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  1. Kotor Modding

    1. Mod Releases

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    2. General Kotor/TSL Modding

      Here you can discuss modding of Kotor & TSL.

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    3. Modding Tools

      Develop new tools, research file formats and make amazing new discoveries!

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    4. Work In Progress

      Here you can list any projects that you are working on.

      Don't forget, if you're creating a large project you can apply for Modders Account.

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    5. Tutorials

      Submit any tutorials here.

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    6. Game Saves

      Announce your game saves here.

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  2. Mod Projects

    1. TSLRCM

      Discussions about TSLRCM.

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    2. M4-78 Enhancement Project

      This forum is for the discussion of the upcoming M478EP mod

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    3. KotOR1 Restoration (K1R)

      Discussions for ZM90 & Mandalore's KotOR1 Restoration (K1R) Project.

      1.9k
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    4. Revenge of Revan

      Discussions for Logan23's Revenge of Revan mod.

      914
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    5. KotOR Toolset

      Discusion about the KotOR Toolset by Fair Strides

      23
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  3. Jedi Knight Series

    1. General Discussion

      A place to discuss the Jedi Knight series.

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    2. Mod Releases

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  4. Other Games

    1. Other Games

      Discussion of Games both Star Wars and non-Star Wars

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    2. Dantooine Theater Company

      For all your Star Wars Role-Playing needs!

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  5. General

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    2. Knights of the Old Republic General

      For discussion about KOTOR and KOTOR2 that isn't mod related.

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    3. Star Wars

      General Star Wars discussions.

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    5. Site Feedback

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    6. General Discussion

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  • Recent Status Updates

    • jc2

      Anybody seen the Kotor fan film? 
       
      · 8 replies
    • Vriff

      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.
      · 0 replies
    • th3w1zard1

      I love this ‘status update’ feature
      · 1 reply
    • Sith Holocron

      I was thinking of redoing one of my loading screens  - in particular the one for the Docks area for Nar Shaddaa. If any of you have a save at the Nar Shaddaa Docks with that taxi unlocked using a majority of the TSL Mod Build, I would love to retake that screenshot for an alternate loading screen. Respond if you have a save that you'd be willing to share. Thanks.
      · 0 replies
    • Elwood288

      Whoa, shiny new site!
      · 0 replies
    • DarthTyren

      In case anyone is interested, here's the first in a series of biblical case studies of Knights of the Old Republic: https://www.youtube.com/watch?v=ROs3QKt6LvA
      · 3 replies
    • Dark Hope

      You don't need to ask permission to use my content. Just let me know where you use it.
      · 1 reply
  • Posts

    • Hello everyone! Now I've been "Modding" KOTOR for years, but when it comes to how it works, I'm a complete noob. I'm trying to figure out some issues I'm having with my mod setup. Specifically, I am trying to use the following mod: https://www.nexusmods.com/kotor/mods/78?tab=posts for my base Revan. Though specifically, it says it's a model only and can be used with other Revan textures. So naturally, I am using a different one since I don't like the base textures, so I'm using this one:    However, it won't retexture it. It will only have the updated texture with the cape, or the old model with no cape. How can I fix this? Now the second thing I am trying to do is update the horrible Star Forge robes - yet I'm having a dreadful time doing that because I'm sure there are conflicting mods. I was trying to use this mod: https://www.gamefront.com/games/knights-of-the-old-republic/file/star-forge-revan-s-robes However, whenever I use it, I turn into a Rodian Jedi from the Diversify Jedi mod lol Anytime on how to use the KOTOR tool to fix this, or what tools I do need, would be great.
    • I quickly checked the MDLEdit one in the character creator and it's fine?
    • Thanks for the effort, but they don't seem to work any better in-game than mine. Hmmm. My ascii looks just fine in 3DS Max; it seems that it is only after compiling it to binary that the problems start.  
    • Try these: TSL_PMHC04_Test.zip Imported your ASCII into KMax, re-exported, loaded into MDLEdit and saved as binary. Loaded the binary into KBlender, looked fine, exported as new binary.
    • As many of the long time members here will know, I had been using MDLOps 7a2 with GMax in 3DS Max, and Taina's Replacer for the longest time. For the past 6 months or so I have switched to MDLOps 1.0.2, KotorMax in 3DS Max and have been enjoying the successes. I like how it allows me to fix more than just xyz coordinates and uvw maps; now I can also fix vertex welds, bone weights, and smooth groups. I was merrily working on more of my 4x Upscale+ mods, and recently started doing PC heads. But, I ran into a snag with PMHC04, PMHH01, and others in TSL. Some of them come out looking like this: When I did the PMHC04 above, all I did was use MDLOps 1.0.2 to make the mdl.ascii file, renamed it, ran it back through MDLOps 1.0.2 to make the bin.mdl & mdx (with "Head model fix link to neck_g" checked) then renamed files and moved to Override folder. I had previously worked on it with much more extensive edits, but every time it would be messed up in-game. PMHC03 on the other hand, I had loaded the ascii into KotorMax and made many changes to it. I broke some of the vertices and welded others; I modified the uvw map and the smooth groups. This was all to get rid of the stretched triangle that went from the back of the head to the base of the flat top bangs. After exporting it, I recompiled to binary and dropped them in the override. This one worked really well. I wish they all went like this. I'm just wondering if there is a setting or something that MDLOps needs, or if I need to hex edit the binary mdl or text edit the ascii mdl or something else? I found out that if the file path and file name is too long, that it can cause problems with read/write in MDLOps, but I don't think that is the issue here. I haven't tried MDLedit yet, is there any tutorials for it? Are there future compatibility issues for re-modding the resultant mdl? I figure that this issue will also affect every head model that I tried to fix a long time ago (TSL Head Model Fixes) since the three mangled heads I've gotten so far coincide with it. I'd really like to be able to fix those head models for good. I've attached three of the ascii models, just in case someone wants to take a peek. Any help would be greatly appreciated. PMHC04-kotormax-Export5-FixUVWsmooth.mdl.ascii PMHH01-kotormax-Export1-FixUVW.mdl.ascii pfhc03-kotormax-Export2-FixUVW.mdl.ascii
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