DarthParametric

Modders
  • Content Count

    4,758
  • Joined

  • Last visited

  • Days Won

    543

Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. 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.
  4. 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).
  5. 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.
  6. 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
  7. 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.
  8. 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\
  9. 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
  10. 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").
  11. 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.
  12. 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.
  13. Yep. Movies folder is about twice the size of the vanilla CD version, ~1.5GB vs ~800MB.
  14. 485537937. That's TSLRCM's mod folder. 208580 is TSL's Steam AppID.
  15. 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.
  16. 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.
  17. 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?
  18. Someone on Stack Overflow suggested this - http://www.lazarus-ide.org/
  19. 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.
  20. 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.
  21. No, TGA/DDS can only be RGB or RGBA. It's possible, but not using a single texture. You need to change the texture for the part you want transparent. However that will only work if the part in question is a separate mesh to everything else. If it is, easy, just hex edit the model and change the texture reference. If it isn't that would require splitting the mesh, which may or may not result in a useable model, MDLOps being the flaky compiler that it is. Edit: The model is PMBNM? That's easy if so. The torso, robe arms, robe back/base, robe crotch flap, and hands are all separate meshes.
  22. Choose Delete Local Content in Steam (right click on the TSL entry in your games list, select from the pop-up menu). It will delete everything, so make sure you back up any content you want to keep to a different folder elsewhere first. Afterwards you may need to right click on it again and choose Install to force it to download again.
  23. His UTC uses the Onderon_Officer_Mal_01 appearance, which has PMHC05 as the primary head and PMHC02 as the backup. Judging by this - http://starwars.wikia.com/wiki/Gelesi - I assume PMHC05 is the one you want? Interestingly, his UTC also says he is female. EDIT: OK, try this. Custom file names, so it should avoid conflicts. Tweaked the base texture a little to better match the naked body model, and added custom portraits and Dark Side transitions. I've only done the most minimal testing, creating a new character and talking to Kreia, so I can't guarantee there won't be issues. Use at your own risk. Get it here - http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_Playable_Male_Head_PMHC05.7z
  24. A trick I have heard of, although haven't tested myself, is to copy the game contents from <Steam dir>\steamapps\common\<game dir> to a folder outside the Steam directory, then in Steam add it as a non-Steam game. That way you can launch it via Steam and it should satisfy any DRM without it updating it like a Steam game. You won't get Workshop support, but by the sounds of things that is basically pointless for KOTOR modding anyway. As to your mod problems, as is ever the case, revert to a clean install and add all your mods again. Trying to troubleshoot mod collisions/screwups is far too much hassle to bother with.