Leaderboard


Popular Content

Showing content with the highest reputation on 02/10/2019 in all areas

  1. 2 points
    ebmar, the "embossed" effect is wanted, right? It may look particularly good bump mapped.
  2. 2 points
    Greetings, fellow Jedi! Wish y'all the best of time. So, @Sith Holocron kindly provided the resource and give me the go-ahead to improvise with them. Here's one result with intention to have that "behind the glass" feeling. Welp, far as my resource and skill goes this is what I've got. 😁 I'm looking to do few more tweaks and adding color transition; could it have more dynamism in it, perhaps. 🤔
  3. 2 points
    There were probably originally intended to be 4 arenas. Three are still left in the game files, with suffixes of A, B and D. They all have a little bit different ground floor plan, but the overall coliseum is the same. They will probably probably mostly be just death matches or matches where you get knocked unconscious like the Taris duel ring, with possibly a king-of-the-hill style match. I also have plans that half of the matches will be "Beast Battles" where you fight various creatures, leading up to and including Rancors/Terentateks. I'm trying to figure out how it should work exactly, as the lightside implications of participating in death matches isn't great. But, they are also supposed to be gladiator matches. Maybe you would have the option to choose a King of the Hill style match versus the deathmatches when challenging the next team. I'm glad you enjoy the signage.
  4. 1 point

    Version 2.0

    9,732 downloads

    Ebon Hawk Model Fixes v2.0 ===================== AUTHOR: bead-v & ndix UR FIRST RELEASE: 23 FEB 2017 SECOND RELEASE: 6 JUL 2017 GAMES: Star Wars Knights of the Old Republic II Description: ------------ As can be seen in the before and after picture, there was an issue with one of the panels on the Ebon Hawk. I hex edited the model for that panel. If there is a problem with misplaced (simple) geometry, then I can move it out of the way, like I did with that black screen. KotOR1 doesn't have this problem. It's another case of TSL taking something that was perfectly fine in KotOR1 and breaking it / making it worse. Also, the same files would likely make K1 crash. Version 2: ndix UR has provided a fix for the lightmap issue with the floor panel outside the cargo hold. Installation: ------------- Grab the *.mdl, *.mdx and *.tga files and drop them into the following folder: SWKotOR2/Override Uninstall: ---------- Take them out again. If you encounter any, please let me know in the release thread and NOT on the download page. Credits: -------- ndix UR for fixing the lightmap issue Thanks: ------- Sith Holocron for putting together the first version of this mod because I was lazy Known Bugs: ------------- None known at this time. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Obsidian Entertainment, and Bioware Corp. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me.
  5. 1 point
    The interiors of the Ebon Hawk in both KotOR and TSL suffer from both shader and UVW issues. Some examples follow: Example 1: Example 2: Fallen Guardian also spotted a few issues. Example 3: Example 4: The parts he circled in Red are basically parts that are just not there. You can see right through them. Like, they're there on the texture, but not on the model in-game. Finally, JCarter426 reported this one: Example 5: Not sure if you can see it in the picture, but there's a slight crack that's especially obvious when the ship is in hyperspace. As any mod that wants to improve/alter the interiors of the Ebon Hawk will have to deal with this UVW mapping issue, I'm making a modding request to correct these graphical issues. Might you be able to deal any or all of these issues in your Ebon Hawk textures?
  6. 1 point
  7. 1 point
    I wonder, could you perform a similar fix for the Basilisk combat drop scene during Iziz civil war? The commoners running towards the right edge and the bottom of the screen use unfinished body models, with randomly colored placeholder textures, and it's irritating once you know it's there.
  8. 1 point
    The only known issue with using Improved AI with TSLRCM is on Nar Shaddaa, where you'll be prevented from choosing a third party member for Atton and Bao-Dur. However, JC's Zhug Attack Fix for TSLRCM should fix this problem. To OP: My guess is that your issue was most likely caused by mod conflicts between M4-78 and Extended Enclave. The download page and ReadMe file of Extended Enclave have pointed out that "If you DO have the M4-78 installed, after running the TSLRCM Standalone installer, run the M4-78 Compatibility patch and follow the instructions presented to you." Which means if you have both TSLRCM and M4-78 installed, you need to run Extended Enclave's installer twice to install Extended Enclave. Did you follow this instruction when you installed Extended Enclave? Also, Force Fashion II is officially stated to be not compatible with TSLRCM, because it modifies dialogue files that are also modified by TSLRCM. I've read your thread here and on the KotOR subreddit. Honestly, if you install many big mods without having a clear idea of what you're doing, it's inevitable you're going to run into major bugs. When that happens, the best solution is to reinstall the whole game and the mods from scratch. You cannot just recklessly install many mods you like and hope that those mods can sort out mod conflicts themselves. You need to be prepared to do a lot of work if you want to install many mods, especially the major ones that modify a lot of the game's content. My advice: Before you install mods, always read the mods' ReadMe files, make sure you understand the mod authors' instructions, and take note of the author's notes about mod compatibility. If you want to use a lot of mods, I highly recommend you to make a list of ALL the mods you use, and keep track of order you install the mods. The order of installing the mods matters because you may be using mods that modify the same files, which would cause one mod to override the other. Also, If you encounter problems with any of the mods you installed and want to ask for a modder's help, keeping a full list of the mods you use would make it easier for modders to identify possible mod conflicts. If you have questions about some of the mods you want to use are compatible with each other or not, it's better to ask first before installing. In the case of KotOR 2 and TSLRCM, I recommend you check out the official Mod Compatiblity list for TSLRCM.
  9. 1 point
  10. 1 point
    Probably not. There's not really any animated stuff like that in the default game so I think static images will work just fine.
  11. 1 point
    I realize it has been quite some time since I have posted a proper update. Unfortunately, right now I have nothing major to share that looks pretty. But, I have been dusting off the old tools and getting back to work on this. I've also been looking for ways to simplify and reduce some things, and I've sort of had a "Eureka!" moment that's going to allow me to combine two quests, eliminate multiple areas that I have yet to model, and just keep things simpler. I don't want to spoil all the details, but it's taken a burden off my mind at least. Some of you may be disappointed to hear about the reduction, but I don't want there to be bloated or unused space, which is what I am effectively eliminating here. I am really more interested in the quality of the mod, and an actual release. So in this case, less is more. On the modeling front, a number of things are getting an overhaul. The cantina is getting a face lift, and the street is going to be restructured. Most don't know this, but I actually had a second street module. I am combining both into a more condensed street area. The two-module version was too expansive and had too much wasted space. It was fun doing the outside areas, but it just ended up being a lot of empty space. I got a bit too ambitious wanting a Taris-plus sized planet. After the cantina and streets are re-configured, I am looking at only one more area to model from scratch before the area models are complete. This will be an indoor area that houses the gladiator teams as well as various vendors that would go along with such an event. After this area is complete, essentially the whole planet will be built. I still need to do some work on the gladiator arenas themselves, but luckily this will be fairly easy. Immediate goals are: Finalize Cantina Model Gladiator Row Finalize Street Area Connect all areas Work on Gladiator Arenas Longer term goals for this year: Simplify some quests Get quests implemented Alpha testing Thank you all for your continued support of this project. I know development is often spotty from my end, but I knew this was likely to be the case going into it. But if I keep on plugging, things will get finished.
  12. 1 point
    More progress: I was originally going to do Nar Shaddaa next but my idea of getting the buildings from SWTOR proved more complicated than expected/hoped. So instead I worked some more on Dxun. I remade big parts of its landscape, added bushes etc. There's still a lot to do but here's what I have: Then I also started working on Malachor. That one turned out really well so far. The clouds are still very much a placeholder but the terrain is pretty close to being done. The green glow on the ground comes from my attempts of having a low fog that's lit from below. That's partially working but the ground glowing green is an unintended sideeffect that's maybe impossible to get rid of. In that case I'll have to find another solution or just skip the green glow from below *insert spooky music here*
  13. 1 point
    Great!! At least now a blaster can be used for something more than emulate Clint Eastwood with a paintball weapon.
  14. 1 point

    228 downloads

    This pack contains two major elements. First, images for use as icon files, depicting one (blue) Jedi holocron and one Sith holocron. Second, it contains two placeable files and accompanying textures, for one (blue) Jedi holocron and one Sith holocron, on pedestals. There are versions of these models for KotOR I and KotOR II. N.B.: This is not a mod. Placing these files in your Override folder on their own will have no effect on your game whatsoever. Permissions You may use and modify these files however you wish in any mod that you wish, with three conditions: First, you must credit me in the Readme file or other mod descriptions (i.e., TSLPatcher info.rtf, or the file description online) as the original author of these files. Second, you must include a copy of this readme file with any mod released containing any or all of these resources. Third, that you may not reupload these files, unaltered and on their own, to any website without my expressed, written permission. This does not mean you need my permission to include them in a mod, or to upload modified versions, I just don't want this modder's resource mirrored all over the web without my knowledge. Known Bugs/Issues - The Sith holocron pedestal has some UV map issues. Attempts to fix this only broke the holocron model itself. Credits and Thanks - Thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the models; - thanks also to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod these were made for as it progressed; - to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; - to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet; - and to Obsidian, Bioware, and LucasArts, for making both KotOR games.