DarthParametric

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Everything posted by DarthParametric

  1. Looking at the academy DLG, the anim it uses is 10006. All those earlier ones are probably K1 references that DLGEditor is listing that don't work in TSL.
  2. You should be able to crib what you need from vanilla scripts. In this case, the end of the scene between Kreia and Atton in the polar academy ("Sleep, murderer") should be exactly what you want. I would guess they literally just kill him rather than applying an animation.
  3. You're far better off scripting animations rather than trying to use the dialogue animations.
  4. Apparently so. V_FreightL01 is the actual original, which is 1024x1024.
  5. "Extract"? You mean get the name? It's LDA_FreightL01. It also has a normal map, LDA_FreightL01b, but it's unused.
  6. Any should work. There are a few free ones around: https://mh-nexus.de/en/hxd/ https://github.com/WerWolv/ImHex You can read this tutorial post for some general information about how to hex edit for your specific resolution. If your resolution was 1920 x 1080, for example, at the appropriate offsets I posted above you'd replace 80 02 with 80 07 and E0 01 with 38 04.
  7. Ah. This is after the Dark Side ending? If so, that requires manually patching the exe yourself in a hex editor, since ndix UR never updated his patcher with the info. I provided some info on how to do it in the description of this mod:
  8. Try downloading this replacement Russian font texture and putting it in your Override folder: https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/tslpatchdata/translation_russian/fnt_creditsb.tpc Click on the "Download Raw File" button on the top right:
  9. I was thinking I should also do a version using the TOR-ported Rodian. That has regular-sized hands.
  10. Here, try this out: K1_Rodian_Female_Smuggler_Test.zip Compiled for K1, also fixed the danglymesh for the hair that was apparently broken. If there are no problems, I will submit it as a modder's resource. As to the scaling, seems I scaled the female outfit to fit the Rodian body rather than the other way around.
  11. Hrm, I was supposed to add a K1 version as a modder's resource. I guess I never got around to that? Whoops. Shouldn't be a big deal, I just need to recompile the model. I'll take a look at it tomorrow. As to the scaling, regardless of whether you want to scale the body up or the Rodian down, you should do a uniform scale of the whole body, matched against a static target mesh. At least to get things into the ballpark. Then you'll need to tweak to get them to mate nicely. Looks like you've got a scale mismatch between the meshes and the rig.
  12. It's only the appearance hijacking of disguises that is a problem. Otherwise they are a regular item in all other respects.
  13. If you want to make appearance changes for party members, make direct edits to their appearance.2da row. Disguises just cause trouble.
  14. Your entire party table appears to be broken. None of them show as recruited. Bastila, Carth, Canderous, Juhani, and Mission all had empty appearances. This save is nuked.
  15. This can happen when you are disguised but then the game forces you into another disguise, like the space suit. It basically forgets your original appearance. Needless to say, don't use disguises at all ideally, or at least remove them for any section with mandated disguise use. As far as fixing it goes, attach your save file.
  16. Well if you saved right as the script fired then conceivably it stored the values of the scene having been triggered. Hopefully it should go without saying that in the future you should never attempt to save while in the middle of interacting with something. At least it wasn't my fault. Maybe I'll add a triggered autosave once the door has been unlocked before you get a chance to interact with it.
  17. I'm still not sure how you manage to trigger this problem in the first place. Are you mashing on the left mouse button when opening it? The keyboard? Both? Maybe I'll try farming out the script to an invisible placeable and just have the door signal it. Although since I can't recreate the issue, I can't really test it. Anyway, I reset the door for you. The cutscene triggers fine on my end. Dantooine_Ruins_Star_Map_Door.7z
  18. Only global changes belong in the Override folder. Module scripts get injected into the appropriate MOD file in the Modules folder. Can you attach a save file? The problem I had last time was that I couldn't reproduce the issue, so I was never entirely certain of the root cause.
  19. What version? I have seen this bug once before, but I thought I had prevented it from occurring again.
  20. Since Tyvokka announced a while back on the DS Discord server that porting is now open season: the easiest solution is probably just to port Kyle's outfit from JKO/JKA. Might as well do the head too so you have the full experience. The textures would probably need a bit of a cleanup though, since they're presumably pretty low res. The other option might be if there's a newer rendition somewhere, like Battlefront or something.
  21. You're looking at the positive space. The III is the negative space (the cutouts).
  22. If you remove the appearance row then the disguise won't work. The UTI just contains a row ID number. The appearance.2da is needed for the actual information.
  23. Go into the options menu and enable the setting to look up 2DAs in the Override folder.
  24. It's unlikely it has anything to do with OpenGL or GPU drivers. It's more likely to be something in the model that is not adhering exactly to the format when exported by KMax and compiled by MDLEdit/MDLOps. For whatever reason it doesn't trip up the Windows version. You'd probably need to attach a debugger and step through the game process to the point of the crash to find what the root cause is exactly. Btw, it would be useful if you could try the MDL/MDX/WOK sets for each room one at a time to see whether it's one or both of them that causes the crash. Might help narrow down the problem. K1CP replaces one of the models there to fix some visibility issues, so that would be the cause of that one presumably (since it was from me via KMax/MDLEdit again). I guess I'll need to re-export all the models for the next release.