_Wars_Knights_of_the_Old_Republic_II_The_Sith_Lords/
  23. Not until someone makes a properly functioning version of MDLOps that works with emitters. It will work with basic texture mods, but with this mod the Kreia you have for 95% of the game now uses custom 1-handed variants of the body models. It won't make use of any custom body models introduced by another mod (unless they specifically add in compatibility), but they should still be compatible with one another, as long as they don't overwrite Kreia's appearance.2da rows.
  24. And you'll note they haven't been released. It's because there's nobody around that is able and/or willing to skin them. Redux is dead, has been for years. The team all left to get jobs, do degrees, etc.
  25. The second one is just the SWTOR version of what Mandalore already has.... As to the first, it seems highly unlikely you'll get a brand new body model out of anyone.