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Everything posted by DarthParametric
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That one is pretty easy. I already did some of the script work for having multiple sets of disguises in a standalone mod - https://github.com/DarthParametric/K1_Taris_Sith_Uniform_Disguise_Extension
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No, there are three head variants for each gender, six total. The vanilla K1 pajama face with N95 Covid mask, the red eyed TSL helmet, and the Scream TSL helmet. I tried to switch the UTCs so the was a reasonably even distribution. I think I posted a spreadsheet of the full breakdown at some point.
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Well you don't really need to. While DS rules mean you can't rehost a modified version of K1R. there's nothing stopping you creating an installer setup that relies on the enduser downloading K1R on their end so you can make use of its content. Current changes being made to PyKotor (the backend of HoloPatcher) make the installer side pretty feasible, and it's even probable with the Nexus API that you could automate the downloading of K1R if you wanted to go that far. At the very least you could automate the extraction of the assets once it was downloaded. That's of course assuming there's anything worth going to that much hassle for. I assume it would mostly be the level related stuff you'd want from it? Not that I personally think any of that is actually worth restoring in the first place.
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The three Masters on the Star Forge.
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No, one of them uses a TOR breath mask which is similar to the one Malgus uses. But it's a standard head slot item for Sith Warriors in TOR. Regardless, I plan to revise the three Master appearances at some point, as I don't like them much.
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The vanilla backup head for that NPC is #30, PFHA05.
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animators.2da editing help
DarthParametric replied to Rizencraft's topic in General Kotor/TSL Modding
Bith use local overrides of the dance and dance1 animations for their instrument playing. -
Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
Unfortunately neither TLKEd nor Xoreos Tools can read your TLK, and trying to create a new TLK with Xoreos Tools with either a UTF-8 or Windows-1251 encoded XML also causes an error. Interestingly the Xoreos wiki page on TLK encodings doesn't have an entry for Russian for NWN/NWN2/K1/TSL/JE. What are you using to manually edit your dialog.tlk like you mentioned above and create that append.tlk? Edit: Ah, TLK2XML/XML2TLK has a --cp1251 switch. I was running it via batch file so it was using the defaults. Guess I'll try again with that. Edit 2: Nope, Xoreos still doesn't like my input XML when using the --cp1251 switch. Using the --utf8 switch to convert your attached TLK to XML works - is that what you saved your TLK as? -
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
Ah, ok then. I'll try switching it to something like UTF-8 and see what Xoreos makes of it. Hopefully it can convert it to the correct encoding. Edit: Hrm, not having much luck trying to change the encoding. Would be helpful if you could attach a text file with the lines in whatever encoding you use on your end (or switch it to UTF-8). -
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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Not sure I'm really a fan of grafting it onto important NPCs. If you want to give people cybernetics, you'd be better off porting arms and legs from TOR so they are a bit more unique.
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
That one is a mistake/laziness on my part. I used KOTOR Tool instead of KGFF, so the name got converted to a local string instead of using the TLK reference. I'll make an updated version of the mod that addresses it at some point, thanks for pointing it out. If you want to fix it on your end, you'll first need a couple of tools - KGFF and ERFEdit. Go to the game's install folder and look in the Modules folder. Find sta_m45ad.mod and open it with ERFEdit. You should see something like this: Select the eight files dp_plc_jedifuel1.utp through to dp_plc_jedifuel8.utp and simply drag and drop them outside the ERFEdit window (for example, onto your Desktop). You can now close ERFEdit. One at a time, open the UTPs in KGFF. Scroll down until you see the "LocName" field and click on it to select it. It should look like this: With LocName selected, look over to the side panel on the right: In the StringRef field where it says -1, click in that field and delete the -1, then enter 35430, like so: Now back on the left, select the LocalString line underneath the LocName line, right click on it and choose Delete String: After it is deleted you can save the file from the menu up the top (File -> Save). Close the file and repeat the process for the other seven UTPs. Once all the UTPs are edited and saved, cut and paste them into the game's Override folder. Note that in order for this to show up in-game, you'll need to load a save before entering the final Star Forge level with Malak. Any save already inside there will have stored the UTP data in the save itself. The pop-up messages that show when you click on them should also be in English, but it seems like you already changed those? Those ones are added TLK strings. Since those are custom strings, other people would need to supply translated TLK strings for other languages. If you are interested in doing this for Russian, you can look at editing append.tlk in the mod's tslpatchdata folder and sending it to me. -
So it seems like we'll be blowing past a mid-year release date, since not much has happened in terms of work in the last few months. I would like to get a release out around Xmas if possible, but that will largely depend on how the back-half of the year goes, progress-wise. I'd really like to finally resolve some of the many outstanding Manaan issues that have been on the docket for years now. I have avoided most of them because Manaan is my least favourite planet, but there are some biggies in there like all the facing problems in the Sunry trial. In the meantime, here's the current state of 1.10.0 progress:
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The other day on the DS Discord I suggested that we should make some KOTOR "Feels Good" emojis. I figured it should be possible to generate some through the various machine learning algorithms that have appeared in the last 6-12 months. I especially thought one of the image-to-image ones might be best, since you could use renders of the KOTOR characters and then try to stylise them. I decided to have a crack at it myself. I messed around trying to pose Bastila's model, first her default clothing model and then the underwear model, and then afterwards touched up the image to reduce some elements that the algorithm was choking on (like her eyeshadow and bra straps):
The algorithm didn't seem to like the low poly model that much, nor her apparently giant man hands. But here's a selection of what it produced:
It insisted on trying to put clothes on her, which I attribute to the crackdown on naked/porn images a while back.
Anyway, the results weren't particularly Bastila-like, but here's an attempt to convert one of them to a line drawing more in the style of the meme:
And while I was at it, I also tried some text-to-image algorithms. I established that the Bing one has no idea who any of the characters from KOTOR are, but it does know more general Star Wars characters (as evidenced by every request for a Malak or Revan resulting in some sort of Vader-esque result). So leaning into that, I managed to get the following:
The Mando one is a little wonky, what with dual-wielding rangefinders and the errant bit of cloth/cape under the right forearm, but overall quite impressive from a purely text-based prompt.
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Did you read the description? It says right there that K1CP is recommended and to install it first. You should always install K1CP before pretty much anything else, aside from a handful of mods that do hard overwrites. If it isn't working for you then the problem is user error. It works perfectly fine with K1CP. It was developed and tested on top of a K1CP install.
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Specifically, the scene relies on Bandon's UTC having the correct unique tag and UserDefine script in order to receive scripted commands during the scene. It's up to you to find out which mod is the culprit and report the problem to its author. But I would suggest this is not likely to be your only problem going forward. You'd be better off culling your mod list and starting over.
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Attach it to your post, where it says "Drag files here to attach, or choose files...". The TL:DR is Start -> Run -> cmd but you'll need to Google the intricacies of navigating to your Override folder if you are not familiar with DOS conventions.
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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I would very much hope you did this with a clean install of the game every time. The root cause is most likely some other mod screwing with the scripts and/or DLG that K1CP edited for this scene. Grab end_m01aa.mod in the game's Modules folder and attach it. Then go to your Override folder and open a command prompt there and type in: dir /b > override.txt Find that text file it produces and also attach that.
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MOD:Diversified Jedi Captives on the Star Forge
DarthParametric replied to DarthParametric's topic in Mod Releases
Did you read the included readme? Specially the part that says If you are using version 1.2.1 (or greater) of the main mod then you do not need to run the patcher.