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  3. 6. # Repair HK-47 Fix: has been removed by the author
  4. All that drip just to give you this Damage Resistance: Resist 10/- vs. Fire Skills: Stealth +2 It's a shame such a baller mask has the Kotor ingame stat equivalent of slightly increasing resistance to spicy food
  5. Since people have asked about it, here's the TSL files for the masks in the screenshots. Not sure if that's everything, I haven't looked at it for around 7 years apparently. https://www.darthparametric.com/files/kotor/tsl/[TSL]_TOR_Ports_Masks_WIP_Test.7z
  6. Presumably the actual Tulak Hord mask:
  7. Yesterday
  8. Thanks, here they are. Also fixed the links above. (should I add the texture mods as well? they're all just tpc and tga files, and txi, mdx, mdl etc. for models) kas_m22aa.mod placeables.2da dir.txt
  9. Years ago, I saw a screenshot of the Tulak Hord helmet that was ported from SWTOR. I don't remember which user was responsible for it, but apparently this mod was never released. I'm surprised that there isn't more demand for it in the community. I think this helmet would look great with the mask-less and hood-less Revan robe. That's why I'm bringing up the topic again in the hope that such a mod will find its way onto the internet after all.
  10. Hello, first of all I must say I'm an absolute beginner in kotor modding and I have little to no experience, but I wanted to try porting a mod to the xbox version of the game. The mod is Redrob41's TSL Head Model Fixes but I had some issues as you can see in the screenshots. I used mdledit to convert the only .mdl file present in the mod's folder (the rest of the files are .mdx) to the xbox format but it was of no use as all the models the mod affects have the same issue. Any help would be much appreciated
  11. I'm working an an alternative solution that should be easier to modify and doesn't have some of the minor visual glitches that exist. I will update the page when it's released.
  12. Is there a tutorial on how to apply it to my own hilt? And what Software do i need?
  13. Nothing obvious springs out. Attach your placeables.2da as well, and kas_m22ab.mod from your Modules folder. Also going to need a listing of your Override folder. You have two options. You can do it manually by opening a cmd terminal in that folder and using dir /b /s > dir.txt or use the download the attached batch file, put it in your Override, then double click it. Either way, attach the dir.txt file when done. Dump_File_List.bat
  14. It just automatically happened and I didn't think much of it. I can do that at the first convenience if the problem isn't resolved. My bad. appearance.2da Here's my appearance.2da file True, I just got used to saying PAL in regards to DVD and TV I guess. European I should clarify. Thanks for the reply!
  15. First of all, change that mod list to text links, not embeds. You'll get a prompt when you paste a link to embed it or not. It's obnoxiously large currently. Hard crashes are typically a sign of the game trying to spawn missing content, usually creatures/NPCs via an appearance.2da row to that points to a model that does not exist. Unfortunately, KOTOR doesn't provide any useful logs to help pinpoint this kind of thing. But if you're crashing at the same spot, it's presumably a creature model that the game is trying to render that doesn't exist. Attach the appearance.2da file from your Override folder. Just so you know, there's no such concept as PAL for PC. That's a TV standard (50Hz display vs NTSC 60Hz) and only applies to console.
  16. Hello everyone, I've been going through a new playthrough of KOTOR recently, and hit a really critical bug. NDrew probably already knows the issues I ran into already, but this late one happens right after the encounter with the Czerka slavers who have killed the Wookiee, in the large walkway that leads you to your first encounters with the Mykals. So I uninstalled and reinstalled everything--4CD install (PAL), 1.03 patch, widescreen patches, new 4K movies, community patch, latest versions of every mod, and weeded out some redundant or conflicting mods. And as I suspected, the far fresher install seems to have the mods all working together well. However, even when I start a new game, the issue persists. Just to check, I started a completely new game, warped to the same location, and still the issue persists in the exact same location. The game also inconsistently crashes after battles, conversations, when I switch to the player/character attributes screen or just randomly, so I've been playing the game so far just crazily saving and quicksaving. It hasn't been THAT annoyingly frequent, thankfully. But in places like the Kinrath Cave at Dantooine for example, saving and reloading to progress between the crashes was especially annoying, but I did it. However, this Great Walkway crash is consistent, and saving and loading around it, as if I save close or at the crash area, the save just does not load either and crashes the game. I thought it might be an issue playing at 4K, but downscaling does not fix the problem either. But when I play vanilla, new game, warp over to that location, the game does not crash, so it's definitely a mod issue. But what mod is causing both the inconsistent crashing and the Great Walkway crash I have no idea. I'll be listing my mods below, but I have no idea what the issue might be. I wondered if it might be "party conversations" trying to trigger but the "party conversations at the ebon hawk" mod screwing it up, but to test it I tried to continue without any party members at the great walkway but it still crashes at the same location. QUESTION--I heard something about "placeables" causing problems but I have no idea what that is, is it something about how too many additions or changes to the modules can cause problems in the game or something? I have a 12th Gen Intel Core i7-12700F processor, 32 GB of RAM, NVIDIA GeForce RTX 3050 and 64 bit operating system. Here are my mods and the links to them--consistent to the order I installed them: And a lot of simple texture mods. I just seem to be stuck with this godawful crash, unable to figure out which mods are causing these problems, even with a completely fresh reinstall and healthy mod installation the issue persists. Am I just not allowed to play this anymore lmao. Well, jokes aside I would really appreciate the help on this!
  17. I've added it to the K2CP to-do list, so I'll dump it on @JCarter426 to manage the testing.
  18. Wow, thanks! I didn't know that. The only problem is that I save so often that I had to delete some older saves and I already deleted the ones from Telos. If you know of any mod or cheats to transport me to that module I could test it, otherwise I can just ask if anyone else could test it.
  19. hello, sorry for the really late response. Yes, these sabers are 100% upgradeable
  20. It's entirely possible. Especially because Obsidian already made provision for it. There's an animation to hide the roof tile and there's a fake sky behind it: It just needs to be triggered via a script. I'm surprised TSLRCM doesn't already do it. Edit: Ah, I see what it is. The roof tile mesh isn't under the A node in the room model, so the animation doesn't apply. It's actually already scripted and seemingly unchanged in TSLRCM: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/Vanilla/Modules/232TEL_Telos_Underground_Base/a_shuttle.nss Extract this into your Override folder. Should fix the issue, although note you'll have to load a save before the above script fires. 232tel14.zip
  21. Hi, I am currently playing the KOTOR 2 with the latest recommended mod build and I am enjoying it a lot. However, I kept thinking, one thing that bothers me slightly on Telos is this hangar: To use the shuttle you are supposed to open the hangar gates, which, as seen in the cutscene at the end, thay are indeed those gates at the roof. However, when you open the gates by a console on the hangar control room, they remain closed in game, until you board the shuttle and the cutscene happens. I understand that this is because making a hole through the roof of the module would mean loading a new module, and perhaps the default module doesn't even have a skybox. But would there be any other way to make those hangar gates open? (i.e. just for them to disappear off screen and have the Telos restoration zone skybox visible). Perhaps "cutting" that part of the module roof and making that gate panel a fake one that can disappear? Again, I am not a modder so perhaps this isn't possible.
  22. Hello. I am one of the admins. I've looked through the deleted and pending files and haven't seen it, nor any other odd activity at a glance. Could you please re-upload it, and could you please attach to this thread or a DM a screenshot of the proof of permission? Thank you, Fair Strides
  23. Last week
  24. I know im 3 years late, sorry. Ive been meaning to delete this mod, as My other mod "Sabers on Peragus 2.0" Includes parts to make HK 47. This was my very first shot at modding, i apologize for any inconvience
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