DarthParametric

Modders
  • Content Count

    4,666
  • Joined

  • Last visited

  • Days Won

    531

Everything posted by DarthParametric

  1. Also doesn't work if you edit an ASCII?
  2. You need to post the changes.ini it produces to properly see what is actually going on. But in a word, no. Most of what you have there is incorrectly under GFF.
  3. The rules were recently changed to allow ports between K1 and TSL. If you are porting vanilla heads, that's fine, but the rules still forbid porting other people's mods without express permission.
  4. Template refers to UTx - UTI, UTC, etc. That's what the T stands for, Template.
  5. There's no reason you need to switch if you'd prefer to use a container, you just need to do it properly. And in TSL especially, as you've discovered, all you've really done is exchange that problem for a different flavour of the same problem. Obsidian was extremely lazy with their design and reused a lot of Tags/ResRefs across multiple modules. This means you can't just dump stuff in the Override folder, you need to learn how to use TSLPatcher and do module injection. For either case, module injection should solve your issue, since you'll only be adding it to that specific instance of an inventory. Whichever one you prefer, the basic operation is the same. Extract a copy of the original template. Make a duplicate of that and edit it with your changes. Use TSLPatcher's ChangeEdit to create a new changes.ini and difference your edited file and the original to generate a list of required changes, making sure to specify the destination module it needs to go to. If you have additional items that need to be added, like custom UTIs, these can also be added, either to the module or the Override as necessary. Then you need to extract the vanilla module files from the two RIM files (and in TSL also the associated xxx_dlg.erf) and bundle them into a MOD using ERFEdit, and in ChangeEdit set this up to be added to the Modules directory (importantly, not set to overwrite). You should read the PDF that comes with TSLPatcher as well as browsing through the tutorial sub-forum for further information.
  6. Just so you know, Odyssey's normal map implementation is piss weak. There's generally little reason to bother with using them in KOTOR. You won't get the sort of results you'd expect from pretty much any other engine from the last two decades. In my experience, the only time you get any really noticeable result is when used in combination with a cubemap mixed at 100%. Which is probably fine if you are making a Terminator total conversion and need a lot of chrome, but otherwise a waste of time.
  7. https://deadlystream.com/topic/5735-mdledit-bug-reporting-thread/?do=findComment&comment=73932
  8. Are you kidding me? It will be stretching on for months. I doubt he's even off Peragus yet.
  9. The model needs a flag enabled in the trimesh for normal maps to function. In MDLEdit you can just load the model, go to Edit -> Textures, then tick the checkbox next to any textures than have an associated normal map. There should be built in help that explains all this.
  10. You can't enter the base after the race. That is intentional and the obvious developer intent. The enforced restriction was done to prevent an exploit. There is no body. All you get is Davik. This is a known issue. I have a mod that addresses it - https://deadlystream.com/files/file/1192-taris-escape-sequence-adjustments/ Most of it is already included in K1CP, except the bit positioning the party.
  11. Man that video got slammed with that. Even at 1080 there are huge compression blocks. But I'm glad you've sorted that skybox though.
  12. That's probably a Max problem. I don't think the UI supports higher than three significant figures for stuff like that. Try typing in some co-ords and see what happens.
  13. Ooh, nice, endless dunes. Like a sea of them almost. Nicely done.
  14. The icon name has to match the one defined for the base item type. What base item are you using? A robe? Revan's robes? A disguise? Edit: I see above it's Revan's robes, so the icon name is of the format ia_revan_001.
  15. If you are using appearance.2da to specify the texture name, then yes - in the 2DA it would use the base name "hermet_robe" and then would assign the appropriate texture based on the model variation (e.g. hermet_robe01). Alternatively, if the texture column is left blank, it will apply whatever texture is directly assigned to the model.
  16. I watched the movie, which was basically enough to cure me of further need to watch the show. I also watched the episode of Rebels where she fights Vader, since everyone raved about that, and that had helicopter lightsabers. So yeah, Dave Filoni can burn in hell frankly.
  17. The vanilla flirt anim is used in multiple DLGs.
  18. Not bad. I'd say you'd want to darken the blue a bit, and the markings for the lekku tips seem like they should have a more pronounced shark tooth bit. The top center of the metal circlet thing also seems like it is a bit more faceted in the show version. Although all this is only going from that one picture I have. I don't watch the show.
  19. No, you can't persuade/Force persuade him (it's a fake choice). You can only kill him by jamming your saber in there.
  20. I'd try setting it to a lower value for starters. 0.25 is the usual value used in vanilla anims. It should blend between whatever anims it is sandwiched between. A guy standing on the street is going to be idling use the pause anims, so that's what it has to blend from/to. Are you saying it doesn't blend into other anims when called during a conversation?
  21. Assuming the transtime value is non-zero it should automatically blend between anims I would have thought.
  22. Not a mod, just a function of GLIntercept.
  23. You just need to encode them as MP3s and add a fake WAV header like the vanilla files.
  24. Typically it's easier to use the vanilla model as the supermodel for your new model. Then just edit appearance.2da to point to your model. Screwing around with anims if you don't know what you are doing is going to cause problems.