DarthParametric

Modders
  • Content Count

    4,398
  • Joined

  • Last visited

  • Days Won

    492

File Comments posted by DarthParametric

  1. Ladies of the Sith Army

       1,283    9

    15 minutes ago, N-DReW25 said:

    This is an issue with the model and isn't something I can fix. 

    Well technically it is something you (or @Marius Fett) could fix. The model just needs adjusted die/dead/getupdead and/or die1/dead1/getupdead1 anims. It actually shouldn't be too arduous if it is just some arm/hand adjustment, since you can just fix the static dead anims first and then reuse those keys as the end/start frames for the die/getupdead anims.

    • Light Side Points 1
  2. Yavin Station Hangar

       1,207    11

    Something you may want to consider for a future update, since it doesn't appear you have already addressed it. The selection icon to open the door before the hangar (accessing the transition trigger in the vanilla module) floats out in the middle of the corridor due to the walkmesh restricting access to it if you move it across the panel cluster on the wall. You could add one of the perpendicular panels that the other doors have to alleviate this. An idea I rejected for K1CP for being out of scope, but perfectly suited to this mod.


  3. Quote

    Due to technical constraints, some unavoidable and unpleasant artifacts will show up during the cutscenes using Vandar's hologram model.

    I haven't tested it in-game, but looking at the preview screenshot I think you should be able to plug the neck gap at least.

    Edit: Yeah looking at the models and the texture, I think I see what the issue is there. You're relying on Blending Additive and setting the mesh alpha to 1.0 in the supermodel.

    Edit 2: Edited version using the same technique as in my mod:

    Vandar_Holo.jpg.731f0f6645220163a4973b40909af03d.jpg

    • Like 1
  4. Sherruk's Lightsaber Collection

       1,536    20

    15 minutes ago, LordMerek said:

    This mod (the danm14ac.mod file to be exact) seems to break the "Murdered Settler" quest on Dantooine

    Unlikely. The config is not set to overwrite, so it should skip adding the module if you already have K1CP installed. And it doesn't do anything to the module besides edit Sherruk's UTC. Your problem is presumably caused by a different mod.


  5. Obviously the Switch edition of the game doesn't use the same folder/file structure as the PC version. I gather anything beyond the simplest of mods is going to require a separate Switch-specific version.

    Edit: Ah, here you go. Download and install this first - https://deadlystream.com/files/file/2102-kotor-switch-modding-framework/ - then you should be able to install PC mods correctly.

    Edit 2: Actually no that just adds empty folders. Mods injecting LIP files don't include the MOD because the PC version of the game has them. Still seems to me like you'd need a custom Switch version of a mod to work 100% correctly. Although note that missing LIPs will just prevent lips flapping during dialogue, it won't actually break anything.

     

    • Like 1
  6. KOTOR 1 Community Patch

       174,884    245

    As should be evident from the version number, it will be a new version (1.10.0), not a hotfix to the current version (1.9.x). It's highly unlikely to release this year.

    • Thanks 1
  7. KOTOR 2 Community Patch

       50,338    26

    You should only install mods that do hard overwrites before the Community Patch. Judging by that mod's description, it just dumps stuff in the Override, so yes, install it first.

    • Thanks 1

  8. 5 hours ago, JDub96 said:

    Is this compatible with K1CP?

    Quote

    Compatibility:
    It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first.

    Zapp.gif.9039fc8e87edad140769ad32bb69a124.gif

     

    1 hour ago, WildKarrde said:

    Any chance

    None. But you can edit the UTCs in the tslpatchdata folder yourself to add them. Note, however, that would only affect the stunt party members inside the party jail cell. If you choose Mission or Jolee as the jail breaker they would still end up naked, at least without some additional script work. Canderous as well, but he has his gear stored right next to his start point.

    • Like 1
    • Haha 1
  9. Improved Bastila Head

       1,513    13

    The earlier version will just fall through to the supermodel's anims, the same as all the player heads use. The anims on the newer one are what the vanilla Bastila head uses, but I guess the changes to the mesh and/or weights resulted in some undesirable behaviour. No doubt that's why Tempust dropped them in the first place.

  10. Improved Bastila Head

       1,513    13

    21 hours ago, La Ingobernable said:

    if someone were to provide a fix for the off-centered eye, that would be a welcomed addition

    Try the attached. Fixed the lazy left eye, increased the pupil size, switched the head texture to TPC (with added vanilla clamp TXI data), and swapped the body texture fix to the one K1CP uses (i.e. adds the envmap TXI data). Also edited the readme accordingly.

    Darth_Tempust_Improved_Bastila_Head_Edited.7z

    • Like 2
    • Thanks 1
  11. Unofficial K1CP Tweak Pack

       770    8

    No, it's not the version here on DS. I believe that one is the one that was altered to be compatible with the Steam Workshop, but potentially it is still retains the filename bug. You'd have to test it. Regardless, Fair Strides has been made aware of the issue and a revised version will no doubt be uploaded in due course.

  12. Taris Dueling Arena Adjustment

       28,639    29

    Any module it injected into is potentially also broken, assuming that module also had files that used special characters in their filenames. The only safe solution is a full nuke from orbit and start with a fresh install. You'd need to either manually replace the Unofficial Tweak Pack's exe or wait for an update (or just not use it).

  13. Taris Dueling Arena Adjustment

       28,639    29

    @ElvenLace: Are you using the Unofficial K1CP Tweak Pack? I just saw a comment saying it breaks the cantina module due to using a bugged version of TSLPatcher.

    Edit: Yes, that is indeed your problem. Comparing a functioning module (left) vs your module (right), you can see that you are lacking critical duel scripts. This is a known issue with the old version of TSLPatcher. It can't handle certain characters in filenames, so they end up omitted when it repacks the MOD.

    Broken_Module.jpg.b68c94d9b2660de4ab1d587c71159582.jpg

  14. Taris Dueling Arena Adjustment

       28,639    29

    17 hours ago, ElvenLace said:

    I don't quite see how that would affect the dueling arena in a negative way

    It won't, not the actual fights at any rate, since those are governed by a completely different DLG (tar02_duelann021.dlg). I simply said it was a sign you were using other mods that altered the arena-related files.

    As to that specific duel DLG, there's nothing wrong with the one in the MOD and it's not listed in the Override file list, so that's not at fault. And the relevant scripts in the MOD all appear correct (and again aren't listed in the Override). So there's nothing apparently wrong with install that I can determine. The only thing I can think is maybe the globals in your save are borked. Have you tried an earlier save before triggering the initial Duncan/Gerlon cutscene?

  15. Taris Dueling Arena Adjustment

       28,639    29

    You have tar02_duelorg021.dlg in your Override. That's a sign you're using some other mod that messes with the duels. Both this mod and K1CP make their changes via module injection, not override dumps.