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Everything posted by DarthParametric
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I would actually prefer you report issues directly on Github if you are willing to do so. That's exactly what the issue tracker is for. If you want to repost all these over there, that makes my life easier.
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We already know why. The same reason they made a bunch of other head swaps for the PC version. To try and increase the diversity a bit. Anyway, this is not a subject open to debate for K1CP, so kindly take any further discussion of the matter to a different thread.
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whats new? Move aside, Malak!
DarthParametric commented on ebmar's gallery image in Screen of The Week
- 5 comments
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- 2
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- darth revan
- main menu
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(and 5 more)
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Adding a custom item to a merchants inventory (TSL)
DarthParametric replied to Stormie97's topic in General Kotor/TSL Modding
You don't want to do that by the way. You want to create a MOD and inject your changes into that. Edit: Try this @Stormie97 and see if it works (you'll need to add your item's template name and compile it): void main() { object oStore = GetObjectByTag("m_202_001", 0); // To make sure the item only spawns once, check Dendis for the presence of // a custom local boolean we'll create. If it returns false, spawn the item. // Since the DLG we are firing the script from is owned by Dendis, we can use // OBJECT_SELF for any call that requires a target object, like the boolean set/get. if (!GetLocalBoolean(OBJECT_SELF, 66)) { // The check returned false, so set the boolean to true so that the // item won't spawn a second time on future triggers of this script. SetLocalBoolean(OBJECT_SELF, 66, TRUE); // Create the item in the store's inventory. The values are of the form: // Item template resref (string) / target (object) / item stack size (int) CreateItemOnObject("item_template_here", oStore, 1); } } After compiling it, you'll also need to edit Dendis's DLG and add the script name to one of the nodes. I would put it in the Script #2 slot on Reply 9 ("Just let me shop"). Just make sure not to replace any existing script. -
Adding a custom item to a merchants inventory (TSL)
DarthParametric replied to Stormie97's topic in General Kotor/TSL Modding
You could spawn it via script, either adding it to the store or a container. There would be a couple of ways to go about it. Hijack the module's OnEnter script and have it spawn it (and use a local boolean to make sure it only spawns once). Or edit the merchant's DLG and add a spawn script on a repeated node (like the generic greeting they always do, etc.) that does a similar check/spawn. -
Adding a custom item to a merchants inventory (TSL)
DarthParametric replied to Stormie97's topic in General Kotor/TSL Modding
If you are loading a save in the module it won't work, as the save will have a copy already stored in it (inside the specific module's GIT). You'll have to load a save from before entering the area for the first time to see the changes. -
K1 Main Menu Widescreen Fix - Revan Edition
DarthParametric commented on DarthParametric's file in Mods
It will still work, the background will just extend past the edges of the screen and the bit around the menu buttons will be stretched too wide. But other than that it would be fine. It doesn't alter the function of the menu in any way - that's all GUI stuff. Install the mod and then try extracting the attached and dropping it in your Override and see how that looks. DP_K1MenuBack_4-3.7z -
View File K1 Main Menu Widescreen Fix - Revan Edition This is a companion to my K1 Main Menu Widescreen Fix mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). But of course the major feature is that it swaps out Darth Malak for Darth Revan. There are four versions included: Version A uses the vanilla Revan N_DarthRevan01 texture, upscaled to 2048x2048. This texture will override the original and be used by the Revan stunt model (or flowing robes mods) during the game. Alternatively, the menu model will make use of any third party texture of the same name, should you prefer those. Version B uses a uniquely named texture, so it will not override the one used in-game, and the menu model will not make use of third party textures. Additionally, the envmap mask on this texture was adjusted to tone down the shininess of the chest and arms, as I found that a bit too overpowering. Version C uses a further modified version of B's texture to also adjust the colour of the helmet/mask visor to make it a little more apparent. Version D takes this a step further and adds a slight glow (self-illumination) to the visor. Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model (including my own - although the replacement KOTOR logos are compatible). As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod. N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS. Installation Instructions Extract the archive, navigate to the folder that contains your desired version, copy and paste the files into your Override folder, overwriting if prompted. If you are using version A and wish to use someone else's texture, don't copy N_DarthRevan01.tpc. Known Issues The crossed over belts lack a proper animation, so they are basically static. Even scaled up the Revan model lacks the shoulder width of the Malak model, so crossing the arms was a bit difficult to replicate. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for TGA2TPC. Thanks to @ebmar for enquiring about the feasibility of the Malak/Revan swap, leading me down the rabbit hole of actually making the mod. Submitter DarthParametric Submitted 10/09/2019 Category Mods K1R Compatible Yes
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Version 1.0.0
3,429 downloads
This is a companion to my K1 Main Menu Widescreen Fix mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). But of course the major feature is that it swaps out Darth Malak for Darth Revan. There are four versions included: Version A uses the vanilla Revan N_DarthRevan01 texture, upscaled to 2048x2048. This texture will override the original and be used by the Revan stunt model (or flowing robes mods) during the game. Alternatively, the menu model will make use of any third party texture of the same name, should you prefer those. Version B uses a uniquely named texture, so it will not override the one used in-game, and the menu model will not make use of third party textures. Additionally, the envmap mask on this texture was adjusted to tone down the shininess of the chest and arms, as I found that a bit too overpowering. Version C uses a further modified version of B's texture to also adjust the colour of the helmet/mask visor to make it a little more apparent. Version D takes this a step further and adds a slight glow (self-illumination) to the visor. Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model (including my own - although the replacement KOTOR logos are compatible). As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod. N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS. Installation Instructions Extract the archive, navigate to the folder that contains your desired version, copy and paste the files into your Override folder, overwriting if prompted. If you are using version A and wish to use someone else's texture, don't copy N_DarthRevan01.tpc. Known Issues The crossed over belts lack a proper animation, so they are basically static. Even scaled up the Revan model lacks the shoulder width of the Malak model, so crossing the arms was a bit difficult to replicate. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for TGA2TPC. Thanks to @ebmar for enquiring about the feasibility of the Malak/Revan swap, leading me down the rabbit hole of actually making the mod. -
The goal is to stick closely to developer intent. Clearly the original intent was that he be human.
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Well then I assume you don't use K1CP, since the Xor change was already added in a previous version. We have no intention of changing that going forwards. Anyone that doesn't like it is free to make a reversion patch.
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Ah, good catch. There are four Smuggler texture variants. 01 (pictured) and 02 are Caucasian, 03 and 04 and Black. He has a Combat Suit equipped, which is texture variant 01, hence why he looks like that. We could swap out the equipped armour slot item, but we don't want to alter his stats. The Combat Suit is a flat defense bonus of 4, which is why it used for low level mooks. We'd want to keep it at that.
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No, the comma is all important here. It's not "lesser non-human species", it's "lesser, non-human species" - i.e. all non-human species are lesser.
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So if anyone is looking for mod ideas, here are some for K1 you could consider:
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Tsk, tsk, a dirty Override drop I see.
Presumably @KnifeMaster will be interested in this one.
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Let's just hope that our changes to resolve issue #247 don't make it incompatible with K1CP...
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"You Jedi act all prim and proper, but inside you must feel the same way I do about the lesser, non-human species. The Sith at least let their feelings show on the outside." Doesn't make sense that a non-human would be calling himself a lesser species.
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It already does so as of an earlier version. Having him be anything besides human doesn't fit the dialogue. And all of KOTOR was de-canonised after the Disney buyout, so what Wookipedia or whatever says is irrelevant.
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Normal Map for K1/2 help? Last Resort...
DarthParametric replied to JackInTheBox's topic in General Kotor/TSL Modding
You could try forcing mip 0 via the TXI semantic. Try one or both of: mipmap 0 downsamplemax 0 -
Normal Map for K1/2 help? Last Resort...
DarthParametric replied to JackInTheBox's topic in General Kotor/TSL Modding
Odyssey's normal map implementation is frankly not worth bothering with. You will never get the sort of results you'd see even in contemporary engines of the era, much less modern ones. Yes. It's a known issue, but the problem was never resolved before ndix UR, the tool's author, vanished off the face of the earth. As the engine will not accept normal maps in any other format, there's little you can do about it. What is it exactly you are trying to do? Depending on what it is, you might be able to get the same (or better) results using actual geometry. -
Yeah. Basically an animation scaling issue, so I just cleared out any anims on the face bones, since you can't see that sort of detail anyway from that far away.
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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People can use @Snigaroo's mod builds for that sort of thing.
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KOTOR1 Order of Planets
DarthParametric replied to Sith Holocron's topic in Knights of the Old Republic General
Only TSL has hard-coded credits. K1's credits are done in-engine. -
Yes, we have previously discussed the Hulas issue. @ebmar was quite keen to pursue it, but we eventually rejected it in a 2-1 vote. The soundset issue was fixed and is part of v1.8. If you think the Senni Vek case warrants inclusion, and you are offering up your config for it, then you are certainly welcome to raise an issue for it on the repo.