-
Content Count
4,626 -
Joined
-
Last visited
-
Days Won
523
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthParametric
-
Version 1.4
1,687 downloads
Start as you mean to go on. For KOTOR, that apparently means leave lots of holes in your level geometry. This mod plugs some gaps in the hull of the Endar Spire, and fixes a few UV issues. N.B. - THIS MOD IS NOW SUPERSEDED BY THE K1 COMMUNITY PATCH. DO NOT USE THIS MOD IF YOU ARE USING K1CP. IT ALREADY INCORPORATES ALL THESE FIXES, AND MORE BESIDES. Fixes: Plugs two strips that run along either side of the dead-end corridor on the Command Deck that are open to space. These are hard to see, but noticeable just above the windows in this section. Additionally, an alteration to the model's hierarchy was made so that the light strips now correctly animate. Removes an extraneous strip of mesh that was causing z-fighting issues (i.e. flickering) in the central corridor where the Jedi vs Sith fight occurs. Plugs two gaps in the room just before the escape pods in the Starboard Section. Additionally adjusts the lightmap UVs to remove a light bloom that occurred during baking due to the offset geometry. Fills some holes in the forked section of corridor in the Starboard Section just before the escape pod room. Also fixes some flipped UVs causing inverted wall trim textures in this area. Corrects some misaligned polys in an inset panel in the end wall of the escape pod room in the Starboard Section. Also adjusts the lightmap UVs of said polys to correct their baked lighting. Fixes some UVs causing inverted wall panel textures in a couple of corridor sections on both the Command Deck and Starboard Section. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @JCarter426 for initially hunting down these holes and pointing them out to me Thanks to @ebmar for finding a number of additional issues Thanks to @bead-v for KOTORMax and MDLEdit -
Whats your favorite Star Wars The Old Republic Companion?
DarthParametric replied to Todd Hellid's topic in The Old Republic
Jaesa is a Warrior (Juggernaut/Marauder) companion, along with Vette, Quinn (ugh), Pierce, Broonmark. The Inquisitor (Sorcerer/Assassin) companions are Khem Val, Andronikus, Ashara, Talos, Xalek. -
I believe the declaration of card model was later revised by the user to a 960, but regardless I find it hard to reconcile it as being a hardware problem. Possibly some combination of driver and OS? Who knows. The individual in question does appear to have a singular ability to break the game in unconventional ways.
-
TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch
DarthParametric commented on DarthParametric's file in Mods
-
TOR Ports: KOTOR Comic Republic Uniforms for K1
DarthParametric commented on DarthParametric's file in Mods
-
TOR Ports: KOTOR Comic Republic Uniforms for K1
DarthParametric commented on DarthParametric's file in Mods
-
TOR Ports: KOTOR Comic Republic Uniforms for K1
DarthParametric commented on DarthParametric's file in Mods
-
TOR Ports: KOTOR Comic Republic Uniforms for K1
DarthParametric commented on DarthParametric's file in Mods
-
-
SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
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.- 116 replies
-
- 1
-
-
- SW:TOR
- Old Republic
-
(and 1 more)
Tagged with:
-
[KotOR] Debugging tar_m09aa: the mystery of the rifle
DarthParametric replied to Salk's topic in Mod Requests
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. -
SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
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.- 116 replies
-
- 1
-
-
- SW:TOR
- Old Republic
-
(and 1 more)
Tagged with:
-
SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
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.- 116 replies
-
- 1
-
-
- SW:TOR
- Old Republic
-
(and 1 more)
Tagged with:
-
[KotOR] Debugging tar_m09aa: the mystery of the rifle
DarthParametric replied to Salk's topic in Mod Requests
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. -
SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
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.- 116 replies
-
- 1
-
-
- SW:TOR
- Old Republic
-
(and 1 more)
Tagged with:
-
[KotOR] Debugging tar_m09aa: the mystery of the rifle
DarthParametric replied to Salk's topic in Mod Requests
If there ends up being a blaster pistol there instead, that might confirm the theory. -
Merging Save Folders - Possible? Bad Idea?
DarthParametric replied to Euilogy's topic in General Kotor/TSL Modding
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. -
[KotOR] Debugging tar_m09aa: the mystery of the rifle
DarthParametric replied to Salk's topic in Mod Requests
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. -
Merging Save Folders - Possible? Bad Idea?
DarthParametric replied to Euilogy's topic in General Kotor/TSL Modding
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. -
TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch
DarthParametric commented on DarthParametric's file in Mods
-
SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
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.- 116 replies
-
- SW:TOR
- Old Republic
-
(and 1 more)
Tagged with:
-
SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
Neither of which feature Malgus, as I recall.- 116 replies
-
- SW:TOR
- Old Republic
-
(and 1 more)
Tagged with:
-
SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
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.- 116 replies
-
- SW:TOR
- Old Republic
-
(and 1 more)
Tagged with:
-
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
-
wiki [K1/TSL] RandomAccessMemory
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
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.- 46 replies
-
- 4
-
-
-
-
- randomaccessmemory
- scripting
- (and 10 more)