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File Comments posted by PapaZinos
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On 3/29/2023 at 1:59 AM, Nsinger998 said:Any chance of a compatibility patch for Svosh Collar Fix & Ilikcommas additional robes 1.00 or Prequel Robe Replacement 1.0?
Former now has a compatibility patch, latter maybe in the future.
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@Sith Holocron Not sure, I'll make time to look into this sometime this week. I recall there are a few odd behaviors with the different floating planes on that monitor that were tough to iron out, so I will be interested to see what's up.
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12 hours ago, Alex_Amolen said:Is this mod compatible with JC's Fashion Line I: Cloaked Party Robes?
It is now, just updated it. You will find a subfolder for anyone using that mod as well.
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13 hours ago, N-DReW25 said:Can an alternative installation be added for JC's Hybrid Cloaked Robes?
Good idea, done.
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I'm always open to seeing what mod authors are willing to give permissions for a patch. Since svösh gives blanket permission, that would be pretty doable.
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3 hours ago, Pcthoros said:They work fine . Thanks a lot !
Great, the mod has been updated. Thanks for letting me know what you were experiencing.
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Both of these are solvable, yes. I believe I have found the issue with that light, but as before I do not have this issue in my game to begin with, so I will need you to let me know if this works for you. I have also included a fix here for Disciple's pathing. Simply extract the contents of the .7z file into your mod folder, overwriting the files in there already. If this solves your issue, I will make it the mod standard.
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On 5/8/2022 at 11:01 PM, StellarExile said:Is this mod compatible with PartySwap?
Yes, they should be compatible, though with the disclaimer that I have not tested them together. Looking through PartySwap's file changes, it modifies nothing specific to Nar Shaddaa, while this mod was designed with compatibility in mind even with other Nar Shaddaa-specific mods, so long as they do not change scripts or dialog specific to the airspeeder. This mod also makes no changes relevant to the Handmaiden or Disciple, so it is safe to say they deal with separate areas of the game.
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13 minutes ago, Pcthoros said:Yes, the lights are restored and the fix works normally as intended. Thanks a lot !😁
I am glad to hear it! Thank you for reporting the issue, the mod has been updated accordingly.
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That is interesting. You likely have the right idea regarding the difference in platform, as I am unable to reproduce the issue on PC. Let me know if this version solves the issue for you -- if so, I will make it the standard.
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16 minutes ago, LordMerek said:Just wanted to point out Telos_Model_Repairs_For_HQ_Skyboxes_v1.0.7z doesn't exist.
Thank you for letting me know. Both download versions should be functional again.
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41 minutes ago, Malkior said:Does this also fix the walkmesh not matching the area geometry, where in certain places you would sink into the ground?
There were some areas that were fixed for this, and I will likely add more in a future update.
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8 hours ago, N-DReW25 said:Any chance you'll get around to Dxun? That jungle is full of holes, textures which don't even try to connect, areas having the wrong textures (Tree textures use the dirt texture ffs etc).
That is a good idea, Dxun is now on the list.
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18 hours ago, Taki17 said:Have you considered contributing this and the rest of the level mesh fixes to the community patch?
I have not received any contact about it, though if A Future Pilot is interested in adding these level fixes to the community patch, I will give them permission to do so. It would be a good chance to see more people playing through modules without all of these geometry issues in them, and I am always up for that.
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49 minutes ago, DarthRaindrops said:I was hoping these fixes would include the first thing I always noticed when playing through Peragus, which is the horrible broken UV mapping on one of the pillars in the starting area. It is even visible in a screenshot. Maybe this could get adressed in a future update? I lack the knowledge to do this myself unfortunately.
Version 1.1 is actually already on the way, as I have found three new sizeable gaps exposing the facility to the vacuum of space. I will include a fix for the column in that update.
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A great idea for a future mod, any player who takes a real close look will find those need a top-to-bottom makeover -- model, texture, and all. I don't think the mining droids are supposed to be responsible for those transparent necks. There is also VarsityPuppet's Peragus Tweak 1.4, which replaces all those corpses with those of actual miners.
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2 hours ago, Thor110 said:While I am not certain of it right now, I suspect these changes could have been made by altering the .vis file for the level. I made similar fixes for some other Nar Shaddaa levels such as the Refugee sector where the entire ramp disappears if you look behind you at a certain point going between the ramps out by the Speeder that you can fix. Still awesome stuff
The popping errors could be fixed either way, you are absolutely right. Using the mdl/mdx files allowed for me to move certain assets to a submodule that made more sense (like moving the landing pad crates to the landing pad), and to improve models that were not originally designed to be viewed from areas they should be viewable from. I was also very stoked to have an available fix for the ramp issue in the Refugee Sector. For anyone else reading this who has not checked it out already, I definitely recommend Thor110's Visibility File Fixes, it will fix a lot of similar issues of assets disappearing before your eyes in other areas of the game.
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Go ahead and pm them to me. Just give me the module they are in (e.g. Star Forge Deck 1) and if you can, a screenshot of the issue.
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A great question -- I have remembered your suggestion for this. As I approach completion of the amount of geometry fixes I plan for the game, I will combine these "repair" mods into a single model fixing mod for people to download.
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You now have total freedom to repair the airspeeder whenever you like, it will just be temporarily immobile for the duration of the Visquis and Goto story. When Visquis contacts you, someone will steal the power cells if they were installed, or rig the speeder to destroy the cells upon installation otherwise. You could wait until after completing the whole planet to start repairing the speeder if you like; the first time you install the power cells they will still be destroyed via sabotage, but if you picked up the extra cells on Goto's yacht then you can just immediately install the new ones. Thus you still have the opportunity to gain influence with both HK-47 and Mira. The "once again" message will appear only after the power cells are installed for the second time, though it just refers to whenever the speeder was usable last, whether that be under your care, or its previous owner's. It just acts as confirmation to the player that the game successfully registers the airspeeder as now in its final stage, one of permanent functionality.
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Ultimate Peragus Models Repair
in Mods
Posted
I'll have to double back and check. There were a couple modules I did some more work on but never got the chance to update the mod for, and admin was one of them. I remember a lot of fiddling with the scrolling text portion of the display, not sure about the rest. Not sure what the timeframe will be either, but I will post an update.