DarthParametric

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Everything posted by DarthParametric

  1. If you are on Windows, you can try the follow. Download GLOverride: http://www.humus.name/index.php?page=Cool&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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. What are your hardware specs? Is it only the nav officer? Are the males ok? Is the med officer ok?
  7. 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.
  8. Direct Kolto injection. That is going to sting.
  9. All the script source is available and commented. It is already available on the Github repo in the Source folder. Non-script fixes vary. Generally there is only a vague description in the readme to limit spoilers. Certain fixes we have added in the latest version have been assigned an Issue, which typically provides much more information on the nature of the problem and the specifics of the fix (resolved issues will be in the closed section). As to the TLK suggestion, my personal preference would be not to include something that of that nature. If people want to use it, they can choose to do so, and it will be compatible with K1CP as long as the install the TLK first.
  10. Since we are probably getting close to content-lock for v1.8, I figured I'd post an update of where K1CP is currently at in terms of added content. Some of these additions are from existing mods, but many have been created specifically for K1CP. CHANGELOG v1.8 - TBA 2019 Additions Added a fix to the skin weights of the male player head PMHC01 Added a fix for the commoner Asian male head comm_a_m to restore eye animation Added a fix for clipping collars on female Class 7 (PFBF) and Class 9 (PFBH) armours Added a fix for the credits incorrectly scaling during the Dark Side ending Added a number of model fixes for the Endar Spire to address various geometry issues Added a fix for a stray blaster appearing in the middle of a hallway in the Sith Base on Taris Added a fix for missing lightmaps in the entrance of the Taris Upper City cantina Added a fix for the positioning of the Council on Dantooine to prevent floating Added a fix for the hanging ivy on the walls of the Dantooine enclave landing pad Added a fix for an inaccessible container in The One's compound Added higher poly replacements for the placeable human "sitters" (cantina Pazaak players/drinkers) Added a fix for some female non-dancer Twi'leks wearing armour instead of plain clothes Added a fix for some female non-dancer Twi'leks in default stripper garb instead of plain clothes Added a fix for Helena wearing Jedi robes instead of regular clothes Added a fix for Carth prematurely complaining about being out of the loop Added a workaround/partial fix for the post-Leviathan escape stealth bug Added a fix for Dak respawning in the Korriban cantina Replaced broken injection-based Manaan DLGs in previous release with JC's pre-patched ones (TSLPatcher can't delete nodes) Added a fix for Jedi being visible in the back of a Malak cutscene on Deck 1 of the Star Forge Added a fix for a droid with the wrong soundset in the Taris Upper Sewers Added several fixes to the Dantooine training montage Added a fix for the player freezing during the pre-swoop race scene when racing for the Hidden Beks Added a fix for Carth not facing Kandon when interjecting during the pre-swoop race dialogue Added a fix for one of Canderous' goons in the Undercity having the wrong soundset Added a fix for Sand People disguises not working after the player used the rapid transit system or loaded from a save while disguised Added a fix for certain NPC soundsets with wrong or missing sounds Added new soundset for Trandoshans, ported from TSL Added a fix for the exit in the Sith Base on Taris having the wrong label Added a fix for Bastila not showing the fourth vision (K1R's fix) Added a fix for the Twi'lek Czerka Liaison Officers on Kashyyyk not resuming their patrols after dialogue Adjusted the post-Leviathan scene so the player is forced to talk to HK and therefore doesn't miss his content there Added missing landing gear and ramp to the Ebon Hawk in the Leviathan hangar Added more triggers for the second Xor encounter because he would refuse to show unless the player used the rapid transit system Incorporated some of JC's Minor Fixes Added a fix for two female Jedi background NPCs in the Dantooine enclave that would stop walking after being talked to Fixed some bugs in the Dead Settler quest Changed Casus Sandral's appearance from a generic corpse to something more suitable Added a fix for an NPC in the Leviathan bridge cutscenes that had some deformation issues Added improved commoner clothes textures (variants 01 and 07) ported from TSL Added a fix for Calo's Rodian prey in the Taris Undercity Apartments not properly drawing their weapons Added a fix for one of the Sith female NPCs on the Leviathan bridge having a drawn blaster during a cutscene Added an interjection for Carth in the pre-swoop race scene for the Beks to match his one in the Vulkar version Added a creature-based replacement for the corpse in the Dantooine Murder Mystery quest for improved visual quality Added/edited scripts in the Dantooine Murder Mystery quest to have Handon appear injured and for NPCs to exit when appropriate, plus removed some extraneous fades to black Added melee proficiency and/or weapons for some Duros on Dantooine that were lacking them Added a fix for the blade of Bacca's sword not being properly removed from the player's inventory when giving it to Freyyr in the Lower Shadowlands Switched the appearance for guards in the Sith Academy on Korriban to Sith Soldiers rather than Sith Officers Increased the walking speed of the diving suit on Manaan and the space suit on the Leviathan Added JC's Dense Aliens Added a fix for War Droid racetex variants having their blaster texture overridden by the body texture by swapping out integrated blaster mesh for external reference Added a fix for a non-functional trigger script for the Sharina conversation on Tatooine Since it is a bit lengthy to post directly here, you can check out the current Tier organisation/breakdown here (still subject to change). And you can see the full array of mods with attributions here.
  11. Zip up g_i_cmbtshot050.uti, spells.2da, and baseitems.2da from your Override and attach it.
  12. So that log suggests that while baseitems.2da was already present in the Override, spells.2da was not. Did you try deleting the item from your save in KSE, adding the re-installed version, then testing it again in-game?
  13. I'll need more information than that. Do you have the TSLPatcher install log? Might need to see a copy of your baseitems.2da/spells.2da as well.
  14. @Sithspecter: Are you aware of the apparent issue with the War Droid racetex variants, as discussed here? I have a possible solution in that thread, if you wish to make use of it.
  15. Did you run TSLPatcher? Sounds like it wasn't actually installed.
  16. It literally only has two animations - walk and pause (i.e. idle). You'd need to give it combat animations. It also has no hooks for either equipping a weapon, or firing an integrated weapon. In the latter case, it would also need an entry in droiddischarge.2da. Using TSL's C_SenBall as an animation source would be the only practical route. But even then I'm not sure that would work in the manner you seem to want outside of a custom animated cutscene (you wouldn't be deflecting bolts, you'd be smacking it directly with a glowstick).
  17. That's an interesting trick, the ability to change from a 6'6" guy to a 4' midget. Truly a master of disguise. So what's the problem then? If you are using the Calo model already, you should just be able to script it to play ANIMATION_FIREFORGET_USE_COMPUTER the same as the vanilla scene does.
  18. "Disguised" is pretty vague. I am assuming you are just literally using the Calo model, no? In which case it already has the animation.
  19. If it's just the Calo animation you want to use, you probably only need to edit the supermodel and animation scale values. You need to be specific about what models you are using in order to explain how to go about it.
  20. GMax/Max typically, yes. I'm not sure if Blender can handle animations yet. Depending on your preference, you might be able to get away with doing it just via editing ASCII models in a text editor. However, if you are talking about Canderous that introduces a wrinkle, because he is a large body size, which means animation scaling is required. So what you'll actually want to do is create a new intermediary supermodel with just the animation you want. Then you'd point the P_CandBB model to that as its supermodel instead of S_Female02. Your intermediary supermodel would, in turn, point to S_Female02 as its supermodel.
  21. You would need to import the animation onto the model you want to play it and rename it as appropriate.
  22. As I said in your previous thread, K1 doesn't work like TSL. You can only script the animations explicitly listed in nwscript.nss - ignore anything in the 2DA. If you want a custom animation you'll either need to use a stunt model specified in the DLG (which I'm surprised Bioware didn't do in the Calo example), or use the same hacky animation name swap trick if you want to script it.
  23. Not unless you do the same sort of thing, preferably not using an important animation like usecomp. That's usually why people substitute the dance animation - it's one of the few scriptable animations that is pretty much never needed (unless you are making a Twi'lek stripper cutscene I guess).
  24. Per nwscript.nss, animation 113 is ANIMATION_FIREFORGET_USE_COMPUTER. If you look at Calo's model, it has a single animation - usecomp. Seems even Bioware use the dance animation substitution trick (albeit using a different anim).
  25. They need entries added to droiddischarge.2da (as do all droids with integrated weapons). Also, make sure whatever blaster type you equip them with is the NULL variant (i.e. no physical model).