DarthParametric

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Everything posted by DarthParametric

  1. All text in the game is in dialog.tlk (to allow for easier language translation). For Force powers, look in spells.2da for the StrRefs. The "name" column is the power's name, the "spelldesc" the description. For example, row 28 is FORCE_POWER_HEAL with name StrRef 287 and spelldesc StrRef 1228. If you look those up in dialog.tlk you get: <string id="287" soundlength="0.000000">Heal</string> <string id="1228" soundlength="0.000000">Light Side Power Prerequisites: Character Level 12 This power heals all party members in a 15 meter radius. Each party member gains 10 vitality points + 1 point for every Charisma modifier, Wisdom modifier, and level of the Force user. Poisons are neutralized by this effect. This power does not affect droids.</string>
  2. The one in black is clearly the larval form of a Bith.
  3. Any static surface colouration like that will always be baked lighting (i.e. lightmaps).
  4. Potentially. It will force an envmap with anything using an alpha, so it could lead to some screwiness on things that are actually meant to be transparent.
  5. Do you have a discrete GPU (i.e. , an actual video card) or are you using integrated graphics? If the latter, that's probably your problem. Mullet Man should be PMHC04, which is used by P_MAL_C_xxx_04, rows 175, 176, 177.
  6. You can try changing your character's appearance.2da row (or the added hoodless rows if you are playing a female) and changing the envmap column from DEFAULT to CM_Baremetal. If that doesn't work, you may have a GPU that doesn't support envmaps (Intel?), in which case the only solution is to delete the alpha channel from the textures, which will prevent the transparency.
  7. Dantooine is being added as well - https://www.swtor.com/info/news/article/20190404
  8. Looks like the OnEnter spawns in different UTCs based on the player's level, but the UTCs all share the same OnSpawn script which should set them patrolling between waypoints. I guess you need to check what is in the Override and if there is a tat_m18aa.mod what files in it differ from vanilla.
  9. Haven't ever seen it. I'd check the OnEnter if it has been edited, as I assume there is something there for respawning them.
  10. Here, extract this into your Override and see how it looks. [TSL]_PFHA04_Eye_Clipping_Fix.7z
  11. We haven't done much for the next version of K2CP yet, as we have been focused on getting the K1CP update out the door first. Following the release threads will let you know when a new version is posted, but there's not going to be any interim updates there most likely. I think there is probably a thread for it in the WIP forum, but no recent updates. You can check out the Github repo for it to monitor what's going on. I've raised an issue for the PFHA04 eye problem. Although given that a K2CP update release is off in the nebulous future some time, I'll probably just attach a copy of the fix for you here once it is done.
  12. A bit of vertex shuffling should fix it up. We'll add it to the list of things to add to K2CP.
  13. Typically a level will have numerous lightmaps. I believe the Upper City Cantina, of which the arena is but a small part, has something like 60. The ceiling of the arena uses the same lightmap as the rest of it. Your problem is likely that the lightmap is terrible and the area in question is only a few pixels.
  14. Lightmaps are assigned per mesh in the same way as diffuse maps, so no, they can't be renamed without editing every instance of a mesh that uses them. But that wouldn't gain you any real advantage anyway. You can edit the lightmaps and place them in the Override. They are unique, so there is no issue with doing so. However, you won't get much mileage out of trying to manually edit them. I think this is the sole lightmap for the entire arena:
  15. Lights are in the level models. But Odyssey uses baked lighting, so those lights aren't the ones that actually light the scene. If you wanted to change the lighting, you'd have to recreate the lighting in Max/GMax and bake new lightmaps. Pretty much nobody does that because it is a complete pain in the ass (and in many cases impossible to accurately recreate anyway).
  16. Only if you injected the model into a MOD for the appropriate module.
  17. Yes, it uses the same OpenGL DLL hijacking trick that Reshade and similar things use, so you can only have one at a time. Do you have PMHA05.tga in your Override folder? If not, then presumably your GPU doesn't like the Blending Punchthrough semantic. What video card do you have?
  18. If you are on Windows, you can try the follow. Download GLOverride: http://www.humus.name/index.php?page=Cool&amp;ID=5 and extract it into the game's base directory (i.e. alongside swkotor.exe). Open opengl32.ini in a text editor and change FixClamp = 0 to FixClamp = 1 then save it. Run the game and see if that makes any difference. I would be curious to hear if you also have the grass problem, where characters legs are invisible behind grass.
  19. Looks like it was a mistake on my part. The normal map fix version of the Nav Officer model had an incorrect texture reference. I have uploaded a fixed version, so grab that and extract it into your Override folder.
  20. If all the other Harbinger officers look ok, then the issue has to be something to do with your install, as the nav officer shares the same body texture used by the others. Upload a copy of appearance.2da from your Override folder, 151har.mod from your Modules folder, and a save on the Harbinger.
  21. It should be noted this approach would still require custom named textures, specified in appearance.2da, so as to not override the vanilla clothes textures.
  22. You can have as many as you want by creating additional UTIs with new texture variations. But if you need to edit every single UTC to edit their inventory anyway, you might as well just use straight added appearance.2da rows for each rank/tier and point to custom named models with custom textures.
  23. What are your hardware specs? Is it only the nav officer? Are the males ok? Is the med officer ok?
  24. I'd be cautious about drawing too many conclusions from the current Community Patch releases. The next release of K1CP has been migrated to module patching for example, vs the current version mostly dumping stuff in the Override. We haven't really done much with the next release of K2CP as yet, given its content is pretty mild by comparison, but it should be expected that it will follow the same route.