Missing K1 Party Member Ports for TSL [Modder's Resource] 1.0.0

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MODDER'S RESOURCE FOR STAR WARS: KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS

This modder's resource includes models and textures of Jolee, Juhani, Mission and Zaalbar that are ported from KotOR 1 to be usable in KotOR 2: TSL. I have also included character templates (in UTC format) for them, allowing you to spawn them as NPCs in your mod.

This resource is made because Jolee, Juhani, Mission and Zaalbar never make any physical appearance in TSL, thus their textures and models do not exist within TSLs game files. However, both appearance.2da and heads.2da of TSL, including vanilla, still include entries for these characters, so if you want to make them appear as NPCs in TSL, there is no need to create extra entries for them in said 2DA files.

PERMISSION:

This modder's resource is free to use in any mod you create or release. Credit is appreciated, but not required.

CREDITS:

  • Cortisol for Holocron Toolset
  • bead-v for MDLEdit
  • Like 2



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I used this to make Juhani's head a player character option. I don't have any model editing tools or experience, so I was basically replacing the head model & texture of another mod. Unfortunately Juhani's head model seems to be missing some relevant animations, because when in the Ebon Hawk's medbay and the kolto tank on Peragus, the head keeps looking around instead of being "asleep". Also, after the character awakens, she constantly angles her head down.

This probably isn't what you had in mind when you released this, but do you have any suggestions for how I could successfully implement this as a player head?

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3 hours ago, Bane_Ross said:

This probably isn't what you had in mind when you released this, but do you have any suggestions for how I could successfully implement this as a player head?

You are correct that making player heads is not what I had in mind when I released this modder's resource. I made this modder's resource to make it easier to create mods that make these characters NPCs in KotOR 2. Unfortunately, modelling is beyond my modding capabilities and I do not have experience in making player head mods either, so I suggest you ask for help by making a thread on the forums.

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19 minutes ago, Leilukin said:

You are correct that making player heads is not what I had in mind when I released this modder's resource. I made this modder's resource to make it easier to create mods that make these characters NPCs in KotOR 2. Unfortunately, modelling is beyond my modding capabilities and I do not have experience in making player head mods either, so I suggest you ask for help by making a thread on the forums.

Okay, thanks for the suggestion!

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4 hours ago, Bane_Ross said:

after the character awakens, she constantly angles her head down

Sounds like you are using a male supermodel instead of a female supermodel.

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3 minutes ago, DarthParametric said:

Sounds like you are using a male supermodel instead of a female supermodel.

That sounds like a joke XD

In all fairness I know terribly little about this sort of thing. I've only just learned how to modify the changes.ini in a TSLpatcher. I was using https://deadlystream.com/files/file/2137-effixians-cathar-pack/?tab=comments as sort of a basis, just replaced the female's head models and textures with the Juhani ports.

 

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10 minutes ago, Bane_Ross said:

That sounds like a joke

No, it's what happens when a female head tries to use male body animations. You get a weird head tilt like this:

K1_Revan_Maskless_Robes_03.jpg

K1_Revan_Maskless_Robes_04.jpg

It's because of the base female animations sticking their hip out, so the head has to be angled in the other direction in order for it to be upright. But when you pair the female head animations with the upright male body animations, the head ends up tilting.

 

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Huh, that's interesting, and that's exactly what it looked like. Is it something hardcoded in the head's .mdl/.mdx? When I reinstall Effixian's original Cathar heads, there's no problem.

 

Also, my apologies to @Leilukin for filling this comment section with something irrelevant to the mod :sweat:

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In the pictures above, the head itself is using the female supermodel. This issue occurs when such a head is paired with a body using a male supermodel. In your case it could be the reverse - a head using a male supermodel paired with a body using the female supermodel (although I assume that's not the case if you haven't recompiled the models yourself).

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22 minutes ago, DarthParametric said:

In the pictures above, the head itself is using the female supermodel. This issue occurs when such a head is paired with a body using a male supermodel. In your case it could be the reverse - a head using a male supermodel paired with a body using the female supermodel (although I assume that's not the case if you haven't recompiled the models yourself).

The body I'm using seems to be using the female supermodel because every new female head I've paired with it (as well as the original supplied by Effix's mod) works fine.

And no, I have no experience with models aside from renaming and replacing.

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Having a look at the models, it looks like the head is using the Juhani clothes model as its supermodel. It might be worth just compiling it directly against S_Female03 instead. Not that it should make a difference in theory given that the clothes model has S_Female03 as its supermodel and has no anims of its own.

Edit: Try the attached.

TSL_p_juhanih_Recompiled.zip

Edit 2: Ah, the head has a local Pause anim, probably worth nixing that and seeing if it makes a difference.

TSL_p_juhanih_Recompiled_No_Pause_Anim.zip

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1 minute ago, DarthParametric said:

Having a look at the models, it looks like the head is using the Juhani clothes model as its supermodel. It might be worth just compiling it directly against S_Female03 instead. Not that it should make a difference in theory given that the clothes model has S_Female03 as its supermodel and has no anims of its own.

Okay but I don't feel like such an idiot now. This is probably why I should learn the basics of model editing, lol!

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