DarthParametric

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Everything posted by DarthParametric

  1. It's not a texture issue, it's a module VIS issue, i.e. the file that dictates what rooms are visible from each other. The engine doesn't render any rooms not listed as visible from the current room you are in to save on memory (since the game was designed for the original Xbox with 64MB of RAM). The fix is pretty simple, since a VIS is just a text file. Edit: Here @todevuch, try putting this in your Override. It should fix the pictured issues I think. m12aa.vis
  2. Should be. JC's mods are a different thing entirely. They change the Jedi robes (I model), they don't touch Revan's robes (J model). And the supermodels are designed to work with all K1's other models.
  3. Kreia's mod should have used TSLPatcher and thus had backups. But I assume you installed a bunch of mods over the top of it. Go to your Override folder and look for the following files: 201_carth.utc, 201_cede.utc, 151_carth.utc, 151_cede.utc, 003_carth.utc, 222_carth.utc, 222_ced.utc, carth_holo.utc and delete them. You should be able to install mine after that.
  4. If you are getting dumped out of the conversation then your DLG tree is broken. Whatever nodes you added or changed are likely not linked back to the rest of the tree, so they just exit. You have to manually click to advance when there is no voice over for the line.
  5. The beta patch is literally in the post right before yours. Nobody has tested it yet.
  6. If you are using the Reddit mod build then do not use any other mod unless you know what you are doing. You'll probably break things. If you absolutely must use a mod, ask over on Reddit whether or not it is compatible with the build, or you can flag @Snigaroo (AKA Sniggles) directly here on DS. Generally speaking though you should avoid mods from Nexus, again unless you know what you are doing, since a lot of the mods found there are ancient and will cause problems with TSLRCM. Especially ones that use manual hard overwrites. TSLPatcher integration is a per-mod thing. It's not a generic mod manager that works with all mods. The author needs to create a custom setup for their mod on their end. Some loose file mods don't need it, like basic texture mods and so forth, but some that do either pre-date the existence of TSLPatcher, or the author was lazy and didn't create a setup for it. Avoid any mod that tells you to drop 2DAs and the like in the Override.
  7. Sniggles is the one that compiled that mod list. Just follow the instructions. The entire point of it is to keep you out of trouble.
  8. What is it exactly you need to know? You should probably hassle Sniggles about any specific build issues.
  9. The fog fix is only required for Aspyr's version, not the legacy PC build.
  10. It should be fairly self-explanatory based on the column labels. The values are vitality point multiplier (i.e. health), armour multiplier, damage multiplier, saves multiplier, challenge rating modifier, level multiplier. The real question is how it is applied, since there are only three selectable difficulty levels. Although it does seem like 4 makes the most sense for "normal". But I have no idea, I've never played around with it myself. Maybe @Kexikus can update his 2DA breakdown.
  11. The global script used to add Atton to the party during the HK fight (a_addatton) adds him via tag, so it grabs the pre-existing Atton already spawned in the module. In this case, that's p_atton1.utc from the 101PER module, not the global UTC. In order for it to work, you'd need to start a fresh game, since his UTC is pulled into the GIT right at the start. Of course you can always manually edit the GIT in your save if you need to test things.
  12. @Vabulletizer: A bit of a hack job, but the vanilla texture doesn't exactly provide a lot to work with: Normally there would be no practical way to patch this into an existing game, you'd have to manually edit appearance.2da yourself to fix it. However, thanks to the coding assistance of @VarsityPuppet, I have a custom appearance patcher that was originally made for another mod that you can try (at least if you are on Windows): [TSL]_Player_Head_TOR_Pureblood_Sith_Female_v1.0_Dancer_Patch.7z See how that goes. If it looks ok in-game I'll post an updated version of the mod. Edit: Tweaked the texture to fix a few dodgy spots and added a custom model as well, since I needed to adjust the headhook position. While I was at it I added some inverted duplicate skirts to fix the backface culling issue of the originals and tweaked the waist a bit to more closely match the TOR body. It seems like the vanilla texture has a bunch of issues, so that probably needs to be fixed in K2CP.
  13. My take on the show as a whole is that despite being very short as tv seasons go at only 8 eps a piece, you could pretty much wrap up the entire plot of the two seasons so far in just one or two episodes if they were tightly scripted. The "why do xyz?" comes down to the fact that the show needs a lot of filler to pad out the runtime of a fairly non-existent overarching plot. Hence why season two spent 80-90% of its runtime setting up spin-off shows and so much wheel-spinning in season one with monster of the week type episodes.
  14. That's like saying it was so much better than contracting herpes. True, but not necessarily a high bar to pass.
  15. The drama was resolved. Why not just delete all those off-topic posts and let the guy have his original thread back?
  16. Note though that pretty much none of the mods in that thread were ever actually hosted by LF. It was only tools and such. However, I do have my own archive of some SpaceAlex's JE mods which I can PM you. Closed Fist Romance (Dawn Star + Silk Fox) Silk Fox - No Head Cover Black Whirlwind - Arena Fix Music Change Party members have more HP
  17. JC seems to have determined the root cause and implemented a fix to (hopefully) prevent it occurring again.
  18. Agreed. You DO NOT post a public list of mods you say you have permission to use when you never asked. That's an outright falsehood, whatever terms you want to wrap it in. I'm not sure what your plan was, "working hard for years" on a project bundling other people's mods without asking first. Maybe you thought it more likely to succeed if you asked for forgiveness rather than permission. Maybe you thought permission for one mod applied in perpetuity to everything else a modder created. But pretty much all of my mods in that list I would never have given permission for in the first place, if you had actually bothered to ask. And the ones I did give permission for was nearly three years ago for a project I thought was long dead. Maybe that part was crossed wires. But so that it is clear to you, I will be unequivocal now. Any former permissions from me, real or imagined, are hereby withdrawn. You do not have permission to use any of my mods in this or any other project. Remove my mods and my name from any public list/material immediately. This is non-negotiable, so don't bother PMing me about it. I would suggest that you take the entire list down and contact all the other authors involved for their permission before proceeding any further. Maybe some of them will let you off the hook.
  19. That seems fine to me. I was more concerned that certain files might not able to be decompiled at all. This is the case for DeNCS as well, based on my own experiments. The main rights issues with mods are rehosting a mod without the author's permission and/or reusing their assets without permission. I think scripts fall into something of a grey area, partially because they are often derived from vanilla game scripts anyway and also because access to the source is necessary for compatibility (especially for large mods like TSLRCM). It's why authors are encouraged to include their script source (thus tacitly approving modification/reuse) to sidestep the problem altogether. If you have concerns I'm sure the admins can give you an official ruling on whatever it is you are specifically worried about.
  20. So what does that mean for the final product? Are scripts produced by nwnnsscomp doomed to never being decompilable properly (at least for complex ones)?
  21. Some authors haven't been around for years, and even those that are active are likely mostly unaware of the issue. If you have a problem with the system, take it up with @Tyvokka.
  22. Can you remember exactly where you were standing when starting the conversation that has Trask join you?
  23. The compatibility flag got reset the last time the forum backend got updated. So any mod that wasn't manually edited by the author since will say it is incompatible with TSLRCM, regardless of whether that is actually the case or not. The same presumably applies to the K1R compatibility flag for K1 mods.
  24. "Support"? No, not officially. Whether it is possible to get working or not I have no idea. I don't have an iPhone/iPad to test on.
  25. Oh yeah, I forgot about the stripper outfit. I never play female characters (or TSL), so it never occurred to me. I'll have to make a custom model for it.