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Everything posted by DarthParametric
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Black Line in middle of face.
DarthParametric replied to olnorton's topic in General Kotor/TSL Modding
Win 10 with a GTX 1080 Ti. But the thread OP also had a 1080, and I believe we were both running on the same Geforce driver revision at the time, so I have no idea what the root cause is. -
Black Line in middle of face.
DarthParametric replied to olnorton's topic in General Kotor/TSL Modding
I don't have the issue at all. I only ever saw it one time on a single texture on an XP machine. -
eXtensive Dialog Overhaul -beta- for KotOR 1.03
DarthParametric replied to Gimmick5000's topic in Work In Progress
Yeah nothing special is required. This is just a simple file overwrite, since you can't patch a TLK to replace existing lines with TSLPatcher. -
K1 Endgame Cutscene Improvements
DarthParametric replied to DarthParametric's topic in Work In Progress
No, there are other issues. For example, problems with compiling condensed models were never resolved. The engine simply can't handle multiple on-screen animated entities, which is why Bioware went with the sprites. That's a non-resolvable issue, at least while still using Odyssey. -
K1 Endgame Cutscene Improvements
DarthParametric replied to DarthParametric's topic in Work In Progress
You'd reckon wrong. -
STUNT_57.
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Just warp directly to STUNT_55a if all you need is to see the end sequence.
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Whether or not you side with Bastila on the temple roof. Check the scripts in that convo.
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The game doesn't have any dedicated facial animations aside from the mouth flapping for VO phonemes. Anything else is part of a larger animation for talking or listening. You can try creating a DLG and specifying various conversation anims like TALK_NORMAL and so forth. Otherwise, in TSL you can script any anim in the game (in K1 you can only script a limited selection listed in nwscript.nss).
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I don't know how mandalore got there.jpg
DarthParametric commented on HK-47's gallery image in Members Gallery
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I don't know how mandalore got there.jpg
DarthParametric commented on HK-47's gallery image in Members Gallery
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Sure, knock yourself out. Just provide credit as per usual.
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- 305 comments
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- patch
- compilation
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I'd suggest a different colour than the hot pink, since you appear to be using that elsewhere for barriers. Maybe just a slightly yellowish white rather than a super saturated neon. It also looks like you'll need some custom textures to handle curves/corners/angled sections. The bits where it "steps" look a bit iffy.
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Ok well that is a massively modified appearance.2da, so outright replacing it was going to cause multiple breakages somewhere. I'm not entirely sure why Jolee was affected though, since the only difference to his row was Bandon robes in the Revan robes slot. But it seems you are using K1 Restoration, and I know other people have had crashes during that scene because of changes it made. I wouldn't be surprised if you encounter further issues later on.
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Well that possibly explains it if you hard overwrote appearance.2da, although it should have just fallen back to the vanilla Jolee model. Attach a copy of the restored appearance.2da.
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Having random mods installed without even knowing what they are is a recipe for exactly this sort of thing. You should always start a new game from a clean install. That said, presumably what you are specifically referring to for Jolee are textures, assuming they are TGA/TXI/TPC. They shouldn't cause a crash (or turn him invisible), at least in theory, but try removing them from the Override and see what happens.
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Looks like the only change in your 2DA vs the vanilla one is for Mekel's appearance row, so it isn't that. Check your Override for the presence of P_JoleeBB.mdl/mdx. And list the mods you are using.
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Usually this sort of issue is caused by appearance.2da specifying a model that doesn't exist. But typically the game will crash as soon as it tries to render the model, which in Jolee's case should happen as soon as the cutscene of him fighting the Katarns starts. Is this where it is happening? Upload a copy of the appearance.2da from your Override folder.
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It's jumping the gun a bit to worry too much about landing videos right now. That would be the last thing you'd want to address, once everything else is finalised. But it shouldn't be too difficult to arrange some in-engine animations and then capture those as videos when the time comes.
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Help scripting in Kotor 1
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Padawan, there is a very large difference between "this doesn't work" and "I don't know how to make this work". Simply saying "it doesn't work" is not helpful in trying to diagnose a problem. Lay out exactly what you did and how you did it.- 38 replies
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- 1
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- jump location
- spawn npc
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Help scripting in Kotor 1
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
As I said above, the stealth effect gets disabled when they take damage. You can try the attached. The xxx_ud script needs to be added to the UTC's UserDefine script slot. The xxx_sp script gets added to the OnSpawn script slot. You can rename them whatever you want, just don't let the filename exceed 16 characters. I'm not entirely sure if the UserDefine script will work properly or not, so you'll have to see what happens. Also you need to wait for at least 2.1 seconds after you spawn them to jump them to the new location to make sure the OnSpawn script has finished. Invis_Assassins.7z- 38 replies
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- jump location
- spawn npc
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