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Everything posted by DarthParametric
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Ah, just outside the door. The wall panel is DXN_Tmp3. The wall stone inset is TEL_rock02. The side stone floor is OND_fl03. The center floor strip is TEL_rock02.
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Interior or exterior? The former is 411DXN, the latter 410DXN. Edit. That would appear to be a reskin. That's not what the vanilla module uses, assuming this is 411DXN.
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Might help if you gave the exact location.
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I know there was at least one other one doing the rounds years ago on LucasForums. You could check Nexus Mods.
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One of the bearded mullet man mods it looks like. You could try the brown option of mine: https://www.darthparametric.com/files/kotor/k1/[K1]_Bearded_Mullet_Man_PMHC04.7z
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Revan and Meetra heads ported from SWTOR
DarthParametric replied to Canderis's topic in Mod Requests
As I said earlier in the thread: Every time someone asks, I bump it back to the bottom of the list. Ask me again in a year's time. -
MOD:Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric replied to DarthParametric's topic in Mod Releases
Yeah it patches the UTCs for Kaah and Bastila's hologram UTCs to point to new appearance.2da entries with fixed, full body models. Thanks for the confirmation. I have updated the readme/instructions to add references to v1.5. -
MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
DarthParametric replied to JCarter426's topic in Mod Releases
No need. I already have a fix, just need to test it in-game. Edit: I've uploaded a separate compatibility patch that resolves the issue. -
MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
DarthParametric replied to JCarter426's topic in Mod Releases
What's the actual nature of this conflict? -
MOD:Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric replied to DarthParametric's topic in Mod Releases
I haven't checked it properly yet, but a cursory glance over the mod's page would suggest that the added changes are all related to the M4-78 planet itself. I am assuming 1.5 continues with the added Korriban module route they went with in 1.3, so choosing the 1.3 option in the installer should be fine. If you want to be certain, check for the presence of RIM files labelled "703KOR" in your Modules folder. I'll make a proper assessment and update the instructions over the weekend. -
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It happens when KTool can't find the install directory. It was coded back in the original 4CD version days, so all it knows is the registry key for that version, which it looks for to find the install directory. If you have the GOG or Steam versions, it won't see them. The fix is fairly easy, a dummy registry key pointing to the install location. See this post for details.
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A couple of things. You don't need JC's mod to port a head. They have nothing to do with one another. MDLOps in its current properly working guise is largely the work of ndix UR (and as bead-v would no doubt attest, underpins a lot of what made MDLEdit possible). The original version was by cchargin with significant additions by JdNoa. Fair Strides, in concert with VarsityPuppet, made some improvements a couple of years back, but I think attributing it to FS is overstating it a bit. Read the readme padawan, don't just look at who uploaded it.
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No, HK has his own completely custom anims all on his model. There is no supermodel as he has a unique rig. You could map the standard human anims to his rig, as has been done previously for melee combat (using the Wookiee anims in that instance I believe), but it would require some fiddling. As to talking animations, he just has talk and tlknorm.
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There isn't one specifically for porting back and forth between K1 and TSL, but I summarised it above. Once the model is prepared it's no different than the regular procedure for a custom head, outfit, etc. There will be explicit tutorials for a lot of things once the site's wiki goes live in the next ~6 months.
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Yes. Obsidian only replaced the medium I model.
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Typically you'll want to swap to the rig of the target game when doing these sorts of ports. Additionally, I had to adjust the neckline verts, as they didn't match the K1 position, and I also added some plugs to the head mesh behind the dangly mesh hair piece, as that was causing all sort of visible gap issues (backface culling) that K1 seems particularly susceptible to. Speaking of dangly meshes, they are currently broken in the latest beta version of MDLEdit, requiring compiling with MDLOps instead. May not be an issue if you are still on an older version though.
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View File Mira Player Head for K1 This mod adds Mira from TSL as a player-selectable head for females in K1. This version has had the additional “hair hat” meshes of the original model removed. If you have a burning desire to have those back, after you have installed the mod, copy and paste the MDL and MDX files in the OPTIONAL folder to the game’s Override folder, overwriting when prompted. The textures and portraits are the original TPCs from TSL. If you want to use retextures in TGA format, make sure you delete the TPC versions from your Override folder. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition Some screenshots feature @ndix UR's KOTOR High Resolution Menus Some screenshots feature @Sithspecter's High Quality Blasters Submitter DarthParametric Submitted 10/24/2018 Category Mods K1R Compatible Yes
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View File Telos Polar Academy Hangar Skybox This mod removes what is intended to be snow covering the forcefield in the Telos Academy's hangar and adds a skybox for the now visible exterior. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Submitter DarthParametric Submitted 10/24/2018 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
583 downloads
This mod adds Mira from TSL as a player-selectable head for females in K1. This version has had the additional “hair hat” meshes of the original model removed. If you have a burning desire to have those back, after you have installed the mod, copy and paste the MDL and MDX files in the OPTIONAL folder to the game’s Override folder, overwriting when prompted. The textures and portraits are the original TPCs from TSL. If you want to use retextures in TGA format, make sure you delete the TPC versions from your Override folder. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition Some screenshots feature @ndix UR's KOTOR High Resolution Menus Some screenshots feature @Sithspecter's High Quality Blasters -
Working on it now. Mostly done, but there are some small issues to tweak. Edit: I've submitted the mod. It will pop up once it is approved. I haven't done any testing beyond just getting it past character creation and the opening scene on the Endar Spire, but hopefully it's ok.