JCarter426

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Everything posted by JCarter426

  1. I don't know of any issue, but it's possible. I would suggest removing any blade textures from that mod (anything starting with "w_lsabre"). If that doesn't fix the problem, I can maybe try to look at those specific hilt models, but we'll see.
  2. There is an option to use VP's Hi Poly Tin Cans. But otherwise, no, at the moment it is not trivial to change the hilt and blade separately because they are on the same model.
  3. I wasn't aware of the issue with M4-78. I'm assuming M4-78 adds a few soundsets and doesn't patch them for whatever reason. But it can't be using the two needed for the player character or everybody would've noticed that long ago, so the problem should be avoidable. I'll take a look when I get a chance.
  4. I didn't upscale those. There was a higher resolution texture for the Revan robes elsewhere in the game files. For Bastila's clothing, only the missing shader data was added, and the texture wasn't changed at all. I would recommend waifu2x for upscaling, though. I've used that in other mods before. The grain remover makes it lose some of the detail, so I often add my own texture overlay to get it back. There might be better GAN-powered solutions that have come out more recently, but I've yet to look into them.
  5. I'm not actually sure. Both mods have gone through updates, and VP and I have talked about things we'd like to do with it, so I forget what has or hasn't been done by now. Mine was updated more recently, with improved tools, but I forget if there is a noticeable difference.
  6. That should work, yes. Maybe you could edit the burn mark model to use a solid black texture globally, then localize the texture to be invisible where you don't want to see it. However, if it's not using a texture right now, and instead it's using particle color as I assume, then I'm not sure if it would be possible to give it the same look with a texture. Depends how it's set up.
  7. The game will default to angle 1 if the angle it was otherwise told would result in camera clipping. This may be down to how your characters are positioned when the scene is triggered.
  8. I haven't tested it, but I recall hearing mention that putting models into modules won't work except for the area models for that module. If the burn mark model uses a texture, you could try inserting an invisible texture. Those generally do work as long as there are no bump maps. Again, I haven't tested this, but allegedly they also must be TGA/TXI and not TPC.
  9. I will also have to adjust to the new look, but I think the perspective in the original billboards is off. It looks like they go off to the distance in a straight line, when the rest of the background of Ahto City is curved. It makes them look flat, like they were draw on a wall in the sky, which obviously they were. Realistically, the last few would be hovering in the air, not connected to the rest of the structure. So I think something had to be done, and Kexikus' version fixes that.
  10. Note to the apparently 19 people other than me following this mod page: You don't need the new upload. I just fixed the installation instructions because lazy copy/paste led to confusion. Move along.
  11. I don't know, no. But I think the solution you described could work. As long as the global is increased, I think that should prevent the pre-Leviathan dialogue from firing. I would want to check if there's any dialogue that doesn't reference Saul and therefore could be salvaged, though. Branches that you could pursue freely after the Leviathan no matter what, if they weren't available before, if there's no reason preventing it. That would require fiddling with the scripts there too, though.
  12. As far as I recall, no, that is not a local issue, but there's a reason for it. Most of Carth's dialogue has to be advanced before the Leviathan because he repeatedly broods about getting revenge on Saul. The Dustil quest is triggered when the global K_SWG_CARTH is set to 8, but the value must be at 14 after the Leviathan in order for the romance to continue along the romance branch "I think it's time we talked about me being Revan, don't you?" instead of the non-romance branch "We need to talk. About me being Darth Revan." And as you noticed, it is not possible to advance Carth's dialogue tree while the Dustil quest is active. I don't believe that editing k_plev_throwdown alone would solve the problem, however. It looks like the reason they set the global to 99 there is to make it impossible to advance the Saul-centric dialogue after Saul is dead, as the conditional scripts don't check for that: They only seem to check if the value of K_STAR_MAP is greater than whatever is relevant, so this would still be true. I'm also not sure whether it's feasible to allow you to continue advancing Carth's dialogue while the Dustil quest is active. It depends on the dialogue, I suppose. If I recall correctly, there is another potential issue in that you can't trigger the Dustil if you have already visited and completed Korriban. I'm not sure how this affects the romance.
  13. In general, I don't think so. There are similar problems with the saving throws, which other mods can fix. There is also a bug with Ramana and the Red Eclipse refusing to pay you once you have a prestige class, which we plan to fix for the next update, but that won't be for a while. But considering how worthless credits are in this game, the benefits outweigh this problem, and of course these bugs are limited to specific dark-sided choices.
  14. Yes, I configured it so that all prestige classes are able to select those and other feats that were previously denied to them for no apparent reason.
  15. Watchman characters are not normally able to select these, no. You must be using a mod that corrects this, possibly my feat fixes or the Community Patch which includes them.
  16. As for the arms and floaty ball thing, it's possible to copy the animations over. I'd suggest that you create dummy objects for each mesh, placed where the pivot point is, and then copy the position and rotation animation controllers over. Then after you model your replacement, you only need to parent the objects to these dummy objects, similar to how the lightsaber throw animation is set up.
  17. It's only possible to install the mod with TSLPatcher. Copying files manually will likely just break things.
  18. If they rely on K1R or TSLRCM at all I can't include them, but I will be adding something along these lines in the next version, when I get to it. Maybe over my winter break.
  19. MakePHN doesn't really work on alien VO in my experience, though I was able to generate lips for a Trandoshan by translating the line into English as close as phonetically possible and generating lips from the new audio & text.
  20. An issue like that is typically caused by the model having an MDL file from one source and an MDX file from another. I would suggest deleting any lightsaber models from mods that you're using until you figure out which one it is, then copy the model files manually or consider reinstalling it.
  21. See the discussion here. Basically, area models in KOTOR 2 won't render a room if it has no walkmesh, unlike KOTOR 1. Skyboxes in KOTOR 2 always have a walkmesh somewhere on the model to get around this. @bead-v had talked about updating MDLEdit to add a dummy aabb node when models are missing one but I don't know what the status of that is.
  22. JCarter426

    #5: Lips

    Ah, don't worry about it, either is fine. I'll PM you soon, maybe tonight at the earliest if I get my other work done.