DarthParametric

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Everything posted by DarthParametric

  1. Might be this one maybe - https://www.gamefront.com/games/knights-of-the-old-republic/file/jedi-robe-skin
  2. 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
  3. 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?
  4. 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?
  5. 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).
  6. 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.
  7. 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
  8. 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.
  9. 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
  10. Not without manually editing every single module in the game, no.
  11. You need to attach a screencap of the issue.
  12. You patched the exe with UniWS and ndix UR's patcher?
  13. 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.
  14. 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?
  15. Seems like the corners of the skybox model are pretty noticeable.
  16. 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
  17. DarthParametric

    Dawn Rider

    These violent delights have violent hats.
  18. 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.
  19. 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.
  20. Have two copies of DeNCS, one for each game with the game-specific nwscript.nss. Read the readme that comes with it. Although DeNCS will not decompile every script. Some scripts simply cannot be decompiled and the best that can be done is to look at the bytecode.
  21. Are you using TSLRCM? Seems like the sort of thing that would have addressed.
  22. No. That wouldn't be a "mod", that would be an entire recoding of the engine from the ground up.
  23. You'll want to download them both again. In my haste I forgot to set the material colour, so the textures on the prior version will be pretty dull. I've fixed that and re-uploaded the files.