DarthParametric

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Everything posted by DarthParametric

  1. 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
  2. It's compatible with anything that doesn't edit the same models.
  3. 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.
  4. 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.
  5. I think you'd be better off lifting the party member code from K1CP. It has greater control.
  6. 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.
  7. 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).
  8. 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.
  9. 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.
  10. Don't run it from Program Files. Don't install the game in Program Files.
  11. 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.
  12. 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.
  13. I'd suggest using the human TALK_FORCEFUL, which is tlkforce in S_Male02, as a guide.
  14. 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.
  15. Not sure, depends on what files it edits and how it edits them.
  16. 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).
  17. 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.
  18. You'd have to talk to @Salk about that. I got the impression that there were some DLGs that called it.
  19. 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
  20. 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.
  21. Read the readme, young Padawan. TSLPatcher can't edit existing TLK StrRefs, only append new ones. While there may be alternatives in the future, currently your only practical option is to modify the TLK directly and do a hard overwrite.
  22. No, only for pre-existing saves. If you are still not seeing any changes with a new game then it wasn't installed properly or something is overriding it. Since you have the Steam version, I would double check you do not have any stray Workshop folders under \steamapps\workshop\content\208580\.
  23. Wait, did you install it mid-playthrough? That won't work. Not for anywhere you have already been anyway.
  24. Are you using any Workshop mods at all? If so one of them being an appearance.2da mod would be why.
  25. The game reads the player supermodels in a chain like this Body -> S_Female03 -> S_Female02 -> S_Female01 -> S_Male02 -> S_Male01. Any time it needs an animation it checks the base model, if what it needs isn't there then it checks the supermodel, it then checks that model's supermodel, etc. It stops as soon as it hits the anim it is looking for, so any anim lower in the chain will override an anim with the same name higher in the chain. Female body models set S_Female03 as their supermodel, and male body models set S_Female02. Thus, all unique female anims are on S_Female03 which male bodies never see. All the other anims are shared but are scaled via an animation scale factor specified in each model. This is especially important in K1 since not only are there height differences between the sexes, but each sex also has three different heights as well. But that side of things is handled dynamically by the engine, outside of any anims specifically on a given model (i.e. S_FemaleXX supermodels use a female rig, S_MaleXX supermodels use a male rig). I don't use Blender, but as I understand it it needs to break each animation into a separate file or scene, or something like that. Which would make working on supermodels fairly impractical to say the least, given the number of anims on them. But someone familiar with Blender and KOTORBlender in particular would need to chime in there. I would think the only way to get a workable KOTOR model out of it would be to export the specific modified animation you wanted and then directly edit an ASCII copy of the relevant vanilla supermodel in a text editor, replacing the original anim block with your modified one, then compile. If you are still having troubles even getting models into Blender then again I can't help specifically with that other than to suggest that you make sure you have the latest version of KOTORBlender. Edit: Regarding the specific attacks you mentioned, there are actually a number of anims for each. For example, in K1 Flurry has a perform anim, a damage anim, and a parry anim. Each weapon type - single, dual wield, double - has its own set of anims. Then in TSL this is tripled, each attack having three anim variants for each of perform/damage/parry, and it adds in the same for unarmed for good measure. TSL handily provides descriptions for most of its anims in animation.2da (for example, the Flurry Damage 1 anim for single swords/sabers is f2d2a). K1 doesn't provide any such description, so you'll have to do some detective work to figure it out.