WildKarrde

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About WildKarrde

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  1. A few additional notes based on my own experience: KOTORBlender can actually handle multiple models and model roots/OdysseyBases in a single scene. The key is that when you export the model, you must first select the OdysseyBase of the specific model you wish to export. Except for walkmeshes, KOTORBlender actually ignores the Blender material completely. All of the parameters that KOTORBlender cares about are set up as properties of the mesh under “KOTOR Model Node”, which can be edited independently of the material. I’ve had cases where I was lazy and edited the texture name in the model property but didn’t bother to update the Blender material to match, and it still exported fine. The lightmap UVs are saved under a second UV map called UVMap_lm, and the lightmap texture is set in the KOTOR Model Node properties of the mesh. Blender calls it the Parent Inverse, you can read more about it here: https://docs.blender.org/manual/en/latest/scene_layout/object/editing/parent.html. I’ve mainly had it come up as an issue when parenting objects. I recommend using the “Make Parent without Inverse (Keep Transform)” command to avoid offset issues like this. I also use this handy addon, which can zero out the Parent Inverse of a mesh after it was already parented while keeping its current position: https://github.com/drewcassidy/blender-apply-parent-inverse. Collisions for area models are set by creating non-walkable areas in the walkmesh, which is stored in the .wok file matching the model name. KOTORBlender will read and write .wok files as part of the import/export process if they are in the same location as the main MDL/MDX.
  2. I haven't tried this specific mod, but I personally haven't had any significant issues with installing Holopatcher mods like K1CP when KOTOR is on my C drive. I suggest at least giving it a try and seeing what happens. Windows does put extra security around the Program Files directory, so if you run into any permissions issues, you can try right-clicking Holopatcher and selecting "Run as Administrator" to bypass the permissions. You can also try installing KOTOR somewhere outside of Program Files (but still on C), which may also help to avoid the permissions issue. DISCLAIMER: Running a program as Administrator grants it high-level access to your computer. Only do this if you are confident that you trust the program in question. Running a malicious program as Administrator may have disastrous consequences. Computers without D drives aren't that uncommon, at least in my experience. For what it's worth, my last three computers (including the one I'm typing this on) came with only C drives with no D drive.
  3. No changes to the mod, I just edited the description. I discovered that the Aspyr version of TSL plays havoc with the volume of the some of the sound effects and practically mutes the loud rumble of Malachor collapsing, so I added a section recommending @Jiiprah's 3C-FD patcher to prevent the game from messing with the volume.
  4. Looks like a small bug in how Holopatcher interprets changes.ini compared to TSLPatcher. Try the attached INI files, any issues with them? The instruction that I think causes the error is for a minor DLG parameter that I don't think the game really cares about anyway, so I've edited the attached files to remove the problematic command. Holopatcher-Compatible INIs.zip
  5. Good catch, I forgot about that when @Leilukin responded. I haven't tested it, but I think my mod will still work fine if you install it after Atton's Ending Dialog from the Tweak Pack, it should just overwrite their changes. It also should still be compatible with the other options in the Tweak Pack and most of the rest of the mod build, keeping in mind Leilukin's note to install after PartySwap.
  6. I haven't tested it, but I don't think M4-78 makes any changes to the final Malachor module, so it should be compatible.
  7. It should be, you'll want to install it somewhere after K1CP but before Ebon Hawk Transparent Cockpit Windows. Although if you do install Transparent Cockpit Windows first, you'll just need to make sure to install its Yavin compatibility patch after the Hangar.
  8. You should be fine to replace it with the current version. At some point I optimized the VIS to reflect how, with the way the airlock doors are set up, it isn't possible to see the main hangar (myav_hgra) from the station main corridor (M50aa_01a) or vice versa. Probably doesn't make a noticeable performance difference on modern computers, but I figured I might as well.
  9. Thank you! Not a weird question at all, I had actually considered putting a disclaimer about that in my readme. Basically, most of the truly restored content was already restored by TSLRCM (namely the final conversations with Atton, Handmaiden, and/or Visas, which are explicitly described in the developer comments as taking place on Malachor). The option to say you want to stay at Malachor and train Jedi is the only restored content which wasn’t in TSLRCM, although I believe @danil-ch had also included it in his Extended Ending mod. (I also made use of a cut line for Atton which wasn’t used by TSLRCM, but the context was completely different, so it doesn’t really count.) Everything else is my own extrapolation to try to logically tie things together and make the sequence feel a little more complete. So it definitely skews pretty far in the “fan-made reinterpretation” direction, although I hope I’ve successfully stayed fairly consistent with what was originally there. Actually, this whole thing originally got started because I just wanted a way for a light-sided player to be able to see the Handmaiden/Visas scene. I’d say it kind of snowballed from there…
  10. That's unfortunate, but at least it's a straightforward edit. Attached is a copy of the Korriban area model with the danglymeshes made static, can someone please test it and confirm it resolves the issue? Korriban - No Danglymeshes.7z
  11. Yikes, that does not look good. I can’t reproduce it on my end, could it maybe be partly some kind of system-specific rendering issue? Are you using the Steam version of the game? I take it no other models have gone haywire like that? I’ve tried importing and directly re-exporting the model with a couple of methods to see if one of them might magically fix it, can you please try the attached files and let me know if any of them work? Does DVBO = Disable Vertex Buffer Objects? I haven’t had to deal with that myself, what’s the general fix for that? Possible Korriban Fixes for Testing.7z
  12. That's weird, can you please post a screenshot of the glitch? On my end, it looks like it should: Which version are you using, Enhanced Reflections or Reskin-Friendly?
  13. No worries, all good. Glad to hear it seems to be working after all.
  14. Got it, thanks for clarifying. The fact that you’ve at least had some conversations on the Ebon Hawk is a good sign. Would you mind please providing the following information: Does your version of tar_02af.mod contain a copy of wk_basvis_next.ncs? Which Star Maps have you found so far? If you open your saved game with the KOTOR SaveGame Editor, under Globals --> Booleans, what are the values of G_Banter1 through G_Banter11? (If you have just found a Star Map, please return to the Ebon Hawk, let any conversations play out, and save your game before checking.) Under Globals --> Numerics, what is the value of K_STAR_MAP? If you’re curious, here’s roughly how the scripting code determines if it should play a conversation when entering the Hawk:
  15. Have any conversations happened at the Ebon Hawk/Taris Apartment, or have you only had them while running around? If you’re getting any of them at the Hawk, then the main scripts are triggering like they should, although I can’t think why you would see so few conversations. By the time you leave Dantooine to go looking for Star Maps, you definitely should have seen: At least one of those probably would have happened right after the Apartment conversations after rescuing Bastila. Are you using any mods aside from K1CP which edit k_pebn_pophawk.ncs? Is it possible that you’re just too good at triggering them outside and there aren’t any left to see back at the Hawk? I’m guessing that probably isn’t the issue, but I thought I’d still ask to rule it out.