DarthParametric

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Everything posted by DarthParametric

  1. You're using an outdated version (presumably 0.5/0.7). Use v1.0+ or MDLEdit and it will work fine. https://github.com/ndixUR/mdlops/releases/tag/v1.0.2 https://deadlystream.com/topic/5735-mdledit-bug-reporting-thread/page/10/?tab=comments#comment-73932
  2. That has nothing to do with the model. It's due to the textures being overriden by appearance.2da. Odyssey has no problem dealing with multiple texture assignments per model. Half vanilla game content works that way.
  3. None. But you can edit the UTCs in the tslpatchdata folder yourself to add them. Note, however, that would only affect the stunt party members inside the party jail cell. If you choose Mission or Jolee as the jail breaker they would still end up naked, at least without some additional script work. Canderous as well, but he has his gear stored right next to his start point.
  4. View File All Hands on Deck for the Leviathan Prison Break This mod makes a number of adjustments to the entire Leviathan jail break sequence: Carth and the rest of the party have any equipped masks and weapons hidden for the pre-boarding conversation on the Ebon Hawk. The initial scene of the three Sith troopers discussing the chosen jail breaker changes the commander to red armour, as seen elsewhere in the game. The player's force cage in the torture room is now positioned next to Bastila's. Static cameras have been adjusted accordingly. Fixes a couple of missing static camera assignments for player responses during the torture sequence. The entire party (aside from the chosen jail breaker) now get put in the party cell. The party cell's door is changed to a forcefield. The jail breaker can elicit randomised responses from a few party members when clicking on the cell forcefield before freeing Bastila, Carth, and the player. HK-47's initial cutscene when chosen as the jail breaker has a new custom stunt animation (derived from TSL's disabled animation). The technician working on HK now starts the scene standing behind him rather than in front. Restored the second technician when HK is the jail breaker that Bioware cut (for some reason). Both of the HK technicians are switched from Sith trooper to Sith commoner appearances. The player starts the final escape scene inside their force cage like Bastila and Carth rather than standing at the doorway. The entire party is now present for the final escape sequence, not just Canderous. Canderous now remains in his equipped gear if he was the chosen jail breaker rather than switching to basic clothing. The party are now shown getting their gear and then leaving for the Hangar Bay. Canderous, Mission, and Jolee will equip basic clothing when they grab their gear if they were left naked as the chosen jail breaker. The player now has their pre-Leviathan gear automatically re-equipped at the end of the escape scene, as was Bioware's original intent. All of the party's pre-Leviathan inventory is now automatically returned, rather than needing to manually loot it from a locker. Fixes some minor geometry gaps and smoothing issues in the detention block main room. Fixes the force cage placeable's walkmesh, which was misaligned. Installation: Run INSTALL.exe. By default, T3's response to the jail breaker clicking on the party cell will be gibberish for everyone except HK. If you want it to be in English/Basic regardless of the jail breaker choice, copy dp_lev40_con_pd1.ncs from the OPTIONAL folder and paste it into your Override folder. Compatibility: It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first. This mod is NOT compatible with Fair Strides's Party on the Leviathan mod. I did consider trying to integrate Juhani's cut Leviathan conversation into this mod, but it doesn't really work in its existing state. If you are a Juhani simp thirsting for more of her, use FS's mod instead. Probably not compatible with K1R. Use at your own risk as no support will be offered. Known Issues: Some of the other jail breaker start scenes, like Jolee's and Mission's, could use some tweaks to address minor annoyances. I'll look at those in a future update. The techs equipping blasters and attacking at the end of HK's initial cutscene are a bit wonky. That probably needs to be integrated into the cutscene itself. I didn't test with a female player. I think I got them all, but some of the specific fem PC/Carth camera angles might be off during the torture sequence. Please advise if that is the case. It's still possible to lose Canderous's pre-Leviathan equipped gear forever if he is the chosen jail breaker and you don't manually loot the patient gear container before leaving. You can still be affected by the stealthed/invisible jail breaker bug, since K1 lacks a de-stealth script function unlike TSL. K1CP addresses this. Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. I didn't encounter any problems while testing, but it's potentially possible that the initial cutscene on the Leviathan could fail to fire. Let me know if anyone encounters that. Credits/Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @Cortisol for Holocron Toolset. Thanks to @JCarter426 for helping out with some script troubleshooting. Submitter DarthParametric Submitted 06/12/2022 Category Mods K1R Compatible No  
  5. Version 1.0.0

    2,081 downloads

    This mod makes a number of adjustments to the entire Leviathan jail break sequence: Carth and the rest of the party have any equipped masks and weapons hidden for the pre-boarding conversation on the Ebon Hawk. The initial scene of the three Sith troopers discussing the chosen jail breaker changes the commander to red armour, as seen elsewhere in the game. The player's force cage in the torture room is now positioned next to Bastila's. Static cameras have been adjusted accordingly. Fixes a couple of missing static camera assignments for player responses during the torture sequence. The entire party (aside from the chosen jail breaker) now get put in the party cell. The party cell's door is changed to a forcefield. The jail breaker can elicit randomised responses from a few party members when clicking on the cell forcefield before freeing Bastila, Carth, and the player. HK-47's initial cutscene when chosen as the jail breaker has a new custom stunt animation (derived from TSL's disabled animation). The technician working on HK now starts the scene standing behind him rather than in front. Restored the second technician when HK is the jail breaker that Bioware cut (for some reason). Both of the HK technicians are switched from Sith trooper to Sith commoner appearances. The player starts the final escape scene inside their force cage like Bastila and Carth rather than standing at the doorway. The entire party is now present for the final escape sequence, not just Canderous. Canderous now remains in his equipped gear if he was the chosen jail breaker rather than switching to basic clothing. The party are now shown getting their gear and then leaving for the Hangar Bay. Canderous, Mission, and Jolee will equip basic clothing when they grab their gear if they were left naked as the chosen jail breaker. The player now has their pre-Leviathan gear automatically re-equipped at the end of the escape scene, as was Bioware's original intent. All of the party's pre-Leviathan inventory is now automatically returned, rather than needing to manually loot it from a locker. Fixes some minor geometry gaps and smoothing issues in the detention block main room. Fixes the force cage placeable's walkmesh, which was misaligned. Installation: Run INSTALL.exe. By default, T3's response to the jail breaker clicking on the party cell will be gibberish for everyone except HK. If you want it to be in English/Basic regardless of the jail breaker choice, copy dp_lev40_con_pd1.ncs from the OPTIONAL folder and paste it into your Override folder. Compatibility: It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first. This mod is NOT compatible with Fair Strides's Party on the Leviathan mod. I did consider trying to integrate Juhani's cut Leviathan conversation into this mod, but it doesn't really work in its existing state. If you are a Juhani simp thirsting for more of her, use FS's mod instead. Probably not compatible with K1R. Use at your own risk as no support will be offered. Known Issues: Some of the other jail breaker start scenes, like Jolee's and Mission's, could use some tweaks to address minor annoyances. I'll look at those in a future update. The techs equipping blasters and attacking at the end of HK's initial cutscene are a bit wonky. That probably needs to be integrated into the cutscene itself. I didn't test with a female player. I think I got them all, but some of the specific fem PC/Carth camera angles might be off during the torture sequence. Please advise if that is the case. It's still possible to lose Canderous's pre-Leviathan equipped gear forever if he is the chosen jail breaker and you don't manually loot the patient gear container before leaving. You can still be affected by the stealthed/invisible jail breaker bug, since K1 lacks a de-stealth script function unlike TSL. K1CP addresses this. Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. I didn't encounter any problems while testing, but it's potentially possible that the initial cutscene on the Leviathan could fail to fire. Let me know if anyone encounters that. Credits/Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @Cortisol for Holocron Toolset. Thanks to @JCarter426 for helping out with some script troubleshooting.
  6. The earlier version will just fall through to the supermodel's anims, the same as all the player heads use. The anims on the newer one are what the vanilla Bastila head uses, but I guess the changes to the mesh and/or weights resulted in some undesirable behaviour. No doubt that's why Tempust dropped them in the first place.
  7. Both pause anims (idles), talk (lips flapping), tlknormal (rest of the face when talking), and listen.
  8. @La Ingobernable: I realised that the model lacked the vanilla head's anims, so I have now added those. Not sure if it makes any difference or not, so you'll probably want to do some testing to see if it is better or worse. Darth_Tempust_Improved_Bastila_Head_Edited_with_Anims.7z
  9. Didn't @ebmar do something along those lines for use with some of those upscale mods? It's exceedingly easy to do yourself though via TPCView. This should be the majority of them, aside from lightmaps and a few other minor bits and pieces. K1.7z TSL.7z
  10. Nah it's fine. I didn't do much, just tweaked the existing assets.
  11. Try the attached. Fixed the lazy left eye, increased the pupil size, switched the head texture to TPC (with added vanilla clamp TXI data), and swapped the body texture fix to the one K1CP uses (i.e. adds the envmap TXI data). Also edited the readme accordingly. Darth_Tempust_Improved_Bastila_Head_Edited.7z
  12. Your registry key is incorrect then. KTool works fine with non-CD versions as long as it gets pointed to them. There's specific info about the keys in this post. But in any event, KTool is mostly outmoded now anyway. Try using Holocron Toolset instead.
  13. No, it's not the version here on DS. I believe that one is the one that was altered to be compatible with the Steam Workshop, but potentially it is still retains the filename bug. You'd have to test it. Regardless, Fair Strides has been made aware of the issue and a revised version will no doubt be uploaded in due course.
  14. Any module it injected into is potentially also broken, assuming that module also had files that used special characters in their filenames. The only safe solution is a full nuke from orbit and start with a fresh install. You'd need to either manually replace the Unofficial Tweak Pack's exe or wait for an update (or just not use it).
  15. @ElvenLace: Are you using the Unofficial K1CP Tweak Pack? I just saw a comment saying it breaks the cantina module due to using a bugged version of TSLPatcher. Edit: Yes, that is indeed your problem. Comparing a functioning module (left) vs your module (right), you can see that you are lacking critical duel scripts. This is a known issue with the old version of TSLPatcher. It can't handle certain characters in filenames, so they end up omitted when it repacks the MOD.
  16. Sounds like the same bug Aspyr introduced into their update/port of TSL. Although I don't recall hearing of it cropping up in K1 before. Mac Store version? I'd suggest the only real solution is probably ditching the Mac version altogether, grabbing the PC version and running it under Wine or equivalent. Keep your eyes peeled during a sale and you can pick them up cheap. You just missed the May 4th sale, but both games go on sale all the time. You'd likely want the GOG version rather than Steam.
  17. Talking to the fighters is irrelevant. You don't need to speak to any of them at any stage. You can progress simply by winning each match and then talking to Ajuur again.
  18. It won't, not the actual fights at any rate, since those are governed by a completely different DLG (tar02_duelann021.dlg). I simply said it was a sign you were using other mods that altered the arena-related files. As to that specific duel DLG, there's nothing wrong with the one in the MOD and it's not listed in the Override file list, so that's not at fault. And the relevant scripts in the MOD all appear correct (and again aren't listed in the Override). So there's nothing apparently wrong with install that I can determine. The only thing I can think is maybe the globals in your save are borked. Have you tried an earlier save before triggering the initial Duncan/Gerlon cutscene?
  19. Which should be noted have nothing to do with the scaling. That's just the conversion from the vanilla normals to smoothing groups when creating the ASCII breaking things. To say it is imprecise would be charitable. KBlender preserves the vanilla normals, but I don't know if Blender has equivalent functionality to Max's Rescale World Units.
  20. You have tar02_duelorg021.dlg in your Override. That's a sign you're using some other mod that messes with the duels. Both this mod and K1CP make their changes via module injection, not override dumps.
  21. There was no update. I merely edited the description to change the K1R compatibility flag, per the previous comment above yours. The site considers any description edit as an update, even if you don't touch the files. But that aside, reinstalling the mod shouldn't cause a problem. It edits/overwrites original entries in the GIT and DLGs, replaces some vanilla scripts and adds some new ones. Nothing that should break anything. Some other mod interfering would be the most likely cause. You'll need to attach your /modules/tar_m02ae.mod and dump a list of everything in your Override folder (open a command prompt, dir /b > override.txt).
  22. This is the original pale blue texture without an envmap. Just put it in your Override folder. DP_TarTnkGlass.tpc There are no TGAs/TXIs in this mod, only TPCs.
  23. My only concern is K1CP compatibility. And K1CP is not compatible with K1R. I have updated the mod's description to set the K1R compatibility flag to no.
  24. You're using the Aspyr update for TSL. That's not compatible with the old exe. You'll need to switch to the "legacypc" version under the Betas tab. Right click on the game in the Library list -> Properties -> Betas, select legacypc from the drop-down menu. This will involve redownloading some of the game assets, so any mods you already installed will be nuked. If you have installed any mods, you'll want to delete your Override and Modules folders, then from the Properties menu go to Local Files -> Verify integrity of game files. After all that is finished, you can replace the exe with the WS patched one. That said, the Aspyr version should have native widescreen support anyway, so patching the exe is unnecessary. But the Aspyr version is full of bugs so it's not worth using unless you absolutely must have achievements and/or controller support.