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Everything posted by DarthParametric
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Shouldn't be anything to do with the textures, assuming they are unedited. The alpha channels should be white, so any transparency shouldn't be due to my textures. Check if there are any TXI files, PMHC04.txi, etc. Or it could be an edited model from another mod, possibly.
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Got some issues when compiling models with a Flex/danglymesh it would seem. The hood on the Revan/Star Forge robes for example: Interestingly the hood seems to "dance" even in the vanilla version: But clearly it gets mangled when MDLEdit compiles it. The version compiled by MDLOps looks the same as the vanilla version. Files attached. Revan_Robes_Danglymesh_Test.7z
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The hood issue is probably caused by KOTORMax. It seems to screw up Flex/danglymeshes. I'll see if I can fix it by transplanting data from the vanilla ASCIIs. Edit: Or maybe it is a MDLEdit issue. Also doing it from ASCIIs decompiled from the vanilla models. Investigating alternative solutions.... Edit 2: OK so even the vanilla model has the hood "dancing", which you'll see if you delete the modified models from the Override folder. But for some reason MDLEdit is causing it to go haywire. The versions compiled by MDLOps operate in the same manner as the vanilla models. I think the best solution is probably just to turn the hood into a static trimesh. Edit 3: The hook itself works as intended in my test, with the medal attaching properly: I've updated the models, redownload from the link above. Choose the files from the static folder if you don't want any hood movement at all.
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Yes, although you only use one of the scripts. Try v1 first, if that doesn't work, overwrite it with v2.
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@JDub96: Here, try this: https://www.darthparametric.com/files/kotor/k1/[K1]_Revan_Star_Forge_Robes_with_Medal_Hook.7z Although I'm not sure what the alignment will be like. I suspect it will probably need adjustment. You'll also need to use it combination with @JCarter426's script: JCs_Award_Don_Robe_Scripts_Compiled.7z
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I guess the alternative would be the resref/tag, g_a_mstrrobe07.
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The J body model lacks the medal hook, so no, it won't show the medal. Not unless someone adds the hook to the model. There is a script that causes you to equip a robe, k_donrobe: void main() { object object1 = CreateItemOnObject("g_a_jedirobe01", GetFirstPC(), 1); ActionUnequipItem(GetItemInSlot(1, OBJECT_SELF), 0); ActionEquipItem(object1, 1, 1); } However, you don't swap your equipped gear when you just warp into the module. It doesn't appear that the script is called either in the module's OnEnter or via the only DLG, nor is it referenced in any of the module's other scripts, so I'm not sure what fires it. That aside, it would be easy enough to alter the script to have it do nothing, or perhaps add a conditional to skip doing anything if the Starforge Robes are equipped (I think you can do that, but someone more knowledgeable about scripts would need to chime in).
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Warping onto the Swoop Tracks? (KOTOR & TSL)
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
Nothing in the IFO either. Could well be hardcoded, as there are no triggers or anything else obvious. -
Warping onto the Swoop Tracks? (KOTOR & TSL)
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
The swoop track modules don't appear to use OnEnter scripts (in K1 at any rate). I would guess the OnHeartbeat script is pulling more or less the same duty, but DeNCS fails to decompile them. -
Warping onto the Swoop Tracks? (KOTOR & TSL)
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
TAR_M03MG should be the Taris swoop track module. You can see it listed in KTool directly after the swoop platform, TAR_M03AF. -
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TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch
DarthParametric commented on DarthParametric's file in Mods
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View File Harbinger Hull Fixes The Harbinger is apparently the Swiss cheese of spacecraft. It has more holes in it than a damn sieve. This mod is a combination and extension of my previous separate mods fixing various geometry and model issues with the Harbinger. Geometry has been tweaked or added, UVs adjusted, model hierarchies re-ordered, etc. where appropriate to remove gaps, fix incorrect lightmaps, or address other problems. The previous individual mods rolled into this mod: Harbinger Escape Pod Room Hole Fix Harbinger Broom Closet Wall Lights Fix Harbinger Command Deck Corridor Wall Gaps Fix Those mods are now considered deprecated and have been removed from the site. N.B. I recommend the use of @Kexikus' TSL Backdrop Improvements mod for an enhanced view out of the Harbinger's windows. Specific Changes: 151HAR (Harbinger Command Deck) - Plugged a large gap in the wall of the escape pod room (151HAR09) 151HAR (Harbinger Command Deck) - Closes some small gaps in the exit airlock and inaccessible cutscene room that are visible during the hologram cutscenes (151HAR14, 151HAR17) 151HAR (Harbinger Command Deck) - Replaces the asteroid exterior visible through the windows with the more detailed version used during the space suit sequence (151HARSB) and tweaks its lightmap to fix a couple of visible shading errors (104pera_lm0) 152HAR (Harbinger Crew Deck) - Fixes the non-functional wall lights in the storage room (152HAR33) 152HAR (Harbinger Crew Deck) - Repositions an offset panel in one of the doorways outside the medbay (152HAR30) Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces the same room models, listed above Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition Thanks to @ndix UR for bringing the "broom closet" light issue to my attention Thanks to @Deltm for bringing the hologram cutscene room issues to my attention Thanks to @DarthRaindrops for bringing the medbay corridor issue to my attention Thanks to @134340Goat for bringing the asteroid exterior issue to my attention Submitter DarthParametric Submitted 10/04/2018 Category Mods TSLRCM Compatible Yes
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Version 1.1
1,522 downloads
The Harbinger is apparently the Swiss cheese of spacecraft. It has more holes in it than a damn sieve. This mod is a combination and extension of my previous separate mods fixing various geometry and model issues with the Harbinger. Geometry has been tweaked or added, UVs adjusted, model hierarchies re-ordered, etc. where appropriate to remove gaps, fix incorrect lightmaps, or address other problems. The previous individual mods rolled into this mod: Harbinger Escape Pod Room Hole Fix Harbinger Broom Closet Wall Lights Fix Harbinger Command Deck Corridor Wall Gaps Fix Those mods are now considered deprecated and have been removed from the site. N.B. I recommend the use of @Kexikus' TSL Backdrop Improvements mod for an enhanced view out of the Harbinger's windows. Specific Changes: 151HAR (Harbinger Command Deck) - Plugged a large gap in the wall of the escape pod room (151HAR09) 151HAR (Harbinger Command Deck) - Closes some small gaps in the exit airlock and inaccessible cutscene room that are visible during the hologram cutscenes (151HAR14, 151HAR17) 151HAR (Harbinger Command Deck) - Replaces the asteroid exterior visible through the windows with the more detailed version used during the space suit sequence (151HARSB) and tweaks its lightmap to fix a couple of visible shading errors (104pera_lm0) 152HAR (Harbinger Crew Deck) - Fixes the non-functional wall lights in the storage room (152HAR33) 152HAR (Harbinger Crew Deck) - Repositions an offset panel in one of the doorways outside the medbay (152HAR30) Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces the same room models, listed above Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition Thanks to @ndix UR for bringing the "broom closet" light issue to my attention Thanks to @Deltm for bringing the hologram cutscene room issues to my attention Thanks to @DarthRaindrops for bringing the medbay corridor issue to my attention Thanks to @134340Goat for bringing the asteroid exterior issue to my attention -
Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric commented on DarthParametric's file in Mods
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This is also the original request thread, not a mod support thread.
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Opening dialog.tlk file for KOTOR 1 and 2?
DarthParametric replied to goedmonton's topic in General Kotor/TSL Modding
Seems to work if you download it via the page rather than the direct link, but yes, the DS hosted one should be the same (I forgot it was also here). -
Opening dialog.tlk file for KOTOR 1 and 2?
DarthParametric replied to goedmonton's topic in General Kotor/TSL Modding
Not really, other than that most actual conversations are in module-specific DLG files, not the TLK, in terms of the actual structure of a conversation (only the text strings are in the TLK). For that you'd be better off with DLGEditor - http://www.starwarsknights.com/mtools/dlgeditor_232.zip You'll still want the converted TLK if you plan on copying and pasting lines to a guide, but they are not stored in any human-friendly order, so you'll need the DLGEditor in order to have a logical way to peruse the branches of specific conversations. -
Opening dialog.tlk file for KOTOR 1 and 2?
DarthParametric replied to goedmonton's topic in General Kotor/TSL Modding
It's a collection of commandline tools. Assuming you are on Windows, you'll need to run it from a command prompt, AKA a DOS box. Running each tool without arguments will display their built-in help. BioWare TLK to XML converter Usage: tlk2xml [<options>] <input file> [<output file>] -h --help This help text --version Display version information --cp1250 Read TLK strings as Windows CP-1250 --cp1251 Read TLK strings as Windows CP-1251 --cp1252 Read TLK strings as Windows CP-1252 --cp932 Read TLK strings as Windows CP-932 --cp936 Read TLK strings as Windows CP-936 --cp949 Read TLK strings as Windows CP-949 --cp950 Read TLK strings as Windows CP-950 --utf8 Read TLK strings as UTF-8 --utf16le Read TLK strings as little-endian UTF-16 --utf16be Read TLK strings as big-endian UTF-16 --nwn Use Neverwinter Nights encodings --nwn2 Use Neverwinter Nights 2 encodings --kotor Use Knights of the Old Republic encodings --kotor2 Use Knights of the Old Republic II encodings --jade Use Jade Empire encodings --witcher Use The Witcher encodings --dragonage Use Dragon Age encodings --dragonage2 Use Dragon Age II encodings If no output file is given, the output is written to stdout. There is no way to autodetect the encoding of strings in TLK files, so an encoding must be specified. Alternatively, the game this TLK is from can be given, and an appropriate encoding according to that game and the language ID found in the TLK is used. To make your life easier, just download this batch file and drop it into the same folder as the tool and TLK. Double click it and follow the instructions. TLK_to_XML.bat -
Opening dialog.tlk file for KOTOR 1 and 2?
DarthParametric replied to goedmonton's topic in General Kotor/TSL Modding
You can convert it to XML with tlk2xml from Xoreos Tools - https://github.com/xoreos/xoreos-tools/releases -
You have to script it. There are examples in vanilla dialogues. I'll see if I can dig one up. Edit: I believe this is the command you need: // 143: Cause the caller to face vTarget void SetFacingPoint(vector vTarget); Perhaps something like: ActionDoCommand(SetFacingPoint(GetPosition(GetObjectByTag("CREATURE_TAG")))); Or a full example from TSL: // a_turnpcatton // This script turns the PC to face Atton. void main() { // Turn PC towards Atton. vector vAtton = GetPosition( OBJECT_SELF ); AssignCommand( GetPCSpeaker(), SetFacingPoint( vAtton ) ); }