DarthParametric

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Everything posted by DarthParametric

  1. No, the only thing that has changed is the description/readme. There is no material difference in M4-78 v1.5 vs 1.3 as far as Korriban goes, so there is nothing new in this mod.
  2. You have the wrong mod. This doesn't have anything to do with M4-78. It's just some model files you dump in the Override folder.
  3. Notepad++ is what you want to use, at least on Windows. Then you can use the Aurora MDL language definition and @JCarter426's NSS language definition.
  4. If your head is a player/party member head, you'll have to do a lot more work to integrate the mask into the model than just fixing the hook due to the way head textures and DS transitions work. Even if it's an NPC, fixing the hook is still probably more advisable. If you already added the hook correctly via editing the ASCII, then all you need to do is load that ACII via KOTORMax and position the hook properly. Typically you'd want to import a mask model, make its OdysseyBase a child of the hook, select the Move tool, switch its co-ord system to Parent, then zero out its position. Now you can select the hook itself and manually move it into the right position, using the mask as a guide. I'd suggest using something like the Verpine Headband (I_Mask_011) rather than a full face mask. Once the hook is positioned, delete all the mask bits and then export the head model. Or you could even just set the co-ord system back to World or View and copy the XYZ values of the hook into your original ASCII.
  5. Steam doesn't include it. GOG has it, but only as a separate "goodies" download I believe.
  6. 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.
  7. 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.
  8. Might help if you gave the exact location.
  9. I know there was at least one other one doing the rounds years ago on LucasForums. You could check Nexus Mods.
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. I think Effixian is primarily a Steam user, so makes mods around the restrictions imposed by the crippled Workshop implementation.
  16. DarthParametric

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    I made a version for you that mirrors the jacket mesh but keeps the original UVs and legs. Pic Download
  17. 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.
  18. DarthParametric

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    I'm not sure about the undershirt, but the jacket looks pretty good. With some adjustment it could be made to work with the pocketless version of the jacket I made. That one was a hybrid using the Scout legs, but it could be mated back to the original Scoundrel legs, which I assume you are using.
  19. 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.
  20. 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.
  21. 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.