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File Comments posted by DarthParametric
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Lowering your level isn't going to help if the global was already set. Since this is a vanilla issue and not a problem with K1CP nor something we are planning to change, I'm going to have to ask you to take this to a dedicated thread of your own.
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Not without editing the appropriate scripts, no.
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k_hcan_state08 is the name of the starting conditional. The actual value it is looking for is
GetGlobalNumber("G_CAND_STATE") == 7 && GetHitDice(GetFirstPC() > GetGlobalNumber("T_LEVC") && GetGlobalBoolean("LEV_MALDREAM") == TRUE
The T_LEVC global is your level the last time you got one of his conversations. As I said, if you were already at level 20 at that point then you are boned because you will never pass this check (or any of the subsequent checks). This is vanilla behaviour, nothing to do with K1CP.
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It has nothing to do with K1CP. You're boned because virtually all companion conversations require you to level up between entries, which you can no longer do once you are level 20. All K1CP does with Canderous is remove the requirement for his final conversation taking place on Lehon, and allowing it to progress if you are level 20. But it won't help if you are stuck on prior stages. You'd need to edit all those starting conditional scripts to change the level check as well.
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No, you don't need to install it. As per the description, this mod includes the Vandar portion of that mod.
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No, it's a K1 resource. The models are compiled for K1. You'd have to recompile a version specifically for TSL. I believe @N-DReW25 was planning on doing that, if I recall correctly.
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No, and it wouldn't matter anyway. The problem is that SS adds meshes to "null" blaster models that are supposed to be invisible. SS has a fix for it, the mod just hasn't been updated. Go post on the mod's page about it.
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You're using SS's blaster mod. That breaks it again.
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You don't need to update. You won't miss anything important, just a minor correction in the feedback window for some cutscene dialogue.
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It's a problem on your end. It extracts perfectly fine for me with both 7-Zip and WinRAR. Googling your error message, are you using WinZip? If so, dump that garbage and go get Z-Zip (it's free) - https://www.7-zip.org/download.html
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29 minutes ago, ConansHair said:Error: Unable to create folder
The archive is fine. Your problem is the path length is too long. Move the file to the root of a drive and try extracting it there.
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They work fine. You need both and open the 001. It's a single archive split in two - you can't do anything with either independently.
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It's a multi-part archive. You need both parts.
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It's not that they can't be fixed, it's that I personally can't be assed to fix them because I don't give a toss about TSL (not because of bugs - I just don't like it period). K2CP is @JCarter426's baby, and he was AWOL for the last 12 months or so, hence why it hasn't been updated recently.
Edit: To clarify, TSL is fundamentally broken narratively, and that indeed can never be fixed. TSLRCM scratches around at the edges of it, but you can never make TSL complete solely through mods. But that is not the purpose of K2CP, so it's not particularly pertinent to this discussion.
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After having a look at it, it seems like it is the teeth meshes clipping through the face. They extend a lot further beyond the edges of the vanilla teeth meshes. Since they aren't skinned, there's nothing preventing them from clipping during extreme facial deformation. I made some adjustments and it seems to have cured it, based on some quick tests. Try the attached and see how it goes.
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Looks like it might be the mouthbox clipping through the face. Stunt animations in those cutscenes often cause undesirable deformation, even in vanilla models. Fixing it would require editing the model. I might get around to it at some point.
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It's due to the stunt animation in that scene. Seems to be a common issue with TSL head ports. It's possible you'll get the same sort of issue during the Star Map vision scenes.
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They aren't - if you install one of JC's mods as instructed. If you only add the supermodels from his mod then you can still use the movie robes mod. But that's all at your own risk with no support from me if it goes tits-up.
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Jedi Diversity literally recommends using it in conjunction with this mod. Not sure where you got the idea they are incompatible. Did you actually read the mod description?
Both this mod and Jedi Diversity require JC's TSL supermodel ports. As long as those are present in the Override, you don't technically need to fully use one of his robe mods, which would allow you to use the movie robes mod.
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The two should have no direct interaction/crossover with each other, so install order shouldn't matter. But if you are worried, install Back in Black first.
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It's not an issue with the head, it's an issue with the vanilla armour models. You're not using K1CP I gather? Grab this - https://deadlystream.com/files/file/1425-female-armour-collar-fix/
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What class/body size is it happening with?
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Hrm, not sure exactly what is going on there. It's a walkmesh error, but the walkmesh itself looks fine. I've cleaned up the topology though and that seems to have cured the problem. Thanks for informing me.
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7 minutes ago, N-DReW25 said:Hypothetically, Kel-Dor and Rodian heads don't have to be full body models?
They don't have to be, no. It was just less work not having to deal with adding heads.2da stuff for single UTCs.
8 minutes ago, N-DReW25 said:Where does the new alien audio in the mod come from?
The Kel Dor and Nautolan male have new soundsets that I created from TOR audio. They also have VO for their ambient dialogue also created from TOR audio. The Rodian just uses vanilla KOTOR audio, with a custom named VO line that is just a renamed vanilla global line. The Nautolan female just uses one of the the vanilla female soundsets.
11 minutes ago, N-DReW25 said:By any chance could there be additional alien audio so that we may use these aliens like other alien NPCs?
TOR has about 300 separate lines each for the Nautolan and Kel Dor, with additional duplicate sets for high/low/medium pitch. There's no way I am sifting through all that lot to categorise them, but if someone else wants to take a crack it I can pass along the extracted audio files for them to play with. Since the source is WWise audio, they just have numeric strings, no sensible naming schemes. I think that the numerical order is probably the same for every set though, so if someone can create a spreadsheet of what each file is roughly supposed to be, it would be easy to create a batch renaming script that can be used for every available race.
KOTOR 1 Community Patch
in Mods
Posted
Possibly, although I suspect doing so intentionally would be unlikely. You could check your Override for k_pebo_galaxytlk.ncs. Failing that, attach ebo_m41aa.mod from your Modules folder.