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Showing content with the highest reputation on 09/11/2018 in all areas
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2 pointsThere's something wrong with the cuffs there. They're modeled with actual geometry, rather than being painted on. 🤔
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1 point
Version 1.2.4
35,480 downloads
Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another. Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender. For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below). Known Issues: WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility: The mod is compatible with K1CP. Make sure you install K1CP first. The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements: Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch. Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels. Thanks to @Alice Reyneke for pointing out that pathfinding for the placeables was broken by a previous update. -
1 point
Version 1.4
32,836 downloads
Based on this request thread, this mod attempts to inject a bit of extra variety into one of the minor elements of KOTOR. It makes some changes to the locked kolto tank room in Zelka Forn’s medical clinic in Upper City South on Taris. In the vanilla version of the game, the room has two placeable square kolto tanks, the floating bodies in which both use the PMHC04 (“Mullet Man”) head. For this mod, those were removed and the room model was edited to add two additional round kolto tanks, which match the ones along each side of the room. Additionally, the glass of the tanks had its texture replaced with one of the other variants in the game that is a bit darker and uses an environment/cube map for a hint of reflection. The empty tanks in the preceding room (behind Zelka Forn) were also edited for consistency. For the sanity of those with OCD, the position of the wall light at the back of the tank room was adjusted so it aligns with the centreline of the room. The floating body model from the kolto placeable was replaced with a new one with clean geometry at the neck join to facilitate using any player or NPC head. Additionally, an all-new female body variant was added, posed to roughly match that of the original male version. Two of these new body variants replaced the original two at the end of the room, with a number of additional bodies placed in the tanks along each side of the room. Zelka Forn’s dialogue when you enter the room for the first time seems to indicate that there should be more present than just the two originally depicted in the vanilla game. Due to limitations on the number of possible placeables K1 can deal with, outlined here by ndix UR, the floating bodies are now part of the room model. Installation: The mod includes a TSLPatcher installer for Windows users. Those on Linux or Mac should replace it with the appropriate HoloPatcher version which will run natively on their OS. Known Issues: This mod relies on editing the Taris Upper City South module's GIT (tar_m02ac). As such, it will not be compatible with any save in which you have previously entered the Upper City South level. Given that is the very first level you enter after leaving the starting apartment on Taris, that means you'll typically need to start a new game to utilise this mod. Per some of my posts in the original request thread, I initially experienced some issues with the tank’s glass texture affecting lighting on the body models (and even outright visibility in one instance) depending on the player’s viewing angle. I believe this has been resolved, but it’s possible the problem may still occur on hardware/OS combinations that I have no way of testing. The floating bodies use these player head models. There is no provision for dealing with a clone of the head the player is using now that the mod has switched to incorporating the bodies into the room model. A future update may replace these heads with NPC heads instead. Compatibility: Edited versions of both room models for the medical facility (M02AC_02G & M02AC_02H) are required for this mod, so will not be compatible with any other mod that edits those models. They still use vanilla textures however, so they will be compatible with texture mods. The mod will not be compatible with any mod that edits the two entries for the original tank placeables in the module’s GIT (Placeable List entries 0 and 22). It should otherwise be compatible with other mods that alter the Upper City South module, as long as they utilise a properly set up TSLPatcher configuration. Since it has come up in the comments, Kainzorus Prime's NPC Overhaul Mod is compatible, but ONLY if you install it before installing this mod (KP's mod will forcibly overwrite any and all module files, so install it before anything). Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for many and various discussions and troubleshooting regarding models, compiling, textures, etc. Thanks to Dark Hope for the suggestion to change the bubble VFX. -
1 point
Version 2.0
50,758 downloads
New HD texture for Malek. Resolution of the texture of the head 1024X1024. Resolution of the body texture 2048x2048. The texture is made from scratch. You can choose between blue eyes and red. Really easy to install: copy all the files to your override. Look at the comparison picture to get a better idea: -
1 pointWelcome to my facility where I, Basil Bonehead, analyze and show off mods that no one has ever covered before on youtube. Expect more of these to come... whenever I get the time to make videos on them. Below is a full playlist of all the mods I've made analyses and showcases for. Mods I made videos on and what format I made them: Exile007's Genoharadan mod (the video to kick start this whole series) (Analysis) Newbiemodder's korriban expansion & Trials of Darth Herrco demo (Showcase) Gsccc's Reign Of The Sith (Analysis) Jabba's Palace (Analysis) Quanon's The Temple Mod & Darkkender's Tomb of Jesset Dal'Kest (analysis) MotOR Squad and Master Zionosis' Yavin IV Planet mod (analysis) InSidious' Tomb of Azgath N'dul mod (analysis) Thumbnails made for most of my videos were provided by the talented @Sith Holocron
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1 point
Version 1.0
39,370 downloads
Well, a year and 3 days ago I created a mod that changed the horrendous gaffi stick texture from a 64x64 monstrosity to a respectable 1024x1024. I also added a unique(ish) texture for the chieftan's gaffi, and modified that gaffi's description a bit to fit with my changes. -
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From the album: Random Screenshots
Mods included in screenshot: > Yavin Station High Resolution by Curtis1973 > Head from Bastila by Fens > Light/Dark Bastila Robes by Kazeite > Qui-Don Jorn's Sabers 4.0 KotOR Conversion by Kainzorus Prime -
1 pointFor TSL there is Darth333's WhereAmI armband - http://www.starwarsknights.com/mtools/whereami206.zip For K1 I believe Star Admiral's Utility Armband provides the current module name - https://www.nexusmods.com/kotor/mods/1076 Edit: Oh, sorry, you want the specific room model name. I don't think that is possible to derive directly in-game, only the current module. You'll likely need to load up the entire layout in Max/GMax.
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1 pointPoking through the module, the dialogue used for that scene is part of dan13_zhar.dlg. That first line, "Ah, so you are the one who rescued Bastila." fires script k_pdan_zhar08: void main() { ActionPauseConversation(); ExecuteScript("k_pdan_player03", GetFirstPC(), 0xFFFFFFFF); ActionWait(12.0); ActionResumeConversation(); DelayCommand(2.0, SetDialogPlaceableCamera(37)); DelayCommand(6.0, SetDialogPlaceableCamera(2)); } And k_pdan_player03 is: void main() { ClearAllActions(); ActionJumpToObject(GetObjectByTag("wp_pc_start", 0), 1); ActionMoveToObject(GetObjectByTag("dan13_WP_council", 0), 1, 1.0); } Perhaps that is the problem - there is no command to face the player. But scripting is not really my thing.
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1 pointIt can happen in conversations where the character is scripted to face towards a the party but the script chooses a party member that is off in another room. In this instance you'd expect the script to be looking for the player specifically, but you'd have to check the DLG for that scene to work out the specific script that is firing. I'd guess it is probably some generic global script, not a module-specific one, which could be the problem.
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1 pointIn some mods I've seen, there has been a shift to use more modern looking elements for in-game lighting and advertisements. Though pretty, they don't seem to accurately give the "feel" that the Star Wars movies do. After all Mass Effect isn't Star Wars and vice versa. Therefore, I've created this blog entry to simply show off what I think those computer interfaces should look like by using pictures from the movies (and the production studio that created them.) These shots come from the following Star Wars movies and are in no particular order: TFA, Rogue One, TLJ, and Solo.
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1 pointThanks to my bros @DarthParametric @bead-v and @JCarter426 for hammering on MDLEdit. Looks like y'all will be getting a ghostly Ajunta Pall after all (along with a bug fix or two) Screenshot has been brightened so the transparency can be seen more easily
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1 pointHere you go: https://www.darthparametric.com/files/kotor/k1/[K1]_Player_Head_TSL_PMHC06_For_K1.7z I completely forgot until making this post that @ndix UR had already fixed this model previously for TSL, so I ended up reinventing the wheel a bit there (I didn't look at the hair mesh verts though, so I might need to go back and check those). I also hex edited the TPCs, adding the blending punchthrough TXI semantic, which seems to be necessary in K1 to get a clean hair alpha. The vanilla version of the textures was inducing a lot of haloing.
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1 pointWhile I am waiting to see if bead-v can resolve the issue with the VFX, I decided to put together an optional extra. Seeing as Malak asks you if you recognise the captured Jedi, I figured it would make sense to add them as background NPCs on Dantooine. The first group I added having a sparring session in the landing bay: Thanks to Kexikus for helping out with the scripts. I still need to figure out how to make the two that are fighting non-selectable though. I removed their names, but they still have health bars and a selection circle on mouseover (or when closest to the camera). I figured I would spawn the remaining ones in the outside courtyard, where you meet Nemo. There are a couple of groups of settlers that could each have a Jedi attached to them.
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1 pointHere's the best I can do. For anything else you'll have to get someone else. https://www.darthparametric.com/files/kotor/tsl/[TSL]_Bearded_PMHH01.7z
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1 pointHere, try this out and see how it goes: Scaled to female S/M/L sizes, lowered the collar height, expanded the chest a bit. I did a quick and dirty edit of the texture to black out the hands and make them look like gloves, so someone will probably need to make a proper texture for it. I just exported it as PFBJ for ease of quick testing. You'll have to edit the texture column for body J in appearance.2da (blank it out) and give yourself the Revan/SF robes UTI. I'm open to suggestions about switching it to a different model.
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1 pointRevan's Maskless/Hoodless Flowing Robes for K1Revan's Maskless/Hoodless Flowing Robes for TSL
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1 pointWell, it's been a month, so here's an update: The above is all in the game. No film trickery like I've relied on in the past. I figured out the procedure of translating my animation methods into data the game can read. So what you see above I'm aiming to do for every ship available to us.
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1 pointHey guys, I´m getting the male model slowly to an end.. I still need to do some work on the belt, and the legs, but I already added some details on the arms and the shoulder pad, though I think, the arms also need some refining
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1 pointHey guys just want to give u some status.. as I got some busy weeks at work and at the university, I had little time to further work on either the body model nor finish the helmet skin( It´s nearly done´just some tweaking ) But I got some results: I started modeling the breastplate of the new model, I take the old republic soldiers just as a reference.. Of course this is far from being perfect, but i´m on it. As you mentioned those lines on the helmet surface, I will include them into the texture, as you command! Sir! XD