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Vriff

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Vriff last won the day on July 9

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  1. Cool! This seems out of nowhere! Have you tested with the community K1 build by chance? I wanna try this out but need to know if I should zero my install first. Thanks!
  2. View File NeoSSF - A Simple Modern SSF Editor NeoSSF opens and saves the three SSF layouts currently used by the supported games: - KotOR / KotOR II `SSF V1.1` StrRef-only tables. - Neverwinter Nights / NWN EE `SSF V1.0` sound ResRef + StrRef tables with 16-byte sound ResRefs. - Neverwinter Nights 2 /NWN2 EE `SSF V1.1` sound ResRef + StrRef tables with 32-byte sound ResRefs. Loading a TLK is optional. Without a TLK, StrRefs remain editable as numbers and NWN/NWN2 direct `SoundFile` ResRefs remain visible and editable. Loading a TLK only fills the preview text/sound columns. Submitter Vriff Submitted 07/07/2026 Category Modding Tools  
  3. Version 1.0.0

    6 downloads

    NeoSSF opens and saves the three SSF layouts currently used by the supported games: - KotOR / KotOR II `SSF V1.1` StrRef-only tables. - Neverwinter Nights / NWN EE `SSF V1.0` sound ResRef + StrRef tables with 16-byte sound ResRefs. - Neverwinter Nights 2 /NWN2 EE `SSF V1.1` sound ResRef + StrRef tables with 32-byte sound ResRefs. Loading a TLK is optional. Without a TLK, StrRefs remain editable as numbers and NWN/NWN2 direct `SoundFile` ResRefs remain visible and editable. Loading a TLK only fills the preview text/sound columns.
  4. View File Neo2DA - A 2DA Editor A new 2DA Editor with a few modern improvements: Import/Export from csv/tsv Creation of TSLPatcher/HoloPatcher data Filtering Copy/Paste Dark mode Add columns, not just rows. Submitter Vriff Submitted 07/06/2026 Category Modding Tools  
  5. Version 1.1.0

    23 downloads

    A new 2DA Editor with a few modern improvements: Import/Export from csv/tsv Creation of TSLPatcher/HoloPatcher data Filtering Copy/Paste Dark mode Add columns, not just rows.
  6. Thanks Rob, I'll take a look probably tomorrow after I fly home. So without any other edits to the model it's messed up in-game after decompile/recompiling it? and can you confirm if it is any different between Disable Vertex Buffer Objects=1 and Disable Vertex Buffer Objects=0 in the ini?
  7. Good to know, so one of the differences i noticed between the mdledit and the vanilla head was an ordered array of bone indices was zeroed out in the mdledit head so I swapped it with the values of the vanilla and zeroed that array in the vanilla head, to see if that was maybe the cause. It apparently was not. I will continue investigating. I was wondering if you could just round trip a head in mdlops and kmax without any other edits, just the saving and conversion processes. Both the ascii and binary and pass it over, and also if you can see if that with no manual edits is still messed up it can help me eliminate (and ultimately hopefully fix) whatever tool is mangling it.
  8. ooh I think this is the first Mira reskin I like. Good job.
  9. @redrob41 Can you try both of these? pmhc04_vanilla_skin_unknown_zeroed.zip pmhc04_mdledit_skin_unknown_from_vanilla.zip
  10. hmm the MDLEdit and KBlender versions have different amounts of vertices. I wonder what they're doing differently..
  11. If you're working on a lightsaber hilt mod or any texture using a bump map, you may be interested in my recently published fixes on KOTOR Patch Manager that restore both in the Aspyr versions of the game.

  12. FYI Folks, many new patches have been released. https://github.com/LaneDibello/Kotor-Patch-Manager New Aspyr Fixes: Lightsaber Hilt rendering - Lightsaber modders rejoice, the hilt textures no longer disappear Bump Map Restoration - bump maps are back! Others: Allowing all 12 of the K2 Portraits to be visible on party select - Modders can now use a slot for a recruitment mod by using whatever slot the user isn't using for mira/hanarr, and no longer need to utilize the armband while using partyswap. Wiring for Good and Very Good Alignment heads. - If any modders want to take up making good and very good alignment heads, these were in heads.2da already but there wasn't any exe logic calling to them, it now works at 70 and 90 alignment. Also working on a patch to expand the max dynamic lights to 9 instead of the vnailla 3. All of J's fixes have been ported as well.
  13. Nice, I believe this model is also used in TSL in several different areas.
  14. so far, so good. Still a lot of work to do, but yeah, i play with partyswap.
  15. Hello friends, I am currently developing a patch for K2 that extends the active Party from 3 to 5. I've got a lot of it worked out: Adding to party from party select screen Combat, Skill Usage, Quest Reward Experience Propagates to 4th and 5th slots Buffs/Debuffs can be added to 4th and 5th slots. The icons display. Autolevel up will autolevelup 4th and 5th slot members. Most movement related bugs are sorted, still some quirks with pathfinding and spawn location to sort out GUI has been fixed to show 4th and 5th slots. 4/5th slots can react to conversations, start dialogue, gain/lose influence. Things still needed: 5th slot doesn't show level up icon. (Shouldn't be a difficult fix) Scripts that hard code iterating through the party with 3. These will all have to be changed. In menu portraits don't show, researching fixes for this. Coming to a KOTOR Patch Manager Near You, some day, don't ask. I'm working on it.
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