DarthParametric

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Everything posted by DarthParametric

  1. Try these: K1_Stun_Batons_High_Poly.zip The variant 3 model was actually using the variant 2 texture, so I switched that.
  2. Not in TSL, no. Looking at changes.ini, seems like I added unique appearance rows for most of the dormitory NPCs, so presumably it's a case of some other mod messing with the UTCs.
  3. Sounds like it is trying to load a model that doesn't exist or is broken. Most likely an appearance.2da issue.
  4. Could be a clash with another mod overwriting changes to appearance.2da and/or UTCs, or maybe a Workshop issue if you're using that.
  5. The Perl script (hires_patcher.pl) is included in the archive. It's just packed as a self-contained exe. There's no public repository.
  6. The Workshop folder? The standalone English version should be in <Library>\steamapps\workshop\content\208580\485537937 but other languages or the combined TSLRCM + M4-78 will have a different mod ID. You'll have to check it on the Workshop. But you really should not use Workshop mods for TSL and I won't be offering any support for it.
  7. Hrm, guess that was the improved version. I probably should work on it more. Not that I suppose you'll get too close to it in-game.
  8. Nah, not talking about the datapad. The arm is still the same. That stump is just two polys. I thought I gave you a version that was a bit less angular and low poly.
  9. Hrm, that looks like the first arm. Didn't I give you a better version of that with a slightly less half-assed stump end?
  10. If you extracted the files, just create a new MOD from scratch and then drag and drop the files into it, then save.
  11. You didn't save it correctly. You saved it as an ERF and then renamed it rather than saving it as a MOD. You can tell by looking at the file's header in a hex editor. There's a filetype drop-down in ERFEdit's save dialogue:
  12. It's named incorrectly. Drop the _s. It should just be STUNT_19.mod instead.
  13. Never do that, for any GFF or script, unless you are explicitly overriding a global file. Yes, this is the correct approach. However, since you only mentioned the _s RIM I assume you forgot the other RIM. A vanilla module comprises two separate RIM files. The contents of both are required in a MOD. The _s RIM contains all the scripts and GFFs, the other RIM contains the ARE/GIT/IFO.
  14. Lip files should be universal, since all they are is a list of mouth shapes. The individual models have the appropriate animations to suit their particular brand of lip flapping.
  15. In TSL players only use the medium (M) body models. The large (L) and small (S) models are leftovers from K1 where the three starting classes (Soldier, Scout, Scoundrel) each had different heights. As far as the actual body variants go, A is the underwear model, B is the clothes model, C/D/E/F/G/H are the armour models, I/M/N are the robe models, J is the Revan/Star Forge robes model (unused), K is the flight suit model, and L is the female-only dancer outfit model. By default the TSL player rows use the commoner clothing model for the B slot - N_CommM/N_CommF. I would highly suggest that you do not reuse the vanilla names for custom body models. Unless your intention is for everyone to use said model/s. If you replace N_CommF for example, every female NPC in the game wearing clothing will use your model. Also note that textures will require a number in their filename which is linked to the variant in the UTI for the associated clothing/armour/robes. The texture name specified in the appearance.2da slot excludes the numbers. So, for example, the female player B slot model has "N_CommF" in the texb column. If you equipped clothing variant 1, the texture used would be N_CommF01, etc. But note that the texture variant in the UTI doesn't necessarily match the ResRef (filename) of the UTI. For example, g_a_clothes08.uti uses texture variant 7.
  16. An easy trap for new players. While both games share the basic model format, there are differences in the binary file, so they're not cross-compatible without being recompiled for the specific target game. KBlender defaults to K1 being the target output format.
  17. Did you tick the TSL box in the export window in Blender?
  18. You're lacking the other includes. From k_inc_end: #include "k_inc_utility" #include "k_inc_generic" You'll need k_inc_end.nss, k_inc_utility.nss, k_inc_generic.nss, k_inc_gensupport.nss, k_inc_walkways.nss, k_inc_drop.nss. I would suggest you edit your target script to incorporate the include functions directly to avoid a whole bunch of unnecessary crap.
  19. Are you using the TSLPatcher-specific version of nwnnsscomp, or some other version?
  20. The KBlender thread isn't the place for general modelling questions. I''d suggest you search for existing threads for info or create a new thread asking about it. But to answer your specific question, the root (i.e. world zero) of the head model is attached at the headhook in the body model. Adjust your head mesh to match one of the vanilla heads (particularly note the bottom ring of polys/verts on the neck where it will mate with the body).
  21. Whether or not you'd consider it a "tutorial", I think it would be useful for people to demonstrate certain things explicitly (meaning in a video most likely).
  22. This might be of interest. Bioware's reinterpretation of the mask/helmet for their MMO The Old Republic:
  23. It's part of PyKotor - https://github.com/NickHugi/PyKotor
  24. Install the KOTORBlender addon so that you can import MDL files. You can extract models and textures from the game files with a variety of tools, but I'll save you the trouble on this occasion: K1_Revan_Mask_VFX_Models.7z