Sithspecter 909 Posted October 1, 2015 File Name: Revan's Flowing Cape and Belt Fix File Submitter: Sithspecter File Submitted: 01 Oct 2015 File Category: Mods K1R Compatible: Yes ==========================================A KNIGHTS OF THE OLD REPUBLIC MODIFICATION========================================== TITLE: Revan's Flowing Cape and Belt Fix 1.1AUTHOR: Sithspecter CREDITS: Thanks to Foxhounder for fixing the camera issues for me. Settoken and Quanon for passing information that helped me in this quest, Kristy Kristic for helping me fix the lightning and camera issues, and Mr. Shadow for taking screenshots and uploading the videos. INSTALLATION INSTRUCTIONS: Copy all the files in the folder of the Zip into your override folder DESCRIPTION: This mod is a complete animation fix for Revan's robes (The "Chest Camera" issue has been corrected). Right now, it only works for the N_DarthRevan model, and not the maskless robes. The animations have been a painful process, as I had to animate frame by frame. For your convienence, I also included a disguise for Revan. Have a ball. WARNING: Do not use any other mods that alter n_darthrevan.mdl/n_darthrevan.mdx as they will over write this mod. Cheats:giveitem g_a_mstrrobe08 BUGS: Camera Issue has been corrected. None known. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Click here to download this file Quote Share this post Link to post Share on other sites
milestails 264 Posted October 1, 2015 One of the most impressive mods of all time. The time and effort needed to animate the cape - yet to be matched! Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted October 1, 2015 It can hardly compare to large content mods such as Brotherhood of Shadow, but it's still a lot of focus to produce just 2 files. I think my mind blocks out that portion of my life sometimes. Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted October 1, 2015 It can hardly compare to large content mods such as Brotherhood of Shadow, but it's still a lot of focus to produce just 2 files. I think my mind blocks out that portion of my life sometimes. So... Why doesn't the maskless one work? If it's something simple, I could try to help. Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted October 1, 2015 Because it doesn't have the animations. If you can make it work go for it. I'm not touching it anymore. Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted October 1, 2015 Because it doesn't have the animations. If you can make it work go for it. I'm not touching it anymore. You mean you don't want to go into the torture chamber? In all seriousness, tell me the model name and I'll see what I can do. Functionally, the only thing different should be the geometry, so directly carrying it over should work. We might lose some smoothing, but it'll animate, right? Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted October 1, 2015 I don't know any of the model names off the top of my head at all. I only included the one model in the pack. I have no clue about any of the animations transferring. Quote Share this post Link to post Share on other sites
Salk 374 Posted February 13, 2021 MDLEdit crashes when I try to save the .MDL file as ASCII. Same thing happens if I load the .MDL file and I try to view some of the geometry nodes as ASCII. Any advice? Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted February 13, 2021 MDLEdit can't handle animations being declared with no keyframes, of which this model contains several. You'll have to use MDLOps. Be aware that KMax will also crash for the same reason if you try to load the resultant ASCII. I would suggest waiting until SS uploads the updated model, which resolves these issues. Edit: Actually the KMax issue is the OdysseyBase having keyframes in any animation. Quote Share this post Link to post Share on other sites
Salk 374 Posted February 14, 2021 Alright, thanks. I wasn't aware of SS's intention to upload an updated model. I guess I can but wait then. Quote Share this post Link to post Share on other sites
Salk 374 Posted February 17, 2021 DP, I opened the .mdl with MDLOps and saved it as ASCII. While it does not crash, it seems to produce some out of range integers (4294967295) MDLEdit complains about. I guess that was the problem with undeclared keyframes you were talking about. Would it be possible to make things work by replacing the illegal integer with another one? At this point, it's mostly curiosity. Quote Share this post Link to post Share on other sites