Ashton Scorpius

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Everything posted by Ashton Scorpius

  1. Have a question about the 1.8 update. I saw these changes mentioned in the changelog: ⦁ Tweaked the script that adds Jolee to the party in the Upper Shadowlands to hide the switch between NPC and Party versions ⦁ Made Jolee and Juhani wear their unique clothing when they first join the party Do they consequently have the same effect as this mod? Also, obligatorily, congrats on the release 👍
    Thank you AI upscaling. Edit: To improve the quality of the splash screen, it would be nice to see manual replacement of the text and logos.
  2. In Blender, smoothing groups work by marking edges as 'sharp', and due to this I don't believe KotorBlender's capable of properly importing and exporting smoothing group data. In my experience it just negates them entirely. If you have edges marked cyan (indicates sharp) in that area, I'd try unmarking them. If that doesn't solve the issue, I can take a look at your ascii model in 3ds Max.
  3. Thanks for letting me know of this issue. Do you know if it's specifically any of these lines that don't have sound? Because if so, I know what the cause is and how to fix it.
  4. Is the head's name being kept twilek_m05?
  5. If you haven't already, you can disable checking for updates under Tools -> Options.
  6. Recently made the switch from laptops to building my first PC. It's interesting to see how poorly the integrated graphics handled shaders in KOTOR 1.

    416487056_GraphicsComparison.thumb.png.bb7e8b48215d1ea38d18e150ce0fb805.png

    1. LiliArch

      LiliArch

      I think that’s actually integrated Intel not understanding bumpmaps at all, although I can’t say the cubemap dimensions couldn’t factor there too. The Sith armors are the most obvious offenders with them.

    2. Mellowtron11

      Mellowtron11

      Are the original shaders on the right?

    3. Ashton Scorpius

      Ashton Scorpius

      @Mellowtron11 Correct shaders on the left, integrated graphics shaders on the right

    4. Show next comments  3 more
  7. I'm trying to run KOTOR II (Steam, legacypc) on a new system and went through the process of widescreen patching and converting cutscenes. Everything's working fine, except for movies won't play. Instead, the screen goes black and I have to click for it to continue to the next scene. The three movies at launch do play properly. This is before I've installed any other mods. I've gone back and made sure that I properly patched with UniWS, changed values in swkotor2.ini, and hex edited the executable. Here's what I've tried doing that hasn't helped. Running in Windows XP SP2 & SP3 compatibility modes Disabling soft shadows, v-sync, frame buffer effects, & VBOs Disabling fullscreen optimizations Disabling my Radeon graphics profile settings for K2 Verified integrity of game files (then re-patched) Checked for relevant driver updates (there were none) The only thing that does work is running in windowed mode, but I refuse to play the game like that (especially since it doesn't even take up the full space). Anyone know of anything else I can do other than switch to the Aspyr update?
  8. Just got a new PC too and had to add K2 to the registry. This is what worked for me. Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node] [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LucasArts] [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LucasArts\KotOR2] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\Knights of the Old Republic II"
  9. Huh, I actually wasn't aware. Thanks for pointing this out, I'll add a fix for her head as well.
  10. View File K1 Shaleena/Lashowe Mouth Adjustment This mod issues a minor improvement for Lashowe's and Shaleena's heads in KOTOR so that the upper teeth are no longer hidden while talking. Shaleena's head will not be affected by this mod unless you are using KOTOR 1 Restoration, K1 NPC Overhaul, or any other mod that restores her unique appearance. Installation & Uninstallation To install this mod, drag the files in 'Override' to the override folder located in your game's directory. To uninstall this mod, delete the files listed at the end of readme.rtf from your game's override folder. Compatibility & Known Issues This mod should be compatible with any retextures for these heads but not mods that affect the same model files. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit Autodesk, 3ds Max Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site. Submitter Ashton Scorpius Submitted 06/21/2019 Category Mods K1R Compatible Yes  
  11. Version 1.1.1

    15,852 downloads

    This mod issues a minor improvement for Lashowe's and Shaleena's heads in KOTOR so that the upper teeth are no longer hidden while talking. Shaleena's head will not be affected by this mod unless you are using KOTOR 1 Restoration, K1 NPC Overhaul, or any other mod that restores her unique appearance. Installation & Uninstallation To install this mod, drag the files in 'Override' to the override folder located in your game's directory. To uninstall this mod, delete the files listed at the end of readme.rtf from your game's override folder. Compatibility & Known Issues This mod should be compatible with any retextures for these heads but not mods that affect the same model files. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit Autodesk, 3ds Max Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.
  12. Don't do MDLOps, kids.

    1347424162_2019_05_2415-45-33.thumb.png.e7c4d0ee4e5bcb926532b00d3e2fa961.png

    1. DarthParametric

      DarthParametric

      Or do, but enable the head fix flag.

    2. ebmar

      ebmar

      Quote

      ...enable the head fix flag

      Pro tip! While -

      Quote

      Don't do MDLOps...

      I found that some worked best with Ops and some don't. The art of shuffling tools is real though, hahah.

    3. Ashton Scorpius

      Ashton Scorpius

      @DarthParametric True. This was the result of using it to convert my broken weights model just to see what'd happen

  13. For KOTOR I, each head model can only use one texture variant, so you'd need to create a duplicate of Mission's head model. If you extract and load her head model in MDLedit, right click the header to change the model name (i.e. to Mission_PC) and edit the textures to something else as well (i.e. missionbb01_PC and missionh01_PC). If you then save the model files under the new name, rename the textures you want to use for the player head, and edit the heads.2da entry, it should function properly. You'll also probably want to edit the texa column for the new Mission entry in appearance.2da to whatever you renamed p_missionbb01.tga so that the default clothing has the different skin color as well. Hope this helps.
    I decided to try this mod out for a test playthrough, and I'm pleasantly surprised with the fear factor it adds to the Undercity. This mod is a keeper Great work.
  14. @JCarter426 Thanks for attaching that ascii. The torso skins aren't moving with the animations. Edit: After removing and adding bones again, the skin now shows up and animates, so that's progress. Detached from the arms, though.
  15. @JCarter426 So I just tried using KOTORmax's fast link tool instead. Didn't change anything.
  16. So, I decided to try re-working a Darth Sion wearable robes mod I started a while back. Originally, I'd gone into GIMP and combined PMBAM and N_SionA textures so that the model could have one unique texture. I'd been borrowing bare male chest textures from this mod for testing purposes. This mod was never released because I have no artistic ability of my own and didn't intend on stealing the author's work. I thought that maybe it would be better in the meantime to have the model use the pre-existing textures. In order to do this, I used KOTORmax to split the torso into two separate meshes. I linked the new mesh (lower torso) to the OdysseyBase and to the best of my ability added bones and removed unnecessary bones from the upper torso mesh. When I exported a model that was successfully able to be converted back to binary (via MDLedit), this was the result, both the upper and lower torso meshes appearing invisible: The meshes are set to render and I checked to make sure no normals were inverted, so I'm not sure where I went wrong. There's nothing wrong with the shadows' animations so I assume it's not a bone thing. I found this topic where someone who had a similar invisibility issue, but that was for an area model and had to do with lightmapping. The ascii model I imported into gmax was exported out of Blender so I don't know if that had anything to do with it either.
  17. Beautiful. This is just the reason I needed to end a break from KOTOR I.