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Darth_Delator started following Powers of the Triumvirate
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Carth head remesh higher poly and retextured (v2)
N-DReW25 commented on Elayerfawkes45's file in Mods
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@Gaak78 Haha no worries, you speak your mind It's great to have people actively participating even if it's only sharing ideas. Happy holidays too
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TOR Ports: Pureblood Sith Male Player Head for K1
DarthParametric commented on DarthParametric's file in Mods
Nobody can tell you the row numbers because they will vary depending on how many mods you have that add appearance rows and what order you installed them in. But the vanilla K1 rows go up to 500-ish, so it will be after that. They are clearly labelled. Look for P_MAL_Pureblood_Sith A05_MED and use that row. As to editing NPC appearances in general, changing a UTC won't have any effect in a module you have already saved in (assuming they were already spawned). At that point their appearance is stored in your save and edits to the module creature list are ignored. -
Oh for sure! Just didn't want to reference and provide a link without crediting the uploader (especially when they are currently active in the modding community)! Definitely intriguing points, and absolutely fair you definitely have your hands full with your projects! Been playing with some assets in Unreal but nothing serious, too much of a rookie else I'd volunteer myself. I'm sure there are 3d artists would be interested, given development for RoR is still in the early stages that point might be somewhat moot though. Anyways apologies for inadvertently necro'ing this thread, happy holidays to yourself CapitaineSpoque and the RoR team!! 😁
- Yesterday
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@Gaak78 Keep in mind that none of those HD footages are my work. I've mostly used Unreal Cinema project footage and HobbitVFX aswell for hyperspace transition. I could reuse the hyperspace transition arrival for anything else. I was wondering about maybe doing the same work for Kotor 2 TSL, as i know some people would enjoy this. The same philosophy could be applied to other mods as an optional install. Atm kinda busy with my own things but still a possibility. If anyone can find some 3D artists that are willing to do some HD footages, i'd be extremely interested aswell especially for a Sleheyron thing Cheers,
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TOR Ports: Pureblood Sith Male Player Head for K1
PatrickDeckard commented on DarthParametric's file in Mods
This is probably a longshot, but does anyone know what data to use to make an NPC have this appearance via a utc edit? I've gone through the appearance codes for the male player heads, but it doesn't appear (166 to 168 make the NPC appear as headless, but I'm not thinking that's because of this mod since they stay headless even when I try it with the mod not installed) -
The author still doesn't follow this thread! You're better off sending them a PM. Or tag them. Hey @DarthRevan101, read the last few posts.
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Shivermetimbers started following MOD:Recruitable Maxis
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I recently downloaded recruitable maxis and played through his storyline until Korriban where I went to the shyrack cave to find the holocron. It seems to only work if I pick DS options to turn him into a dark Jedi, whenever I try the LS choices I get auto-killed by the spirit. I’ve tried reloading an earlier save, all the possible combinations of response options and yet LS just isn’t working. I’m playing LS so ideally don’t want to pick the DS option if I can avoid it. Is there a way to fix this? Can I manually override the game file possibly? Really would like to avoid messing with anything if I can help it!
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Oh and one thing I'd personally love to see fixed at the engine level would be to introduce alternate start in the Pazaak mini game! That has always bothered me immensely and it's actually fixed in K2. In the original game the AI has an unfair advantage as the Player starts each new round, making it statistically more difficult to avoid the so called "bust". I have produced a small mod that aims to make the mini game better overall but the best improvement would Indeed be this, if you could pull it off.
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I definitely did not elaborate nor punctuate properly, sorry team! I had intended to say: "It would be interesting to see if, in the future, skill checks that were already introduced with this mod could be implemented [in this proposed side quest or future small additions]" One of the things I highlighted in the review was how these checks really made the mod stand on its own, it would be great to see them implemented in these smaller quest additions. It looks they might've, and under their videos Burning Earth Productions is listed as a collaborator (to what extent I'm honestly unsure but wanted to reference the full team in case anyone was familiar). In regards to cutscenes I again failed to reference properly but I meant just the planetary arrival and space shots. The cutscenes between NPC's in the mod is really good already, definitely no need for the Machinima animation! Would you or the team be interested if someone volunteered creating planetary arrival cutscenes in Unreal Engine like the shots in @CapitaineSpoque's mod from the defunct Unreal Cinema project? Enhanced Tatooine arrival cutscene - Kotor Mods - YouTube Really appreciate the labour and love you put into this project @N-DReW25, it's shown in these updates and in the mod itself! Apologies again for not conveying things adequately 😓
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StellarExile started following Vorn Daasraad's Krayt Dragon Pearl
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Did a test with Revan's Sith Lightsaber, too. It looks ok, but I'm not sure I'd release this one, as there are nicer looking models out there made by other people which look a bit better than the TOR version in my view.
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Had to look into this and apparently the Ebon Hawk does not heal party members in KOTOR 2, unlike in the first game. It probably wasn't noticeable due to the passive regeneration, which is now removed by this mod. I'll consider looking into a fix or compromise for a future update. Until then, give the poor guy a repair kit!
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How to import models between games?
Raven-Fal replied to Raven-Fal's topic in General Kotor/TSL Modding
After some digging, I found this thread, which says that you can use MDLEdit to convert the TSL model to an ACSII file, then convert the ACSII file to a KOTOR 1 file, so long as you have the correct KOTOR 1 supermodel in the same file location as the TSL model files you are trying to import to KOTOR 1: Just be sure to use the 2DA Editor when updating appearance.2da. It works much better than the KOTOR Tool. - Last week
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Hello The reason this mod was created was to allow users to choose from different versions. However, there is some truth in what you say. There is one thing I cannot stand about the actor: his shouting.There will be a Mark Hamill version. A young one and maybe an old one. (If I can find good audio material and if people like it)
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Omanakole started following Endar Spire Hull Repairs, Ultimate Ebon Hawk Repairs for K1 and Trandoshans Rescaled for K1
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import to blender, for TSL, tick the checkbox for TSL at export.
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Ran a quick test, porting Revan's lightsaber over to KotOR from TOR. May look at putting a little mod together which makes this the lightsaber you get on Dantooine at the end of your training, rather than the generic one. Could always deposit the other crystals elsewhere too, for those who like some variety and don't want to stick with their class colour.
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