DarthParametric

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Everything posted by DarthParametric

  1. Game meshes are not suitable for 3D printing. You want a watertight mesh to print with, and game meshes are full of all sorts of intersecting geometry and other various issues because that's fine in a game engine.
  2. There are 3 different die/dead animations. The combat animations (actually falling down) are die and die1. The matching dead animations (laying on ground) are dead and dead1. There are also getupdead and getupdead1, which should be self-explanatory. You can just duplicate the existing ones and rename them, since they are just variations of the same thing (falling over face-first). There is also die3/dead3, which is the prone/laying on back anim, the difference in this case being that die3 is dying while already prone, not falling from standing. I'm not sure if those two are used in combat. Possibly some Force powers may end in that prone state. If you want to test it you could always make a duplicate of something really obvious (like dance, assuming you made that) and see if/when it gets triggered. Regarding the insane Selkath, the Race model is set to N_SelkathCr, so it is presumably using that, not N_Selkath. Although the latter is set as body model A (naked/underwear model), and most of them don't have any equipped clothes/armour. Perhaps when a RaceTex is specified the Race model overrides the body models, not sure. I would suggest editing those rows in appearance.2da and changing the A model to N_SelkathCr to be safe. When you have a finalised mod ready for release, a TSLPatcher setup can be made that will dynamically edit appearance.2da.
  3. Those are purposely missing. They aren't loose files. The installer patches the vanilla versions inside modules. Whatever you are doing, your install destination is apparently completely broken, as the modules should be added if they don't already exist before any patching begins.
  4. Never use any mod that hard overwrites a 2DA if you can avoid it. That will always cause problems unless it is the very first mod installed. Can't say I have ever experienced the subtitle problem, nor do I recall seeing it reported elsewhere. The only missing subtitle issues I know of are a couple of very specific cases that should be rectified by K1CP (and you wouldn't have seen those yet if you haven't been past Taris). If you are getting a repeatable issue with the first line of every conversation then that points to some other problem. The only thing that comes to mind as a potential source would be the letterbox scaling option of ndix UR's High Resolution Menus patch for the game's exe, which does explicitly warn it can obscure subtitles and dialogue choices if used for some resolutions. But if that was the cause then the problem should exist for every single line in a conversation, not just the first. Beyond that, I have no idea.
  5. Yes, that one. Run that installer, then copy the textures from Silveredge's original mod. As the readme states: People were copying across the appearance.2da from Silveredge's original mod, overwriting the one already present in the Override (and already patched by K1CP). This causes the lite commoner appearances to break, amongst other problems. I see now though that the build install order has been changed to put K1CP after the Ajunta Pall mod in order to forestall further occurrences of this. Simply creating TXIs for the textures should be sufficient. Extract the attached into your Override and you shouldn't need a 2DA edit/replacement. I would advise that you delete Svosh's mod from your post. Rehosting/redistributing people's mods without permission is against the rules and will possibly get you banned. Bastila_TXIs.zip
  6. You followed the /r/kotor build list I gather? Your problem is a combination of poorly worded instructions on their part and failing to properly follow them on your part. A number of people seem to be doing the same thing. You overwrote appearance.2da, thereby effectively destroying your current install. You'll need to scrap everything and start again from a clean install. That means deleting your saves and starting a new game as well. Pay attention when you get to the Ajunta Pall mod this time. DO NOT install Silveredge's mod. Only take the needed textures from it, as instructed.
  7. That would be my fault, since I was that one that modified the training script to accommodate @Stormie97's robes. The issue is that the mod changes the default fake PC that is used for two custom ones (male and female), and, naturally, there is no provision to properly destroy those once they have fulfilled their purpose. An unfortunate oversight on my part. As luck would have it, the script that controls destroying the fake PC can't be decompiled, so resolving that will take a different approach. I've suggested a fix to Stormie to resolve the problem for future users. But fixing that wouldn't help in your case regardless, since the scene has already been completed. As a temporary measure, try extracting the attached into your Override folder and loading a save in the Hawk (or re-entering it from outside). Stormie_Robes_Fake_PC_Temp_Fix.zip
  8. I use the 3DS Max import script. There might be a Blender script, I don't know, I don't use Blender. You can try Googling for it. Otherwise Noesis with the TOR Python plugin is probably your only option.
  9. It's not particularly painful. Grab TGA2TPC, load your TGA, set the export directory, set the compression to DXT5 (make sure your normal map has a solid white alpha), create an appropriate TXI or change the setting to text and paste it in the box. At a minimum you will need isbumpmap 1 If you have modified the diffuse, then it will also need a TXI that includes bumpmaptexture filenamehere that points to the filename of the normal map.
  10. Due to the way lightmaps are baked, upscaling is unlikely to produce desirable results. You'll almost certainly end up with a lot of nasty artefacts. But yes, for K1 all you need to do is put TGAs in the Override. TSL uses TPC lightmaps, so if you are using TGAs you'll need to create matching TXIs. The engine only supports normal maps in TPC format, specifically RGBA DXT5. Given the fairly poor implementation, there's probably little to be gained trying to upscale them.
  11. Probably easier to just go into the install folder and delete the TLK in the base directory, the Override directory, and the Modules directory. Then in Steam you can do a local file integrity check and it will redownload the missing files. If you are using an edited exe for widescreen, just make sure to move that outside the game directory first, then you can put it back afterwards (so you won't need to patch it again).
  12. I did tell you not to reinstall the mod over the top of itself. Ideally you'd want to nuke the entire install and start over entirely fresh - including deleting all your saves and starting a brand new game. You've not only got the minor Dantooine NPC problem, which on its own would be salvageable with a save edit, but you've also broken placeables.2da which is now suffering from wrap-around due to the row limit bug. That is going to cause problems throughout the entire game.
  13. There are probably a few bits and pieces discussed here. You'll need to go to Xentax and read the big TOR threads which discuss what tools you need and how to use them.
  14. So the backup is fine, and as far as I can tell this mod should be the last one in the build list that patches the TLK, assuming you followed the suggested install order. So the cause is presumably this mod, but I have no idea how it happened. If you can check what other mod backup folders also contain a dialog.tlk that would be helpful. In the meantime, you can extract the attached into your game's base folder, replacing the broken TLK. Fixed_TLK.7z Edit: The attached file has the added strings from the mod. The backup won't have those, so you are using that then if you click on the captured Jedi the DLGs will report StrRef errors. The attached should prevent that. Because of the placeables.2da row limit bug DO NOT reinstall the mod over the top of itself.
  15. Did you keep all the installers and the folders they were extracted to? Any of them that uses TSLPatcher should have a backup folder. Since the strings from this mod have been correctly appended to the end of your TLK, I suspect the problem occurred before it was even installed. This can be ascertained by attaching the backup dialog.tlk from this mod's install folder for me to have a look at. Checking other folders for TLK backups could help pinpoint the root cause, which is why knowing the install order is important.
  16. Somehow your TLK has been nuked. Every string has been changed. There are also some other strings related to Twi'lek VO. It is very strange. TSLPatcher cannot directly edit existing TLK strings, only add new ones. This shouldn't be possible, in theory. Please list your OS, a full list of every mod you have installed (and ideally the order they were installed in), and how you went about installing them. For the sake of brevity, it may be better to attach a text file with the mod list.
  17. DLG files don't contain any text. It's all in the dialog.tlk file. The mod appends some strings to the end of the TLK. It shouldn't affect anything beyond the specific instances on the Star Forge. Zip up dialog.tlk in the game's base directory and attach it here.
  18. Edited 2DAs go in the Override folder. If you have mods installed you may have a copy of appearance.2da in there already, in which case you should edit that one.
  19. You'd need to edit the normalhead reference in her appearance.2da row. The number is the row ID in heads.2da. Her default value is 5, which points to P_JuhaniH. If you wanted to switch it to a Twi'lek you could use values of 61 (twilek_f), 63 (twilek_f02), or 65 (twilek_f03). You'd probably also want to replace her portrait, po_pjuhani.
  20. Unless you are specifically intending to edit global files, you should never put anything in TSL's Override folder. Obsidian reused resrefs throughout modules, meaning even objects that are per-module unique will likely share a resref with a completely unrelated object in another module. And often across multiple modules. Unlike K1, module injection is typically a necessity for most TSL mods.
  21. Your mod throws a generic UTP into the Override. That will replace all instances throughout the game. There are likely dozens, if not more. You need to create your own new custom container, or find an existing unique container to spawn your items into, or use various scripting options to do a one-time spawn into a generic container in the desired module.
  22. Using void DuplicateHeadAppearance(object oidCreatureToChange, object oidCreatureToMatch); You'd need to create two dummy UTCs, one male, one female, each equipped with the glass and null blaster and with the Proficiency All feat. Then under a fade to black you'd jump the PC somewhere out of sight and spawn in the fake of the appropriate sex, clone the PC's head onto it and duplicate their equipped armour/robes/clothes. The meat of your script could look something like this: object oPC = GetFirstPC(); object oFakePC; object oBodyItem = GetItemInSlot(INVENTORY_SLOT_BODY, oPC); location lSpawnPoint = Location(Vector(1.1,2.2,3.3), 0.0); if (GetGender(oPC) == GENDER_FEMALE) { oFakePC = CreateObject(OBJECT_TYPE_CREATURE, "FAKE_PC_TEMPLATE_FEMALE", lSpawnPoint, FALSE); } else { oFakePC = CreateObject(OBJECT_TYPE_CREATURE, "FAKE_PC_TEMPLATE_MALE", lSpawnPoint, FALSE); } if (GetIsObjectValid(oBodyItem)) { object oNewOutfit = CreateItemOnObject(GetTag(oBodyItem), oFakePC, 1); AssignCommand(oFakePC, ActionEquipItem(oNewOutfit, INVENTORY_SLOT_BODY, TRUE)); } DuplicateHeadAppearance(oFakePC, oPC); Then once that scene is done, under another fade to black you destroy the fake PC and jump the real PC back into position. Obviously this only works for pure cutscenes. You can't do it for a conversation requiring PC responses (at least during this part of it).
  23. You'd only need the glass, since the other one is just a null object to allow dual wielding. But a stunt anim, even if used for a single node, would require static cameras for the entire scene. Any shots with dynamic cameras freak out if you use a stunt anim anywhere in the convo based on my prior experiments. And of course someone would actually have to make the stunt anim.