DarthParametric

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Everything posted by DarthParametric

  1. Installing it a second time is not recommended. Given its age, it doesn't have provision to deal with pre-existing appearance rows added in the previous install (that I can recall). Open up your save in KSE and check what value it lists under Appearance. For example:
  2. I wouldn't know, never used any of his stuff. But that is the most logical explanation.
  3. For males, the mod uses the vanilla UTI. The item code is g_a_mstrrobe06 for the DS robes and g_a_mstrrobe07 for the LS robes. Female characters required a hack, so use custom UTIs depending on the head variant (which is why the mod doesn't work with custom head mods).
  4. No, the default Star Forge robes (PMBJ/PFBJ) have no hood (or cape or belts). If you have a hood then you are using a conflicting mod.
  5. You run the installer, then follow the instructions. This only replaces the Star Forge robes, not the full body Revan appearance if that is what you are using. If you are playing a female character with a custom head, then it won't work for you at all.
  6. For those that use KOTORBlender, I forked seedhartha's repo to make a few tweaks in case anyone is interested. Fixes the texture search path for Windows users, adds a new separate search path for lightmap textures, and adds a menu to the UI with some show/hide functionality similar to KMax:

    KB_Menu.jpg.d1fbda2fb2169ff540de96201d4b77b8.jpg     KB_TexPaths.jpg.401a2d3982cac53790b6e3f2a731dad2.jpg

    I'm open to other ideas if anyone has suggestions for further KMax-like additions. Although I'm no programmer, so I'm not going to be able to do anything too fancy.

    Edit: I created a pull request to merge these additions, so you can now just download it directly from DS on the KBlender page in the Tools section.

  7. Not strictly true. There are two VFX mask models that are used during the revelation scene in K1.
  8. Then why would even be looking for a Workshop folder to install into? Just install it into the game folder as usual.
  9. Did you actually install TSLRCM from the Workshop? If so, it will be in the same Steam library where the game is installed, but I'm guessing you don't have any additional libraries and are just using the default Steam installation. That would presumably make the location of Workshop TSLRCM on Windows: C:\Program Files (x86)\Steam\steamapps\workshop\content\208580\485537937\ assuming you are using the English version. If you are using the combined TSLRCM and M4-78 (again, in English), then you would instead use: C:\Program Files (x86)\Steam\steamapps\workshop\content\208580\1402798020\ For non-English versions of the mod you'll need to get their specific mod ID from their Workshop page. And if you are using Mac or Linux you'll have to Google where to find Steam's install location.
  10. The link in this post still works fine.
  11. The pauses are a little awkward, but I think most people will probably give it a pass due to the overall quality. If it was janky robo-speech on top of that then it might be a different matter.
  12. I don't think you can give a universal yay or nay. It ultimately comes down to individual user tolerance for that sort of thing. The pause due to the splice is definitely noticeable, but if the average slob can tolerate Kaevee they probably won't have too much to complain about with your work. And it's not like the original VO (both in KOTOR and many other games) isn't already full of jarring elements, like the Bastila examples I mentioned earlier. I'm pretty sure the number one complaint is going to be the name pronunciation.
  13. For mods my interest would mostly be in clones of existing VAs, as you are doing with Mission. For example, there are a number of Bastila's lines in K1 that I would like to correct for K1CP that are impossible to create without an AI (like the "phenome" line). I also had an idea for a Mission mod of my own, tempting her down the dark path throughout the Griff questline to provide an alternative option to killing her during the Lehon showdown. Seems I've missed the boat on this avenue though, at least without paying for the privilege.
  14. Bravo. I can say with all honesty that this is the first AI generated VO for a game mod that I have heard that doesn't sound like complete and utter garbage (even that Geralt mod that had a custom model created by an AI site was pretty ropey). What website/service are you using to generate it? I'm also curious as to the level of alteration you can apply, since you said the second voice was derived from Vette's lines, yet she is also voiced by Cat Taber and is using her regular voice (albeit a decade on from K1).
  15. Stunt modules: STUNT_00 - Stunt Ebon Hawk (Vision Sequences) STUNT_03a - Stunt Leviathan Bridge (Destroy Taris Cutscene) STUNT_06 - Stunt Leviathan Bridge (Resume the bombardment Cutscene) STUNT_07 - Stunt Ebon Hawk (Taris Escape Cutscene) STUNT_12 - Stunt Leviathan Bridge (Calo Nord Cutscene) STUNT_14 - Stunt Leviathan Bridge (Darth Bandon Cutscene) STUNT_16 - Stunt Ebon Hawk (Interdicted By Leviathan Cutscene) STUNT_18 - Stunt Rakatan Temple (Bastila Torture Cutscene) STUNT_19 - Stunt Star Forge (Jawless Malak Cutscene) STUNT_31b - Stunt Lehon Temple (Revelation Cutscene) STUNT_34 - Stunt Ebon Hawk (Star Forge Arrival) STUNT_35 - Stunt Ebon Hawk (Crash On Lehon Cutscene) STUNT_42 - Stunt Ebon Hawk (LS Dodonna Holocall Cutscene) STUNT_44 - Stunt Ebon Hawk (DS Dodonna Holocall Cutscene) STUNT_50a - Stunt Dodonna Flagship (Break In Formation Cutscene) STUNT_51a - Stunt Dodonna Flagship (Bastila Against Us Cutscene) STUNT_54a - Stunt Dodonna Flagship (Republic Forces Pull Back Cutscene) STUNT_55a - Stunt Lehon Temple (Dark Side Ending) STUNT_56a - Stunt Dodonna Flagship (Star Forge Destroyed Cutscene) STUNT_57 - Stunt Lehon Temple (Light Side Ending) Other Ebon Hawk modules: ebo_m12ab - Ebon Hawk (Turret Minigame) ebo_m40ad - Ebon Hawk (Post-Leviathan) ebo_m41aa - Ebon Hawk (Post-Lehon Crash) Swoop track modules: tar_m03mg - Taris Swoop Minigame tat_m17mg - Tatooine Swoop Minigame manm26mg - Manaan Swoop Minigame
  16. Playing a male character should work fine, since that (as I understand it) uses the default dialog.tlk, with the proviso that all the TLK strings added by K1CP are in English, so at the very least those would obviously stand out. There are also edited VO lines that will be in English as well.
  17. Did you read the manual? Like its filename says, you really should. The other thing you can do is find similar mods to what you want to do and have a look at their ini setup. There are only a handful of operation types that cover the vast majority of mods (adding files to the Override/injecting files into MODs, editing/extending 2DAs, editing the content of GFFs, adding new lines to dialog.tlk), so it's not too difficult once you understand the patterns and get a handle on what TSLPatcher is doing under the hood.
  18. @Mephiles550 @Lewok2007: There should be no theoretical limit to the number of tracks you could have, it's just a practical limitation of the script and DLG required to list them in the UI and play them.
  19. I created a batch script that can automate the registry key setting process - https://github.com/DarthParametric/KOTOR_Registry_Install_Path_Editor
  20. Yeah I guess that's my issue with this type of thing. I see a lot of utility for it in creating entirely new stuff that apes a particular style, but I don't like it for trying to recreate existing artwork given its propensity to imagine all sorts of abstract nonsense that is not in the original.
  21. Can you feed it multiple inputs? Like can you tell it to use the vanilla texture to source the colouration, shadows, etc. and use a simplified greyscale image as the guide for shapes? Probably not exactly like this, but here's an AO map as a possible example: LEH_grwall01_AO.7z As to the alpha mask, I guess if your generated texture is radically different from the vanilla texture you'd have to manually create a new mask for it.
  22. I really like some of the subtle colour variation in your generated LEH_grwall01, but what I don't like is the amount of deviation in the details from the vanilla texture. Is it possible to feed the AI an higher resolution input and have it generate some details over the top? For the Ebon Hawk stuff, I had a project a while back where I was manually creating new recreations of the vanilla textures, but my results were a little bland. I'm wondering if there could be a halfway house that uses AI to tart my images up a bit. Attached is one of my recreations as an example: LEH_grwall01.7z The other question is how does the AI fare when creating alpha masks for environment maps?