DarthParametric

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Everything posted by DarthParametric

  1. 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; } }
  2. 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?
  3. 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.
  4. DeNCS hasn't been maintained for years, probably a decade. It came out of TSLRP. I don't think they ever provided the source.
  5. 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.
  6. 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.
  7. 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.
  8. Are you using Steam versions of the games by any chance? It seems it does a registry lookup when starting....
  9. 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.
  10. 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.
  11. 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.
  12. 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/
  13. 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.
  14. 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.
  15. 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.
  16. You could retexture them. It changes to red and black in the DS version.
  17. Everyone's a critic. This is a super low end hack job, mashing together existing assets. There's not much to be done about it, unless someone wants to model an all new head and matching hair.
  18. There was an Origins mod list thread over on the DA subreddit a few weeks back that you could harvest some ideas from - https://www.reddit.com/r/dragonage/comments/4evcw4/no_spoilersabout_to_play_dao_for_the_first_time/
  19. The original I-Wing texture from K1 is still in the TSL files (for some reason), so you could try and repurpose that if you wanted - V_FreightL01.
  20. Pretty much, yeah. As supplied you can put it in the game right now via simply renaming it, as in the in-game screenshot (replacing the G-Wing), although the positioning might need some tweaking. I made it for JCarter to potentially use in one of his mods, but I got sidetracked and it's been languishing on my hard drive for a couple of months, so I figured might as well upload it for anyone that wants it.
  21. View File Kreia Visible Body Models This mod gives Kreia a standalone head so as to display the body models for various equipped armour and robes like the player and most other companions. It also includes a full set of unique one-handed body model variants for her exclusive use after Peragus. Currently does not include underwear or dancer’s outfit models, those just use her default robed appearance. The head is a composite of the original unused standalone head with hair added in from the full body model. To get the neck to mate properly with the standard body models and hide any gaps in the hair mesh, a far bit of brute force was required. As a result, there might be some texture distortion, and possibly some bad deformation with certain head animations. Also, the hair, both the braids and the back, clips badly with certain body meshes. There’s not really much I can do about that. Note that this mod only overrides the initial and “gimped” appearances. It doesn’t modify the stunt, evil, or seppuku appearances, so hopefully it should be fully compatible with TSLRCM. This mod originated as a modder's resource I posted over at LucasForums back in 2014 - http://www.lucasforums.com/showthread.php?p=2851410#post2851410 Submitter DarthParametric Submitted 05/01/2016 Category Mods TSLRCM Compatible  
  22. Version 1.0

    1,373 downloads

    This mod gives Kreia a standalone head so as to display the body models for various equipped armour and robes like the player and most other companions. It also includes a full set of unique one-handed body model variants for her exclusive use after Peragus. Currently does not include underwear or dancer’s outfit models, those just use her default robed appearance. The head is a composite of the original unused standalone head with hair added in from the full body model. To get the neck to mate properly with the standard body models and hide any gaps in the hair mesh, a far bit of brute force was required. As a result, there might be some texture distortion, and possibly some bad deformation with certain head animations. Also, the hair, both the braids and the back, clips badly with certain body meshes. There’s not really much I can do about that. Note that this mod only overrides the initial and “gimped” appearances. It doesn’t modify the stunt, evil, or seppuku appearances, so hopefully it should be fully compatible with TSLRCM. This mod originated as a modder's resource I posted over at LucasForums back in 2014 - http://www.lucasforums.com/showthread.php?p=2851410#post2851410