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Showing content with the highest reputation on 01/15/2019 in all areas

  1. 1 point
    Hello! I would like for someone to confirm two (minor) bugs I have just encountered during my playthrough: the first one is about the Tw'ilek Czerka Liaison officer walking about by the Ebon Hawk. He doesn't resume walking after being talked to. The second is with Janos, the Czerka Ithorian that welcomes the party disembarking has an issue showing if you refuse to pay the docking fee. The party would then be forced to return to the Ebon Hawk and once back to Kashyyyk, Janos will be there to meet the party again. Only, once he delivers his initial message, he will start walking to the Czerka office, which it is what he should do only after getting the docking fees settled. What I have been doing to fix these two problems is actually quite funny. I removed the k_def_endconv script from Janos's .utc file and conversely, added the very same to the Tw'ilek Czerka Liaison officer, which was missing it instead. Cheers!
  2. 1 point

    From the album: Tests

    Proper grass texture for the Mandalorian Camp Hopefully, I can get similar results for Dantooine and Telos
  3. 1 point
    well the lights are already done. The tedious part of work is to hex edit the walls for a smoother look & custom texturing. Btw, gave some custom design to spice up the Telos Cantina Floor: vanilla Custom - with reflecting middle section: for the Telos polar academy i got the idea to replace the lights with heaters as a further indication of the coldness of his place - similar to what you see in ME Andromeda / Mankind Divided - although on the downside have to make them in white though:
  4. 1 point
    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!!
  5. 1 point
    I think this is the 4th incarnation since ~2008. Very first attempt, when the area tools were in their infancy, no lightmaps: Later attempt, when I broke things up into lots of different parts to apply shading through the AuroraTrimesh modifier: Newer attempt using current lightmap techniques, but admittedly poor design and scale: Current landing bay with new tools and better design/scale: Over the years I have fortunately learned a few things since my first horrible areas, both from a technical and an artistic/design standpoint. The most recent iteration stemmed from my dissatisfaction with the previous landing bay design and layout. Additionally, starting with Suuda's Estate, I had incorporated a new standard for doors and doorways, and thus it needed to be updated anyways. Several of the key locations (including the primary street area) are undergoing a few renovations to incorporate the new changes that have standardized doors and made things a lot more clean and consistent from a design standpoint.
  6. 1 point
    Another preview, this time of the new landing bay. I was never very satisfied with the older version, and so have updated it in a similar configuration as Docking Bay 94 of A New Hope fame.
  7. 1 point
    This is a repost of an old tutorial I did on LucasForums. The original discussion thread is HERE. So, one benefit of plot usable items is that if they have an activate property you can use them even if you don't have them equipped, so long as the item is in your inventory. But one thing I've noticed is there are over 200 existing icons, and the engine only supports up to 255 (well, 256 if it accepts 000, but I've never actually checked). So there isn't much room for your items to have custom icons like there is with other item types. However, there are a whole bunch of icons left over from K1 which are not used at all. So I made a list of all the ones I could find that are currently used (it's not inconceivable that I missed some): 22 7 10 12 16 17 23 25 29 35 42 55 56 59 60 61 62 63 64 65 66 67 68 71 72 77 78 84 85 86 88 89 90 91 92 94 95 96 98 99 100 101 102 103 106 107 108 109 110 111 122-251Again, those are the ones that are used. If you use one of those, it will affect other items in the game. So don't use them. 69, 70, 74, 75, 113-122 and 252-255 don't exist at all; the others exist but shouldn't appear in the game. And in case you don't know... Plot Usable Item is a base item type that appears in your inventory but cannot be equipped. It is similar to the Aesthetic Item type, which uses the same icon set (and thus meaning there are even fewer numbers for us to use). The difference between the two types (I think) is that if a Plot Usable Item has an Activate Item property, the item will appear in your action menu. This allows you to have access to usable item equipping it - meaning a) you don't use up and equipment slot, so you can equip other things, and the whole party will have access to the item. I don't think this feature was actually used in the game, however. To create a plot usable item, create a new item and set the base item type to Plot Usable Items. Model Variation determines the icon number. The icons themselves are located in ERFs -> Texture Packs -> ***_GUI -> I, and the files all begin with "ip_pltuseitm_" (e.g. the unused holocron is ip_pltuseitm_072.tpc). Some additional information: 1 is a book of some kind. 11 is a Mandalorian helmet. 12 (used), 28, and 35 (used) all have Czerka logos. 15 has the Star Forge symbol on it - I think it's the Sith medallion from K1. 24 and 39 are crystals. 32 is the krayt dragon pearl. 33 is a Sand Person. 40 is Sith armor. 44-53 are all keycards. 72 is a holocron (107 is also a holocron, but is used for an HK part). 79 is the dancer's outfit, but the icon that is actually used is ia_slave_001 (I believe this is true of the Sith and Sand People disguises as well - so they wouldn't even be used in K1). 83 is another dancer's outfit, resembling Leia's more than the one in the game. Anyway, long story short, feel free to use any number that is not on this list. The only issue would be compatibility with other mods that do the same thing.
  8. 1 point
    A little thing I've been working on:
  9. 1 point
    Steam doesn't need the HQ Patches, they are already in.
  10. 1 point
    Is the HD Movie and widescreen stuff even needed with the Steam Version? I read that the HD Movie Patch isn't required for steam version on another website I was browsing. Trying to get back into this game, but the modding headaches are making me want to uninstall, and forgot about the game completely. I spent like 1 week trying to mod the first KotOr game, headache after headache, trial and error, installing mods over and over again until I got it right. I just want to play the game with mods that are needed, and will work. Really this shouldn't be that difficult right? Wish there was some torrent that already had everything working, and installed. Even if it was 5GB's +, it would be very good idea to have some website setup like that, so people who want to get into the game, and not stress about modding stuff in the first place, can enjoy the game without worrying about conflicts e.t.c. As when I was playing through KotOr1, I had many mods installed, after getting halfway through the game, I would notice numerous conflicts plus bugs. I played from start a few times, re-configuring the mods, but then I gave up eventually trying to finish the game(Mind you I've already beat these games multiple times in my youth on the Xbox). Overall, I am having a unpleasant experience with this website, and modding in general for the game.