DarthParametric

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Everything posted by DarthParametric

  1. View File Dark Side Ending Cutscene Enhancement This mod replaces the terrible low poly and sprite-based crowd in the Dark Side ending with a full 3D crowd. Due to engine limitations, these are static in order to preserve the frame rate, but the original only has some slight wobbling of the sprites anyway. The two animated Sith Officers that walk up and salute still remain, as in the original version, although they have been tweaked so that the transition from walking to saluting is a little less janky. Both now also bow in a later shot, as intended. Two doors that were missing have been added (also to the regular Temple Summit module) so Bastila and Revan have an obvious path to the dais besides Force Leap. Some of the level geometry has been consolidated to improve performance, since models with high individual mesh counts seem to tank the frame rate. As of v1.2, all the vanilla lightmaps have been completely replaced with entirely new higher resolution ones, cleaning up artefacts and adding in a lot of missing shadows. Known Issues / To-Do List: Currently, the DS credit sequence does not play in fullscreen when movies are enabled due to the requirement for additional exe patching not currently done by any existing widescreen patch. I have provided info about this to ndix UR for incorporation into his high res menu patcher, but there is no ETA on an update for that. In the meantime, for those willing to crack open a hex editor, here are the offsets you need to edit with your own resolution values in the CD/GOG exe: 0x28F9E0 – E0 01 0x28F9E5 – 80 02 0x28F9FA – 80 02 0x28FA04 – E0 01 Credits and Thanks: @bead-v for MDLEdit and KOTORMax. @ndix UR for TGA2TPC, TPCView, MDLOps 1.x. @seedhartha for KOTORBlender for Blender 2.8+, especially for adding the lightmap baking feature. Thanks to @ebmar for offering his 2¢ on various aspects and for prompting me to dig this one back out of the "on hiatus" pile. Thanks to @N-DReW25 for suggesting the addition of the doors. Skybox textures in screenshots/video are from @Kexikus's High Quality Skyboxes II. Submitter DarthParametric Submitted 12/25/2021 Category Mods K1R Compatible Yes  
  2. There's nothing to fix. The Revan robes don't use the global supermodels. SS's flowing robes mod provides the supermodel, which is why it's required.
  3. Version 1.2

    10,958 downloads

    This mod replaces the terrible low poly and sprite-based crowd in the Dark Side ending with a full 3D crowd. Due to engine limitations, these are static in order to preserve the frame rate, but the original only has some slight wobbling of the sprites anyway. The two animated Sith Officers that walk up and salute still remain, as in the original version, although they have been tweaked so that the transition from walking to saluting is a little less janky. Both now also bow in a later shot, as intended. Two doors that were missing have been added (also to the regular Temple Summit module) so Bastila and Revan have an obvious path to the dais besides Force Leap. Some of the level geometry has been consolidated to improve performance, since models with high individual mesh counts seem to tank the frame rate. As of v1.2, all the vanilla lightmaps have been completely replaced with entirely new higher resolution ones, cleaning up artefacts and adding in a lot of missing shadows. Known Issues / To-Do List: Currently, the DS credit sequence does not play in fullscreen when movies are enabled due to the requirement for additional exe patching not currently done by any existing widescreen patch. I have provided info about this to ndix UR for incorporation into his high res menu patcher, but there is no ETA on an update for that. In the meantime, for those willing to crack open a hex editor, here are the offsets you need to edit with your own resolution values in the CD/GOG exe: 0x28F9E0 – E0 01 0x28F9E5 – 80 02 0x28F9FA – 80 02 0x28FA04 – E0 01 Credits and Thanks: @bead-v for MDLEdit and KOTORMax. @ndix UR for TGA2TPC, TPCView, MDLOps 1.x. @seedhartha for KOTORBlender for Blender 2.8+, especially for adding the lightmap baking feature. Thanks to @ebmar for offering his 2¢ on various aspects and for prompting me to dig this one back out of the "on hiatus" pile. Thanks to @N-DReW25 for suggesting the addition of the doors. Skybox textures in screenshots/video are from @Kexikus's High Quality Skyboxes II.
  4. Crystal (i.e. blade) colour is linked to a hilt model entry in upcrystals.2da. So it would require a new row for that crystal and its UTI, along with new hilt model variations (one for each hilt type - standard, short, double) for that crystal. For example the vanilla blue crystal/blade is g_w_lghtsbr01 / g_w_shortsbr01 / g_w_dblsbr001. Red is 2, green is 3, yellow is 4, purple is 5. The orange (HOTG) and cyan (MOTF) crystals use the G1 prefix (e.g, g1_w_lghtsbr01), so they are back to 1 and 2, respectively. The vanilla upcrystals.2da contents: 2DA V2.0 label template shortmdlvar longmdlvar doublemdlvar 0 BLUE G_W_SBRCRSTL14 g_w_shortsbr01 g_w_lghtsbr01 G_W_DBLSBR001 1 GOLD G_W_SBRCRSTL15 g_w_shortsbr04 g_w_lghtsbr04 G_W_DBLSBR004 2 GREEN G_W_SBRCRSTL16 g_w_shortsbr03 g_w_lghtsbr03 G_W_DBLSBR003 3 VIOLET G_W_SBRCRSTL17 g_w_shortsbr05 g_w_lghtsbr05 G_W_DBLSBR005 4 RED G_W_SBRCRSTL18 g_w_shortsbr02 g_w_lghtsbr02 G_W_DBLSBR002 5 Heart G1_W_SBRCRSTL20 g1_w_shortsbr01 g1_w_lghtsbr01 G1_W_DBLSBR001 6 Mantle G1_W_SBRCRSTL21 g1_w_shortsbr02 g1_w_lghtsbr02 G1_W_DBLSBR002 Creating the new hilt models would require duplicating and editing an existing hilt model. Either decompling/recompiling with MDLEdit (editing directly or editing an ASCII), importing/exporting and editing in Blender via KOTORBlender, or hex editing. You would also need to create new UTIs for the crystal and hilts, and accompanying icons. But all of that has absolutely nothing to do with this mod.
  5. View File Alternative Textures for VP's Tin Cans I've had these kicking around for a while for my own personal use, so I decided I should probably release them. They are intended for use with @Fallen Guardian's port of @VarsityPuppet's "Hi Poly Tin Cans" mod for K1, but they should also work for VP's original TSL version (although I haven't tested that myself). There wasn't much to work with given the UVs were designed to fit the atrocious Bioware textures, so they are just simple metal with a few grooves. But they work well for a minimalist/close-to-vanilla playthrough. Installation: Copy the TPC files into your Override folder. Delete the existing w_Dblsbr_001.tga and w_Dblsbr_001.txi files in your Override folder (or don't copy those from the Tin Cans mod in the first place). Requirements: K1 - https://deadlystream.com/files/file/299-vps-hi-poly-tin-cans-kotor-1/ TSL - https://deadlystream.com/files/file/42-vps-hi-poly-tin-cans/ Submitter DarthParametric Submitted 12/23/2021 Category Skins K1R Compatible Yes  
  6. Version 1.0.0

    968 downloads

    I've had these kicking around for a while for my own personal use, so I decided I should probably release them. They are intended for use with @Fallen Guardian's port of @VarsityPuppet's "Hi Poly Tin Cans" mod for K1, but they should also work for VP's original TSL version (although I haven't tested that myself). There wasn't much to work with given the UVs were designed to fit the atrocious Bioware textures, so they are just simple metal with a few grooves. But they work well for a minimalist/close-to-vanilla playthrough. Installation: Copy the TPC files into your Override folder. Delete the existing w_Dblsbr_001.tga and w_Dblsbr_001.txi files in your Override folder (or don't copy those from the Tin Cans mod in the first place). Requirements: K1 - https://deadlystream.com/files/file/299-vps-hi-poly-tin-cans-kotor-1/ TSL - https://deadlystream.com/files/file/42-vps-hi-poly-tin-cans/
  7. If you want to switch to unique lines then you'll need to use the VO_ResRef option rather than the Sound one that generic gobbledygook uses. That requires a uniquely named file in the DLG-specific sub-folder of the module the DLG comes from in StreamWaves (K1) / StreamVoice (TSL). The sub-folder name can be found in the Voiceover ID field in the DLG header. The audio is a mono MP3 with a fake WAV header. SithCodec can inject the fake headers into MP3s you give it - https://deadlystream.com/files/file/1716-sithcodec/
  8. Should be be fixed by https://deadlystream.com/files/file/865-kotor-droid-feat-gain-fix which is included in K1CP. As to HK's stats, I think it has come up previously, but it was never a high priority.
  9. View File Female Czerka Officer's Uniform - Modder's Resource Per some discussions on Discord with @N-DReW25, I have cobbled together a female version of the Czerka Officer's uniform for females. This is primarily intended as a modder's resource for people to use in their own mods. As such, there are three body models provided, Asian, Black, Caucasian, for use with whatever head models are desired. When creating a new appearance.2da row, only specify the model (N_CzerkOff_F_A, N_CzerkOff_F_B, or N_CzerkOff_F_C) and leave the texture column blank. This is because the model uses three different textures, thus is not compatible with appearance texture overrides. You are free to incorporate the contents of this mod into your own work, as long as proper credit is provided. Do not redistribute the mod by itself. For non-modders, I have also provided an optional installer that will replace the outfit worn by the Czerka Protocol Officer on Tatooine. Simply run the TSLPatcher installer in the Optional folder. Submitter DarthParametric Submitted 12/21/2021 Category Modder's Resources  
  10. Version 1.1

    183 downloads

    Per some discussions on Discord with @N-DReW25, I have cobbled together a female version of the Czerka Officer's uniform for females. This is primarily intended as a modder's resource for people to use in their own mods. As such, there are three body models provided, Asian, Black, Caucasian, for use with whatever head models are desired. When creating a new appearance.2da row, only specify the model (N_CzerkOff_F_A, N_CzerkOff_F_B, or N_CzerkOff_F_C) and leave the texture column blank. This is because the model uses three different textures, thus is not compatible with appearance texture overrides. You are free to incorporate the contents of this mod into your own work, as long as proper credit is provided. Do not redistribute the mod by itself. For non-modders, I have also provided an optional installer that will replace the outfit worn by the Czerka Protocol Officer on Tatooine. Simply run the TSLPatcher installer in the Optional folder.
  11. Steam version perhaps? Aspyr broke a whole bunch of stuff with their update. Wouldn't surprise me if they broke normal maps.
  12. Are you on Mac/Linux? The files are using NTFS compression, which could be an issue on non-Windows installs.
  13. DarthParametric

    Juhani

    They are asking if it will be compatible with this: https://deadlystream.com/files/file/1669-juhani-appearance-overhaul/ by @Stormie97. The answer is yes, it should be, since Stormie's head appears to stick to the vanilla UV layout.
  14. Without seeing the model as seedhartha suggested, I'd take a stab in the dark that you are trying to apply it to a skinned mesh.
  15. You mean the pre-rendered movies? Is the game minimising to the taskbar? That's a common problem. You may just have to disable them in the ini.
  16. The purple force field is just "door_field". There's also a yellow version named "LUN_Door_field". But they also use emitters on each side of the door to add a little extra oomph. The mine trigger sphere just uses a gradient texture (fx_static) and self-illum colour (RGB of 216/45/0). It uses scrolling UVs to get the rotation effect.
  17. The very first node of the LS DLG is not from my mod. It has an added node with a comment from @zbyl2 that fires an added script. So either some other mod is editing those modules and is actually the one at fault (all my mod does is change the stunt models), or you didn't actually do a clean install and left behind MODs in the module folder.
  18. Yes, the above links adds in animations for Revan's full outfit. I also made a mod that offers a hybrid version of the SF robes with the cape - https://deadlystream.com/files/file/1099-revans-hoodlessmaskless-flowing-robes-for-k1/
  19. I assume you are using a Revan's robes mod, since the vanilla SF robes don't have a cape. For that you need to use this mod - https://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/
  20. There's no way to know when you don't provide any actual information. Provide the following: A list of every mod you have installed, and the specific order you installed them in Attach the STUNT_42.mod and STUNT_44.mod files from your Modules folder Attach a text file listing the contents of your Override folder (open a command window in the Override, -> dir /b > override.txt).
  21. You shouldn't need to specify the unequip. It will happen automatically when equipping a new item.
  22. Does he actually have the items? I assume you aren't editing the UTC if you have to script the change. How are you spawning the items?
  23. The AI is set up to wait a round before equipping weapons to prevent it breaking. If you want someone unarmed to equip a weapon then you need to do that before turning them hostile and initiating combat. Try something like this: #include "k_inc_generic" void GoHostile() { ChangeToStandardFaction(OBJECT_SELF, STANDARD_FACTION_HOSTILE_1); DelayCommand(1.0, GN_DetermineCombatRound()); } void main() { object oDarkJedi02 = GetObjectByTag("tat17_darkjedi02", 0); object oDarkJedi03 = GetObjectByTag("tat17_darkjedi03", 0); ActionEquipItem(GetItemPossessedBy(OBJECT_SELF, "ITEM_TAG_HERE"), INVENTORY_SLOT_RIGHTWEAPON, FALSE); AssignCommand(oDarkJedi02, ActionEquipItem(GetItemPossessedBy(oDarkJedi02, "ITEM_TAG_HERE"), INVENTORY_SLOT_RIGHTWEAPON, FALSE)); AssignCommand(oDarkJedi03, ActionEquipItem(GetItemPossessedBy(oDarkJedi03, "ITEM_TAG_HERE"), INVENTORY_SLOT_RIGHTWEAPON, FALSE)); ActionDoCommand(GoHostile()); AssignCommand(oDarkJedi02, ActionDoCommand(GoHostile())); AssignCommand(oDarkJedi03, ActionDoCommand(GoHostile())); }