Kel Dor Modder's Resource for TSL 1.0

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NOTE TO ENDUSERS – THIS IS NOT INTENDED AS A PLAYABLE MOD!

This pack is a modder’s resource containing a custom Kel Dor head and modified body models with Kel Dor hands. This installer will perform a basic heads.2da and appearance.2da NPC row setup along with simple body variation UTCs for testing purposes. An on-enter script that spawns the UTCs next to the Ebon Hawk on Dantooine is provided in the TEST SCRIPT folder. Simply copy and paste the two NCS files into your Override folder.

Textures are provided with a basic placeholder diffuse for the head and a simple UV map for the hands. Because of the single texture requirement for variants, the hands have to share UV space with the body. This necessitated altering the UV layouts for all body models, compressing them 50% to make use of 1024x512 textures (original 512x512 body texture side-by-side with 512x512 hand texture). As such, the bodies are not compatible with third party textures/reskins. However, all models and textures use unique names, so there should be no conflicts/incompatibilities.

The head model has basic skin weights. The respirator mask has been weighted to the jaw to give it some movement during NPC dialogue, but possibly this may be a bit extreme. You may wish to experiment with your own adjustments to the skin weights, although it should be fine as-is for a player head, as they don't have any major jaw animation.

You are free to incorporate the contents of this mod into your own work, as long as proper credit is provided. Do not redistribute the mod by itself. Although note that this model is basically superfluous now that porting from TOR is allowed.

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How difficult would it be to port this into Kotor 1 to use there? I was thinking of using it to replace a few of the NPCs there, specifically a couple of the Ithorians and one of the Czerka officers. Please let me know.

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2 hours ago, EAF97 said:

How difficult would it be to port this into Kotor 1

Fairly trivial if you know what you are doing, but there's no reason to bother with this garbage now that porting from TOR is allowed. you'd just use their version instead, like this.

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3 minutes ago, DarthParametric said:

Fairly trivial if you know what you are doing, but there's no reason to bother with this garbage now that porting from TOR is allowed. you'd just use their version instead, like this.

Gotcha. What programs and methods do you usually use to port from TOR?

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10 hours ago, DarthParametric said:

Try this - https://github.com/SWTOR-Slicers/WikiPedia/wiki

Join their Discord channel if you need help.

Gotcha thanks. I'm thinking of doing an NPC overhaul that ports appearances from both K2 and TOR for most of the NPCs for Kotor I in particular. That includes many of the creatures/animals which I also plan on porting from TOR, especially the rakghouls, kath hounds, terentateks, and tukatas

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Also I saw you ported in the PMHC06 head from TSL as a request in one of the forums. I am currently working on a major NPC overhaul of Kotor 1 and was wondering if you'd be willing to allow me to use the files from this to replace the head of one of the NPCs in-game for the mod. If not, I'll understand. Please let me know either way.

image.png

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