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Jango812 joined the community
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Another question, could you try starting a new save to see if the Echani/YV issue persists? You should be able to warp to the experimentation lab via warp code "slem34". Also the flophouses to check on the blue twilek if possible. Warp code "slem73b". Those could be issues from playing on a previous save.
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Sounds like you are having a lot of compatibility bugs here. Would you happen to still know all the mods you installed, and the order you installed them? Including if you downloaded Sleheyron more than once. Regarding the Scarred Alien: Uh... no, it doesn't look like that. This issue has been reported to me once before by someone who re-installed Sleheyron midway into the game, although the appearance swap was different than this one. Regarding the collar fix compatibility: I haven't heard of this new mod before. But as far as I can tell, this seems perfectly compatible with my green Jedi robe mod. Neither that mod nor mine uses the same texture .tga files (and I don't think I saw any .mdl files in there), so there shouldn't be any case of conflict. I have a patch coming out in a few hours that will fix the Malron placeables issue. But I'm not sure I have enough info to fix the wrong models appearing glitch yet like you had with the Scarred Alien.
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SquareEyedYT started following K1 Marked Empty Containers and KOTOR Editable Executable
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Anything that adds new placeables will overwrite the left over ones in the Malron District. I apolgize for not being as specific on the names, since I forgot they are vastly different from each other. Here are the sign names if you want to remove them yourself for now, "czerksignn34.utp, fdfcvccz4.utp, bghycx7.utp, vfdr489.utp, fdsfc546v.utp, czv7hj9.utp". There might be multiples/duplicates as well, so it might be easiest to use Holocron Toolset's module designer and right click on the ones shown as "czerka neon signs" in the tab on the right-hand side shown here, You're also right about the Jedi Captive mod. That causes the stasis jedi captives to appear/overwrite the left over signs since it adds new placeables. Testing with BOSSR installed also replaced some of the signs with rocks/trees. As of right now, it's not recommended to use any mods that add new placeables. I would just wait for the next update, or remove the placeables from the .mod. As for the Twilek in the Flophouses his uniform is supposed to look like this, Could you provide an image of what he looks like on your install? And for the Echani and YV, those should be set up okay in the 2damemory, so not sure why that is happening on your end. What was your install order? Did you install Sleheyron before or after those mods? Also SAO might know more about compatibility for the green robes and collar fix mods. I haven't looked into or used that mod before.
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Mellowtron11 started following VarsityPuppet
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Mellowtron11 started following danil-ch
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That PMHC06 character head model has been one of my favorite ever since I saw it advertised in Star Wars Insider. However, since my KOTOR modding has been limited to .UTC and .UTI files, I was wondering if someone here could change the hair color to brown. If the eye color could be changed to green or hazel too, that would be fantastic. Thanks in advance to anyone who works on this request.
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You can have tpc files or tga files (+txi if relevant) to replace a texture. You can't have both (tpc and tga) with the same name in your Override folder. If you do then the tpc files will get precedence and the tga files will get ignored. p.s. I don't have any mods that use .tpc files.
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There is not, but it's a known bug. I initially made the signs as placeables in the sle_m30aa.mod, before discovering how to use hex edits to get the mdl to load in Blender to build the signs into it. if you install BOSSR, it replaces the left over/unused placeables with that stasis guy because the sign placeables are still left over in the .mod. The next update will include an updated .mod with these placeables removed. You could also use Holocron Toolset or a similar program to remove the placeables from the .mod yourself if you wanted a fix now (they're named Czerka Neon Signs). I would provide one for you, but the version I'm working on now is not the same one with that specific .mod.
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Like it says on the tin. If someone is willing to port Disciple's head model from TSL to K1, or has it already laying around, I'd much appreciate it.
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T3 skins for KotOR 2 not working.
confuuzed replied to confuuzed's topic in General Kotor/TSL Modding
Responding to N-DReW25... I'll restore the files names back to what they were originally. The only other mod I installed is the KotOR 2 restoration content mod. I'll check if I have any folders inside the "override" folder. Thanks for the help. Later, I'll post if the T3-M4 mod is working or not. Later today... Responding to N-DReW25 Okay, so all the files for T3-M4 copper skins are present except for the ".tpc" file. (when I download the Effixians T3-M4 skins mod for KotOR 2, the .tpc file is missing.) I downloaded the files from this website. I don't have any blank or or other folders in the "override" folder. Responding to Effix... Yes I have a override folder. -
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Revan's Hoodless/Maskless Flowing Robes For K1
JasonRyder commented on DarthParametric's file in Mods
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But the problem is that it shouldn't show that it's empty if it's not been opened before.
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Hey @Salk! It will correctly show whether the container is empty whether it's been previously opened or not. All you have to do is hover over it like you would to see the normal name.
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Untold Prophecy started following K1 Marked Empty Containers
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Heyorange's Sith Uniform Reformation [Revised]
1518062025 commented on Sith Holocron's file in Skins
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T3 skins for KotOR 2 not working.
N-DReW25 replied to confuuzed's topic in General Kotor/TSL Modding
Wait a minute, this is a Kotor 2 mod. I was under the impression that this was a Kotor 1 T3-M4 mod because if it was a Kotor 2 T3-M4 mod you'd just copy all the files into the Override folder and it'll work. Do you have any other mods installed? Do you have any folders inside the Override folder? Do you have "P_t3m4_01.tga" and "P_t3m4_01.tpc" in the Override folder? -
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- xor
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I have a question about this one. Does it work so that the appended text is not displayed for empty containers that the Player had not yet inspected? I think that would be the ideal behavior.