DarthParametric

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Everything posted by DarthParametric

  1. During which scene? The Dark Side hologram scene before the Star Forge? Was Bastila wearing JC's outfit?
  2. To get the best out of any gear it needs to be moddable. That means most pieces require an armouring, mod, and enhancement. When companions were gear reliant, that meant doubling the burden. And that also typically meant leaving them with one set of gear and just upgrading the mods. Now you can play dressups to your hearts content. And you don't have to worry when suddenly a story forces you to use a certain companion for one mission. That was always painful under the original mechanics.
  3. I can't take any credit for it. You were the one that identified the war droids being the issue. It was simple deduction from that point. I doubt I would have ever leapt to that conclusion myself.
  4. With F2P, I think the credit cap is something like 150,000. For Preferred, 350,000. Once you hit the cap, any excess credits get put into escrow, where you can't access them until you resub (unless you buy an escrow transfer). If you have Legacy vault in your ship or in your Stronghold, you can deposit money into a Legacy bank account. I would advise doing this when you approach the cap rather than letting the money go into escrow. You can always draw money back out of the Legacy bank (although still subject to the credit caps). That's why I mentioned buying things through a proxy. You could pay them back in instalments via withdrawals from the Legacy bank. Companions now only have cosmetic equipment. You can give them whatever you want without worrying about it. It makes life a hell of a lot easier for non-subs. In the old days you'd not only have to constantly upgrade your own gear, but also your companion's. And that was back in the main stat days, when every class and companion used different main stats like Strength, Cunning, Aim, etc. To be honest this is one case of streamlining I can get behind.
  5. If you have already been a sub, you'll revert to being Preferred once it runs out. That should be fine for the class stories. The only two things that really put a damper on it is the credit cap and the character cap. You can buy more character slots, but if you want to buy them through the GTN with in-game credits you'll typically need multiple millions per unlock, which is not possible to have on-hand as a non-sub. However since the change to Legacy credit storage, you can kind of side-step it that way if you know a sub that can buy things for you by proxy. Or otherwise sub for a month and buy a bunch of unlocks during that time. You can easily grind through various dailies and so forth to earn a bunch of credits in short order. Also, if you haven't already you should add a key to your account. It will give you free monthly Cartel Coins, even when not subbed. You can use the Google Authenticator app on your phone, or you can use something like WinAuth on the desktop.
  6. I'm not sure why you get variable results with player vs party members. That is extremely weird. But leaving that aside, the problem seems to be Bioware erroneously equipping a "proper" repeating blaster rifle on one war droid UTC rather than the null version they should have used. The reason I mentioned the pistol is because the probe droid has a Zabrak blaster pistol equipped instead of a null weapon. I assumed that would lead to the same problem, but seemingly not. If you can identify other modules where it occurs a mod that fixes it can be put together.
  7. I'd do that for the flashpoints, because frankly they are just a tedious slog. But some of the class stories are worth playing through yourself. Even with all the free-to-play restrictions it's still doable, and you can't really complain about the price.
  8. If there ends up being a blaster pistol there instead, that might confirm the theory.
  9. I couldn't say definitively. I wouldn't think the mere presence of saves in the folder should influence the game generally, but obviously it will need to scan and index them all every time you open the load or save screens. That may provide a performance hit if you have many hundreds of saves and are using a slow mechanical drive perhaps. It's also possible the game may have a maximum save count it can deal with (probably more likely with K1 than TSL), but I can't say I have personal experience of it, nor do I recall seeing any reports to that effect directly. Edit: What I can say though is that if your organisation is intended for two separate active playthroughs, it is probably all for nought. The game won't respect your naming convention, it will always name any new save as the current highest save number + 1. For example, if you have two saves numbered 100 and 400 and you load save 100 and create a new save, it will be numbered 401.
  10. War droids have integrated weapon models. I wonder if that is part of the problem. They possibly lack weapon hooks for the guns to attach to? I thought there were null weapons (stats but no models) for exactly this reason. Edit: Here, try this @Salk https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Sith_Base_Stray_Blaster_Cleanup.7z You'll want to load from a save prior to entering.
  11. The numbering is only for the folder names, not the save files themselves, so it should be possible to merge them with appropriate renaming. Although I'm not sure how feasible it would be to do in practice with a significant number of saves. You'd want to automate the process if you had more than a handful of saves, but trying to correctly increment the numbers seems like it would be difficult.
  12. Well it isn't being detected. What version of the game are you using? Steam? If so, with the Workshop? If yes, where did you install each mod?
  13. Lol yeah well if that's your measure you'd basically have to play every flashpoint up to pre-Illum just to get 30 seconds of him. @Talyn82: You can just watch it all on Youtube. That should stick around even after EA inevitably pull the plug.
  14. Neither of which feature Malgus, as I recall.
  15. You should still be able to solo all the Malgus flashpoints I thought. What ones can you not? You aren't missing much, to be honest. The whole KOTFE/KOTET thing completely retcons the original TOR story and the second half of it ended up being gutted because everyone hated it and the way they were slowly doling it out in small chunks. It turns out was based on some guy's tabletop campaign and they just shoehorned it into TOR.
  16. Here you go. Thanks to @bead-v figuring out the cause, this should solve your crash problems with mesh alpha. VP_Ajunta_Pall_Alpha_Crash_Fix.7z
  17. Some general tips. When importing level models, in order to see what you are doing you'll typically want to change to default lighting: And hide walkmeshes: In this case things were pretty simple as there was already an existing mesh that could be duplicated for the water mesh. It was simply a case of selecting the mesh, going to Edit->Clone, choosing the Copy option (you must choose Copy in order to get an actual standalone duplicate), giving it an appropriate name, and then hitting OK. Then, with the new water plane object selected, go to the Editable Mesh modifier and enable the Vertex sub-level. Select all vertices and with the Move tool position them appropriately. You may also need to use the Scale tool in order to resize the mesh, if necessary. Now you can create a new water material and apply it to the mesh. Then edit the OdysseyTrimesh modifier options. Turn off Lightmapped, set Self Illum to pure white, enable Bumpmappable if it isn't already. Then you are pretty much done. Make sure your new mesh is a child of the base, then export and compile. In other cases you may need to create custom meshes, for example the rectangular trough from the initial central walkway model.
  18. I will preface this by saying it is not a MDLEdit bug, but seemingly a GPU/driver issue. However, @ndix UR asked me to describe it here so that there is a record for future reference. Discord user Deltm reported an issue with my recent TOR Republic uniforms mod for TSL. They were having rendering issues with the hologram effect, like so: As with my previous hologram mods, these are both full body models, so the face meshes are part of the same model. It appears that the user's GPU, an nVidia GTX 970, is incapable of rendering the hologram effect on meshes using a normal map/tangentspace 1. The uniform meshes are ported from TOR and use a modified version of the source's diffuse texture and normal map (the rank bars on the captain receive the hologram effect because they use a different texture). This was fixed by setting the tangentspace flag to 0 and swapping the offending diffuse to one that didn't point to a normal map (i.e. TXI edit, or removal actually). I personally didn't experience the issue during testing on a 1080 Ti on Win 10. I haven't seen any other reports of this issue as yet, although the mod was only released recently and the download count is small.
  19. You could add a water plane to the floaty art statues at each end of the walkway easily enough. Edit: Here you go - https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02b_02e.7z There was already a circular plane as the base, so I just duplicated that and repositioned/scaled it to make the water plane. The whole "pond" piece though is probably a tad high for water. It puts it at an awkward position to see it properly. Perhaps it needs to be moved downwards closer to the height of the central "trough".
  20. View File Cup of Caf Recovery Item for K1 This mod adds a new type of stimulant item that will remove status effects applied to the user. There is a bug with the game that in some instances causes effects such as Slow to be applied to the player/party (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Cup of Caf" item (g_i_adrnaline025) to your inventory via KSE or console command. It will appear in the GUI alongside other stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the user. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The droid-specifc companion mod, Droid Oil Bath, is available here. Known Issues: Uses the "inject into thigh" animation like all stims/meds. I did attempt to disable that, but I suspect it is hardcoded. Acknowledgements: Thanks to @JCarter426 for pointing out the cause of the bug and coming up with the original script fix Cup image/icon modified from "Coffee cappuccino cup" by PikWizard Gulp sound effect modified from "gulping and drinking_1-2" by schatzl03 / Freesound Submitter DarthParametric Submitted 08/27/2018 Category Mods K1R Compatible Yes  
  21. Version 1.0.0

    860 downloads

    This mod adds a new type of stimulant item that will remove status effects applied to the user. There is a bug with the game that in some instances causes effects such as Slow to be applied to the player/party (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Cup of Caf" item (g_i_adrnaline025) to your inventory via KSE or console command. It will appear in the GUI alongside other stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the user. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The droid-specifc companion mod, Droid Oil Bath, is available here. Known Issues: Uses the "inject into thigh" animation like all stims/meds. I did attempt to disable that, but I suspect it is hardcoded. Acknowledgements: Thanks to @JCarter426 for pointing out the cause of the bug and coming up with the original script fix Cup image/icon modified from "Coffee cappuccino cup" by PikWizard Gulp sound effect modified from "gulping and drinking_1-2" by schatzl03 / Freesound
  22. It may also not work very well through the water. You should try setting the Render flag of the water plane to 0 and recompiling so you can get a good look at it.
  23. View File Movie-Style Rakatan Holograms This mod replaces the model used for the Rakatan hologram to bring it more in-line with the style seen in the movies and TSL. It also now has lipsync, unlike the original model. Additionally, the placeable Rakatan holo statue has been changed, swapping the original 2D billboard for a 3D model, and again bringing the appearance in-line with other holograms. As of v1.1, the hologram in the Elder's compound has now been moved above the computer to an added hologram projector rather than standing in the hallway, and the static camera reoriented to suit. As of v1.2, a hologram has been added to the computer in the Temple Catacombs. Note that changes to this scene probably mean the mod is no longer compatible with K1R. Video of it in action: https://www.youtube.com/watch?v=KWPjUp_8Ax0 To install, run INSTALL.exe. Known Issues: During testing a crash was discovered during the Kashyyyk Star Map sequence. I believe this has been completely resolved, but if you encounter any such issues then you may need to add the "Disable Vertex Buffer Objects=1" line under [Graphics Options] in swkotor.ini The original holo statue uses a billboard VFX which always faces the camera. As such, the directional facing of the placeable is irrelevant. The switch to a 3D model results in a static facing, I set this to match the facing of the placeables used in the South Beach Elder's compound, but if this placeable is used elsewhere it may end up facing the wrong direction. If anyone spots such a case, let me know in the comments. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and for figuring out the skin vs trimesh hierarchy alpha crash issue. Thanks to @ndix UR for TGA2TPC. Thanks to @JCarter426 and @jc2 for undertaking some testing to confirm the crash issue. Thanks to @EbonHawkStowaway999 for informing me about the Catacombs walkmesh error. Submitter DarthParametric Submitted 08/25/2018 Category Mods K1R Compatible No