Leaderboard
Popular Content
Showing content with the highest reputation on 01/21/2019 in Posts
-
4 pointsHey all. I'm still around. I'm still working on these, chipping away as I may be. Two of them are almost done. I'm excited to announce that soon one of these projects will be open to beta-testing. I just need to tidy it up a lot. Being a full-time college student is exhausting. But I do have some progress. Many thanks to Thor 110 for his hard work with his getting modules to work with both games. Two Harbinger modules have been repurposed for the Crashed Republic Cruiser! This is a big deal because I was having trouble trying to fill in two modules in the ship, as I wasn't sure what modules I wanted to use that would've worked well. But this fixes it. Again, many thanks.
-
3 points
-
2 pointsHi everyone. I know it has been a very long time since I have been here I know most of you guys have guessed that this mod is dead. I wish I had better news but over the past year plus with dealing with my mental health issues...I have not been able to continue the work on it. I am doing better but there is still work to be done to get my life back in order. I'm sorry , I didn't make this post earlier. I know the interest in this project is not what it use to be but if anyone is interested in continue the project,... I can get all the files and info to you. I don't expect anyone to take it up, the most I can see if someone wants to turn the story and files into a story video on youtube. I will wait till next weekend to see if anyone is interested in taking it over. If someone does take it over, I will be happy to help answer any questions and be as helpful as I can for them. I know it will be their project then and will not challenge any changes they might wish to make to the game. Coming next weekend I will be releasing the major story elements of the RoR game if no one takes it over. Even though you will not be able to play the game, you can at least read and imagine what it could have been. During this week I will be releasing files as resources for other molders to use in their mods. I ask for modders to just add in a credit line showing you got the files from this mod. Looking at the mod and might be able to do a post along with the files and scripts used to make modules come alive fast with npcs placement and animations. I am sorry I wasn't able to finish the project. If you need to reach me, simply private message me. I hope everyone had a great holiday season and a Happy New years ! I will be around the forums for the next few weeks and hope to visit more often but days of large huge mods like RoR is over. Logan23
-
1 pointView 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
-
1 pointStar Wars: KOTOR Episode 3 - The Circle of Fate SPECIAL EDITION premieres THIS FRIDAY on Youtube! Complete with OVER TWENTY MINUTES of NEW scenes and footage, some deleted for the original release, and some BRAND NEW to usher in the new era of REVAN! Get that opening night feeling as you can watch it with all the other fans in attendance! Hope to see you there! https://www.youtube.com/channel/UCzZCrPXl49CzyKeUO32v15g And here's a trailer to whet your appetite: -Yce
-
1 pointLooks like you didn't use a few of my cards and the updated one I gave you. This one was important, IMHO.
-
1 pointThe scale wizard was meant for exactly this purpose apparently. I don't have the time to get into this properly, but I did make a quickfix which should make it usable. Hopefully that helps you out, @ebmar. You put these into "gmax\scripts\KOTORmax\kotormax_scripts", overwrite the old ones and reload gmax. The script will probably encounter problems if there are more objects with the same name in the selection. kotormax_scale_fix_20190121.zip
-
1 pointYour only option with GMax is doing it via scripting. I had a quick look around but couldn't see anything. I know that the Dragon Age Origins I/O script had some sort of function that could replicate the World Units thing, although I am unsure if it worked in the GMax version. It's probably the sort of thing that would be nice for @bead-v to add to KMax, if he ever returns from the Unknown Regions.
-
1 pointIt's good to have closure on the mod, and it's good to know that you are doing better in terms of your real life. Thanks for what you gave us, and well wishes for your future, sir.
-
1 pointThere's no reason to screw with the vanilla names, and doing so will break things if you don't properly propagate the changes. "If it ain't broke, don't fix it".
-
1 pointThe Czerka office reuses the Swoop interior. It's done a couple of times throughout the game. If you are modding either you'll need to make proper use of MODs, not just dumping stuff in the Override.
-
1 pointNo matter the outcome, whether or not anyone continues this, we all appreciate the time and effort you put into this project and this community. Take care of yourself, my friend!
-
1 pointIt won't glitched your game if you installed the mod correctly. You sure to have put all files to the 'streamsounds' folder and not the 'Override' folder? I'm guessing that the problem is on your end as it works for me and those were reviewing the mod. And yes, you will not hearing the usual 'yes' anymore as it's something new entirely.
-
1 pointI'm sorry to hear that but I think you made the right choice. By any chance can the Revenge of Revan Demo be considered a Modders Resource now in addition to the source you are releasing? I hope this doesn't sound rude but it is already released and we won't have to wait a week for it to be available for us.
-
1 pointThe mouthbox is the interior of the mouth, the bag of polys inside the head (you can see it in the side shot in the 3rd pic I posted above). Unless you are a dentist, I doubt you got a good look. No. KMax reads and assigns smoothing groups based on what is in the ASCII, and will export the same if you don't change it yourself. Max/GMax has an automatic function to do this based on angle, which you can adjust, but the problem is imported meshes will always be split along UV seams, which the automated smoothing typically takes as a hard edge and thus splits smoothing groups between. If you are using GMax, you'd probably need to manually assign the smoothing groups, as it lacks some of the tricks I would use in Max. Basically you'd go into the Element submode of the Editable Mesh and pick all the elements that should share a smoothing group, and set them to the same number in the Smoothing Groups section under Surface Properties. Smoothing is probably something you want to watch a video tutorial on, as it is hard to convey it in text. The only problem is GMax is so ancient now I don't know if there is such a thing. You can try watching some Max tutorials, but there may be parts that don't apply to GMax.
-
1 pointFile Name: Emperor Turnip's HD Animated Lightsabers File Submitter: Emperor Turnip File Submitted: 29 Dec 2017 File Category: Mods TSLRCM Compatible: Yes A complete replacement of all lightsaber textures with new 16 frame animated HD textures. Colors for each of the Lightsabers were referenced against canon blades for an authentic representation. To install, simply drop the files into your override folder. Click here to download this file
-
1 pointMy next project is to make a K1 soundset for Lana Beniko. Yes, I know no one has extracted either of her two heads yet for use in K1 (or TSL) but it's only a matter of time, I suppose. I may as well be prepared. I've actually done a majority of her lines. However, you folks out there could help me in this endeavor. If Lana Beniko has even mentioned anything about the subjects listed below, please post a link to a YouTube video where she has said it, with a time stamp. By finding a relevant video, it cuts down my time extracting and converting unnecessary files. Keep in mind that it has to been said as if she's talking about herself, and not Lana talking to the player character. These subjects are listed from top priority to lowest priority. Regarding Mines (need 1 line for disarming them) Lana is poisoned (only need one good line but will accept more if you find them!) Using Stealth (need one good line but will accept more if you find them!) You find me a usable line, you're in the credits! PS: If you can't recall what she looked like, this should remind you. "Before" indicates Forged Alliances, Shadow of Revan, and Ziost sections. "After" is KOTFE and beyond. (Please don't quote lines from the Ossus storyline though. I don't have access to those lines yet.) By the way: Like in my other soundset replacement pack , I will not be replacing the injury sounds as one scream sounds very much like another. Adding amusing in-game comparison shot taken today (01MAY2021)
-
1 pointUhm, what? No progress, sorry. The last thing I did with the mod was to send it out to my testers. They tested it and provided very helpful feedback but I have not yet implemented any of it. I haven't forgotten about the mod, it's just not on top of my priority list right now.
-
1 pointIt's finally working! Thanks, I really appreciate the help, it always drove me crazy having human-sized trandoshans in game.
-
1 pointThis will be the start of your problems. It looks like you are not renaming your model and, more importantly, not compiling it. These are the steps just prior to exporting from Max: Give your model (the AuroraBase) a custom name. Something like Sch_Trando or whatever (just don't make it too long). Change the supermodel reference in the AuroraBase from S_Female02 to N_Trandoshan Change the animation scale in the AuroraBase to match your world scale change (e.g. 1.15) Export your model choosing geometry only (Export Geom Only) Change the filename of the exported model to make it apparent that it is an ASCII file. For example, Sch_Trando_ASCII.mdl Place the ASCII model and a copy of the original binary model (N_Trandoshan.mdl/mdx) into a folder together Change the filenames of the original binary model files to whatever your custom model's name (AuroraBase) is. For example, Sch_Trando.mdl/mdx Run MDLOps and select the ASCII file. Hit the Read and Write button. It will compile your model. You will have something like Sch_Trando_ASCII-k2-bin.mdl/mdx (or K1 for the first game) which you can move to the game's Override folder. Rename these files to your custom model's name. For example, Sch_Trando.mdl/mdx Now edit appearance.2da. Change the values of the race column for the Trandoshan rows from N_Trandoshan to the name of your new model (e.g. Sch_Trando) Make any other changes to appearance.2da as necessary. Like I suggested above, you may want to change the walkdist, rundist, driveanimwalk, and driveanimrun_pc values. I would just use whatever the Wookiee male row uses. Place your modified appearance.2da in the Override folder You should now be able to test it in game. If you plan to release it publicly, you'll need to set up TSLPatcher to handle the appearance.2da edits to ensure compatibility. But that's a whole other kettle of fish.
-
0 pointsI'll have to save this to my archive for my next KotOR1 play-through. Thanks, DP!
-
0 pointshere are the items micro analysis, i'm going to bed now, good night EDIT: video privated, found some errors with it, fixing them now
-
0 pointsWhoops, I didn't know Schizo was submitting anything, since high5 said he was having problems with TSLPatcher. Sorry about that. You can delete my TSL one and allow his if you want.
-
0 pointsThey're both probably the same, considering that I just followed his instructions for it. You should probably just approve his, since his is for both 1 and 2.