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Showing content with the highest reputation on 06/15/2019 in all areas

  1. 3 points

    Version 1.0.0

    3,806 downloads

    The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  2. 3 points
    Here's a screenshot of the "Maze" style arena. It's really not that much of a maze, just a few walls to break up the place, but it does take a while to get around them all. This was definitely the most complicated of the arenas.
  3. 1 point
    Here's my knight Ashernal! Rikanara, my Sith Assassin. She is level 70 Delliha, my old Jedi Shadow. Prendiana, my Level 70 Knight. She's romancing Arcann. Varlena Ordo, Powertech. Minarita, my newest Jedi Shadow.
  4. 1 point
    Normally no, but getting them to run around a maze and pick up weapons is going to require custom AI anyway. Might be tricky, but I think it could be done. Something like a variant of GN_WalkWayPoints() with different paths for each maze configuration. Either the OnBlocked script or triggers could have them change between waypoint paths when they run into an obstacle.
  5. 1 point
    This might not be the best idea around this but I figured as SS will probably need to make the duels a "non-deathmatch" duel I was thinking when an enemy gets to 1HP instead of dying or falling over they get Stasised or frozen in place by a Force Field, the generators for these Stasis force fields would be those brown things protruding from the roof you see in the screenshot. This would make a lot of sense for a non-sentient being as when a Rancor, for example, takes too much of a beating they are forcibly frozen in place so it will stop fighting and won't get itself killed. In this case, the enemy would be standing Neutral behind the Force Field then they are turned hostile when the Shield goes down and when taken to 1HP they go Neutral again and become Stasised until the round is over. An idea for sentient gladiators would be Iridorians, the yellow space suit guy from the Manaan Cantina, you hear so much about how his species is so deadly and sadistic but you never actually get to fight any of them.
  6. 1 point

    2,392 downloads

    With this modification you can role-play and make as if your favorite Revan's face would grow hair during his adventure. To use the head models just put the files that you want in your override folder from Kotor 1. Both sides have been tested by me without any bugs, but I don't know if there may be any conflict in the long run. You can also use any custom skin from the default heads with this mod, there is no problem because it uses the PMC04 skin for the hair. If there is any bug please contact me on lucasforums. Credits to all the people who have done tutorials on modifying Kotor, thanks to them this conversion was possible.
  7. 1 point

    Version 1.0

    2,541 downloads

    Installation Instructions First, select whether you plan to install the FULL BEARD or GOATEE. You can only install ONE of these mods. Once selected, copy the following folders into the override folder in your SWKOTOR directory. PMHC01.tga PMHC01d.tga PMHC01d1.tga PMHC01d2.tga PMHC01d3.tga] po_pmhc1.tga po_pmhc1d.tga po_pmhc1d1.tga po_pmhc1d2.tga po_pmhc1d3.tga Each head option features normal KotOR dark side transitions with Sith Eyes (yellow with red rings). If you prefer dark side transitions that feature Sith Eyes only and no change to the skin tone copy the files from Alternate Darkside in your selected head and overwrite these files in your override folder. To uninstall, remove the above files from your override folder. Description I almost always play with the first male caucasian head when I play Knights of the Old Republic however I prefer my gentleman a little scruffy. Years ago I created a similar reskin that became very popular and I decided it was time to rehash the same ol' same ol' with some more advanced texturing skills. This mod will add either a goatee or a full beard to this particular head. The two versions are mutually exclusive so you can only select one at the moment. This mod will also be incompatible with any other mod that replaces the files above.
  8. 1 point
    Remember when people used to download a hundred mods that aren't theirs and compile them into one big mod pack and claim it was all their own work? Well in 2019, people compile a list of up to 49 mods and upload it to the internet as a "Free to Use Master list" claiming you can use other peoples mods in your own mod as if they where a modders resource. And of course, this was found on the Nexus. https://www.nexusmods.com/kotor/mods/1266?tab=files Here is a list of the modders included in this list, keep in mind that there is a 90% chance more than one of your mods were listed:
  9. 1 point
    Looks good. I'm looking at the original model too, and while I like the idea of weapons hidden in the maze, it doesn't seem like it would be all that difficult to find them. Maybe the maze could be supplemented with force fields between each wall section that can be triggered on or off. Like once you take an item, it changes the whole route of the maze that leads to that item.
  10. 1 point
    Hmm, you could try with this - Open kotormax.ini from this path [by default] gmax \ scripts \ KOTORmax Try to make sure having this on your end usemax=0 Not really sure if it was set to 1 or already 0 but I recall having encountered that too. But again, vaguely remembering how it was.
  11. 1 point
    Go with the [+ MDL Loading] - choose Import Geom Only and Import. I have edited mine as I realized there was lack of information there with the initial ones.
  12. 1 point
    Ah! You should not load the MDX but instead the MDL from the menu; the app will load them both automatically. I'm still experiencing this few times, heheh - rookie-in-haste mistake. 😛 The only converting process were when; Converting from Binary [MDL/MDX] to ASCII - to transplant the hair node Converting from ASCII back to Binary [MDL/MDX] a.k.a the in-game format model; because the game only accept MDL/MDX format for things to work
  13. 1 point
    Don't! The first rule of general modding is; never change the extension, hahah. Keep the extension as-is [on exporting] and only rename the file. Edit: apologize that I might have confused you with a / on MDL/MDX there. My intention was to have you read PMHC01.MDL & PMHC01.MDX.
  14. 1 point
    You can either transplant the hair mesh node/s from the mod's model to my model, or transplant the head mesh node from my model to the mod's model. Should work either way.
  15. 1 point
    Greetings! If I go with the ASCII route, should I only copy the hair mesh and paste it to the other model to transplant the hair? Many thanks for considering this.
  16. 1 point
    Ah, the second one adds a mullet. No, there is no alternative solution, since the model skin weights need editing. You'll need to contact the author of the second mod and advise them to fix it themselves, or choose between fixed deformation or changed hairdo. You could fix it yourself if you know what you are doing, but it would require either editing the model in Max/GMax, or possibly doing some swapping of nodes in an ASCII model.