DarthParametric

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Everything posted by DarthParametric

  1. I altered that shot because I moved Dodonna in all subsequent shots, and reframing the Vandar shot was the most expedient solution to hiding that change (since you see where she ends up in the vanilla Vandar shot). I'm not super thrilled with the end result myself, but there's only so much I can do with the available assets. Here is a shot-by-shot breakdown of the changes. https://imgur.com/a/bgVV92z
  2. So not exactly what I was originally intending, but I have been cleaning up the Light Side ending for inclusion in K1CP. Here's where it is at (note that the skybox is one of @Kexikus 's mods, the robes @JCarter426's and are not part of the changes): And for anyone needing a reminder, this is the vanilla cutscene:
  3. Saucy. Makes me want to port some of TOR's Lehon props and textures, as I think that is some of the best looking stuff they ever did.
  4. Not quite. It just means it will also attack anyone flagged as STANDARD_FACTION_HOSTILE_1 in addition to the usual friendly factions. Combatants won't attack members of their own faction. A good example is the Dark Side ending to the Sandral-Matale Feud quest, where the two sets of droids are set to HOSTILE_1 and HOSTILE_2 so that they attack each other and the player.
  5. The head model itself specifies the base texture per-mesh. If you are recompiling it with MDLEdit, opening the texture list and double clicking the name should allow you to rename it.
  6. Like most modern AAA games, TOR uses Wwise to store its audio, both VO and music.
  7. Tsk, tsk, look at all those Steam users. It's good news for @Effix though I guess, since it seems like about 75% of the mods on the Workshop are by him. That must more or less make him the most popular modder by user/download count outside the TSLRCM crew. It's not surprising that the Nexus remains popular, despite being even more barren now after losing all the stolen Gamefront files. Aside from sheer inertia and mindshare of the site itself, I think the average user just wants the convenience of something like the Nexus Mod Manager (or "Vortex" now I guess). It's why the Workshop is so popular. It's easy and requires little effort on their part. Maybe @Tyvokka should put some Deadly Stream ads on the Nexus. I'm sure Dark0ne wouldn't object at all.
  8. Edit the GIT in KGFF. Edit: Actually, there's this: // 386: Set whether oMapPin is enabled. // - oMapPin // - nEnabled: 0=Off, 1=On void SetMapPinEnabled(object oMapPin, int nEnabled); I suppose it's the Waypoint's tag? I guess someone needs to try it in-game.
  9. The mapnote is just a couple of flags on a given waypoint. HasMapNote set to 1, MapNoteEnabled set to 1, and MapNote set to a TLK StrRef. As JC alluded to, editing the GIT is the route to switching off notes for vanilla areas. I would not suggest deleting the waypoints outright in case they serve a double purpose for something else. You couldn't switch them off dynamically without destroying the waypoint presumably. Spawning a new waypoint should add a mapnote, assuming the UTW has the relevant flags.
  10. It might just be a case of modern system-itis. In which case the only "fix" is don't play it on a modern system. Go find some old junker and install XP on it and use that.
  11. It's the Tatooine map (or module anyway, the map placeables are identical).
  12. There's a mild difference at least. The undershirt is reddish in the first post, whereas the one I linked to is sort of a dirty yellowish. And the edges of the robe are reddish-brown in the one I linked to, versus the same colour as the rest of the robe in the pic in the first post. It's close, but indeed not identical.
  13. Might be this one maybe - https://www.gamefront.com/games/knights-of-the-old-republic/file/jedi-robe-skin
  14. Probably should have tried this first I guess. Extract this into your Override. These are the vanilla UTCs. If it still crashes then it has to be some base game issue. [TSL]_Vanilla_Cand_Revan_Holo_UTCs.7z
  15. Unsurprising, since that has nothing to do with the holograms. Assuming your crash is specifically related to the holograms themselves, then the usual cause is that the game can't find the model specified for it. As I said previously, the UTCs in the module point to the correct rows in the appearance.2da you supplied, and you said there are no UTCs in the Override, so assuming the models are in the Override and the 2DA hasn't been altered then I can't see any reason for the crash. You're sure you don't have sub-folders in the Override with another appearance.2da or something?
  16. Unless someone changed the scripts to spawn in different UTCs, which seems highly unlikely, no. Wouldn't surprise me if that is at fault. What is it doing?
  17. TSL came out at the end of 2004 (on the Xbox). NWN2 only started development in mid-2004 (came out at the end of 2006). And even then I suspect it was only pre-production, concept art and the like, as it would have been all hands on deck to get TSL out the door in those last few months (and do the PC port).
  18. No. TSL uses Odyssey the same as K1. Obsidian only made minor changes to the engine itself. NWN 2 used Electron, a far more radical evolution of Aurora (NWN's engine), but that came after TSL at any rate.
  19. The UTCs in the MOD are pointing correctly to my custom hologram appearances. But I suppose I didn't reckon with people just dumping crap in the Override. @KoeJordan You said you didn't see candholo.utc in any of your "installation folders", but can you confirm it is not in your Override folder? The same goes for revanholo.utc
  20. That would suggest that the issue is something else then. Not sure what, as there isn't really anything special going on in that scene. You might just have to live without it. It's not critical to the game.
  21. The first thing is to establish whether the crash is caused by my models or something else. Copy the models from the TEST folder in the attached archive to your Override folder, overwriting when prompted. Check if it still crashes. If it loads without crashing, you won't see either Revan or Canderous but that's expected. Holo_Crash_Test.7z
  22. Not without manually editing every single module in the game, no.
  23. You need to attach a screencap of the issue.