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Showing content with the highest reputation on 12/29/2018 in all areas
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2 pointsPausing mid-animation can yield some... interesting results.
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1 pointHey everyone! Back in late summer I made this thread as I needed help porting Toshi's Luke Jedi Robes model from Jedi Academy. Well, I kind of dropped the project for a while because of school but I really want to get this done soon, preferably before Christmas. The mod is actually near completion, but I wanted to make this seriously and so I took it a step further. Here's the progress so far : The original model has been scaled and reshaped where needed be, I used the hands from the PMBAM model as that method would make it easier for the skinning process. Speaking of which, skinning is done, or at least to at satisfactory level: there seems to be a fine line between looking good and OHMYGODWHYWOULDITBENDLIKETHAT. So there's still a bit of stretching going on in certain animations, but overall I think I wouldn't be able to make it much better. I also created an alternative robe item using textures from another mod (but I do think it needs some tweaks) Naturally, I used the only unoccupied spot for the item (PMBJM) and created two quick items with descriptions. Those are, however, kind of uninspired so if you have any ideas, feel free to throw them in. Here's the cool part. I wanted this mod to feel complete and that couldn't be possible if there was no female version for this. So I went ahead and completely remodeled the robes to fit the base female body model from TSL in Blender. It was finicky, tedious and frustrating, because I suck. But I came through, as you can see: I haven't finished the skinning process for the female model yet. So that's it for now. I still don't quite know how to put these items into the world though, so I might need a bit of help on that matter further down the line. This is my very first attempt at modding and there has been a steeeep learning curve to get here. I should add that I have complete permissions from the original authors of those files, I can provide screenshots if requested. Oh and as the title suggests, I have a few other ideas for models once this will be done, but I prefer to focus on the task at hand for now.
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1 point
10,458 downloads
This mod will change the appearance of the armour for Bendak Starkiller. It will now be a unique yellow with custom emblems. The theme of the logos is that of an exploding star (hence the ring name "Starkiller"). His armour is in excellent condition (no battle damage), due to his earnings and the life of ease of a retired celebrity. The player will also have the option of obtaining the armour from Ajuur the Hutt, through dialog after the death match. The golden armour is based on a collaboration of work between myself and LordRevan999 (at LucasForums). I drew all the logos, and sent them to LR999 to add to his golden armour, but since then, his mod has gone unfinished. I have tried to re-create the colour scheme he came up with, even though I've never actually had a copy of his texture file. As a result, everything in this package is my own work, but heavily inspired by our collaboration. Since the overall look of the armour is so well done, I think that this should be shared with the Kotor modding community. I have held off releasing this mod for several years, in hopes that LordRevan999 would one day finish his mod. Since that doesn't look like it will happen, please enjoy this version, with thanks to LR999 for the inspiration. As a bonus, I've included a skin and icon that are based on the image of Bendak shown in the Knights of the Old Republic Campaign Guide. -
1 point
Version 1.0.0
1,007 downloads
This mod adds a new type of droid-only item that will remove any status effects applied to a droid. There is a bug with the game that in some instances causes negative effects such as Slow to be applied to party members (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Droid Oil Bath" item (g_i_cmbtshot050) to your inventory via KSE or console command. When a droid is the active party member, the item will appear in the GUI slot for stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the recipient. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The companion mod for meatbags, Cup of Caf, can be found here. -
1 pointThe epilogue for The Prodigal Knight is now available!
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1 pointThe transparent textures are most likely due to missing .txi files.
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1 pointThe following screenshots will document my messages regarding permission to include other peoples content with this project. For now I have only included mods that I consider a staple or something I would almost certainly want installed for myself, however I may change and or remove things as I see fit, potentially making them all optional or aiming to provide an overall compatibility layer ( or individual patches ) for as many mods from other authors as possible. deathdisco ( Coruscant modules utilised in main and port project but content not included ) ( Blank Templates in Modders Resource ) ebmar ( permission to include ebmars mod's as I see fit ) much appreciated bead-v ( permission to include the upgradeable swoop bike mod and continue working on it ) Ashton Scorpius ( Jedi Malak Mouth Fix & Twilek Head Fixes Option A ) Darth Sapiens ( TSLRCM 1.8.5 / M478EP 1.5.1 Animated Logo ) - This is going to be replaced or removed eventually. timurD2003 ( M478 fog fixes ) Kexikus ( Extended Jedi Council Meeting & Coruscant Planet Texture + Icon ) VaristyPuppet ( Malachor V Sideway Opening Doors, Peragus Tweak & Trayus Rank Reform ) - NOTE TO SELF : FIND SCREENSHOT OR REQUEST MESSAGE ON DEADLYSTREAM INSTEAD OF DISCORD SithSpecter ( Sleheyron Levels ported to Modders Resource & KotOR2/Port ) danil-ch ( Kreia's fall in-game cut-scene, dialog on small kindnesses, Extended Carth Meeting and sensor droid change ) Schizo ( Re-Scaled Trandoshans ) Marauder ( Reduced Graphics Mod ) - Optional - Mandalorian Chamber Mark III, Robe Description Fix and Droid Anatomy Description Fix ) lachjames ( K2 Console Overlay & KotOR Save Importer for TSL ) - FIND SCREENSHOT OR REQUEST MESSAGE ON DEADLYSTREAM INSTEAD OF DISCORD jonathan7 ( Bodies Stay Mod ) - Optional ndixUR ( PMHC06 TSL Head Fix ) ZimmMaster ( TSL Walking & Running Animation Fix ) Markus Ramikin ( Kill The Ithorian ) PapaZinos ( Model Repair Mods ) WildKarrde ( Yavin Station Hangar ) SithHolocron ( "SH_Nar Shaddaa Docks' Computer and Monitor Upgrade" and "SH_Swoop Monitors" ) For admins or moderators you can also check my inboxes to verify these if need-be. I will continue to document and include screenshots for each and every project I include. For anyone worried about permission I have ensured to tag every author of every included mod in the first post so that they should at least get a notification and have seen that post, I am also looking for permission to include all and any content for the KotOR games so get in touch if you have something to suggest or offer to the project. Permissions I haven't utilised yet Mandalore ( Kill the Disciple ) A Future Pilot K1 Community Patches ( only the fixes or changes made by A Future Pilot ) Alvar007 ( New Selkath Animation ) Logan23 ( RoR Heads ) ( Message in this topic ) Silveredge9 ( Brotherhood of Shadow : Solomon's Revenge ) Stand-alone KotOR1 & KotOR2 Mods These are my stand-alone mods for KotOR1 & KotOR2, all of these are included with the main project, they are also all or most are manual installs and not dynamic installs, so I would suggest not using them at all until I update them, unless you are just using them on their own or know for certain they don't modify files modified by any other mods you might be installing. I will update them at some point in the far future! Stand-alone KotOR1 Mods Stand-alone KotOR2 Mods Thor110
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1 pointMainly, you would be missing a lot of the functionality that exists in TSL in order to make TJM work the way it does. It would make a lot more sense to port content from KotOR to TSL than the other way around simply because of those added functionalities.
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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 pointFor the record, I have discovered the cause of the issue: a part of the name of the file was removed by the software used to pack the file into the level. I'm in the midst of fixing the software as I type this (downloading the software to edit the software as we speak). However, here is the file that has caused so much grief, and all you need to do is put it in the Override folder and then do the sequence from meeting up with Lashowe in the Valley again. k_pkor_las36!plt.ncs
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0 pointsYes. It's set in appearance.2da, the values for the modelb/texb columns. In TSL they replaced the class clothes with the commoner clothes models. Have a look at K1's appearance.2da and you'll see the values you should use and change the appropriate rows for your player's head (or all player's heads). The three different classes use the three different sizes, small, medium, and large. Soldier is large (PMBBL/PFBBL), Scout is medium (PMBBM/PFBBM), Scoundrel is small (PMBBS/PFBBS). You should only need to put DH's texture in the Override folder.