DarthParametric

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Everything posted by DarthParametric

  1. That feeling when you discover that one of your sever hosts has apparently just vanished into the ether, taking ~10 years of SVN databases with it (and your last remote backup is several months old).

    Merry Christmas indeed.....

    1. DarthParametric

      DarthParametric

      Nah. Although that would have been the preferred case if I had to pick one.

      I have local backups in either case, so it's not the end of the world, just annoying.

    2. jc2

      jc2

      My sympathies.

    3. HK-47
    4. Show next comments  213 more
  2. Get ncsdecomp working properly and you'll be our new best friend.
  3. The game needs per-module LIP files for lip sync. Since Selkath use one of the generic fake alien VOs, it should be easy enough to take existing LIP files from one of the Manaan modules and create a new XYZ_loc.mod in the lips folder that matches your module name. As to the animations, all the creature/monster anims will need to be renamed to their human version equivalents. Some of them should be easy, since they will probably just have CR in front of the same name, but the combat ones will likely be completely different. Since you want to do new anims, this might be a good opportunity for you, since, as you have probably noticed, Selkath lack most of the anims regular humanoids have, so they can't use anything but basic blaster pistol or unarmed attack anims. If you want to make 20 or 30 custom combat anims, then the Fighting Selkath idea could turn into a proper actual thing.
  4. My guess would be that this is probably due to hard-coded animation settings tied to its model type, as specified in appearance.2da. They are using creature/monster animations, for which there is presumably no provision for anything beyond the basic talk animation. You could try changing the modeltype value for the main Selkath NPC rows, (Alien_Selkath_01/02/03, rows 40, 259, 260) from L to F and see what happens. I'm not sure if that will work, and it will presumably break most of their other anims, at least the creature ones anyway, but one hurdle at a time.
  5. It's hardcoded. There's an inbuilt generator that uses name fragments that is part of the exe itself.
  6. I would suggest DeNCS is the most in need of a replacement, since it chokes on a number of scripts. You should start by looking at what progress Xoreos has made on their decompiler (along with other tools for the various Odyssey formats) - https://github.com/xoreos/xoreos-tools
  7. It's compatible with anything that doesn't edit the same models.
  8. Never overwrite the MOD files manually. That will break your game. Skipping pre-existing ones is intended behaviour. TSLPatcher will inject the changes to the existing one. If you have been doing that, then yes, you probably will have to not only restart, but scrap everything and start with a clean install.
  9. A good example of why you'd want to use the K1CP code rather than the above is when Bastila is removed during the early part of Dantooine. If you try to get a non-player party member there, you can inadvertently grab her, and accidentally move her out of position. JC added code to prevent that, after I ran into that very problem with an earlier version of the party herding functions.
  10. I think you'd be better off lifting the party member code from K1CP. It has greater control.
  11. You deleted/removed lsi_bact03.tga/txi from the Override folder and the tanks are still empty? Edit: I just updated the mod to assign a custom texture to the glass. You can try installing that. There is no harm doing so over the top of an existing installation.
  12. No, it's just outside the scope of K1CP. You can see if some of my earlier WIP stuff, like the LS ending cutscene, that I was using JC's TSL robes and there were no issues (beyond any stunt models not having animations for TSL's extra bones).
  13. Ah, it must only allow one per drive. Makes sense I guess, albeit not much help for you in this case. If you are using the totally not cracked exe for widescreen then it's ultimately irrelevant, since you can just copy the KOTOR folder wherever you want without the need for Steam at all.
  14. Steam will let you create a new Library that you can install games to wherever you want. Open up Steam, in the menus up on the top left go to Steam -> Settings -> Downloads. Click the Steam Library Folders button up the top. Click the Add Library Folder button and choose or create a new folder somewhere. Now go to the main Library game listing and right click on KOTOR on the list on the left. Choose Properties -> Local Files -> Move Install Folder, select your new library from the drop-down list, then click the Move Folder button.
  15. Don't run it from Program Files. Don't install the game in Program Files.
  16. Should be possible, since you want it for an NPC and not the player, so you don't have to deal with it being upgradable, which might otherwise throw a spanner in the works.
  17. The saber on/off sounds are defined by the item type. So by default, all sabers use the same sound. The only way to have unique sounds for a given saber is to create an all new item type in baseitems.2da.
  18. I'd suggest using the human TALK_FORCEFUL, which is tlkforce in S_Male02, as a guide.
  19. If it's the same issue as ebmar posted when sabers are are not properly occluding other objects then that's just an inherent render order issue the engine has that affects both games. Likely a deliberate move on Bioware's part, as JC pointed out.
  20. Not sure, depends on what files it edits and how it edits them.
  21. This thread was about an issue in K1, so it has nothing to do with Aspyr's adjustments to TSL. If you are talking specifically about the hilt issue, no, that was never fixed (and is only fixable by Aspyr, so it is never going to be fixed).
  22. That's the entire point. As Bastila herself tells you right afterward. She wasn't interested in your answers, she was interested in how you answered. The other responses are needed because of this.
  23. You'd have to talk to @Salk about that. I got the impression that there were some DLGs that called it.
  24. Yes. The lightmap is 003EBOp_lm0 and the specific mesh is Object191 in 003EBOp. Rather than editing the lightmap itself, it's usually better to adjust the lightmap UVs of the specific mesh with issues. Edit: Something like this would probably work: I don't believe bead-v made any adjustments to this particular model in the TSL Ebon Hawk fixes mod, so it should be compatible with that at least. We'll probably add this to K2CP when we get around to updating that in 2023. But in the meantime try this: [TSL]_003ebop_LM_Adjustment.7z
  25. Sure, you can append new ones and edit any relevant entries to point to them instead. Might be more work. And depending on what, specifically, you are editing, it might actually be less compatible than the hard TLK overwrite.