DarthParametric

Modders
  • Content Count

    4,710
  • Joined

  • Last visited

  • Days Won

    537

Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. It's the Tatooine map (or module anyway, the map placeables are identical).
  4. 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.
  5. Might be this one maybe - https://www.gamefront.com/games/knights-of-the-old-republic/file/jedi-robe-skin
  6. 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
  7. 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?
  8. 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?
  9. 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).
  10. 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.
  11. 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
  12. 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.
  13. 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
  14. Not without manually editing every single module in the game, no.
  15. You need to attach a screencap of the issue.
  16. You patched the exe with UniWS and ndix UR's patcher?
  17. As per the instructions/readme, the map does not scale. That's not controlled by the GUI files, it's controlled individually by each module. As to the GUI itself, it doesn't scale it, it positions it properly to fit a widescreen resolution.
  18. Both holograms are using appearance rows pointing to my custom models, so there shouldn't be a crash related to third party mod replacing the vanilla models they normally use. Are DP_HoloRevan.mdl/mdx and DP_Canderous.mdl/mdx in your Override?
  19. Seems like the corners of the skybox model are pretty noticeable.
  20. PMBIxx/PFBIxx (xx = 01-10) should be the ones you are looking for. All the armour textures follow this PSBAxx format. P = Player S = Sex. M/F for male/female B = Body A = Armour class. A is underwear, B is clothes, C/D/E/F/G/H are armour, I/N/M are robes, J is Revan's robes, K is the armoured flight suit, L is the dancer's outfit. In K1 this only goes up to J. xx = Texture variant
  21. DarthParametric

    Dawn Rider

    These violent delights have violent hats.
  22. https://deadlystream.com/topic/5632-black-line-in-middle-of-face/?do=findComment&comment=59000 The short answer is that it should limit how far in pixels the texture can wrap.
  23. The robes should only be transparent if you are using a third party texture mod. You'll need to edit PMBJ01/PMBJ02.tga in your Override folder and set the alpha channel to solid white.