DarthParametric

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Everything posted by DarthParametric

  1. TSLPatcher can do TLK appends. It comes with a TLK editor, TalkEd. I've never done it though. The official link is still on the now defunct SWKnights domain though. There is a mirror on the K1 Nexus site, albeit mostly likely unsanctioned by Stoffe.
  2. I assume you can at least manage to copy and paste and figure out a simple text substitution.
  3. They are just a plain text defintion file that uses a simple scripting language (stands for Valve Data Format). Open/create in Notepad.
  4. Yeah based on the way the games work with body models and texture variants, the most (or only?) practical option would be to have multiple textures for all variants that use the same body model. The only other option would be to try adding a new body type column in appearance.2da, which I did contemplate at one point, but I don't even know if that would work.
  5. The problem is that the implementation of the Workshop is fundamentally broken when it comes to KOTOR modding. I'm sure most authors would be willing to upload their mods to the Workshop if it actually worked properly.
  6. Not to mention that while the author might be MIA at the time you try to contact them, that doesn't mean they will never return to modding. People have differing life circumstances, and it's presumptuous to declare that an author's rights are null and void just because some arbitary amount of time has passed.
  7. Yeah I don't deny it, I was just remarking that his not-so-subtle approach in someone else's backyard wasn't rallying a lot of support to his cause. Not that I, of all people, should be lecturing others about subtlety.
  8. I see Darth InSidious has had a run-in with /r/kotor over this matter. Judging by the downvotes, they are big on preservation of mods on dead hosting by inactive authors. Which I can see some merit in, but I'm not a big fan of their attitude regarding it (although I guess DI did kind of get their back up with his post about being a representative of the modding community).
  9. LucasForums goes offline for a week or two about once every month or two now. I beleieve the issue is they are still using a physical server (their own hardware colocated). It's a combination of it being hardware presumably operating at the edge of, and beyond, its limitations, and the fact that it needs someone to physically go and restart it when it keels over. They really should have switched to a virtual server setup years ago, but I'm not sure how active the admins are these days.
  10. You could try reinstalling KOTOR Tool. Are you running 64 bit Windows? If so, the key should be under Wow6432Node instead, i.e.: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\SCM\Kotor Tool
  11. Unfortunately that's not always (or even often) respected by end users (assuming they even bother to read the readme). There's often a sense that once something is put up on the internet, it's fair game. While most modders generally advocate an "author's rules apply" approach, even within the modding community there are those that disagree. I remember in the early days of Dragon Age Origins modding, around 2010 or so, there was a group of fairly hardcore open source types (some of them to an almost militant degree) that were adamant that all mods should be completely open source, free for anyone else to use/modify/redistribute. I think some of them even didn't even agree attribution was warranted.
  12. If you installed TSLRCM from the Workshop, don't install any other mods from there. Install all other mods manually to TSLRCM's Worskshop folder. Point TSLPatcher at: <Steam dir>\steamapps\workshop\content\208580\485537937\ and for any simple Override mods, use <Steam dir>\steamapps\workshop\content\208580\485537937\override\
  13. 3DS Max is commercial software, although you can get a free student license if you have a university or high school email address - http://www.autodesk.com/education/free-software/3ds-max You can get GMax from here - http://www.turbosquid.com/gmax You can get NWMax from here (be sure to grab the GMax version for GMax) - http://neverwintervault.org/project/nwn1/other/tool/nwmax-8
  14. They had a fan poll for the next figure in the Hasbro Black Series and just recently at San Diego Comic Con it was announced that it was won by Darth Revan (seems like they were pissed Sabine from the Rebels animated series was beaten 2:1, so they threw her in as a "bonus").
  15. Probably depends on what the sales reaction to TSL is like. If they get a big surge in sales, then that will likely tip things in favour of similar treatment for K1.
  16. Wouldn't hold your breath. Any time I mentioned Perl when trying to employee coders to fix MDLOps, there was a lot of uncontrolled vomiting going on. Doesn't seem to be looked on very favourably these days.... I'd suggest that any Perl code needs to be completely reconstituted in another language.
  17. Yep. Movies folder is about twice the size of the vanilla CD version, ~1.5GB vs ~800MB.
  18. 485537937. That's TSLRCM's mod folder. 208580 is TSL's Steam AppID.
  19. Workshop mods don't get installed in the game folder, they get put in <Steam dir>\steamapps\workshop\content\208580\, in sub-folders for each mod. 485537937 is TSLRCM's ID.
  20. I think ditching Workshop altogether is probably the most expedient way. At the very least only use TSLRCM, then install all mods over the top of it's Workshop folder, starting with the regular standalone installer for M4-78.
  21. The problem is each Workshop mod gets its own folder. TSLRCM is Steam\steamapps\workshop\content\208580\485537937 and M4-78 is Steam\steamapps\workshop\content\208580\485560877 so how is that supposed to work?
  22. Someone on Stack Overflow suggested this - http://www.lazarus-ide.org/
  23. You can try, but your success may be limited. You'll have to compile new MDLs with MDLOps, and from lots of firsthand experience I know that is a complete crapshoot as to what will and won't work. The flap on Atton's shirt is a dangly mesh/AuroraFlex, the same as some hair models use for bouncy/wavy bits. I'm not sure how well those go in custom models.
  24. Ah, yeah that's basically exactly the same, just a minor variant of the same base model. The same thing applies, it is comprised of the same multiple meshes so you can hex edit the model to change the texture assigned to the torso or robe as needed.