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Showing content with the highest reputation on 12/01/2018 in Posts

  1. 1 point
    I'm revisiting this now that porting is all fine and dandy. I have played around with various incarnations of TSL's ponds, with the addition of some flowers (derived from that giant Ithorian one). The TSL version has some trees behind the ponds, so I was thinking of adding some of those for a bit more consistency as well.
  2. 1 point
    At the request of Sith Holocron, here are links to the mods I used. CSA4 Arena Mod: https://www.nexusmods.com/kotor2/mods/458 Starkiller as PC: https://www.nexusmods.com/kotor2/mods/350 Jedi Temple: https://www.nexusmods.com/kotor2/mods/55 Jedi Temple Expansion: https://www.nexusmods.com/kotor2/mods/210 The compatibility mod is the one on Deadlystream that Hassat Hunter did.
  3. 1 point
    Thank you! Either with letting me know of your thoughts and/or the appreciation to it. Very much appreciated. I'm not expecting that; but your nice words are very much welcome. Hahah, yeah- what is seen in the preview only is a gimmick particularly for Sherruk's appearance. To give the impression where his distorted voices came from. I mean, I can't apply a mask permanently as previously planned on him because there is a bug which removed the mask from the NPCs occasionally, and that is out of my knowledge to fix. So I have to add something to his body; hence the implant part. And no, the implant will not shown on our PC's neck if it is equipped. 😁 I'm using a custom animated-Cubemap [CM_PulseGlow] which is created and uploaded by Darth_Sapiens, as a part of his Modder's Resource: Cubemap Pack: And with some extra adjustments to fit with the implant's tech part- as seen in the preview was the result. If I'm not mistaken, it is included in "Individual Mandalorians"- the author name is Kalos.
  4. 1 point
    This will be a definite addition to my override folder for sure! I love everything you've done with him so far, from the head and armor reskin to that bone-chilling voice of his. Your'e definitely proving yourself as both a talented and creative modder. I'm curious exactly how you got the implant to work. I know that their are in-game textures for the implants (not the icons), but equipping an implant has no visible effect on the wearer beyond stat changes. The texture seems to be animated, so I'm curious exactly how you got this to work. Also, where did you get that blue Mandalorian armor reskin (had to ask, sorry)?
  5. 1 point
    Will do Making a .mod file is really easy. Just extract the .rim and _s.rim into the same folder, grab ERFEdit and put all those files into a .mod. You can then set up TSLPatcher to copy that .mod into the Override unless the file already exists. In both cases TSLPatcher would then edit or put the .utp in the .mod depending on how it's set up. This is exactly what TSLPatcher is for: Avoiding compability issues by patching files instead of replacing them. As a final note: The .mod you provide for TSLPatcher should contain only vanilla files. TSLPatcher will add or edit the file afterwards.
  6. 1 point
    Just one correction. I believe you meant /* */. Apologies if I am wrong. Unlike // this is a multi-line comment. For example: //This is a single line comment //This is a multi-line comment that is split into a another line.<--this is run as part of the script. /* This is a multi<--not run as part of script. line comment */<--not run as part of script.
  7. 1 point
    You might want to stop the music first, then switch it, then start it again. You should be able to use those relevant commands I posted at the start of the thread. To play it after combat, assuming combat ends when the target dies, then like I also said earlier, attaching the script to the creature's OnDeath is probably the way to go.
  8. 1 point
    Thanks so much for the help! Here are some fruits of my labor.
  9. 1 point
    Thanks to @UnusualCharacters for his excellent voice acting! Here's a small update of Lehon Mandalorian Expansion, this is the only Mandalorian character that is not speaking Mando'a, but due to the quality and repeated closure of services by volunteers, I've chosen to keep his voice acting in place and have ceased searching for another. The last Mandalorian character has received her lines and they have been implemented into the game, no external force is holding me back anymore! Overall, as of right now, a few spelling & grammar mishaps exist and a final test to confirm bug fixes are all that's left to do. Currently, I'm working on a gameplay trailer. I'm hoping to release LME before the end of 2018. Star Wars Knights of the Old Republic 18-11-2018 17_15.mp4
  10. 0 points
    Congratulations on your first release! I have a question though, did you only tinker with this file "backpack001.utp" and when someone installs your mod they put that in the override? That will cause any file named " backpack001.utp" which is a common tag and several modules (maps) have that tag, but have different things inside them. Because modules are all tightly packed up they can do this, but the OVERIDE folder overrides most files and will cause any module that uses backpack001.utp will then have the same inventory and be cloned all over the game. I once installed a mod that did this and had every footlocker i opened give me 100 credits and about 150 credits worth of sellable junk, I got rich fast, but it was sad to rarely get loot. I uninstalled that file after Taris, but still the memory remains. Additionally, do the Sith ever use these weapons against the players? Or are these items added to the game, instead of modifying existing weapons to be stronger?