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Everything posted by DarthParametric
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Question about appearance.2da
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
It's instructive to look at some mods by other people as to how to implement it. The manual is a bit vague about it, and ChangeEdit doesn't actually have any provision to do it automatically. Generally I find it easier just to manually insert memory tokens by edit8ng the INI in a text editor. -
Request for Another Canonical Revan Head :)
DarthParametric replied to Masirimso24's topic in Mod Requests
No, it's a simple hack job for your request. It's not in a proper state for a wide release. -
Request for Another Canonical Revan Head :)
DarthParametric replied to Masirimso24's topic in Mod Requests
The problem was the diffuse/ambient override settings for the textures. By default, NWMax doesn't expose these values for skinned meshes, only trimeshes. I forgot to edit them manually in the ASCII after exporting, so they used default values which effectively set the brightness of the textures at around 50%. This was affecting the hair as well as the face. Fixed and recompiled: I've updated the mod file, redownload it from the link I posted earlier. I also included the dark hair texture from my original bearded mullet man mod, as seen in the above pic. -
Looks like it didn't survive to the files being transferred to Gamefront, but Kainzorus Prime is a member here - http://deadlystream.com/forum/user/11282-kainzorus-prime/ It doesn't look like he has uploaded the mod to DS, but perhaps you can enquire as to the possibility.
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Disassembling NWScript Bytecode
DarthParametric replied to DrMcCoy's topic in General Kotor/TSL Modding
I'm not sure that it precludes the same problem from occurring. There's nothing that says DeNCS can't have more than a single fail state. -
Request for Another Canonical Revan Head :)
DarthParametric replied to Masirimso24's topic in Mod Requests
TSLPatcher creates a backup folder in the mod directory where it places original copies of any files it overwrites. You can simply copy and paste the 2DA files in that folder into the Override to revert one step backwards, but if you have run the installer multiple times then you will have lost the original copy of those files. And if you need it: Soldier is large, I think scoundrel is medium, and scout is small, going by vanilla standards. -
Request for Another Canonical Revan Head :)
DarthParametric replied to Masirimso24's topic in Mod Requests
I assumed by "added another head" that you meant you had installed the mod a second time. If not, then yes, the mod creates a new head, it doesn't override PMHC01. It's the only practical way to implement it. If you are in the middle of a playthrough you'll have to change your appearance via KSE. -
Request for Another Canonical Revan Head :)
DarthParametric replied to Masirimso24's topic in Mod Requests
Once it is installed you just edit the TGAs in the Override folder, you don't reinstall the mod. For the hair colour, just take your desired version of PMHC04.tga from my original bearded mullet man mod, rename it DP_Mullet.tga, and put it in the Override folder, overwriting the one that is there. -
Request for Another Canonical Revan Head :)
DarthParametric replied to Masirimso24's topic in Mod Requests
I've done some cranial surgery and merged the meshes together, but you - or someone else - will have to add the beard. Note that because this is a quick hack job, Dark Side transitions are not possible due to using two separate textures. To use DS transitions would require remapping all the meshes so everything fits onto a single texture. You still get DS pajamas though. And because my laziness knows no bounds, I just reused the portrait from my bearded Mullet Man mod, so you'll probably want to replace that as well. http://dpmods.wheb.org/files/kotor/k1/%5BK1%5D_Super_Mullet_Man.7z Edit VP_RevanFace.tga to add a beard. Hair colour can be changed in DP_Mullet.tga (use PMHC04.tga for original source). The portrait is PO_SuperMullet.tga. The easiest solution would be to just use the face texture from that bearded version I linked to above. Rename their base texture PMHC01.tga to VP_RevanFace.tga and dump it in the Override (or tslpatchdata in my mod folder before you run the installer), overwriting the original. Acknowledgement and attribution goes to VarsityPuppet for his PMHC01 modder's resource. This mod uses his model and texture. -
Request for Another Canonical Revan Head :)
DarthParametric replied to Masirimso24's topic in Mod Requests
Someone already did a bearded version of VP's head, but still has short hair - http://www.nexusmods.com/kotor/mods/77 -
Changed the AuroraBase name. If you look at the original MDL in your hex editor (and probably decompile it in MDLOps so you can look through the ASCII file in a text editor), you'll see there are two instances of "I_Mask_011". The first is the name of the AuroraBase, and the second is indicating that it is the parent of trimesh VerpineHeadBand. I simply replaced both those instances with "I_Mask_088".
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Whoops, wrong sub-domain. Works now.
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This is the sort of thing you want, right? You missed a reference to the texture in the MDL, you only replaced 3 of the 4 references, so there is still a bit of red in your version. Your UTI is a bit odd. You are using a K1 resref/tag instead in a TSL item, although it still works OK, it just doesn't follow the existing convention. Other than those nitpicks, I can add it to my inventory via KSE and it shows up fine. Just out of curiosity, replace your MDL/MDX with this version and see if you still have the texture issue you mentioned above: http://dpimages.wheb.org/files/kotor/tsl/%5BTSL%5D_Blue_Verpine_Band.7z
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Actual "talking heads" conversation dialogue is stored in DLG files. The TLK contains string references for all sorts of things, some of which are used for ambient dialogue.
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I'm sure someone could equally ask you how you manage to code a program in some given allotment of time deemed by them to be fast. I'm no speed modeller. KOTOR models are basic and low poly, and I've been around the block enough times to know what works for me and what doesn't when I want to tackle modelling a particular subject. And in this case I have a template to build directly over the top of, which makes things a lot easier than just working off some reference images. Edit: Guns, landing gear, and other minor details done: Seeing as it is meant to be a Mandalorian bird, I was tempted to festoon it with turrets and missile/torpedo launchers, but I suppose that wouldn't really fit in with the idea of a low key shuttle..... Edit 2: And a quick in-game test: Seems like the one in the Mando camp on Dxun is part of the level rather than a placeable like the one in Iziz, so that would be more of a pain to replace.
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Thinking of removing TSLRCM from the Workshop
DarthParametric replied to Hassat Hunter's topic in TSLRCM
Actually no, I don't think it will be. That's actually a major problem with using Steam Workshop with Xcom 2. If a mod author pulls their mod from the Workshop, then the mod is automatically uninstalled/deleted on your end by Steam, and then any saves made using that mod are broken as the game refuses to load them without the missing "DLC". If this happens with the Workshop version of TSLRCM as well (the auto-deleting part), you are going to break a lot of people's games. -
Got it mostly done except some final details like weapons and landing gear: That's keeping at the same scale as the original. You could probably drop it down to something like 75% or so and still fit a single row of 4 people comfortably, if you were worried about space in the hangar. I guess that would also fit closer to Mandalore's statement that it's a "small shuttle".
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I can take a crack at it. It's not overly complex. Requiring new landing/take-off BIKs seems far more onerous. It's tight, but the I-Wing does just squeeze into the Onderon hangar: You might be better off renaming your version and pointing it to the original version as the super model, rather than compiling with animations. Then have TSLPatcher change the model reference in appearance.2da.
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As long as you get a valid TLK out of it at the end, doesn't really matter what you use.
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Read this thread - http://deadlystream.com/forum/topic/3435-tlk-merging - in particular, using Xoreos-Tools to decompile the TLK into XML, as I detail in post #12. As DrMcCoy posted at the end of the thread, another tool is now also included to recompile an XML back into a TLK. That links to an older version of the tools though, the latest are available here - https://xoreos.org/downloads/index.html - at the time of writing this post being 0.0.4 “Chodo”. Make sure to grab the tools link from the righthand side, not the base engine link on the left.
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The mod requires TSLPatcher to install. You can't just dump it in the Override.
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Question about a script
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
It depends on whether the script has a unique name. If it doesn't, you'll need to use a MOD to avoid it being loaded in the wrong place. -
Question about a script
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
You may want to check out this thread - http://www.lucasforums.com/showthread.php?t=143536 In particular, the part regarding setting a global boolean in order to only spawn an NPC once would appear to be what you are chasing. Regarding limiting it to a specific module, you'll presumably have to hijack that module's onenter script, which means injecting it into a MOD file, not just dumping it in the Override. -
Oh yeah, whoops. I remember trying to replace the texture on that an it kept flaking out, disappearing when turning the camera. Yeah the design is kind of stupid, it looks like you wouldn't even fit one person in there, much less three. I wonder if you could use the swoop bike as the basis for a new shuttle design. I like the twin mandible things. Scaled up with a central cockpit it would be kind of similar to an Eta-2 Actis. Edit: How about this, looks kind of cool - http://starwars.wikia.com/wiki/Lethisk-class_armed_freighter - although looking at the model and comparing it to a human male body it seems like it is still only a single-seater: I'm not sure if the model is even in TSL anyway, so you could make a new one based on it with a larger cockpit perhaps. Edit 2: Actually, looking at it again in more detail, it seems like you could actually comfortably fit 4-8 people in there, maybe just reworking the canopy to allow a bit more headroom:
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I always thought the shuttle was a bit too heavy on the Lambda influence, much in the same way the Ravager is far too derivative of ISDs. You could look at comics or TOR for possible inspirations for alternative designs I guess.