DarthParametric

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Everything posted by DarthParametric

  1. All the "legacypc" version is is the non-bastardised version, i.e. the same as the original CD or GOG versions. The holograms work fine in those. As was the case previously, I suspect the problem this user has is actually the TOR uniform addon to this mod in conjunction with an integrated GPU. That's the only instance where holograms get rendered without the effect that I can recall, due to the normal maps (for which there is a fix supplied with the other mod).
  2. If you mean they just appear like regular NPCs instead of blue and transparent, then that's not the mod, that's your hardware. You have an integrated GPU?
  3. It's questionable whether you'd actually get shadows that dark with such an apparently overcast sky, but the new version is certainly much more appropriately moody looking.
  4. Random aesthetic mods don't meet the criteria for inclusion in the Community Patches. We try and steer clear of that sort of thing unless it's a case of a pre-existing vanilla asset (like swapping "lite" models for higher poly/higher res texture versions), or there's some fault in the vanilla asset (like broken lightmaps, model issues, etc.).
  5. OK, I think this is done, at least as far as K1CP changes go. I changed the Dodonna backwards walk back to the vanilla version. I'm not keen on it, but it's less egregious than the hacked moonwalking version to get her in the proper position.
  6. That's a missing Visual C++ redistributable binary. Try installing this - https://www.microsoft.com/en-us/download/details.aspx?id=40784
  7. Yeah I'm not changing that. It would be weird to have half a dozen medals magically appear out of thin air, and there's no practical way to actually show the others getting medals pinned on. You'll just have to imagine the others got theirs afterwards. Besides, the entire point is that the player is special, so it's only natural the focus is on them.
  8. As mentioned at various points, self-illum is a trimesh setting, so it requires editing the model. Depending on what you are doing, you might get away with just editing an ASCII in a text editor, but if you need to make physical alterations to the mesh/es then you'll need to edit the model in Max/GMax in conjunction with the KOTORMax script.
  9. Editing models (either creatures or levels) will require Max/GMax with the KOTORMax script and MDLEdit. Although on the creature side you could conceivably mash something together purely by editing ASCII models in a text editor.
  10. I'll say. So many replacement body parts I could harvest. If anyone knows of a secret Island-like setup, let me know. I'll also happily take a ScarJo clone.
  11. I think they are both actually placeables. Or at least there is a placeable Kreia corpse. But there is also a stunt Kreia creature in the module as well, so I don't know which one they used (or whether TSLRCM made any changes).
  12. Any surface you want a creature to be placed on must have a walkable walkmesh. In your example, both Kreia's bed and the one with torch corpse on it have a walkable walkmesh chunk in the middle of their respective beds (along with a surrounding non-walkable barrier to prevent the player getting on there).
  13. You don't want to create an actual placeable model. You want a regular creature model, just full body (assuming it is a creature with a separate head). Then you just add a new row to placeables.2da and specify your creature model. Look at some of the vanilla "siiters" for examples of how to do it (rows 199-212). In order to get it to animate, you'll need to add a an ANIMLOOP animation to it. The existing supermodels only have sitting, sitting & drinking, and sitting & playing Pazaak (ANIMLOOP01 through 03, respectively). You'll need to add a copy of whatever animation you want to use onto your model and name it ANIMLOOPXX (available numbers are 04-10). You should then be able to set the animation state in the UTP and/or script it. Alternatively, you could stick with a regular creature and rely on editing the level model in order to create a suitable walkmesh to allow it to lie on a bed. The Ebon Hawk module does this, for example, in order to place the player and Visas on the med bay bed in cutscenes in TSL.
  14. Does it tell you how to specifically use it though? It didn't seem to actually do anything when I tried it. What's the exact procedure?
  15. You can always put them back after the 30 seconds you see the guys in the tanks. Otherwise, check the TXI for the texture in question and make sure it has the semantic blending additive in addition to whatever else it has.
  16. Are you using any texture mods? Check your Override folder for the presence of LSI_Bact03.tga/tpc/txi and delete it/them.
  17. Creatures can only spawn where there is a walkable walkmesh. Placeable beds will have nonwalkable walkmeshes (to prevent you clipping into them). If this is TSL, your best bet would be to create a new placeable that uses a full body model creature. You don't want to do this in K1 for a publicly released mod because of the placeables.2da row limit.
  18. Ah, so that was your doing. I wondered why that suddenly happened seemingly out of nowhere. I pray the deal gets altered further.
  19. If the IDs were starred out I would guess that is what is causing grief. Never do that.
  20. Yeah, that's it. Personally I'm all for an open season policy, or at the very least other Star Wars games, but the powers that be have deemed that verboten. Thus porting something from Overwatch is a good way to get yourself banned no doubt. If you have a problem with it, you'll have to take it up with dark overlord @Tyvokka.
  21. That should be what the Mass Key Tweaker is supposed to do, but I don't recall ever getting it to work. Perhaps @bead-v can be persuaded to return from exile and provide some specific instructions on how to use it.
  22. Is the existing height static? Or is he moving up and down throughout the animation/s?
  23. The Key Ops tool is the one you want for what you want to do. You need to select everything in the scene before activating it, then when the window pops up hit the Auto button in the mapping section. This sets the source and target nodes to the same. Then in the top panel you simply set the operation type to Move, and on the righthand side input the frame range and the target frame you want the new range to start at. Note that this will overwrite any existing keys in the target frame range, so make sure it is empty. Also make sure you adjust the new frame range in the OdysseyBase's animation list, or they won't be exported. Edit: I just realised you meant adjust the position value, not the physical position of the keys on the timeline. Whoops. Depending on how complex the animation is, it might be easier to just edit the ASCII. Can you provide more specific info?
  24. Yeah, I see the vanilla script is: SetGlobalNumber("K_SWG_BASTILA", 13); Just wanted to confirm whether any updates were required for the existing v1.0 scripts for K1CP.