DarthParametric

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Everything posted by DarthParametric

  1. I assume your 2DA entries are correct? Although typically the game will just straight up crash if it tries to load a model that doesn't exist/is bad.
  2. Make sure you are using the most recent version of MDLEdit, not the one from the downloads section - https://deadlystream.com/topic/5735-mdledit-bug-reporting-thread/page/10/?tab=comments#comment-73932 That bone count warning is outdated. The actual limit is 17/18. All the vanilla models are fine.
  3. Yes, it is only configured to append new lines to dialog.tlk. To properly cater to non-English languages would require separate language-specific versions (since patching existing TLK lines is currently not practical). We are open to volunteers if anyone wants to do the work required to create such a thing. It would mean translating English strings to the target language, splicing the target language versions of various voice over audio files, and translating the readme (at the very least the info.rtf for TSLPatcher).
  4. It adds new TLK entries. Those should still work, albeit they are in English. But I have no idea what the impact would be for languages that use two TLKs like French. There are also some voice over edits/changes as well, which are in English.
  5. There is no 920MAL vanilla or TSLRCM module. Do you mean 902MAL (Malachor V Depths)? Although I don't see that script in there. An added module from M4-78 perhaps?
  6. Image data is specified in reference to an origin point (i.e. one corner). Some programs use different origins (e.g. top left vs bottom right). Using a different origin than what Odyssey requires will result in your image being flipped, since it will display the pixels according to its own hardcoded origin, not the image's. You can try using TGA2TPC which has an automatic flip detector built in and see if that works. Edit: Doing some quick Googling, it seems that Krita exports TGAs with a top left origin, whereas Odyssey expects a bottom left origin. You can try flipping your image vertically before exporting the TGA from Krita if you don't want to try converting to TPC as I suggested above.
  7. Unless something has changed, that would be NCSDecomp which is from Xoreos Tools. It's not something you should be using since it is only partially functional. Use DeNCS instead, which requires Java. Although for most people that shouldn't be required too much longer, as the Community Patch team is working on decompiling all of the vanilla scripts from both games (well all the ones that can be decompiled anyway). HT should automatically load these for you in a future version. NWNNSSComp is the KOTOR-specific port of the community Neverwinter Nights script compiler that has been in use since KOTOR modding began. You can run it via a commandline (or batch scripts), but HT is set up to use it silently to compile scripts created in its script editor, so there should be no need to run it manually.
  8. Whatever body model that is doesn't have the correct UVs for your adjusted texture. Edit: What program are you using to export the TGAs? You could have the flipped origin issue.
  9. It should be easy enough to combine them. Just decompile the K2CP one, open the ASCII, find the disabled anim and edit the following: node dummy Mesh01 parent talkdummy orientationkey 0.0 1.0 0.0 0.0 0.0 0.0333333 1.0 0.0 0.0 0.0 endlist endnode changing it to: node dummy Mesh01 parent talkdummy selfillumcolorkey 0.0 0.0 0.0 0.0 0.0333333 0.0 0.0 0.0 endlist endnode (it doesn't need an orientation key anyway).
  10. No, that's still an open issue - https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues/79 The existing HK models are from JC's Shader Fixes.
  11. It's because they are 2048x1024. TGA2TPC is currently broken for non-square textures.
  12. Yeah. In fact I posted some batch files for it just the other day - https://deadlystream.com/topic/9793-tlk2xml-doesnt-work/?do=findComment&comment=87704
  13. You should only need one script. With TSL you can have a generic template and specify the creature tag and feat ID in the DLG, as I described in this post.
  14. How long is "too long"? What are you using to compile the TLK? The end game credits are mostly comprised of one gigantically long single entry (42190) that's roughly 600 lines or so, so I find it hard to believe that length would be an issue for any regular entry.
  15. From Xoreos? All of the Xoreos Tools exes are commandline. They are intended to be used from a console with user-supplied arguments. I have a couple of batch files for converting TLKs back and forth: @echo off set /p gametype="Please enter either kotor or kotor2 to specify game version: " set /p tlkname="Please enter the filename of the TLK (without extension): " tlk2xml --%gametype% %tlkname%.tlk %tlkname%.xml pause @echo off set /p gametype="Please enter either kotor or kotor2 to specify game version: " set /p tlkname="Please enter the filename of the XML (without extension): " xml2tlk --%gametype% %tlkname%.xml %tlkname%.tlk pause TLK_to_XML.bat XML_to_TLK.bat
  16. You can just add new rows in heads.2da that use my head model and then specify the texture you want in the alttexure column (leave the DS transitions blank). Then point to that row ID in the normalhead column in appearance.2da for the specific row you want to change.
  17. Doesn't matter, since they don't directly interact. But the patch has to go last since it overwrites the Rodian Jedi model.
  18. Most of the various head tex columns are for the DS transitions. They start at "headtexe" and work backwards (right to left) - Evil, Very Evil, Very Very Evil, Very Very Very Evil. These equate to D1, D2, D3, and D, respectively, for vanilla player head textures. Although as applied in heads.2da all the vanilla heads only make use of two DS textures, D1 and D2, with D1 covering the first three stages and D2 only applying at the VVVE stage. By default Kreia should never make use of DS transitions, since she is locked at neutral alignment in her party incarnation. However, per that screenshot you posted from Visas's viewpoint, they may script a change for that scene which would apply since that's a stunt NPC, not party Kreia. I haven't looked through the TSLRCM scripts for that module as yet though, so I'm unsure of the specifics of what goes on under the hood. What is it exactly you are wanting to do?
  19. Type %LOCALAPPDATA% into the start menu search box, click on "Local". That should open an Explorer window at C:\Users\<username>\AppData\Local\ . There should be a KSE folder, inside there should be a kse.ini file. Open it in a text editor (Notepad, etc.). You can edit the values under Paths. For example, mine looks like this: [Paths] K1_Path=G:\\Star Wars Knights of the Old Republic\\K1 K1_SavePath=G:\\Star Wars Knights of the Old Republic\\K1\\saves K2_Path=G:\\Star Wars Knights of the Old Republic\\TSL K2_SavePath=G:\\Star Wars Knights of the Old Republic\\TSL\\saves K2_SavePathCloud=undef TJM_Path=undef Steam_Path=undef
  20. KSE comes with KPF.exe - the KOTOR Pathfinder - which you can use to set your game paths. If you are using an old KSE version that doen't have it, grab v3.3.8 of KSE from the Gitlab repository (direct link here).
  21. Your REG file is not formatted correctly. I created a batch file that can automate the process for you - https://github.com/DarthParametric/KOTOR_Registry_Install_Path_Editor/releases (download the CMD file, double click it, and follow the instructions). Alternatively, edit your REG file with a text editor and change it to the following: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LucasArts\KotOR2] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\Knights of the Old Republic II"
  22. You said you changed the DS transition textures in heads.2da, did you not? I haven't looked at that scene in a few years, but I assume it goes through multiple UTC switches.
  23. Try the attached. As with the previous one, you'll have to edit the appropriate Appearance row, this time Party_NPC_Kreia_Evil_No_Hands, ID 651. Same drill as before - change modeltype to B, replace all instances of P_KreiaEvil0hBB with DP_AtrisRb0H, add the appropriate texture name, and add in the normalhead ID. TSL_Kreia_Atris_Robes_No_Hands.7z