DarthParametric

Modders
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Everything posted by DarthParametric

  1. Only speculation as far as I know. The likely assumption is that this was the original intended location of the Star Map, but they ended up cutting it because adding a third level just made getting to it an unnecessary slog. But given the various interjections by Zaalbar in existing Shadowlands DLGs, it seems clear that he was intended to accompany you at one point at least. The level itself is fully textured and lightmapped. But there's no actual content for it. So the amount of work remaining to turn it into something playable is basically "all of it".
  2. M31AA - Sleheyron Arena A (CUT) M31AB - Sleheyron Arena B (CUT) M31AD - Sleheyron Arena D (CUT)
  3. The issue is you can't add new animations to either game, only replace existing animations. That's typically a bad idea.
  4. Also Canderous. Any UTC can equip one. Can't say I'm a fan of the Yavin idea, but squid head there could stand to be moved off Dantooine. If you follow the recommended/canonical planet order and do Korriban last then you're never able to report back about what you find there. He probably needs to start on Dantooine in order to give you the existing breadcrumb, but maybe he could tell you he's flying off somewhere to do something for the Council and you can find him there afterwards. Tatooine seems like the only logical choice though, unless you added another planet or something like a space station.
  5. I was messing around with something, as seen in the linked Discord discussion, but it never really went anywhere beyond a basic proof of concept. The top section is a little questionable, but the bottom looks ok to me. Or at least the lefthand side anyway. They did actually make that part an extension of the original with new artwork. They only made it for 16:9 though, so it doesn't solve the issue for ultrawide aspect ratios. So you'd have to do some custom work regardless. You could use it as a starting point perhaps.
  6. KTool has an option in the settings to read from the Override folder. That needs to be enabled if you want it to see custom appearance.2da entries.
  7. Aspyr already fixed this for the Switch version. You just need to steal it. Although from what I can tell, they used a kind of hacky (hardcoded) approach rather than fixing it properly, so it would need some additional work to port it across. Aspyr gonna Aspyr I guess.
  8. No. K1 uses a single model for all robe types, unlike TSL.
  9. I don't use Blender as a general rule, so you'd have to look up a tutorial for that. It's not a KOTOR-specific operation.
  10. If you are looking for character animations then yes, they are on the supermodels. Note that if you are wanting to modify an animation, you do not want to touch the animation on the supermodel itself. Import a copy of that animation onto the target model (for example the Dark Jedi in your screenshot) and modify that version. That way only that specific model will use the modified version. Everything else will use the vanilla animation.
  11. Character models typically use supermodels for their animations rather than having animations directly on the model itself. You can see the root supermodel designation in your screenshot in the OdysseyBase properties (just above your circled section). Supermodels exist in a hierarchical chain, with animations being pulled from multiple files. Animations are always pulled from the lowest (i.e. first) instance in the chain, so animations on the model itself will override any animation of the same name in any of the supermodels. This allows males and females to share some anims but have unique variants for others. For example, the base supermodel is S_Female03, which only female characters use. The next one up the chain is S_Female02, which is what males use. That allows for there to be separate walk animations for males and females, for example.
  12. Make sure you edit your swkotor.ini to set the resolution under the [Graphics Options] section. For example: [Graphics Options] Width=2560 Height=1440 Also, I have always found the best results when telling UniWS to patch the 800x600 resolution. I have gotten issues when trying the others in the past.
  13. Sounds like adding a _false.utc to the Override would be an awesome troll mod.
  14. Given that the mod works fine for everyone else, it's unlikely to be the cause. The primary element of the mod is an edited room model, the files for which are in your Override folder - m10ac_31a.mdl / m10ac_31a.mdx / m10ac_31a.wok. The other change is a tweak to the module's GIT to reposition the engine placeable. But that's not practical to revert if you've installed a bunch of other mods, which clearly seems to be the case. It also shouldn't cause any problems anyway. To start with, before deleting any files I would suggest going to the Modules folder and temporarily moving tar_m10ac.mod somewhere else. Try loading the module again. If it doesn't crash then it's something injected into the module. If it still does, then it's something in the Override folder.
  15. This should only be possible with the Aspyr version of TSL, since they added controller support to it. Won't/can't happen in the vanilla version or in K1. At least not without some emulation layer allowing controller input. So as with many other problems it introduces, your life would be easier rolling back to the "legacy pc" version in the betas branch drop-down. At least for future reference anyway. You don't want to do it mid-playthrough since it will nuke your current install.
  16. It's definitely not a mod issue. It's user peripheral input for sure. Might help to see the full contents of Device Manager to see what's plugged in.
  17. I haven't played ME for several years now, but for ME1 if you have an AMD CPU you'll want the "Silent Patch" which fixes broken lighting on character models on Noveria - https://cookieplmonster.github.io/mods/mass-effect/ There was an alternative mod that did the same thing before that on Nexus (might still be there) but it was laced with adware. Here's an exhaustive rundown of what is happening under the hood to cause the issue for anyone interested.
  18. Yes, replacing the exe with HoloPatcher will prevent the issue happening.
  19. Specifically, it nukes files that use certain characters in their filenames when it repacks the MOD for the Grove module, meaning that k_pdan_state1-.ncs and k_pdan_state1+.ncs get deleted. These scripts are the starting conditionals that check the value of the DAN_BOLOOK_STATE global, without which the DLG won't function correctly.
  20. Is the ship meant to be crashing into the station?
  21. It would be useful to know which site, specifically. Is that the only version of the texture available? It's only 128x128 which would be pitiful even when KOTOR was new. Edit: Just had a look at the model and it isn't going to work. It uses blendshapes (AKA morph targets), not skeletal animation.
  22. So it's already rigged then. That makes things a lot easier. I gather this is something you downloaded somewhere?
  23. Simply rigging it isn't going to achieve anything unless you also create a suite of custom animations for it as well. Let's be honest, nobody is going to do that for you. Your only practical option for custom models is to use an existing skeleton so that you can use its animations. I don't think there's any quadruped rig in either game that would work for a cat though.
  24. It works perfectly fine. All bets are off though if you are using 100 other mods. Take it up with the author of the list.
  25. Yeah, seems to be a problem across the board. Btw, this does not belong in the Releases section. It should be in the Site Feedback section.