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WildKarrde

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WildKarrde last won the day on May 11

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  1. @MproutyUnfortunately I don't have any insight, but maybe see if any of the solutions in these threads work for you: https://deadlystream.com/topic/6052-tsl-patcher-cant-choose-game-folder/ https://deadlystream.com/topic/7481-tsl-patcher-freezes/ If it's some kind of random behavioral issue with TSLPatcher, you could also try installing with Holopatcher instead of the TSLPatcher EXE. There's a slight difference in how Holopatcher interprets the installation instructions, so you'll probably need to swap in the Holopatcher-compatible version of changes.ini posted a few comments up.
  2. Sure, I'll work on that next after I finish the Taris Freighter lightmaps.
  3. The wrecked ones should be OK as-is, they look like they already have a similar detail level as the Manaan/Nar Shaddaa freighters. To clarify, for Taris I just borrowed the higher-quality freighter model from Manaan as noted by Dark Hope in this thread:
  4. Thank you! I may just do that after I explore the lighting/lightmapping a bit more. It’s only two freighters, so I suppose it wouldn't be too much work. Creating the lightmap UVs tends to be the slow part for me, but I would only need to do that once for both freighters. There is also the drawback that the baked lighting will remain static when the freighters are moving around…but on the other hand, that never bothered me with the vanilla version. On a quick examination, I see it at the Nar Shaddaa docks (which already uses the higher-quality version) and flying over the Onderon spaceport. I don’t suppose anyone happens to know of any others offhand?
  5. I know I'm a little late, but how about this? Before: After: Before: After: A few notes on the edits: The Manaan freighter is slightly larger than the original ones on Taris. I chose to keep the Manaan sizing instead of trying to scale them down. I relied on the in-game lighting instead of creating new lightmaps, which is why the new freighters look somewhat darker than the originals. While I was at it, I also patched a major hole in the bottom of the upper freighter's platform. High Quality Taris Freighter.zip
  6. Very strange, I never run into anything like that in my testing. I can’t think of anything on the mod build which would cause that either. My only other thought is if maybe you inadvertently ran the main installation twice? The installer adds the new doors by editing the module GIT, so if you ran the installer twice, then it could end up with a duplicate set of doors in the same places. The airlock terminal script would open one but still leave the duplicate closed.
  7. Sorry for the delay in seeing this. Would you mind providing a few more details? Which doors gave you problems, the new airlock doors or the original Yavin doors? Did they just not do anything when you clicked on the control terminal, or was the problem something else? What other mods do you have installed? Anything which also edits Yavin Station?
  8. Weird--Not sure why those files would have been missing before, but it sounds like you've got it sorted out. Feel free to report back if you run into any further issues.
  9. Do you also have a copy of lyv_shinybeamb.tpc (with the "b" at the end) in Override, or is that missing? There should be two files--lyv_shinybeam.tpc (the texture for the ceiling beams) and lyv_shinybeamb.tpc (the bumpmap for the ceiling beams). If it is missing, try manually copying it from tslpatchdata into Override. Both files install like they should for me, so it may be something on your end. That's also strange that the installer complained about lyv_shinybeam.tpc and CM_WK_YAVHGR.tpc, could you please upload your install log so I can take a look?
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. 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.
  15. 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.
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