DarthParametric

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Everything posted by DarthParametric

  1. It would have no effect on an OnEnter or other module entry behaviour. The reason it exists is possibly a holdover from NWN, not sure. But in principle there's no real danger in initiating a module transition with the party scattered across the map. Although you'd probably want a safety CancelCombat on the party first just in case one of them is off somewhere fighting mooks by themselves. Well that's an entirely different kettle of fish. That's a manually initiated scripted transition, not a specialised trigger that has a hardcoded distance check. If someone wants to add elevator buttons in modules where that's appropriate then you could use that approach, but it's not going to work for cases where you are supposedly just walking through a door or along a pathway, like say most of Manaan or the Dantooine plains. I suppose you could replace all the existing transition zones with regular triggers with a simple scripted transition, but you'd be editing multiple structs in every GIT in the game. Talk to JC, maybe he can come up with a way to automate that sort of hackery with a custom program. Just a note though that going that route may have wonky behaviour. I know when I used such a trick in K1CP to handle preventing transition to the Hawk during fights with Xor that the usual transition fadeout broke and needed a dummy DLG with a scripted fadeout to mask it. If I find it interesting enough. Usually it goes hand-in-hand with lightmap adjustments. The door should have a key added by K1CP I believe (vanilla behaviour is locked with a DC100 check). The issue is that the vanilla OnFailToOpen script only checks for at least one instance of the Sith armour. It just needs an update to check for two/droids like the edited guard script.
  2. Define "behaves incorrectly". Edit: I can't really make out anything in that screenshot. Is it alpha blending that's the issue?
  3. Is that relevant? It's on Github. That shouldn't be the case from what I recall, since the door should be locked and signal the trooper to initiate a conversation if you try to open it. If it is broken then nobody bothered to tell me about it. But there's nothing stopping someone from using that mod as a basis to make a "proper" version if it's required. It would be useful if people would create an issue for this type of thing on the K1CP repo. Soon™. I did a basic fix of that ages ago that just duplicated the vanilla GUI image. Functional, but not particularly pretty.
  4. No, nothing further at this time. The lip sync is still off and there's no solution for the black mist overlay VFX in a realtime cutscene. Although the latter could be solved by keeping it a pre-rendered movie, just creating a new higher res one.
  5. Yes, this is a known issue on Linux. There's a fix for it in the next version, but in the meantime you can download working MDL and MDX replacements from the Github repo.
  6. Possible? Yes. But I have no interest in doing so.
  7. Yeah, the revelation scene is bad for big hair. K1CP does adjust the hood to fit vanilla hair though. You should try downloading the MDL and MDX and testing them out. Anyway @WhiteSaber, the mystery has been solved. It's a one-off, so no soup for you.
  8. Huh. Well of all possibilities, that wasn't on my bingo card.
  9. Doesn't look like it. As far as I can recall, the only human heads I ported were for Kira (doubles as the TOR Jedi Exile with different hair) and Jaesa, and that's not either of them. Doesn't appear to be any of the vanilla K1 or TSL heads though. The hair definitely has that chunky TOR look to it, but having a quick browse through the TOR Community character creator tool I couldn't see it. However, if you look at what I assume is Canderous on the left, you can see he has rounded ears. That's a dead giveaway that it's not a vanilla head, since those all have blocky rectangular ears. My guess is that this is from some sort of "high poly" head mod. Doesn't appear to be a mod that's hosted either here or Nexus that I can see from a quick search though. @Dark Hope: Where does that female head model come from?
  10. Possible, yes. Entirely practical in some cases where stunt animations exist (e.g. Malak/Revan Dantooine star map cutscene, Kreia/Sion/Nihilus betrayal cutscene, etc.). Not particularly feasible in cases with custom animations where no equivalent stunt animations exist in the game files and/or scenes featuring certain types of impractical/impossible to replicate VFX (e.g. Bastila vs Revan fight dream sequences on both counts).
  11. The first step is to attach your model files. Also note that player head models rely on the textures being specified in heads.2da in order to make use of Dark Side transitions, which overrides any texture defined in the model itself.
  12. Disable movies. If it doesn't happen after that then make sure your exe is widescreen patched and additionally edited to render movies at your display res. Re-enable movies and see what happens. What you do next depends on what you have installed. If you have upscaled movies, delete them and restore the originals. If it still happens after that then - assuming you're running Windows - you can try right clicking on the exe, going to the Compatibility tab, setting it to run in Win 7 compatibility mode and ticking the Disable full-screen optimisations option. It it still crashes after that, you can try driver lottery. Keep rolling back until you get a winner. Your final alternative is to just permanently disable movies. Or, if you have an AMD card, then buy an nVidia card.
  13. Do not use the Workshop for TSL.
  14. View File SWTOR Icons Modder's Resource This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game. Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source. Submitter DarthParametric Submitted 07/09/2025 Category Modder's Resources  
  15. Version 1.0.0

    86 downloads

    This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game. Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source.
  16. I changed the name of it. I guess the original version was just a straight replacement for the vanilla model. Found the texture, but seems there's no DS transitions. I'm not making an installer or doing any further work on it, so you'll need to figure out the rest yourself. Handmaiden_Head_Atris_Hair_Ponytail.7z
  17. I no longer have any interest in expending effort making TSL mods fit for proper release.
  18. Seems the OdysseyTrimesh modifier had its mat colour overrides set to mid-grey, so that would be why. Try this one:
  19. I really don't understand how the hell you people keep managing to break this scene. Here - Dantooine_Ruins_Star_Map_Trigger_Fix_Save.zip I would hope this also teaches you to actually save your game. Remember the mantra: Save now, save often, and in different slots. They aren't a precious resource you can't expend. At the bare minimum at least make a save at the start of each planet.
  20. As a general rule you do not "uninstall" complex mods. At least when you have installed other mods afterwards. You nuke the entire game installation and reinstall everything from scratch. Without knowing what other mods you might have installed, the only non-nuclear suggestion I have is to create a dummy install of the game somewhere, install K1R onto that, check its Modules folder for lev_m40aa.mod and ebo_m40aa.mod, and copy those to your actual game's Modules folder. Although I don't know if K1R actually edits ebo_m40aa, so that mod may not exist, in which case you can delete the one in your game's Module's folder. Of course if you have installed any other mods that edit either or both of those modules then you'll likely end up breaking something else.
  21. Edit his DLG (man26_echmerc1.dlg) and set k_pman_reprec01 as the script in the exit node (R1). Although that script was intended for a DLG with a different owner. Not sure what happens when you try to grab the nearest object to an NPC with the NPC's own tag. If it doesn't work you'll need to make a custom script, like so: void main() { SignalEvent(OBJECT_SELF, EventUserDefined(10)); } Although possibly it might also need a small delay. Alternatively, the script could go in the EndConversation slot of the root node instead of in the exit node. Check out some other ambient NPCs for how this sort of thing works, like in Taris Upper City.
  22. The related DLG is man26_repneg.dlg and the script responsible is k_pman_reprec01 that fires on R12 (exit node of the initial scene). The source is here: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M26AA_Manaan_Ahto_West_manm26aa/k_pman_reprec01.nss which just signals a UserDefine event to the merc. So you check the merc's UTC and look at his script list to find his UserDefine script, which is k_pman_merc_d, the source for which is here: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M26AA_Manaan_Ahto_West_manm26aa/k_pman_merc_d.nss The event itself is case 10: ActionForceMoveToObject(GetObjectByTag("man28aa_nilko_exit", 0)); ActionDoCommand(DestroyObject(OBJECT_SELF)); SetCommandable(FALSE, OBJECT_SELF); break; This is a pretty standard exit script. It adds a move command and a destroy command to his action stack, and a SetCommandable command immediately. This is why he is non-interactive. If you comment out or delete the SetCommandable (or change it to TRUE) and recompile the script then you'll be able to interrupt him.
  23. No idea, never used it. Install it last if you're unsure.