DarthParametric

Modders
  • Content Count

    4,685
  • Joined

  • Last visited

  • Days Won

    535

Everything posted by DarthParametric

  1. Ah yeah, the base item is defense 4. You could try editing the Defense Bonus property and changing the type to "Decreased DB", set the sub-type to "DB Armor", and the value to "Penalty -1".
  2. Just edit the UTI (g_a_class4004.uti) in KOTOR Tool. In the Properties tab, edit the Defense Bonus property and change the value from 2 to 3. Save it out to a file.
  3. This should really be in the (newly minted) requests sub-forum. Perhaps a mod can move it. I guess someone did. I decided to take a crack at it. Got the basic shape roughed out, sans the little squiggly bits at the bottom of the metal emitter shroud: I'm not too sure yet how the emitter will go with the blade planes. I might have made it a bit too narrow. Will have to test it I guess.
  4. I think the Revenge of Revan mod managed it, didn't they? Presumably they managed to compile a new model with a replacement character. Perhaps Logan23 or redrob41 could chime in with some specifics. The mod has its own sub-forum here. Maybe you could ask in the "Ask the Developer of Revenge of Revan....a Question" thread. http://deadlystream.com/forum/forum/5-revenge-of-revan/
  5. DarthParametric

    Requests

    SpartanG087: How about this one? http://www.gamefront.com/files/5533293/Revan_Mask_for_both_KOTOR_and_TSL
  6. Not necessarily. Some mods still in circulation pre-date the existence of TSLPatcher.
  7. http://www.gamefront.com/files/13259422/PC_Republic__2_0_ http://www.gamefront.com/files/10883020/Republic_Helmet http://www.gamefront.com/files/13325868/K1_Republic_Admiral_Uniforms_mod http://www.gamefront.com/files/10724822/Republic_Armour http://www.gamefront.com/files/12903189/Republic_Clothing http://www.gamefront.com/files/10623576/Party_Republic_Officers
  8. That doesn't look like a retexture, it looks like a custom model. It looks a bit Mass Effect-ish to me. I was going to say it might be one of InyriForge's, but I can't see anything that looks like that.
  9. I can make some (not all), but I'd need some specifics. I don't really have enough imagination to come up with designs by myself.
  10. You should start by reading the TSLPatcher manual. Changes for 2DA files are fairly straightforward. It lists the 2DAs it edits under [2DAList], then for each 2DA it will list the rows it adds or edits. For a given row, it will have COLUMN_NAME=CELL_VALUE. Any columns without a specific entry have a null value (i.e. ****). Anywhere you see a token like 2DAMEMORY1, that is a value that is stored/used at runtime. For example when adding rows to a 2DA you will often see 2DAMEMORY1=RowIndex, which is telling TSLPatcher to store the row index number in memory. This will then be called later for use in another file, like a different 2DA or a UTI file. A common example is adding a new row to heads.2da, storing that row index as a token, then adding a new row to appearance.2da and entering that token into the head column. This is a core element of how TSLPatcher achieves mod compatibility.
  11. I think you can add it to baseitems.2da and that will allow you to create texture variants. Like so - http://www.lucasforums.com/showpost.php?p=2397938&postcount=9
  12. While it is inadvisable to install that mod after already having landed on Nar Shaddaa, it's just a collection of scripts and dialogue files. It seems highly unlikely to cause graphical glitches. I would suggest you have other problems going on.
  13. From the point of view of not having to add new placeables to the world, one bench is less hassle assuming the interface can be altered, although my preference is not to screw with vanilla stuff more than you need to.
  14. I see no reason why changing the model shouldn't be possible, if that's what you mean. Or you could always just retexture it.
  15. DarthParametric

    Requests

    I imagine the snippets while the shuttle is crashing on Telos. Personally I think that is something that should have stayed on the cutting room floor. The shuttle interior looks weird and inappropriate for the actual vehicle, and the conversations constantly cutting in between the pre-rendered videos just unnecessarily fragments and drags the whole segment out.
  16. Ah, so I would guess that is probably the same problem DeNCS has then.
  17. Nice, especially given that it handles DA and DA2 scripts (as far as I am aware there have never been any publicly available decompilers for those). Any plans to turn into a human-readable script format for simple peons like myself? So for example instead of this: ; 85 bytes, 12 instructions ; Engine types: ; E0: Effect ; E1: Event ; E2: Location ; E3: Talent _start: 0000000D 1E 00 00000008 JSR main 00000013 20 00 RETN -------- -------------------------- --- main: ; void main() 00000015 04 05 str CONSTS "" 00000019 04 05 str CONSTS "" 0000001D 04 05 str CONSTS "" 00000021 04 05 str CONSTS "" 00000025 04 05 str CONSTS "" 00000029 04 05 str CONSTS "05r" 00000030 04 05 str CONSTS "lev40_wpconfa" 00000041 04 05 str CONSTS "lev_m40ac" 0000004E 05 00 01FD 08 ACTION StartNewModule 8 00000053 20 00 RETN -------- -------------------------- --- you get this: void main() { StartNewModule("lev_m40ac", "lev40_wpconfa", "05r", "", "", "", "", ""); } We already have DeNCS which does this for most K1/TSL scripts, but there are some it fails on.
  18. Look over at Lucasforums. People were asking Stoffe for the source code so a version without the dialog.tlk version could be compiled. It has been almost a year since then though, so I assume nothing has come of it as yet. http://www.lucasforums.com/showthread.php?t=149285&page=8 You could try sending Stoffe a PM. Her profile suggests she was still active just a couple of days ago. Just enquire if releasing the source code is a possibility, or transferring it to someone like Fair Strides.
  19. Yeah the rounding is normal, regardless of version. Other 3D apps do it as well.
  20. You need to edit the UTI for the item and change the appearance. Remember that as I said previously, body models are shared. So if you replaced body type J then the Revan and Starforge robes will also use the Bandon model. You do not want to try and replace the standard robes model, as there is only one in K1. Unless you want every single Jedi running around in Bandon's outfit. Additionally, Bandon's model is male, so I'm not sure I'd be using it for female PCs.
  21. If you are editing appearance.2da the model and texture entries should both be N_DarthBand. The columns are modelj and texj. You'll need to do it for every row of P_MAL_X_XXX_XX, unless you know which specific body you are using.
  22. There should be no reason that a split between torso/left arm/right arm as individual meshes is required as such. The model will animate identically regardless of whether it is one mesh or twenty, as long as the verts are all weighted the same. I suspect it is more an artefact of their production pipeline than any inherent requirement of the engine. As to smoothing groups/normals, the only limitation of the MDL format is that there must be a 1:1 relationship between geometry verts and texture verts. It seems like NWMax exports smoothing group data correctly, so there should be no reason why MDLOps couldn't compile models with smoothing across UV seams at least. Theoretically that should extend to physically separate meshes sharing vert co-ords as well, but I'm not sure if that is necessarily the case in practice.
  23. You'd have to re-weight the mesh, but one solution would be to split the mesh at any point where you want a seam and merge any pieces you want to have unified smoothing. So cut off the little bits of upper arm and join them to the main arm meshes.
  24. The one by ChAiNz.2da uses a Disguise. I know there was a bug in K1 that caused your character to be permanently assigned that appearance if you wore the outfit when you did the underwater suit section on Manaan (as that is also a Disguise). You can probably fix it by editing the save in KSE and changing the Appearance value back to whatever it was originally. For example P_FEM_C_SML_03 or P_MAL_C_SML_05 (I think Scout is the small one). Use this chart to see which head you picked - http://dpimages.wheb.org/K1_Player_Heads_K1.jpg - and match the race and number to the available values in KSE. There are three different body sizes, small, medium, and large, depending on starting class. Soldier is large, like I said I think Scout is small, which leaves Scoundrel as medium. Someone else can either confirm or correct (although to be honest I never really noticed much difference, so it probably doesn't matter greatly).
  25. DarthParametric

    Requests

    Ah. you just want the skin, not the hair. I thought you were just swapping the whole texture. In that case, yeah, you'll need details to be manually touched up.