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Showing content with the highest reputation on 01/20/2019 in Posts

  1. 1 point
    View File K1 Better Male Twi'lek Heads This mod intends to address key issues with male Twi'lek heads in KOTOR I. The main improvements are the addition of ears and slimming down on the Bib Fortuna necks. Other tweaks include better smoothing groups, fixed teeth and eyelids, and recolored tongues. The ears were created using modified assets ported from SWTOR. There's two options for installation. Option A uses the slim necks, while Option B retains the original necks. I highly recommend the first option as it fixes clipping with collars on heavy armor and it's the main choice for other mods which use my files. Given the frequency of Twi'lek NPCs, this mod's a nice visual improvement that adds a much-needed element of consistency with other humanoid head models in the game. The KOTOR II can be found here. Installation & Uninstallation To install this mod, run Installer.exe, select the option you want, and proceed with the installation. To uninstall this mod, run the installer again, select the same option, and click Tools -> Uninstall Mod / Restore Backup. Compatibility & Known Issues This mod isn't compatible with any retextures of male Twi'lek heads unless that mod states otherwise. This mod has built-in compatibility with the K1 Community Patch and is also compatible with the K1 NPC Overhaul Mod. Either should be installed prior to installing this mod. I've given permission for this mod to be included in a few other projects. Be sure to check the descriptions of those mods to see if you need to install this first. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc Darth Parametric, Upper teeth no-clip fix NickHugi, HoloPatcher Autodesk, 3ds Max The GIMP Team, GIMP Thanks to Darth Parametric, ebmar, & JCarter426 for the help during the development of this mod! Disclaimer This mod is not supported by LucasArts, BioWare, or EA. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site. Submitter Ashton Scorpius Submitted 01/17/2019 Category Mods K1R Compatible Yes  
  2. 1 point
    This thread will contain all of my WIP mods as they come. For now, have a look at the few places featured in the TSL version of the NPC Overhaul mod. Dantooine Battle Mercs - No more 50 billion of 3rd Caucasian Male clones with shielding visor and prop weapons. Now they wield actual arms. Militia health was upped accordingly so they don't drop dead too early. Dantooine Salvagers - Never understood the concept of having them in rags. Sure, they're scavengers, but even scavs have money for some basic equipment. They had to get to Dantooine somehow after all. Telos Cantina - Trask, Gendar and Gadon return from the dead to work as Exchange enforcers. Commoners no longer wear the same 11th variant of clothing. Telos Exchange Offices - Consistent with Cantina appearances, plus giving the Black Vulkar Nikto characters more screentime again. Korriban Tomb - Always felt TSL robes are meant to be a design retcon, since they're shown in the Exile's trial, taking place before Jedi Civil War. So, the visions wear different master robes. Note that these may differ across games, as I have Deadman's Movie Robes installed. Nebelish is no longer a randomly dead Dustil. Nar Shadda Refugee Quad - Always bothered me that the refugees scraping the bottom of the barrel could still afford clean clothes. Especially when there are two variants of dirty ones in the game. Moar to follow.
  3. 1 point
    That's a smoothing issue. It should be unrelated to you renaming the bones. If you simply decompile and recompile the vanilla binary you should get the same result. The problem is caused by the smoothing groups being incorrectly assigned/calculated during decompiling. The mouthbox needs to be set as its own smoothing group, or a different smoothing group to the face at any rate, otherwise you get shading errors at the mouth corners. Here are the smoothing groups I got from a decompile: This is not something you can fix in a text editor. It needs to be done in a 3D app. It may need additional tweaking, but try this and see how it looks: https://www.darthparametric.com/files/kotor/k1/[K1]_Head_Commoner_comm_a_m.7z
  4. 1 point
    If you want to explore the option, grab the TSLPatcher.exe from my Fixed Holograms mod and have a look at how the changes.ini is set up. It allows for a unique reference for each file in the GFF list, with the ability to specify the proper filename in the actual changes list. For example: Although it should be noted this approach only deals with patching existing files. Anything that requires physical files with duplicate filenames to be included in the tslpatchdata folder will obviously still be subject to the separate install routine.
  5. 1 point
    That is a separate mod. Did you read the description and download the normal map fix for that issue? Yeah that's bad. I'm guessing your game is installed somewhere in Program Files. At the very least you need to run TSLPatcher as an administrator in that case. As the readme clearly states: "You may get warning messages regarding certain module (.MOD and .RIM) files already existing. This is normal and no cause for alarm. The files are only included for Steam Workshop compatibility reasons".
  6. 1 point
    If I might make a suggestion - please don't forget to add some metallic envmaps to the environment textures. Obsidian stripped practically every texture of it's alpha channel envmap, making the environments very, very flat in comparison to K1. Restoring the alpha was easy enough on the vanilla textures, but it would be too small resolution for these new ones. A thing to consider.
  7. 1 point
    I just registered, after a long absence from everything KotoR and TSL, because I recently reinstalled it through steam, installed a bunch of mods, reshade and whatnot, to give it another spin. Long story short: I ran into exactly the same problem and I think I found the solution and an explanation as to why this crash seems to appear mainly with the CD- and GoG-Version. There is a commonly known typo in the steam-version of the game which normaly prevents the crash from occuring, which is the absent spacing between words in the games .ini concerning the Vertex Buffer. In the steam-version of the game this reads as "DisableVertexBufferObjects=1" and is corrected by most players who install a bunch of mods, as this line seems to generate bugs with textures - I would the reason for that imagine to be an address-overlap between the VBOs and the Textures of some sort, but what do i know. However. If you own the steam-version and reinstate the line in the "swkotor2.ini" from your manually "corrected" "Disable Vertex Buffer Objects=1" to "DisableVertexBufferObjects=1" it seems to be running fine again. And I've just realized; the last post is nearly a year old - my apologies, but if anyone is still having the problem: this was a working solution (for me).