Sith Assassin Ambush 1.2.0

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About This File

This mod was requested by @Spectrometer. This replaces part of the trio of Dark Jedi that ambush you on Tatooine and Kashyyyk with Sith Assassins from TSL. You have two options:

1) The two Dark Jedi by the sides are replaced with Sith Assassins

2) The leading Dark Jedi is replaced with a Sith Assassin

Personally I would go with option #1 because in #2 the Sith Assassin will be the one speaking to you, while in #1 they will silently stand by the side. I doubt Sith Assassins would waste time on pointless conversations. But it's your choice, otherwise I wouldn't have made it :)

 

Note: If you go with option #1, you will make the fight slightly easier. This is because one of the Dark Jedi had a Dark Jedi Knight robe, which I had to remove because it obviously looked weird with the new model. I might address this in the future.

 

Installation:
Run TSLPatcher.exe, choose which option you want from the dropdown menu, and select your main game folder. You will get 4 warnings if you install one of the versions when you already had the other installed.

Uninstallation:
Remove n_darkjh01.mdl/mdx, n_darkjlowm.mdl/mdx, tat17_darkjedi01-03, N_DarkJLowM01.tpc, and N_DarkJH01.tpc from your Override folder. Replace your appearance.2da and heads.2da with the backup that was generated.

 

This is a port from TSL. I'm not sure if I have to clarify that, but just in-case. 

Compatible with any mod unless for some reason it uses the Sith Assassin TSL models/textures (n_darkjlowm.mdl/mdx, n_darkjh01.mdl/mdx, N_DarkJLowM01.tpc, and N_DarkJH01.tpc)

 

Credits:

Obsidian Entertainment (Sith Assassin model/texture)

Bioware (KotOR)

Fred Tetra (KotOR Tool)

JCarter426 & Darth Parametric (helping me figure out porting between K1 and TSL)

Spectrometer (original idea)

bead-v (MDLedit)

Stoffe (TSL patcher)


What's New in Version 1.2.0   See changelog

Released

-Uses the TPC files from TSL instead of converted TGAs

-Improved 2da compatibility with pretty much everything

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Hi, @eNoodles!

I have waited for this cool mod to be released, and I wanted to gave it a review. But as I look through things and actually tested the mod, it seems I can't review the mod yet before these "broken" things are fixed, least on my end:

  • You have missed a .txi parameter [either with CM_Baremetal or CM_SpecMap, or least anything to fill the gap] for the head texture which is the "N_DarkJH01". Not including this .txi file with the mod will result in transparent texture, because it does seems to have alpha channel applied. Not having .txi parameter on the body texture would seems to be OK because there's no alpha channel applied init.
  • It seems the installer is not working on my end. I am sorry to report you that I am having this result:
Spoiler

546730739_eNoodlesSithAmbushReport.png.6ff4bb1bc3846d691a533ae1100d211f.png

I hope you can address this matter, 'cause I really want to see it works, and then experience the mod! :cheers:

Edit: I am choosing Option 2 which is the "leading Dark Jedi is replaced with a Sith Assassin" option. At times I also check onto my .2das and stuffs, tried to figure out whether this result only occurring to me or anyone else have it too.

Edited by ebmar

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4 hours ago, ebmar said:

Hi, @eNoodles!

I have waited for this cool mod to be released, and I wanted to gave it a review. But as I look through things and actually tested the mod, it seems I can't review the mod yet before these "broken" things are fixed, least on my end:

  • You have missed a .txi parameter [either with CM_Baremetal or CM_SpecMap, or least anything to fill the gap] for the head texture which is the "N_DarkJH01". Not including this .txi file with the mod will result in transparent texture, because it does seems to have alpha channel applied. Not having .txi parameter on the body texture would seems to be OK because there's no alpha channel applied init.
  • It seems the installer is not working on my end. I am sorry to report you that I am having this result:
  Hide contents

546730739_eNoodlesSithAmbushReport.png.6ff4bb1bc3846d691a533ae1100d211f.png

I hope you can address this matter, 'cause I really want to see it works, and then experience the mod! :cheers:

Edit: I am choosing Option 2 which is the "leading Dark Jedi is replaced with a Sith Assassin" option. At times I also check onto my .2das and stuffs, tried to figure out whether this result only occurring to me or anyone else have it too.

Do you have any other mods that affect appearance.2da?

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4 hours ago, ebmar said:

Hi, @eNoodles!

I have waited for this cool mod to be released, and I wanted to gave it a review. But as I look through things and actually tested the mod, it seems I can't review the mod yet before these "broken" things are fixed, least on my end:

  • You have missed a .txi parameter [either with CM_Baremetal or CM_SpecMap, or least anything to fill the gap] for the head texture which is the "N_DarkJH01". Not including this .txi file with the mod will result in transparent texture, because it does seems to have alpha channel applied. Not having .txi parameter on the body texture would seems to be OK because there's no alpha channel applied init.
  • It seems the installer is not working on my end. I am sorry to report you that I am having this result:
  Hide contents

546730739_eNoodlesSithAmbushReport.png.6ff4bb1bc3846d691a533ae1100d211f.png

I hope you can address this matter, 'cause I really want to see it works, and then experience the mod! :cheers:

Edit: I am choosing Option 2 which is the "leading Dark Jedi is replaced with a Sith Assassin" option. At times I also check onto my .2das and stuffs, tried to figure out whether this result only occurring to me or anyone else have it too.

I don't know how txi files work, but I will look into it. As for the invisible assassin, that might be because you have the 1.0 file, where I forgot to place the textures into tslpatchdata like a complete idiot. Thank you for your feedback though! I'm totally new to modding, and I'm still learning a lot. I just figured out what 2damemory is used for in tsl patcher, so I'll be able to improve compatibility. And as previously stated, I will also look into the txi files. 

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I deleted my files in Override and installed Option 2 with my TSL patcher, and everything seems to working on my end (regarding the invisible assassin). It's probably the 1.0 version without the textures. Sorry 'bout that. Of all the mistakes I could've made...

Also, could you elaborate on what you mean by "fill the gap" for the head texture txi parameter? 

5 hours ago, ebmar said:

You have missed a .txi parameter [either with CM_Baremetal or CM_SpecMap, or least anything to fill the gap] for the head texture which is the "N_DarkJH01". Not including this .txi file with the mod will result in transparent texture, because it does seems to have alpha channel applied. Not having .txi parameter on the body texture would seems to be OK because there's no alpha channel applied init.

Sorry if I'm being dumb, but everything seems to look fine. Even with combat animations I haven't noticed any visible gaps or issues with transparency.

20180728174543_1.thumb.jpg.df873eb2af84338a7c139c1e322d69c2.jpg

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39 minutes ago, LDR said:

Do you have any other mods that affect appearance.2da?

Lots of 😂

In fact, I also have Proper Sith Assassins for K1 installed before this. I run the installer hoping that it will patch the appearance of the former Sith Assassins to the new one, which is from this mod.

8 minutes ago, eNoodles said:

I don't know how txi files work, but I will look into it.

I suggest you to look into this helpful thread created by @CarthOnasty regarding to understanding .txi parameters. It have helped me a lot through hard times though. 😂

Quote

As for the invisible assassin, that might be because you have the 1.0 file, where I forgot to place the textures into tslpatchdata like a complete idiot.

The problem occurred with the 1.1 version of the mod. Haha, yeah I know what happens with the 1.0 I have download it earlier and looking at the mod's folder like, "where are the textures? Is this new invention?". 🤣

Quote

Thank you for your feedback though! I'm totally new to modding, and I'm still learning a lot. I just figured out what 2damemory is used for in tsl patcher, so I'll be able to improve compatibility.

My pleasure! We have started from the same place though! :cheers: And yeah! I suggest you to start looking into using 2DAMEMORY for entering rows particularly to .2das and .utc. That trick is magic!

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Ok, I think I can confirm that the invisible assassin glitch is isolated to you, @ebmar. Just tried it out on a separate clean install of the game I have with only K1R installed. Manual tweaking for K1R compatibility aside, everything worked as intended. So until you tell me what I should add for a .txi file, I don't see anything else that needs fixing. Will do the 2DAMEMORY thing, but that's not exactly an issue.

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1 minute ago, eNoodles said:

I deleted my files in Override and installed Option 2 with my TSL patcher, and everything seems to working on my end (regarding the invisible assassin). It's probably the 1.0 version without the textures.

Haha believe me, buddy; I am using the 1.1 version. 😁

Quote

Also, could you elaborate on what you mean by "fill the gap" for the head texture txi parameter?

"Fill the gap" actually is just a street-term I personally used to simplify how .txi parameters works lol, don't bother it. It is like, "it tries to fill that hole on the texture with alpha channel applied init". I believe someone on this forum had more legitimate explanation about that, I am sure of that.

Quote

Sorry if I'm being dumb, but everything seems to look fine. Even with combat animations I haven't noticed any visible gaps or issues with transparency.

Spoiler

20180728174543_1.thumb.jpg.df873eb2af84338a7c139c1e322d69c2.jpg

 

Interesting, to tell the truth I don't have any idea how that possibly works on your end. Anyways, this is how it looks on my end, if I take out the head texture's .txi file with its parameters from the 'Override' folder.

Spoiler

1067191902_Missing.txiparameters.png.9907b4e49706a04d0a53d533299cdff8.png

 

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3 minutes ago, ebmar said:

...this is how it looks on my end, if I take out the head texture's .txi file with its parameters from the 'Override' folder.

I'm really confused now. You "took out" the head's txi file? Why would you take it out? And exactly what txi file did you take out? I did not provide a txi file with my mod.

Again, sorry about being dumb, I just really don't understand the whole txi thing. :P 

 

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19 minutes ago, eNoodles said:

Ok, I think I can confirm that the invisible assassin glitch is isolated to you, @ebmar. Just tried it out on a separate clean install of the game I have with only K1R installed. Manual tweaking for K1R compatibility aside, everything worked as intended.

Yes, in fact I also trying to address this matter myself. If it's working for you and the other, then obviously the problem is on my end. Thanks for pointing that out! :cheers:

Quote

So until you tell me what I should add for a .txi file, I don't see anything else that needs fixing.

So, as the head texture that came along with the mod was labeled as "N_DarkJH01.tga", the proper .txi file would be "N_DarkJH01.txi"; with this parameter inside the .txi [you can input the data using only the Notepad]:

envmaptexture CM_SpecMap

It can be CM_Baremetal too, if you prefer the mask to be more metals actually.

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24 minutes ago, eNoodles said:

I did not provide a txi file with my mod.

Haha! For the mod to be working on my end I'm creating the .txi myself to both the head and the body texture.

Man, I just want to see this Sith Assassin in action! 🤣

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If you extract the vanilla TPCs instead of converting them to TGAs, you won't need to worry about creating TXIs as the info is embedded in the TPC file.

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Thanks for the reminder DP! I almost feel like I should just credit you and JC as the creators of the mod, since you practically held my hand all the way through 😄

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Can you also make a version that replaces all of the Dark Jedi in the game with Sith Assassins from TSL? I always found the Dark Jedi appearance a bit comical, but the Sith Assassins look pretty sweet. There's multiple tiers of Dark Jedi, so making a couple of alternative skins for the Sith Assassins could also be an interesting idea. :) 

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