Effixian's K1 to K2 Heads 1.2

   (2 reviews)

2 Screenshots

About This File

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Knights of the Old Republic - The Sith Lords
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TITLE: Effixian's K1 to K2 Heads
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam

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DESCRIPTION
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This mod adds player heads:
- PFHC01 from KotOR 1, as requested by shadongo.
- PMHA05 from KotOR 1, as requested by Fallen Guardian.

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INSTALLATION
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PFHC01 from K1 to K2:
Unzip somewhere and run the file "TSLPatcher_Effixians_PFHC01_from_K1_to_K2.exe".

PMHA05 from K1 to K2
Unzip somewhere and run the file "TSLPatcher_Effixians_PMHA05_from_K1_to_K2.exe".

Steam's TSLRCM: Point the patcher to TSLRCM workshop folder, location is something like [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937

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BUGS
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None known.

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UNINSTALLING
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1. Remove the following files from your Override folder:

For PFHC01 from K1 to K2:
- pfhx01.mdl
- pfhx01.mdx
- PFHX01.tga
- PFHX01A.tga
- PFHX01AD1.tga
- PFHX01AD2.tga
- po_PFHX01.tga
- po_PFHX01d1.tga
- po_PFHX01d2.tga

For PMHA05 from K1 to K2:
- pmhx05.mdl
- pmhx05.mdx
- PMHX05.tga
- PMHX05.txi
- PMHX05D1.tga
- PMHX05D1.txi
- PMHX05D2.tga
- PMHX05D2.txi
- po_PMHX05.tga
- po_PMHX05d1.tga
- po_PMHX05d2.tga

2. Get the following files from the mod's backup folder and put them back in your Override folder:
appearance.2da
heads.2da
portraits.2da


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DISTRIBUTION NOTES
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You may not: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
You might: Use the material from this mod in your own mod if you simply ask me.

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THANKS TO
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- Fred Tetra's Kotor Tool
- bead-v's MDLedit
- stoffe's TSLPatcher
- The people at Deadly Stream

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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.


What's New in Version 1.2   See changelog

Released

Added PMHA05

  • Light Side Points 1



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good work with the darkside transitions. This seems to "force me" to start a new playthrough with this head??  ;) 

cheers for release  🍻 

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39 minutes ago, 1Leonard said:

Why not add a new head instead of replacing another one?

I think Effixian is primarily a Steam user, so makes mods around the restrictions imposed by the crippled Workshop implementation.

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5 hours ago, DarthParametric said:

I think Effixian is primarily a Steam user, so makes mods around the restrictions imposed by the crippled Workshop implementation.

True, but half way I realized that putting a mod with ported content on Steam isn't such a good plan... I'll add the patcher later, I'm going to need it for another requested head anyway.

Edit: TSLPatcher added.

Edited by Effix
  • Like 1

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The head replacer doesn't work with TSLRCM 😞 any way of making it work?

 

Edit: Just had to use the previous version of this mod and copy/paste the files into override, problem solved :D

Edited by crazymonkey3

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12 hours ago, crazymonkey3 said:

The head replacer doesn't work with TSLRCM 😞 any way of making it work?

 

Edit: Just had to use the previous version of this mod and copy/paste the files into override, problem solved :D

I added the patcher so the mod only adds things, it should work with TSLRCM.
Are you using Steam + Steam's TSLRCM?

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So I'm having a problem, the male head which looks fine, is on a Female body. I'm wondering if I am doing something wrong here?

here is a screenshot from steam, this is what I am experiencing. https://steamcommunity.com/sharedfiles/filedetails/?id=2675461131

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hi there! thanks for this port (and so many of your mods!) -- one of my favorite K1 heads! i was wondering if anyone knew if ported heads were compatible with K1 head retextures? thank you! <3

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23 minutes ago, lady_revanchist said:

hi there! thanks for this port (and so many of your mods!) -- one of my favorite K1 heads! i was wondering if anyone knew if ported heads were compatible with K1 head retextures? thank you! ❤️

Heya!

Sure, but you will have to figure out the filename differences, for the head textures and the portraits.

In K1 you have 5 transition states, for K2 just 3. If things are kept in line with how the vanilla files work, that is.

K1 has a standard name for neutral/light, then the same name but with D1 at the end (first sign of the dark side), then D2 is in the middle, then D3 and finally D (without a number).
For K2 you can leave out the D1 and D3 files from a K1 reskin mod, D2 from K1 becomes D1 for K2, D becomes D2 (the max. dark side in K2).

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On 2/5/2024 at 10:46 AM, Effix said:

Heya!

Sure, but you will have to figure out the filename differences, for the head textures and the portraits.

In K1 you have 5 transition states, for K2 just 3. If things are kept in line with how the vanilla files work, that is.

K1 has a standard name for neutral/light, then the same name but with D1 at the end (first sign of the dark side), then D2 is in the middle, then D3 and finally D (without a number).
For K2 you can leave out the D1 and D3 files from a K1 reskin mod, D2 from K1 becomes D1 for K2, D becomes D2 (the max. dark side in K2).

Effix, you are a DELIGHT! Thank you so much! Got the file names working (figured out that the issue was that the .mdl/.mdx files included in the PFHC01 K1 retexture I'm using were not compatible in K2 and causing a CTD in character creator), and now the retextures are loading beautifully, DS transitions included! Thanks so much again for your help! <3

  • Like 1

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