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Showing content with the highest reputation since 06/27/2018 in File Comments

  1. 3 points
    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.
  2. 2 points
    Thanks! It's been in the works for a while and plans are in motion for some more robe models too.
  3. 2 points
    Oops, looks like I attached the wrong zip. I'll fix it in a bit. Edit: Got it right this time.
  4. 2 points
    Hi, JCarter426! Hope you're doing fine. I am here to confirm that the package inside this resource is the same with what is there in the mod, which means there is no resource [Photoshop Document-PSD] included here. Many thanks for considering this.
  5. 2 points
    That looks absolutely incredible. Great job!
  6. 2 points
    In both cases, male and female, remove the BBL textures and N_RepSold_F01 and replace with the shaded versions. The textures included in my mod are simply copies of N_RepSold01 renamed to match the other file names to avoid 2DA editing. So replacing them with anything based on the same Republic texture works.
  7. 2 points
    Yes. Unlike TSL, K1 has no specific hologram mode/effect. The colour is entirely derived from the texture just like any regular model. You could have pink holograms, if you wanted such an abomination.
  8. 2 points
    As with Taris Cantinas, amazing work in Manaan. Maybe looks a little less impressive due the illumination of Manaan scenarios compared with the more dark and ominous of Taris, but gives to "Fishy" City a lot of life. Great!!
  9. 2 points
    I'm most concerned about the story aspects of this mod. Bastila's whole dialogue on Taris and the early part of Dantooine wouldn't make sense now.
  10. 2 points
    Lowering the brightness of the screen it makes me think in Blade Runner's chinatown. If it had the electric sound of the film almost you could expect to see some replicant instead a Sith. I love it. Looks very fine ... and shiny
  11. 2 points
    Hey ebmar, just played the update. Glad to see that the weapons are basically perfectly balanced now. I would however up the difficulty on Selven's fight. Or at least tweak it slightly. I was just able to beat her after a few tries with a level 4 PC (entering the area as soon as I could) and just Carth in my party. I think the main problem is that she throws all those concussions at the beginning. This stops her from healing and once you dodge the concussions (all of which she throws in the same spot) you're able to just DPS her down by about round 6 or 7 on Imp difficulty (somewhat reliant on Carth's Power Blast/Poison Grenade RNG, but still extremely doable, and far under the intended difficulty). While I do like the idea of forcing someone to dodge the grenades, it does make the fight far too easy. If you took away (or had fewer of) those concussions and perhaps gave a little unstoppable damage (energy shields made it pretty easy mode as well) to her pistol (say 1-10 base, +3 Unstoppable (rather than Energy) to match the Vibroblade) then it would up the difficulty to a more desirable spot (and make her blaster more unique as a bonus). Also, really glad to see the incoherency in the weapon descriptions is gone. Makes it look less like a mod and more like a part of the original game, which is always a plus. Thanks again.
  12. 1 point
    I'd say before, just in case the mod includes its own fixes.
  13. 1 point
    There's a new version. I managed to fix the missing facial animations, thanks to JCarter426 & Kexikus
  14. 1 point
    To everyone experiencing this problem, I had the same one and realized I was using the wrong version of XnView. If you go to their homepage, the latest version is XnView MP 0.90. This won't work with what we're trying to do. Go here: https://download.xnview.com/old_versions/ and download XnView 2.33-win-full.exe, and then follow the instructions and it will work. You'll notice this is the same version in the tutorial.
  15. 1 point
    https://deadlystream.com/files/file/449-qui-don-jorns-sabers-40-kotor-conversion/
  16. 1 point
    Now I know where the pretty looks of Bastila come from. Nice, very nice.
  17. 1 point
    My Light Side PC would say "it's not necessary the apologize". I personally add at the sentence a large amount of thanks!!!! Working fine these .txi!!!!! Now really looks nice the Hawk!!! Thanks a lot!!!!!!!
  18. 1 point
    You have done right with putting the dialog.tlk into the main SW:KotOR directory, and I believe it should have work then. Are you sure it is not working? The mod is working noticeably on the early Endar Spire scene when Trask is asking you to go and save Bastila, the proper response would be: "Fine, let's go.", if I recalled the sentence correctly. Sorry I can't afford you a proper screencap as the electricity's down in my town right now :sigh: Ah-ha! as the electricity is now up-and-running, I can afford you a screencap here: This could be useful as a notion to the mod being properly working or no- earlier in the game.
  19. 1 point
    LookupGameNumber is always set to 2 by default (it is TSLPatcher, after all). It doesn't matter unless it is enabled. I'm guessing LookupGameFolder=0, which means it is disabled.
  20. 1 point
  21. 1 point
    The original version where InSidious got him to smile for the photo was way more creepy....
  22. 1 point
    Amazing mod! It's been great to walk in Taris as a Jedi or Dark Jedi and don't worrying in hold back levels for Dantooine.
  23. 1 point
    The panels are graphically glitched for me. Anyone have the same problem or know how to fix that?
  24. 1 point
  25. 1 point
    I have replied your answer from my profile to your profile ( if you haven't checked there, which I doubt it lol ). Thanks again!