DarthParametric

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Everything posted by DarthParametric

  1. Version Beta 1

    494 downloads

    Some of the Dark Jedi/Sith Assassin robes in TSL were repurposed versions of Jolee Bindo’s model from K1. Because the original model and texture for Jolee’s robes weren’t included in TSL, and due to issues concerning porting content from one game to the other, this mod adds a retinted version of the TSL Dark Jedi/Sith Assassin robes to approximate the original look of Jolee’s robes in K1. Note that this does not include the lowered hood like the K1 version, as that was physically removed from the mesh. However, one bonus is that TSL added a female version of the mesh, so this is available for both male and female characters. Because of restrictions with the way body models in KOTOR work, the only way to add the model without replacing an entire class of existing clothes/armour/robe models is as a disguise. The problem with the disguise functionality is that is replaces the entire body, including the head. In order to show a head, a separate appearance is required for every single player and party member head. In other words, each version of the item will show a specific head, regardless of whatever head you usually have. The item name references which particular head it will show, so choose the one that matches your regular head. Refer to the player head reference chart or check your head ID in KSE. Note that this only includes vanilla heads. If you use a custom head mod then you will need to modify the head ID value in one of the added appearance.2da rows to point to your custom head’s heads.2da ID. The item has the base stats of a Jedi Master Robe and is upgradeable. INSTALLATION Extract the archive and run TSLPatcher to install. Add the robes to your inventory via KSE or console command. There are 40 versions of the item to cover all player/party heads. Simply add whichever are appropriate. Item use is restricted by player, sex, and party member, as appropriate. KNOWN BUGS/ISSUES Both the TSL and original versions of the model have some issues with backface clipping of the "skirt" polys that cause some shading errors. This is an inherent issue in the model and not due to anything this mod does. It simply uses a hex edited version of the original models, they are otherwise untouched. Trying to fix it would probably cause more trouble than it would solve. While the robe is upgradeable, in the Workbench rotating display it shows a commoner clothes model. I don't think this is resolvable because of the way the mod works. It adds two new entries to baseitems.2da, but it has to specify a pre-existing Body Variation (B in this case, clothing). I can't get it to show the Jolee robes model without replacing one of the base body types, which would defeat the whole point of going the disguise route. While I did some basic testing to ensure that the items were equippable and didn't cause any crashes, the mod has not had any proper testing. Thus, I am releasing it here as a DS exclusive beta in the hope that some of you lot will play guinea pig. As an additional note, the texture is not very good, basically just a quick and dirty colour overlay of the TSL texture. If anyone wants to do a proper version then by all means feel free to volunteer. Also, I think I got all the heads, but let me know if I missed any.
  2. That would be an issue with the blade planes I would think. Are you using MDLOps 0.5 and the Replacer function? Just replace the hilt mesh, not the blade planes.
  3. That doesn't actually solve the problem. The underlying cause is a bug Aspyr introduced into the Steam version.
  4. I just did a test install of it. It works fine here: Whatever that problem is it must be something on your end. Have you tried adding the items to a save where you hadn't previously gotten them? Just start a fresh game, save as soon as you get free of the intro cutscene, and add them via KSE. Load it up and see if it still happens.
  5. They wrongly implemented the TSLPatcher setup. Go to where you extracted the mod, go to the tslpatchdata folder, open changes.ini in a text editor like Notepad. Go the section labelled [install_folder0] and delete the row "File0=appearance.2da". Save it and close. In the tslpatchdata folder, delete the existing appearance.2da and replace it with this one: http://dpmods.wheb.org/files/kotor/misc/Vanilla_K1_Appearance.zip Check the "backup" folder in the mod's base directory (where TSLPatcher.exe is) and if there is an appearance.2da there then move that to your game's Override folder, overwriting the one that is there. If there is no 2DA in the backup folder, then just delete the one in the Override folder. Then run TSLPatcher again.
  6. First, Jesus, good luck with that lot. I'd advise doing it in stages, not all at once. Start with anything that puts major files like 2DAs in the Override folder without using TSLPatcher. If you have mods like that that use the same file, you'll need to create your own custom merges, or convert them to use TSLPatcher instead. Second: 37. Droid 3 ModDB by XediiXarwarz does this retexture HK? <retexure, requires Xnview to install> 41. K1_DP_HK_Droid Nexus Mods by XediiXarwarz after K1 NPC Overhaul <retextures HK> HK SWTOR-Style is by me (not XediiXarwarz). It completely replaces HK with a new model. Simple retextures of the vanilla model won't affect it, but it is not compatible with any mods that edit HK's entry in appearance.2da (unless my mod is installed afterwards, in which case it will overwrite whatever was there previously).
  7. I'm easy, as long as someone else deals with all the scripting, etc. It's no big deal to split the model into basic and kitted out versions.
  8. The mesh isn't skinned, the headfixer isn't going to do anything. They need to actually weight the mesh to the KOTOR skeleton.
  9. Maybe you need a workbench upgrade workbench. So you can upgrade the workbench to work on sabers. ]
  10. I was thinking it could be cool to put a display rack at the back, with various hilts. Wouldn't make a lot of canonical sense, seeing as you spend so much of both games running around without a saber (especially in TSL looking for parts), but eh.
  11. I whipped up something that Kexikus (or anyone else) is free to use for this sort of thing (although I still need to make a few tweaks to it, plus texture it). I was kind of going for a Mass Effect 2/3-style workbench, albeit with some crystals and lightsaber bits strewn around.
  12. Yeah, added a new row to baseitems.2da: copied the row for the blaster rifle, gave it custom label/itemclass/defaultmodel values, changed powereditem from 0 to 1, added powerupsnd/powerdownsnd/poweredsnd values. Nothing else there springs out as being related to the issue, seems to me almost certain to be a problem with the model. Haven't tried combat afterwards as yet, but even if it begins working again afterwards that doesn't solve the problem. I'm not going to release it if it doesn't work properly, I'd rather just release a static version.
  13. What about doing the same scripting idea except using a custom "lightsaber crafting bench" instead of T3 to do what you want, i.e. fuse dummy hilt and crystal objects into a working saber hilt? I assume it would still require a dialogue interface though, so I'm not sure what that gains you (other than not having to chase T3 all over the bloody ship in TSL).
  14. And additionally (as if that wasn't bad enough) the site/domain is on a malware/adware blacklist.
  15. I gather they want to be able to install the male and female heads separately, as two distinct mods. Not that there is any actual need to.
  16. Nope, seems like the issue is it gets frozen on whatever position is keyed at frame 0. Originally it was keyed extended, but keying it retracted at 0 now makes it permanently retracted.
  17. Possibly, not that it makes it much better. I don't really want to release it in that state.
  18. Hit a snag. I was preparing to release it and went to get some screenshots when I discovered a bug/issue. In a save I loaded where it was already equipped, the blade was permanently stuck in the extended position, and wouldn't retract when idle. I couldn't fix it by flourishing, swapping weapons, or even unequipping and re-equipping. I loaded an older save before it had been equipped, and the animations played fine in that, so something must happen when saving after being equipped.
  19. Not sure, the pivot should be fine. I ran a Reset XForm on it after splitting it off and centering the pivot. Could just be typical MDLOps screwiness. I'll have to play around with it.
  20. Ah, yeah that works. I wonder what the issue there is? Must be some hidden value in the AuroraBase or something. Got a slight issue where the little knob thing is offset for some reason, so it is floating out in space. I can probably just merge it back into the blade mesh seeing as the only reason I split it off was for the little "locking" animation, but you are never going to see details that small in-game. Otherwise it seems to work pretty well: Now I just need to make some sounds for it. I'm just using the saber sounds at the moment to test it was working. It didn't export any scaling keys for the arc planes btw. Although that's what saber blade planes use, so it should be possible. Doesn't seem like it is visible inside the blaster body when sheathed though, so I guess it's not a big deal.
  21. JO/JA game models are frankly a pain in the ass to work with because they are split into a zillion pieces for dismemberment. Anyway I went ahead and merged/cleaned up a model, positioned and scaled it properly to fit the KOTOR rig. All the UV islands were detached/split to prevent MDLOps issues with shared verts. Dealing with the fingers was far too finicky, so I just lopped off the hands and used the vanilla KOTOR hand meshes. I had to do a bit of adjustment of the collar to fit a KOTOR head/neck, as they are a lot bigger than in JO/JA it would seem. The shoulders could be problematic, they aren't as broad as the KOTOR model. No way around that without some heavy mesh adjustment, but it will likely mean deformation issues. Certainly a quick skin wrap didn't look so hot. Skinning is not my thing, so if anyone wants to take a crack at it send me a PM and I'll send you the scene file. Note this is not open season, randoms wanting free crap need not apply. This is only for experienced modders actually willing to skin it and release it publicly as a mod.
  22. So I took a crack at it. The animations themselves are pretty straightforward. Here's a slowed down version of the power up and power down: The weird thing though is that it's not exporting any position/rotation/scale data. I noticed that other models also seem to have keys for the AuroraBase, so I added some and it exported key values for it fine, but nothing else. For example: I've never messed around with custom animation export. The animations are all set in the AuroraBase and look to be fine. I did try the Bake Animation function in NWMax, but it complained about a scene not being allowed more than one AuroraBase (which there isn't, so I don't what it is talking about) and created a key every frame that resulted in a 0 byte export. Any suggestions?
  23. I think it has been tried and failed, but if you want to have a crack the easiest way is use Convert2DA to convert the 2DA to tab delimited TXT, open that in Excel or other spreadsheet app, edit as appropriate, save back out as tab delimited text, use Convert2DA to convert back to 2DA. http://www.starwarsknights.com/mtools/Convert2da.rar (SWKnights is back, hurrah!)