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This Kotor 1 mod adds a playable custom ewok mdl that can be placed into the override folder to replace some npcs or used in conjunction with KSE as a playable character with combat animations. No 2 hand mele combat animations at this time.

This .Zip file contains a ReadMe.txt a brief tutorial.txt on how to recreate the mod process, the custom .tga files for the textures, and finally the custom .mdl and .mdx files that can be dropped into override following the instructions in the ReadMe file. I also included a link to how to recreate the process incase anyone is interested.   

Disclaimer: This mod utilizes a modified asset from the community-maintained SWBF2 Mod Tools SDK 2020 available at ModDB, alongside original assets from Star Wars: Knights of the Old Republic. Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). This is a strictly non-profit, fan-made educational project intended exclusively as a technical proof-of-concept demonstrating asset handling for the KOTOR modding community. Furthermore, I do not own or claim rights to any of the third-party tools used or described in this project; all rights belong entirely to their respective developers
 

 

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N-DReW25

Posted

Interesting, is this Ewok a custom made asset from this SWBF2 Mod Tools SDK 2020 mod or is it a vanilla asset from Star Wars Battlefront II 2005?

And what is the status of permission should Kotor modders wish to add the Ewok into the game as an NPC for separate mods?

N-DReW25

Posted

I have tested the appearance out in-game as an NPC and I have discovered some issues.

 

Spoiler

32370_18742.jpg.2f7070ba7a3c16f9cedc5e7cd5c81efb.jpg32370_18736.jpg.b2a3f2f7dfb20676b6f410a81587ace3.jpg32370_18730.jpg.f7b0274e5b7e6cfd6a3f35464e258e91.jpg32370_18744.jpg.4ac9d8479bf9bd0e744847b4ee2642f7.jpg32370_18746.jpg.985288a16c08ee7021c4e56cd1dd48d8.jpg

 

As you can see, the area between the hood and the face has holes in it allowing you to see right through the NPC.

There are also some minor clipping issues with dialogue animations and there's an oddity where the heard lurches forward when it dies, though I suppose that's to be expected.

The Ewok's dead body also clips into the floor, which I suspect might be fixable, however.

vault13deathclaw

Posted (edited)

3 hours ago, N-DReW25 said:

I have tested the appearance out in-game as an NPC and I have discovered some issues.

 

  Reveal hidden contents

32370_18742.jpg.2f7070ba7a3c16f9cedc5e7cd5c81efb.jpg32370_18736.jpg.b2a3f2f7dfb20676b6f410a81587ace3.jpg32370_18730.jpg.f7b0274e5b7e6cfd6a3f35464e258e91.jpg32370_18744.jpg.4ac9d8479bf9bd0e744847b4ee2642f7.jpg32370_18746.jpg.985288a16c08ee7021c4e56cd1dd48d8.jpg

 

As you can see, the area between the hood and the face has holes in it allowing you to see right through the NPC.

There are also some minor clipping issues with dialogue animations and there's an oddity where the heard lurches forward when it dies, though I suppose that's to be expected.

The Ewok's dead body also clips into the floor, which I suspect might be fixable, however.

There is also an additional issue where the model half t-poses when moving quickly (at least in when directed to move during a conversation). Though, considering most uses for an ewok model are going to be silly anyway, I'm not sure if that's a bug or a feature lol.

Edited by vault13deathclaw

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