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Run MDLedit, open p_bastilah.mdl, save as ASCII. At the bottom part of the window, click Header. Now you see Supermodel: P_BastilaBB in the top part of the window. This is the model that you'll need from the game that you're porting to. So, the K2 version. You can extract it with KotOR Tool, place it where you've saved the ASCII file. Close MDLedit, start it again, make sure the left button is set to KOTOR2. Load the ASCII file, save as Binary, as p_bastilah.mdl. You now have a model that should work in K2. You could test things by changing your appearance to Bastila's with KSE (Savegame editor). Some more things are needed to be able to select the head in the character creator. It is possible that things are in the wrong place, you'll find out by testing. I've only tested with the Model Viewer (looks fine) and not in game. P.s. MDLOps is not needed, MDLedit can do what it does, and some more.
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I know there have been some forums covering porting K2 to K1, but I haven't seen a lot of forums discussing porting from K1 to K2 since most of K1's models are in K2's game files. I'm trying to port this Bastila head to K2, but I haven't gotten any useful prototype out of it. I have MDLEdit and MDLOps, but I'm pretty new to both, although I've had success porting K2 weapon models to K1.
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I think if you categorized it by Primary, Secondary, and Tertiary, it could be less complicated? The primaries would be Proper Peragus Corpses, Peragus NPC Overhaul, and Tiered Peragus Miners which would be the most 'desirable.' Then you'd have the head changes and beta changes as Secondaries where they're still relevant and mostly within the desirability but may not be what people are fully interested in compared to the 'Primary' changes. Then the Tertiary would be No Destroying Terminals, Lootable lockers, and Vibrocutter Swap as more like "area addons" which people can install if they really wanted to but it's kind of out of range of the main focus people might want with the NPC changes. Could either have that as different archives on the download page or as subfolders in a single archive. I don't know if that helps? But i definitely did feel a bit 'overwhelmed' reading all those 9 mods and then categorizing them kind of helped me after.
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Except that mod is listed for TSL.
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Makes sense, give that C3-FD is basically an improved version of the 4GB patcher but with extra fixes.
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Yes, the entire purpose of the K2 test this time around is to integrate C3-FD.
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Oh shit you right, thanks. That flew under my radar, I will mark that that request has been fulfilled pending testing. WildKarrde does recommend using this mod in conjunction with these fixes to minimize the sound glitches:
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Oh shit you right, thanks. That flew under my radar, I will mark that that request has been fulfilled pending testing. I appreciate you pointing me to it, however I will probably wait until it's in a 1.0 state as with the K1 version and go through it all at once, making any notes about potential changes I might want at that point. I know that might be more of a headache on your end, and sorry if it is, but first and foremost I don't want to interfere in your development process and making the mod version you want to make, and secondly there's a lot I won't be able to tell "feels" off until I'm seeing it ingame. Though I think that for the most part any changes you make will be fine, and any change requests I might have will come down to a handful of characters who the player interacts with more directly that I think should retain a vanilla or close-to appearance. Having said the above, though, I am glad you brought this up because this is a bit more than a face swap and does merit some input from me I think. I personally am against removing the TSF patrols, because that feels like altering the scenario as established in the vanilla game just a bit too much. The TSF has manpower, but not much; they are underfunded and understaffed but are at the same time still a major player on the station, because they have the benefit of legal authority where all the other players are extra-legal actors. They can only afford to patrol a few modules, though, and effectively have to let the rest go unaddressed. I think having the TSF react to the mercenaries killing the Bothan (even if they're reacting ineffectively) is a good change, because it shows that they at least have some small measure of influence (let's not say control) as you approach their compound. But I also think being able to basically wantonly murder people in residential like you can now is a good thing, because it shows that the TSF has basically no power projection: outside of modules where it can actively put boots on the ground it simply doesn't have the resources to act, which implicitly informs the player that the TSF is weak and that siding with Czerka might not be as dangerous as they would otherwise imagine. In other words, from the perspective of the mod builds my ideal is a scenario is basically where vanilla is now, just with the TSF responding to the assault on the Bothan (and maybe the player not being able to extort the Bothan right after that). Yes, he built it at my request and I'm very glad he got it done in time. I had forgot to mark it fulfilled in the OP, however, so thanks for reminding me.
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Crimson Knight uploaded a mod which restores the KOTOR 1 base attack bonus to its sequel, so this might work: Classic Class Attack Bonus - Mods - Deadly Stream
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I would like to request a mod with new visual effects, cutscenes and skins
Erdan5 replied to Erdan5's topic in Mod Requests
First of all, thank you for responding. I appreciate that. Second of all, I will clarify on some of the things I said to give you better context. No, that is not what I meant. What I meant to say is it has all of the content that was included in TSLRCM, but it won't be TSLRCM itself. I have to be honest, I don't know how mods work for KOTOR, how to install them and all of that. As you might know, I recently registered on Deadlystream. Before that, I have only ever played the vanilla KOTOR games but never involved with and downloaded any mods. Because of that, I am a real noob concerning how installing mods work and stuff like that. Thanks for the info. I just thought it would be nice to reskin Darth Sion to make him look more rotten as we near the climax. If there is any advice you will give me on this matter, please let me know. Let me start with Darth Traya/Kreia. The only real reason why I thought it would be cool to see Traya/Kreia flare up into dark side energies is mostly because of her appearance and powers. Yes, I know she hates the Force and is against it, but as she says in the game "I use it as I would wield a poison". So though she hates the Force, she still wields its tremoundous power for her own advantage for her goals. As we know of Traya/Kreia, other than having immense cunning, wisdom, and strategy, she also is pretty powerful in the Force too. She was powerful enought to overthrow Darth Sion when she returned to Malachor V, (I could be looking at the scene the wrong way though). She also can use the Force to levitate many purple lightsabers to attack the Exile. However, my main reason why I thought it would be cool for Traya/Kreia to go out this way other than all of the reasons I explained above is because of her appearance. As Darth Traya, her true form and appearance, she has really ashy grey-white skin that has no pigment anymore, and she seems to have black veins that can be loosely seen under her ash grey-white skin. She looks like she is paler than even Darth Sidious from the movies, as Darth Traya, especially before her betrayal by Nihilus and Sion, she seemed to have mastered the dark side of the Force a lot that it took a toll on her body. But what really sells me is the pitch black eyes that she has. Overall, she has the appearance of an ancient and pale black eyed female ghoul that has immersed so much in the dark side like a "poison" as she described. That was why I thought that way. Now, for Darth Sion. I see where you are getting at here of him being a "walking rotten corpse", but to be fair here is my opinion. We know that he was human and was struck down one time, but he refused to die. This left him in perpetual pain. From what I got from Darth Sion, he regenerates and rises back up again after he is killed, thought the price for his immortality is excrutiating pain. However, the dark side consumes him from the inside out, slowly rotting and decomposing his undead body. I would like to imagine that over time, the dark side begins to burn his body more and more, (hence why I suggested he looks more rotten in the climax of the game for this mod), and eventually, when he finally lets himself die, all of the dark side that he held back finally consumes his body. Basically, he "decomposes" into the dark side. His body gets eaten away by the very dark power and anger that he held and contained in his body for a long time. Plus, for someone as unnatural as Sion, I thought it would be cool if he had a special supernatural "death effect" like his partner Nihilus. But yeah, these are my opinions and why I suggested this mod. As for the mod thing, again, I didn't mean to say that this becomes and edition to TSLRCM, just that all of the content in TSLRCM is included in this mod. Again, I am a noob at how mods work, so I don't know things like how to merge a mod with another mod. For example, can you play more than one mod in the same gameplay? That is questions I have been wondering and any clarification on this would be greatly appreciated. -
Looking for this female character
DarthParametric replied to WhiteSaber's topic in General Kotor/TSL Modding
Create a TXI for the face texture and the DS transitions containing the following: blending punchthrough I'm not sure that will fix it, but it's worth a shot. -
Looking for this female character
Dark Hope replied to WhiteSaber's topic in General Kotor/TSL Modding
I only noticed this in revelation. The finale, but it is not so clearly expressed there. -
Omanakole started following Heart of the Guardian and Mantle of the Force Recolor
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Sorry if this has already been mentioned, but doesn't this mod do this? In that mod, if Goto succeeds in overcoming HK-47 or HK-47 isn't present then a Light Side player can no longer destroy Malachor. A WIP thread for my K2 NPC Diversity Pack has been made. It's very early in development and it hasn't seen much work as of yet as I'm currently focusing on other mods. It does, however, have some in-dev screenshots showing some concepts on how my mod would change the NPCs of Kotor II starting with the Citadel Station's Entertainment module (202TEL). A solution you seem to be veering towards is making the TSF respond to the player's criminal actions. Another thing I've seen requested (maybe not by you) is to add TSF Patrols to the other modules similar to 202TEL. My solution in dealing with the TSF problem in my K2 NPC Diversity Pack is as follows: Those are two of the screenshots found in my WIP thread, the idea is not to add more (make the TSF react to you or add more TSF to the other modules) but to add less. By converting the TSF patrols into cleaning droids, it now makes sense as to why they aren't responding to either the mercenaries or the player when they blatantly kill innocent people. This also feeds into the idea of the TSF being so weak that they're beholden to rogue mercenaries and Czerka at the start of the game. I am also somewhat interested in a mod which further reduces the player's "crime" on Citadel Station. An idea for this would be to remove the ability to murder the civillian who you can rob, remove the ability to murder the Exchange's door guards, replace the TSF Officer with a medical droid in the medical supply smuggling case, replace the Ithorian you murder for the shield with a droid who'll just give you the shield, and other things if I forgot to mention them here. If this is something that interests you, or if my concepts of a K2 NPC Overhaul are unacceptable, I could divert the TSF to cleaning droids feature to this "reduced crime" mod.
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I would like to request a mod with new visual effects, cutscenes and skins
N-DReW25 replied to Erdan5's topic in Mod Requests
Are you saying here that you don't want this as a mod but as an integral part of TSLRCM? That's never going to happen I'm afraid. It's already part of the Extended Enclave mod. Extended Enclave 'extends' the Enclave scene to restore the majority of the cut content available for it that wasn't restored by the TSLRCM mod. The Sion vs Nihilus scene is now tied to the Enclave. After Kreia kills the masters/wounds the player, she goes to the Ebon Hawk and the party has the "It's over - they've won" cutscene that's associated with the Sion vs Nihilus content except it's been recontextualized to be part of Kreia telling the party that the Exile is "dead". Sion is informed of the Exile's "death" on Malachor and travels to the Ravager to see Nihilus to which the Sion vs Nihilus scene plays. Everything you've described wanting is already part of the Extended Enclave mod. It's never going to be part of TSLRCM, but Extended Enclave is compatible with TSLRCM and is intended to be used with TSLRCM. There is no need to recreate or add this mod to your hypothetical mod because you can just download his mod and get the same in-game effect. This also wouldn't be added into TSLRCM as there is no indication in the game files that Nihilus' slaves dying was ever intended by Obsidian Entertainment. This would be considered "custom content" and wouldn't be considered for integration. Just like in that one Darth Varkor movie. This could work similar to my Build a Calo mod wherein the player can customize Calo's appearance between Taris and Tatooine. The same principle would apply here, except with Sion before Malachor and during Malachor. Here is some good news and bad news about the skin. The bad news: I'm willing to bet the original author, OBIWAN3001, is long gone and therefore getting permission to use his skin would be impossible. The good news: Observing the texture, the reskin is so basic it'd be easy to make a new, and possibly even better, reskin from scratch. I fully understand what you're saying here, though I think there can be arguments made against these requests. Darth Sion's entire character is that he's a walking corpse who's so full of anger that he just refuses to die. When you finally kill him, you actually "convince" him to willingly pass on and die - therefore it makes sense for his body to just drop dead and die. Of course, you could argue that his body evaporating into red mist would also make sense as his body would probably crumble into dust and that red mist would be his Dark Side energies leaving his physical remains. But this argument does not work for Kreia. Before she dies, she has her final "villain explains her reasonings" moment and one of those reasons for what she does throughout the entire game would be that she hates the Force. It'd be deeply ironic for Kreia, when she dies, to evaporate into a red Force induced mist. And not only that, if you are Dark Side, you get to literally throw Kreia over the edge and into the core of the planet meaning you can't just have her evaporate into a red mist. -
Looking for this female character
DarthParametric replied to WhiteSaber's topic in General Kotor/TSL Modding
Does that only happen in the revelation cutscene? Or any cutscene/conversation? -
Gotcha