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Everything posted by DarthParametric
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Adding existing rooms to a Module
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
You are confusing the division of labour in a module, the difference between static elements and dynamic elements. The LYT handles the static elements, i.e. the room models. The door hooks in the LYT aren't used at all. All the dynamic elements - doors, placeables, creatures, triggers, transitions, etc. - are handled by the GIT. The hooks do have one use though. They provide the intended door position, so you can just plug those co-ords into the GIT.- 8 replies
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- kotor1
- edit rooms
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What's the specific droid and in which module? From what I recall those repair DLGs should all use the same generic global script, but it's always possible one doesn't and has an error. Edit: Might be helpful if you zip up a save and attach it.
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Another stolen steam workshop mod?
DarthParametric replied to Ausanan's topic in General Kotor/TSL Modding
That is no doubt true, but there are known thieves on there. "2CRI" for example. Anything of mine you see there is outright stolen, not authorised by me. -
Going back to your original post, this is actually something KTool can do. Look for the blueprint, items sub-section of templates.bif.
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Presumably it's hard capped at 100%. If that's the case you are out of luck as far as scripting goes. You'd need to change all the base item prices in the global UTIs (item templates). That's what Bioware did for the stimpaks, except they created a second set. There are the regular ones you get at the beginning of the game, then if you nuke the giant fish they swap to the other set that cost more.
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Another stolen steam workshop mod?
DarthParametric replied to Ausanan's topic in General Kotor/TSL Modding
There's little point. Pretty much all of them have already been told, and Valve doesn't care. -
Another stolen steam workshop mod?
DarthParametric replied to Ausanan's topic in General Kotor/TSL Modding
Yes, lots of mods on the Workshop are stolen by retards/assholes and reuploaded there without permission. There's an existing thread about it from about a year ago. -
Yeah there are a number of Russian (and other non-English) sites that host stolen mods. I'm sure some of them would try to excuse it by saying they are doing translations or something, but they never ask for permission. Best not to link to them, lest they get traffic they don't deserve.
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We make no claims of compatibility with M4-78 or EE, regardless of version. It may work or it may not, that's up to the enduser to determine. TSLRCM is probably still fine, I don't think any radical changes were made. K2CP is pretty innocuous at the moment, it doesn't make anything like the sorts of changes K1CP makes, so it's probably fine. But nobody has assessed the current status formerly as of yet.
- 37 comments
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- patch
- unofficial
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Big guns:
I had to do an update for my Harbinger Hull Fixes mod. While I was at it, I figured I should probably address something that has always bothered me. So I hacked up the Harbinger's exterior model, made some new gun meshes, and plonked it on top of the bridge. And since the bridge is just a reskin of the Endar Spire's bridge, it will also slot straight into K1. I think I might add some actual mesh frames to the glass as well, give those dirt stains something to actually accumulate around.
One drawback is that the guns now almost completely block the docking collar which I added previously. Oh well.
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I added some inner frames to the windows. Changed the glass texture as well, although I'm still tweaking that.
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Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)
DarthParametric commented on DarthParametric's file in Mods
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MOD:Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric replied to DarthParametric's topic in Mod Releases
Eh, it's an icon. I'm sure you can change it on your end if you feel the need. -
MOD:Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric replied to DarthParametric's topic in Mod Releases
Good thing it only took someone four years to notice. That might have caused problems. -
MOD:Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric replied to DarthParametric's topic in Mod Releases
Read the linked thread. You can't have a hooded outfit without making a disguise due to how the engine duplicates animations between head and body models. If you want a different mask, edit SS's model. -
MOD:Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric replied to DarthParametric's topic in Mod Releases
It was a request. If you want the full getup, just use SS's mod directly. -
Install K1R+K1CP (that use TSLPatcher) on Linux
DarthParametric replied to gnutix's topic in General Kotor/TSL Modding
Nothing has changed regarding fonts. Installing K1CP on Android would be the same as any other TSLPatcher mod. You presumably need to do it on a PC and then copy the files back. But I don't have the mobile version, so I have never done it myself. You'd have to ask someone conversant with it how to do it. And be aware that as of K1CP v1.8, it is no longer compatible with K1R, so you have to pick one or the other. -
Just note that SS's mod requires a tweaked version to match his revised weapon models. So while the fix I made for the Community Patches works fine with the vanilla gun models, when used with this mod the guns will be slightly mispositioned, possibly with some minor clipping.
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Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric commented on DarthParametric's file in Mods
@forfunandmore: The updated version is live. The Dantooine element is now a separate component, so you'll need to run the installer a second time and choose it from the drop-down after installing the primary part of the mod. After installing, extract the attached archive and drop the UTP into the user's Override before they reach Dantooine. This will make the added computer terminal non-interactive, but still leave all added placeables in-place. Dummy_Dantooine_Terminal.7z -
The vanilla issue is fixed by the Community Patches.
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The problem is that integrated guns use the droid's racetex texture due to how appearance.2da works. SS has a fix, it just hasn't been uploaded yet.
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Help (re)creating walls in KotOR 1
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
This is not something you can do with placeables. Well not existing placeables anyway. What you are talking about is room model editing and/or creation. This has to be done in 3DS Max/GMax. It's not a topic that can be easily summarised in a couple of lines. As for screenshots, you can enable them in the ini under the [Game Options] section, setting EnableScreenShot=1 and in K1 you can also use GUIsInScreenShot=0 to always take screenshots without the GUI just like in first person mode (doesn't work in TSL though). Using the PrintScreen button will save screenshots in the game folder as TGAs. -
Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric commented on DarthParametric's file in Mods
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Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric commented on DarthParametric's file in Mods