DarthParametric

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File Comments posted by DarthParametric


  1. 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.


  2. 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.


  3. 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).
    • Like 1

  4. 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.