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Showing content with the highest reputation on 07/25/2019 in Posts

  1. 2 points
    Here you go - https://www.darthparametric.com/files/kotor/k1/[K1]_Player_Head_Atris_For_K1.7z I'm not sure what the other mod did, but I noticed that her neckline didn't line up with the vanilla heads when simply repositioning it based on the headhook, so made some adjustments to make sure she has the same vert positions for the base of the neck as the other heads. I also switched her to a K1 rig, which should alleviate the weird facial ticks you can get when directly porting a head from one game to the other. I only did a cursory check in-game, but it looked ok. The setup is extremely basic. Just the existing single face texture and portrait from TSL, no DS transitions. She also uses the vanilla K1 Caucasian underwear model, which is a poor match skin tone-wise. Did someone port the Handmaiden underwear to K1? That would probably be a better match with the original Handmaiden skin tone.
  2. 1 point
  3. 1 point
    I've moved it for the OP.
  4. 1 point
    @jc2: You guessed correctly the first time and would need to add 1 every time. If you know for sure all the copies need to be changed, you can usually get away with this: void main() { string sTag = "tat_thug1"; int iIndex = 0; while(GetIsObjectValid(GetOjbectByTag(sTag, iIndex)) == TRUE) { ChangeToStandardFaction(oTarget, STANDARD_FACTION_HOSTILE_1); iIndex++; } } @bead-v and VP: Thanks for adding that bit of info. I've been busy all day. Though I will point out the obvious: most non-computer systems start counting from 1, not 0. So the 0-index system isn't exactly an intuitive thing for someone to pick up on.