DarthParametric

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Everything posted by DarthParametric

  1. The PMBH models do (as do the G models for both sexes), but the PMBF models don't have any neck weights, just like the female F/H models. However I did a quick in-game test with PMBFS (small seems to have the worst clipping problems for females) and I didn't see any problems, and I haven't seen any on the large model either, so it seems they are probably ok.
  2. I've uploaded a fix, at least for the female body models (not sure if males also need a fix). Just needs a kindly admin/mod to approve it.
  3. Version 1.0.0

    1,255 downloads

    This mod edits the models for the the female Class 7 (PFBF) and Class 9 (PFBH) armours. Along with Class 8 (PFBG), these three armours all feature a fabric collar. However, in the case of the F and H models this collar lacks any weighting to the neck bone, and due to its shape and height is prone to experiencing clipping of the neck with some head models. As the G armour apparently doesn't appear to suffer these issues, the collar from this armour (with some adjustment) was grafted onto the F/H bodies. The amount of clipping is somewhat variable depending on the head. It also seems far more prevalent on the small body size, but I have provided fixed models for all three body sizes. Compatibility: The UVs of the armours are unchanged, so they are still fully compatible with all vanilla textures and any retexture mods that stick to that layout Obviously the mod will not be compatible with any other mod that replaces the same models Permissions: This is intended as a half enduser mod, half modder's resource. People are free to include this content as part of other mods as long as credit is given. Acknowledgements: Thanks to @ebmar for making me aware of the issue via a screenshot for his Janice Nall mod Thanks to @bead-v for MDLEdit and KOTORMax
  4. Got an error trying to compile Mission's head model after making some skin weight adjustments: Report: ASCII model: P_MissionH-kotormax.mdl.7z Version was 1.0.102 Beta (might want to have version info automatically added to the report). Oh and another bug - saving the report just results in an empty text file.
  5. I see you have released your mod. A note for future endeavours: as a general rule you never want to touch the bottom row of neck verts on a head, as they are positioned so that they properly mate with bodies that don't have a hidden join. If you give that head a different body, like clothes or a robe, you'll see a massive gap at the front now because of the change you made to the position of that front vert. It's not a problem in this case, but something to bear in mind for player heads especially. As I said above, this looks like an issue with the body model, with the way the collar verts on the front part come in too far, Presumably this is also a problem with other heads. It may warrant a more general fix. Regarding the clipping at the back, that is presumably because the collar on the body is weighted entirely to torsoupr_g, while that area of the neck on the head has a reasonable amount of influence from neck_g. This is again something that could possibly be a more general problem, or maybe it only affects Twi'lek female heads, since they were never intended to be used on other bodies. The solution would likely again be to edit the body model, this time adjusting the skin weights of the collar. This may necessitate adding bones to the rig, as body models typically stop at torsoupr_g and don't have the neck_g bone. Alternatively, the head could be edited to set the weights on that area of the neck to necklwr_g (which is functionally identical to torsoupr_g). Either way should stop the clipping. Edit: Here's Mission demonstrating that the problem is at least partially with the amour models:
  6. Actually, looking at the body model, it seems like the collar on that is the issue. At least on the one I am looking at. What's the specific body model you are using? PFBG?
  7. Looks like you selected an entire ring of verts instead of just the verts at the front of the neck. Scrap it and start again.
  8. You have two options. Presumably this is already a custom head you have added to heads.2da, so the logical approach is to load the head model into Max/GMax and adjust the vert positions in that area of the neck to move them back half 5-10mm, enough so they no longer clip through the collar. The second option is to create a custom version of the armour model (since again I assume she has a custom row in appearance.2da) and adjust the position of the verts on the collar, pulling them out a bit. Either would be a valid approach, but editing the head is the one I would suggest.
  9. No problems here. Must be a problem on your end. You may need to try downloading with a different browser.
  10. Oh you were asking about the healing. I thought you meant what script controls their animations. The heal is added to the end of k_ptar_duelend.
  11. Should be in their OnUserDefine scripts I would think.
  12. Yes. It's set in appearance.2da, the values for the modelb/texb columns. In TSL they replaced the class clothes with the commoner clothes models. Have a look at K1's appearance.2da and you'll see the values you should use and change the appropriate rows for your player's head (or all player's heads). The three different classes use the three different sizes, small, medium, and large. Soldier is large (PMBBL/PFBBL), Scout is medium (PMBBM/PFBBM), Scoundrel is small (PMBBS/PFBBS). You should only need to put DH's texture in the Override folder.
  13. The class clothes are already there, just unused. DH's texture will work fine.
  14. Redrob's mod also overrides tar02_duelorg021.dlg, which will negate the speaker/listener changes I made to that dialogue, and break one of the view screen updates, but it still shouldn't affect dialogues with duelists (at least not due to anything I did). I gather K1R has the Pazaak tournament in the cantina? It seems like they added a bunch of custom stuff to the module, but I don't believe they made any changes to the dueling ring elements besides adding the announcer as a physical NPC (which uses new content, not vanilla stuff).
  15. I never encountered that myself during testing. The mod doesn't touch the dialogues of Bendak or the other duelists. It does make some script edits, but nothing that should change any of the quest progression. What other mods do you have installed?
  16. View File Droid Oil Bath Recovery Item This mod adds a new type of droid-only item that will remove any status effects applied to a droid. There is a bug with the game that in some instances causes negative effects such as Slow to be applied to party members (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Droid Oil Bath" item (g_i_cmbtshot050) to your inventory via KSE or console command. When a droid is the active party member, the item will appear in the GUI slot for stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the recipient. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The companion mod for meatbags, Cup of Caf, can be found here. Submitter DarthParametric Submitted 12/28/2018 Category Mods K1R Compatible Yes  
  17. Version 1.0.0

    1,007 downloads

    This mod adds a new type of droid-only item that will remove any status effects applied to a droid. There is a bug with the game that in some instances causes negative effects such as Slow to be applied to party members (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Droid Oil Bath" item (g_i_cmbtshot050) to your inventory via KSE or console command. When a droid is the active party member, the item will appear in the GUI slot for stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the recipient. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The companion mod for meatbags, Cup of Caf, can be found here.
  18. Judging by the escape scene pre-rendered vid, there's one rectangular looking building in the foreground: But otherwise that looks about right.
  19. The fix is stop using Workshop mods. It's the root cause of your problem.
  20. Seems a bit too pinkish to me compared to the buildings in the foreground. Might need to be desaturated a bit, and/or shifted more towards the blue side of things. It is probably accurate for the time of day, so you can blame Bioware for the lighting in the rest of the level.
  21. Now its time for Feats of Strength.
  22. You should know enough by now to know how this works. The pre-patched row ID is 509, which is one greater than the last vanilla row ID. Although that is completely irrelevant, as the UTC is patched during install to whatever new row ID is added to appearance.2da. The equipped outfit is clothing variant 9. I would guess VP was using a texture mod (his own or someone else's) in the video.