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File Comments posted by DarthParametric
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Grass rendering problems are a GPU issue. There shouldn't be anything in K1CP related to it at all, especially in the Hawk which doesn't even have grass in the first place.
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Dual monitors? The folder selection window is off-screen. Unplug your second monitor temporarily and it will appear on the primary monitor. It's a bug with TSLPatcher.
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Cause what? I have no idea what it is the picture is supposed to be showing.
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There's nothing to fix. The Revan robes don't use the global supermodels. SS's flowing robes mod provides the supermodel, which is why it's required.
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Crystal (i.e. blade) colour is linked to a hilt model entry in upcrystals.2da. So it would require a new row for that crystal and its UTI, along with new hilt model variations (one for each hilt type - standard, short, double) for that crystal. For example the vanilla blue crystal/blade is g_w_lghtsbr01 / g_w_shortsbr01 / g_w_dblsbr001. Red is 2, green is 3, yellow is 4, purple is 5. The orange (HOTG) and cyan (MOTF) crystals use the G1 prefix (e.g, g1_w_lghtsbr01), so they are back to 1 and 2, respectively. The vanilla upcrystals.2da contents:
2DA V2.0 label template shortmdlvar longmdlvar doublemdlvar 0 BLUE G_W_SBRCRSTL14 g_w_shortsbr01 g_w_lghtsbr01 G_W_DBLSBR001 1 GOLD G_W_SBRCRSTL15 g_w_shortsbr04 g_w_lghtsbr04 G_W_DBLSBR004 2 GREEN G_W_SBRCRSTL16 g_w_shortsbr03 g_w_lghtsbr03 G_W_DBLSBR003 3 VIOLET G_W_SBRCRSTL17 g_w_shortsbr05 g_w_lghtsbr05 G_W_DBLSBR005 4 RED G_W_SBRCRSTL18 g_w_shortsbr02 g_w_lghtsbr02 G_W_DBLSBR002 5 Heart G1_W_SBRCRSTL20 g1_w_shortsbr01 g1_w_lghtsbr01 G1_W_DBLSBR001 6 Mantle G1_W_SBRCRSTL21 g1_w_shortsbr02 g1_w_lghtsbr02 G1_W_DBLSBR002
Creating the new hilt models would require duplicating and editing an existing hilt model. Either decompling/recompiling with MDLEdit (editing directly or editing an ASCII), importing/exporting and editing in Blender via KOTORBlender, or hex editing. You would also need to create new UTIs for the crystal and hilts, and accompanying icons.
But all of that has absolutely nothing to do with this mod.
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Should be be fixed by https://deadlystream.com/files/file/865-kotor-droid-feat-gain-fix which is included in K1CP. As to HK's stats, I think it has come up previously, but it was never a high priority.
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On 12/2/2021 at 2:39 PM, PoopaPapaPalpatine said:I did a fresh install
The very first node of the LS DLG is not from my mod. It has an added node with a comment from @zbyl2 that fires an added script. So either some other mod is editing those modules and is actually the one at fault (all my mod does is change the stunt models), or you didn't actually do a clean install and left behind MODs in the module folder.
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Yes, the above links adds in animations for Revan's full outfit. I also made a mod that offers a hybrid version of the SF robes with the cape - https://deadlystream.com/files/file/1099-revans-hoodlessmaskless-flowing-robes-for-k1/
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2 hours ago, MasterKriebel said:I was bummed when I got to the Star Forge and the robes I picked up there didn't flow anymore
I assume you are using a Revan's robes mod, since the vanilla SF robes don't have a cape. For that you need to use this mod - https://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/
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There's no way to know when you don't provide any actual information. Provide the following:
- A list of every mod you have installed, and the specific order you installed them in
- Attach the STUNT_42.mod and STUNT_44.mod files from your Modules folder
- Attach a text file listing the contents of your Override folder (open a command window in the Override, -> dir /b > override.txt).
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The mod uses TSLPatcher to install, which is a Windows executable. You'd have to run it under Wine or something similar. But structurally the game content should be the same.
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3 hours ago, hellbat31 said:Is there a way to keep some sort of the snow effect,while also having the skybox?
Probably, if someone other than me wanted to go to that much effort.
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Stop using Workshop mods. Especially stop using stolen Workshop mods.
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That's a discussion you'd need to have with @Tyvokka. I would suggest creating a new topic about it in the Site Feedback subforum.
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The Xor problem at least is a vanilla issue, not related to K1R. Fixing it is on the roadmap for K1CP's next release, but there are some test scripts available at the bottom of this issue about it: <https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/397>
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No. The GOG exe is not protected and can be used as-is.
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Low I would assume. The only way to find out would be to test it yourself.
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Try this - https://github.com/SWTOR-Slicers/WikiPedia/wiki
Join their Discord channel if you need help.
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2 hours ago, EAF97 said:How difficult would it be to port this into Kotor 1
Fairly trivial if you know what you are doing, but there's no reason to bother with this garbage now that porting from TOR is allowed. you'd just use their version instead, like this.
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Yeah that means it's a GPU issue. Probably AMD I'm guessing? Or maybe an integrated Intel GPU?
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Try downloading the optional NM FIX archive and see if that fixes the problem.
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You shouldn't ever use Workshop mods really (and the Aspyr version is garbage anyway), but if you must then only install TSLRCM. But once you do that, all mods must be installed in that mod's Workshop folder, not the game install folder. That's why it broke last time. Aspyr's Workshop implementation creates a cascading hierarchy based on Workshop mod install order, so if a recent mod has a heads.2da then any other heads.2da in an earlier mod folder or the base game folder will be ignored.
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It's not a texture issue. The head missing is either a model issue or a modified/missing heads.2da. Are you using the Steam version of the game and Workshop mods?
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You broke your install by the sounds of it. Probably a hard overwrite of heads.2da by another mod.
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