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Adurant joined the community
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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
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DarthTyren changed their profile photo
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rumbuggy started following progress update stuff
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Mira main version - WIP I'm still alive, Mira (my bb) is cooking T-T. Her main texture's almost done. I'm gonna either do different hair color options or different levels of makeup for the 2 alt versions. Pls let me know what you guys actually prefer
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oph joined the community
- Yesterday
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Ishamael started following MOD:Effixian's Zeison Sha & Jal Shey Alternative 2021
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MOD:Effixian's Zeison Sha & Jal Shey Alternative 2021
Ishamael replied to Effix's topic in Mod Releases
This mod is absolutely beautiful — thank you so much for your work! I used it in combination with Kreia Visible Body Models 1.0 by DarthParametric, and I honestly “fell in love” with Kreia. However, after Peragus, when she becomes handicapped, the robes from this mod keep the same textures but revert to the original Zeison Sha & Jal Shey armor models. I assume this has something to do with Kreia’s body model changing between her pre-injury and post-injury versions. I’m very frustrated haha. Do you think it would be possible to create a compatibility patch or an update for this? Thanks again for this mod, though!- 4 replies
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- zeison sha
- jal shey
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(and 1 more)
Tagged with:
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This mod is absolutely beautiful — thank you so much for your work! I used it in combination with Kreia Visible Body Models 1.0 by DarthParametric, and I honestly “fell in love” with Kreia. However, after Peragus, when she becomes handicapped, the robes from this mod keep the same textures but revert to the original Zeison Sha & Jal Shey armor models. I assume this has something to do with Kreia’s body model changing between her pre-injury and post-injury versions. I’m very frustrated haha. Do you think it would be possible to create a compatibility patch or an update for this? Thanks again for this mod, though!
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Ishamael started following Kreia Visible Body Models
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This mod is absolutely beautiful — thank you so much for your work! I used it in combination with Effixian’s Alternative Zeison Sha & Jal Shey mod, and I honestly “fell in love” with Kreia again. However, after Peragus, when she becomes handicapped, the robes from Effixian’s mod keep the same textures but revert to the original Zeison Sha & Jal Shey armor models. I assume this has something to do with Kreia’s body model changing between her pre-injury and post-injury versions. I’m very frustrated haha. Do you think it would be possible to create a compatibility patch or an update to address this? I installed the optional Atris robe add-on thinking it might also fix the model issue with Effixian’s mod, but it didn’t change anything — or maybe I did something wrong. Of course, it does give Kreia’s default outfit the white Atris robe appearance, but it’s not very nice visually. Thanks again for this mod though!
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TSL Harbinger and Hammerhead Visual Appearance Mod
Sith Holocron commented on sELFiNDUCEDcOMA's file in Skins
I've come to comment to point out a possible issue with one of your MDL files - specifically "104perg.MDL" It references a non existent texture named "PER_Wn02" and due to that, it makes the windows on the bridge that extends from the station to the Harbinger to have yellow windows. Luckily, there's a simple fix for this. Use the TGA and TXI found at this link which will then allow the missing texture to be found. Luckily, no one should have any "PER_Wn02" file to conflict with this as it was present in the original game. (There won't be any TPC / TGA issues in this case.) And I have upscaled the texture already so no one needs to worry about that either. -
- 7 comments
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- 19 comments
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- high level
- high-level
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(and 4 more)
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- 7 comments
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Derp. I guess I'm a bit rusty. Too much time modding Owlcat games. I forgot to make the meshes children of the OdysseyBase. K1_Placeable_Severed_Arm_Restumped_Glass.7z K1_Placeable_Severed_Arm_Restumped.7z
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The model is missing an arm. Or am I missing something?
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I've done it. Do you want the stump still UV'd to fit the vanilla PLC_GenCorpse texture, or expanded take up the full 0:1 UV space since you presumably have a standalone texture? I can do the same with the hand and arm. Resize their UVs and assign them a single custom texture. Edit: I just went ahead and remapped it. Hand, arm, stump all now share one unified custom texture. UV layout guide is included in the attached (using the custom texture name). As for releasing it, go ahead, you know the drill.
- Last week
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Copper started following Extracting Ambient Backgrounds from the Modules in K1 or K2, how?
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Hello dear modders! I have been trying all day with various programs (Even SithCodec by JC) to extract Ambient Background sounds (i.e. al_en_dantbend.wav), even have been trying import them as raw file into Audacity, and kinda had success, however, it has a super-loud noise in it, despite removing the header with SithCodec, tried Miles Sound Tool, Decompress, but then the Ambient Background is just blank. My question now: How could I extract them properly, removing the fake header succesfully, or is it, that in the files the noise may be hardcoded into these ambient files in StreamMusic? I've been trying all day with al_en_dantbend.wav, nearly no success. Help is appreciated, because I'd like to use these Ambient Backgrounds for my projects, and if there's no real solution, then that's fine too. Thanks in advance!
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Soon)
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While you get an answer on the severed arm polys, I was wondering how close you are to releasing your swoops?
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- 35 comments
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- korriban
- knights of the old republic 2
- (and 8 more)
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- 35 comments
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- korriban
- knights of the old republic 2
- (and 8 more)
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Are you planning on doing this? The mod is basically ready for publication. Your permission is needed.
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I'm happy with the result. But there's always room for improvement. N_CommMD.tga P_CandBAD.tga PLC_Datapad02.tga PLC_Datapad02.txi plc_sevrdarm.mdl plc_sevrdarm.mdx
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Gruesome. But I should really add a few more polys to that stump.
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SWTOR Canon Revan Head Ported to KOTOR 1
Ian Starrider replied to shyskeletonn's topic in Mod Requests
I'm also still waiting for a good port of this model. I just don't think the STWOR Revan is all that popular overall, which I think is a shame. -
Peragus Administration Level Monitor Issue
Sith Holocron replied to Sith Holocron's topic in Mod Requests
I just shrunk the blips while keeping the same texture size and I think I've got it fixed now. Thanks to DP for suggestions. This thread can be locked now as I'm satisfied with what I've got. -
- 9 comments
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I noticed. He picked up the textures from my Override. I know what can be done.
