DarthParametric

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Everything posted by DarthParametric

  1. The fog fix is only required for Aspyr's version, not the legacy PC build.
  2. 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.
  3. 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.
  4. @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 However, thanks to the coding assistance of @VarsityPuppet, I have a custom appearance patcher that was originally made for another mod that you can try (at least if you are on Windows): See how that goes.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.
  5. 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.
  6. That's like saying it was so much better than contracting herpes. True, but not necessarily a high bar to pass.
  7. The drama was resolved. Why not just delete all those off-topic posts and let the guy have his original thread back?
  8. 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
  9. JC seems to have determined the root cause and implemented a fix to (hopefully) prevent it occurring again.
  10. 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.
  11. 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.
  12. 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)?
  13. 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.
  14. Can you remember exactly where you were standing when starting the conversation that has Trask join you?
  15. 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.
  16. "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.
  17. 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.
  18. You ditched the open sphere and made it solid?
  19. c_holovandar and c_holododonna are the vanilla stunt models for those two scenes. My mod doesn't use the vanilla stunt models, it uses custom ones. Your install was broken because you didn't install the mod properly and thus Vandar wasn't using the custom stunt model, he was using the vanilla one. What you downloaded was my custom stunt models recompiled to use the vanilla stunt model names. Dodonna looked fine, but I figured if you screwed up one then chances are you'd screwed up both, so I included Dodonna's in there as well just in case.
  20. That's not a good thing. It means you screwed up. Guess it is rocket science after all. Of course not. Again, this is an inherent engine issue. It will never be fixable.
  21. Depends on how you merged in the zbyl2 mod, since you said you "manually" installed it. Edit: Here, try extracting this into your Override and see what happens. Alt_Stunt_Models.7z
  22. If you are using the old version of danii-ch's mod then that's probably your issue since you nuked the custom supermodels. The newest version of the mod uses module injection and is compatible out of the box. Check your Override folder for the presence of m12aa_c05.dlg/m12aa_c06.dlg. @zbyl2 should be shot for releasing a mod that hard overwrites a module and not updating it to use TSLPatcher. There's no clipping. What you are seeing is a lack of self-occlusion. The description clearly states that transparent meshes do not self-occlude in Odyssey and this results in artefacts.
  23. Did you read the instructions? Run the batch file, not the exe.
    1. DarthParametric

      DarthParametric

      Well they had no choice for Xbox at least. MS requires that all Series X/S games are backwards compatible with Xbone for the next 2 years. But that's really a non-issue. The game is capable of running better (although still pretty gimped) on Xbone S and PS4. Just like Red Dead Redemption 2. The problem was CDPR management pushing it out the door probably a year ahead of when it should have come out.

    2. Jorak Uln

      Jorak Uln

      I remember a dev report where they claimed Cyberpunk was barely out of alpha status in May 2019. Since then they were crunching up to 16h per day on 6 days a week. 

      Thats some serious mismanagement here. Glad they cut the game shorter than W3 to ensure quality  though. 

      Do you think there's a chance they will patch in those abandoned features like wall running & subway via later DLCs? Especially the subway/railway is a must in terms of immersion,  to be able to have some sightseeing at sections above ground.

    3. DarthParametric

      DarthParametric

      The demo we saw at the end of 2018 was absolutely a vertical slice, not an actual game. So my position has always been that the game as released was only in development for around 2 years, at most. That means the original April release date was an outright lie that was never realistic/never intended to be hit. It's very much a repeat of the Anthem situation, where the game languished in pre-production for half a decade without achieving much. And like Anthem, I expect we'll get an exposé from Schreier revealing some of the gory details in due course (he apparently already has some sources and is soliciting for more).

      As to future changes through updates or DLC, who knows. However, I would be very surprised if, mechanically speaking, the game changed significantly given all the other problems it has, so don't hold your breath for stuff like train rides. Wall running may be a possibility, but I'd put it low on the likelihood list. That's one of the things that likely never actually existed outside the vertical slice. There are some things that are actual cut features though that still have remnants in the game files. Stuff like cloaking/invisibility cyberware (similar to Deus Ex), which is actually used by at least one enemy in the game but was originally also available for the player. Other things that might pop up in DLC would be decorating V's apartment, getting a new/upgraded apartment (apparently there is one upstairs in the megabuilding you can reach with the double-jump cyberware). An expanded crafting/upgrade system seems likely, since this is the sort of thing TW3 did with its expansions.

      Everything is really up in the air at this point. The current state of the game and the time/resources required to fix it, plus how much of a knock-on effect that has with the multiplayer spin-off they are also supposed to be launching in a year, have probably put a crimp in whatever original plans management may have had. They are probably also in a bit of a bind logistically, because normally by this point post-launch DLC would already be well into production, since you need to keep your team occupied once they finish up their work on the main game (unless you just sack them all, as is common industry practice). But they probably have a lot of heavyweights, especially programmers, tied up working on patches that normally would have been cycled out by now. That's not only going to slow the whole DLC pipeline, it probably also means curbing any radical ambitions so as not to create any new problems. I would not be surprised if they actually end up scrapping some/most of their original DLC plans. They originally said to expect more than TW3, so presumably at least 3 expansions, but maybe they will decide to just cut their losses. But as I said, who knows at this point.

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  24. Someone that uses Twitter send a Tweet to Cat Taber and see what she says about a deepfake Mission romance mod.