JCarter426

M478_Staff
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Everything posted by JCarter426

  1. We knew you were up to something... It's a tough call between Nar Shaddaa and Onderon, but if I had to pick one, I would go with Onderon.
  2. Mod idea.

     

    1. Stormie97

      Stormie97

      TSL: Tower Defense Edition

    2. LoneWanderer

      LoneWanderer

      Interesting. Could be useful in some situations, such as when the player controls Mira in Visquis base.

      I suppose Bao-Dur or T3 could give these items as consumables for the player. Or there can be a new feat chain. Many variants, I'm looking forward to what you come up with.

    3. jc2

      jc2

      Most excellent! 10 outta 10 would download!

    4. Show next comments  21 more
  3. Nah, don't worry about it. I had noticed it and was planning to take a look at it eventually anyway.
  4. You need to download both archive parts for that one. Then you should be able to extract with 7-Zip or WinRar.
  5. There are only five animations, of which I think only two are glitched, so it should be a straightforward fix. I can likely copy over the original idle animations and stretch the arms out myself. The thing is, though, when I update one of these robe mods, I have to update all of them, and I usually put doing all that off until my vacation time. If you want to remove them in the meantime, you can do so with a hex editor. Open the relevant model file, search for pause1 and pause2, and overwrite those characters with something else of the same length, like xxxxx1 and xxxxx2. That changes the names of the animations, so the model no longer overrides those animations, so it defaults to the ones on the supermodel. That will get rid of the arm glitch but bring back the arm clipping.
  6. It's version 1.4 of Cloaked Jedi Robes that adds the animation to PFBIS/PFBIM/PFBIL. I believe Cloaked Party Robes had it from 1.0.
  7. The animations are from the female robe model PFBIM, and they override the animations on the supermodel. There are two idle and three walking animations which stretch the arms out a bit more to reduce clipping with the cloak. There is no male equivalent, so Jolee is using the supermodel version. Evidently only the female animations have the glitch. It looks like in the video, you are using an older version of Cloaked Jedi Robes from before I restored the animation to the female robes. Previously I had exported them without that animation.
  8. Yes, it's not a conflict with anything you have. It's a problem with the original models that carry over to the mod versions.
  9. That is determined by the texture's alpha channel. Depending on what you did with the texture, you might have saved it without an alpha channel or you might have scaled up the RGB but not the A or some such.
  10. This seems to be an issue with the KOTOR 2 animation. As I recall, the robes have a custom idle animation to reduce clipping with the arms and the cloak. But the animation appears to have a glitch in it. I'll see if it's possible to improve that idle animation for both games when I get a chance. These are issues with Bastila and Jolee's original body models. Their skirt flaps are dangly meshes—they aren't animated. They move based on the wind and some other physics. Very limited physics. I looked into weighting Bastila's skirt flaps to the robe bones, but I couldn't get it quite right at the time. I didn't attempt it for Jolee. I was able to do it for Juhani, because she only has the back flap and that lined up with the cloak fairly well. Maybe I'll try again for the other two, but it didn't seem very promising the first time around.
  11. Yes, you can find the item names if you look inside the tslpatchdata folder. Or you can add them with KSE.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.