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About This File

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A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
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AUTHOR: Marius Fett

NAME: Headless Sith Trooper Model

DESCRIPTION: This is a MODDER'S RESOURCE and NOT a mod. The archive you have downloaded includes both male and female variants of my edited Sith Trooper armour with the head removed. You can use these models in your own mods to have the armour be an equippable item like any other armour in the game. I have also included my 2K upscaled textures, which are completely optional.

PERMISSIONS: The files contained within this archive are free for anyone and everyone to use, provided that due credit is given.

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I have two questions!

1) Will you release (either as a resource or as a mod) the female Sith Soldier outift with the helmet? Aka, a female Sith Soldier NPC?

 

2) Am I the only one who sees a rather sizable gap between the arms and the body on the female Sith Soldier NPC in your screenshot?

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9 hours ago, N-DReW25 said:

I have two questions!

1) Will you release (either as a resource or as a mod) the female Sith Soldier outift with the helmet? Aka, a female Sith Soldier NPC?

 

2) Am I the only one who sees a rather sizable gap between the arms and the body on the female Sith Soldier NPC in your screenshot?

1) I can certainly do that if you'd like me to, it wouldn't take long to do at all.

2)Well bugger me, I hadn't noticed that. Good spot! Just uploaded a fix. :)

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I was actually very interested in the full model as well to see if it could be implemented to a mod @DarthParametric made which adds an extra dropable uniform and changes the requirements to pass the Upper City guard to check for two sets of Sith armor, though I didn't want to bug anyone about it. The idea seems simple enough. It would behave as a disguise just like the male model, but I'm not sure about how it could be properly implemented to have both in the game. I guess that extra uniform would need to be a different item entirely, but then the scripts of the mod would need to be tweaked to account for that. It's the most realistic and immersive option I can think of when playing with a female character, since the guard refers to your party as a patrol.

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16 hours ago, Marius Fett said:

1) I can certainly do that if you'd like me to, it wouldn't take long to do at all.

I would most certainly like you to! :thumbup:

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50 minutes ago, N-DReW25 said:

I would most certainly like you to! :thumbup:

I uploaded it this morning, just waiting for it to  be approved. ;)

 

Screeny.png

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Looks very good! Perhaps the feet are a bit too big for a woman but otherwise this is great.

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31 minutes ago, La Ingobernable said:

Looks very good! Perhaps the feet are a bit too big for a woman but otherwise this is great.

It's all in proportion, it's the original model scaled down to match the medium height female models.

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@Marius Fett I am currently attempting to create some generic NPCs using this body model, more specifically I'm trying to have two variants of the NPCs using the 1st and 2nd Sith Soldier textures.

 

I tried applying the 2nd texture to the model via the 2DA file but I suspect because the model is set to use the 1st texture it 'breaks' the texture causing the model to appear with this shiny gold filter with no texture.

 

Of course, I could just make a clone of the model and switch the 1st texture with the 2nd texture but all attempts to open the model in MDLEdit result in the following error message:
proof.png.bb7e0b55d7f0740310e46ad4ebb0f3e8.png

 

If I ignored the message and tried to swap the textures do you think the model would still appear the same in-game as the white/default model already included in this modder's resource (Aka am I going to break the model by doing this)?

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Sounds like you are using an outdated version of MDLEdit. I don't get that error using the latest version with the v1.1 models.

You could also just load the models directly in KBlender.

14 minutes ago, N-DReW25 said:

I suspect because the model is set to use the 1st texture it 'breaks' the texture causing the model to appear with this shiny gold filter with no texture.

Yes, models are instanced by the engine, so appearance.2da's texture overrides don't work correctly once you start factoring in TXI semantics (like envmaps and normal maps). Basically the 01 texture variant dictates the TXI data for all subsequent variants, regardless of what their TXI says. This also extends to things like lighting, where stuff like VFX dynamic lights (for example an astromech welding) will apply to all the other instances of that model in the level. Long story short, using separate, uniquely named models for different variants is advisable for anything besides the simplest of retextures.

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