Leaderboard
Popular Content
Showing content with the highest reputation on 12/04/2019 in all areas
-
1 point
Version 1.1
34,948 downloads
READ ME FIRST! Here's my sixth small mod Peragus Large Monitor Adjustment (version 1.1) MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 23 JUN 2013 UPDATED RELEASE: 11 MAR 2023 FOR WHAT GAME: Star Wars Knights of the Old Republic 2: The Sith Lords Description: Don’t expect this to be as interesting as the Telos Signage mod that I came up with. (LOL) This small mod collection replaces textures for the large monitor seen on Peragus that overlooks the asteroid field. I wasn’t crazy about the low resolution images in the smaller boxes off to the side so I decided to take a crack at it. I’ve kept to general idea of what were originally shown in those boxes so this difference won’t be too drastic. In addition, that old low resolution asteroid animation just had to go. It has been replaced as well. Finally, that scrolling text box can now be read. Since the original text box was illegible, I decided to make my own. A separate translation Word document is included in case you’re wondering what it says. (I’d appreciate it if you all let folks read it for themselves so please don’t post the translation in reviews.) As always, constructive criticism is welcome. Reviews are appreciated, even if it’s only a like. Installation: For Star Wars Knights of the Old Republic 2 - Extract the TGA files and the TXI file into the SWKotOR2/Override folder if not using the KotOR Reddit Mod Builds. If you are using the KotOR Reddit Mod Builds, you should instead use the textures in found in the Alternate Textures subfolder. If you find that the portion on the PER_Tk02.tga texture too distracting because it uses a modified version of the Sol System, this is the clear choice for you. A new loading screen using the altered texture has been included for your convenience. (The loading screen using the original texture is already included in my Loading Screen mods.) To Uninstall: Take them out again. Known Bugs: None known at this time. Special Thanks: To Darth_Sapiens: for Assistance with alpha channels for some of the textures and testing. To Canderis: For pre-release reviews (of the original 1.0 version). To Snigaroo: For suggestions on the alternate texture To ConansHair: For reading the “monitor scan lines” to the new Loading Screen variant Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. And here's the new variant loading screen . . . -
1 point
13,240 downloads
Original Review on Filefront: NOTE: This mod can be used for both Knights of the Old Republic and Knights of the Old Republic II: The Sith Lords. Check the read-me for important installation information! If you're looking for a mod to give you a foot up on your game, check this one out. It is designed to help you start off stronger and become stronger at each level. How, you might ask? It will start your character off at 18 for each skill, and 4 for each attribute. This'll make your player character a little more self-sufficient at the beginning of the game! In order to take advantage of these starting stats you must either click "recommended" for skills and attributes when creating your character, or alternatively you can just use quick character creation and they will already be set. This mod also has a secondary function. It will also change skill bonuses to only cost one skill point, regardless of what it is. This is helpful if you're thinking twice about spending those precious skill points on a skill that costs more than one, because that's no longer an issue! This mod should be especially helpful for new players just getting into the game, or veteran players who just want a relaxed game with a bit less hassle. Keep it up Shem! ~Inyri NOTE: Please leave your comments on this and all mods on this site. Authors love feedback! -
1 point
Version 1.61
33,710 downloads
This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself. Additionally, because their interactions are primarily via hologram, this mod includes a revised version of Jinger/Kreia’s Admiralty Mod, which changes the appearance of Admirals Cede and Onasi to give them outfits more fitting of their rank. And while I was at it, I also revised certain appearances with head swaps and custom model merges (hair, etc.) to try and reduce overuse of the same heads and make NPCs a little more distinct. N.B.: TSLRCM is a requirement for this mod. It is not compatible with the vanilla version of the game. Specific Changes: Ebon Hawk: Bastila hologram (Light Side male Revan) Ebon Hawk: Bastila hologram (Dark Side male Revan) Ebon Hawk: Carth hologram (Dark Side female Revan) Ebon Hawk: Carth (Admiral Onasi) hologram (Light Side female Revan) Ebon Hawk: Canderous hologram Ebon Hawk: Jedi Master Atris hologram Ebon Hawk: Jedi Master Kavar hologram Ebon Hawk: Jedi Master Vash hologram Ebon Hawk: Jedi Master Vrook hologram Ebon Hawk: Jedi Master Zez-Kai Ell hologram Peragus: Administration Officer hologram Peragus: Dock Officer hologram Peragus: Maintenance Officer hologram Peragus: Medical Officer hologram Peragus: Security Officer hologram Peragus: Coorta hologram Peragus: Coorta thug #1 hologram Peragus: Coorta thug #2 hologram Harbinger: Republic Captain hologram Harbinger: Republic Navigation Officer hologram Harbinger: Republic Doctor/Med Officer hologram Harbinger: Republic Soldier hologram (partial) Harbinger: Admiral Cede hologram Harbinger: Admiral Onasi hologram Telos: Admiral Cede hologram Telos: Admiral Onasi hologram Telos: Admiral Onasi physical appearance Dantooine: Jedi Master Vandar hologram Dantooine: Jedi Master Vrook hologram Dantooine: Admiral Cede hologram Dantooine: Admiral Onasi hologram Nar Shaddaa (Goto's Yacht): Goto hologram/projector VFX Korriban: Bastila hologram (Dark Side male Revan) Korriban: Jedi Master Vash hologram (M4-78) Korriban: Jedi Kaah hologram (M4-78) Malachor V: Bao-Dur hologram Known Issues: There are still visual artefacts from overlapping sections of individual meshes, particularly noticeable in the case of the neck being visible through the jaw which occurs with certain animations and/or camera angles. This is not addressable by model edits. The problem is the way in which the engine renders overlapping transparency within a single mesh. The Republic soldier on the Harbinger has been replaced as of v1.3, however the helmet is still somewhat problematic. I'm not sure that is addressable without completely remodelling it, and perhaps not even then given its shape. Hair planes with alpha transparency don't function as intended as holograms, so typically look pretty terrible (e.g. Peragus Maintenance Officer). There's not much that can be done about those, other than completely remodelling the hair to rely on geometry rather than texture transparency. Dangly meshes used for hair bangs tend to look conspicuous due the requirement of placing them under the head mesh in the hierarchy. Particularly egregious examples may warrant having these elements being turned into skinned meshes in a future update. No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.). Compatibility: I've edited UTCs to point to custom appearance.2da entries, so the mod should be compatible with any other mod that only edits the vanilla 2DA entries. However, it will not be compatible with any mod that forcibly overwrites the module files this mod edits, that outright replaces the UTCs in question, or that also edits the UTC appearance values. Install any such mods first, then this mod afterwards. To make it clear, do not use this in conjunction with Jinger/Kreia’s Admiralty Mod or Darth Hayze's TSLRCM Compatibility Patch for said mod. They are superseded by this mod. A separate patch is provided for M4-78 to handle its version of the Korriban academy module. After installing the main content of the mod, run the installer a second time and select the "Additional Patch" option from the drop down menu. An optional patch has been added to give the robe-wearing holograms unique named textures for use with robe mods that use the same filenames as vanilla robe textures. This will prevent texture issues (but note that they will still be wearing the vanilla-style robes). Acknowledgements: Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes, which made this mod practical. Thanks to Jinger/Kreia for permission to release a revised version of the Admiralty mod's content, the textures from which (with modification) are used in this mod. Thanks to zbyl2 for permission to redistribute TSLRCM's module files to ensure compatibility for Steam Workshop users Thanks to JCarter426 for permission to use the female Republic soldier body model from "JC's Republic Soldier Fix for K2" and his adjusted N_CommM04 texture from "JC's Minor Fixes for K2". Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for TGA2TPC Thanks to Malkior for providing the impetus for the mod via this thread. Thanks to L0ki194 for offering input on the case of the Harbinger's "Doctor" vs "Medical Officer". -
1 point
-
1 point
Version 1.1
1,104 downloads
READ ME FIRST! Here's my fifth small mod! Remove the Menu Beeps from KotOR and TSL ================================= MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 11 MAY 2013 FOR WHICH GAMES: For both Star Wars Knights of the Old Republic & Star Wars Knights of the Old Republic 2: The Sith Lords Description: ---------------- When using the various menu functions in either KotOR game, there are many annoying beeps. This extremely simple mod removes those by replace them with a blank sound file. Though this will probably have limited usage for the general public, it is invaluable for those creating “machinima” videos from either of the game. Installation: ---------------- Drop WAV files in your game's’ Override folder To Uninstall: ---------------- Take them out again. Known Bugs: ----------------- None known at this time. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., 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 however 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 readme, mentioning me. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop - with the exception of Hassat Hunter who has my permission to do so. -
1 point
Version 1.0.0
3,798 downloads
This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway. Installation: Simply copy and paste the included model files into your Override folder Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces room models 101PERI.mdl/mdx, 104PERA.mdl/mdx, or 104PERF.mdl/mdx Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit Thanks to Snigaroo for bringing the two ceiling gap issues to my attention -
1 pointIf you want to do anything with KOTOR, Blender is not really a productive route. The primary vector is Max via the KOTORMax I/O script. That said, your problem is almost certainly the fact that you used KTool to do the conversion. The version of MDLOps bundled with that is super ancient and should never be used, by anybody. You want to extract the model archives and then do the conversion to ASCII with MDLEdit (latest beta release here). KOTORBlender should work ASCIIs generated from that. As to the character models, they are skeletal meshes, but they use meshes as bones (which double as shadowcasters). You can actually convert the rig to regular bones when exporting via FBX (at least from Max when flagging them as bones), like so: If you were planning on using Blender to Maya back to Blender you are probably going to experience a lot of grief, especially when it comes to character models and animation. Regarding the animations themselves, most humanoid animations (including player characters) are split across the five human supermodels - s_female01/02/03/s_male01/02. These are all linked together in a dependency chain. The duplicates exist because s_female03, the lowest in the chain, has exclusively female anims, which override the male equivalents higher up.
-
1 point
-
1 pointWith anything, as long as the files are named correctly!
-
1 point
-
1 pointThanks for reporting that, it wasn't using the .ini file. Fixed now. mdledit_v1.0.104b.zip
-
1 point
-
1 pointView File Peragus Administration Level Room Model Fixes This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway. Installation: Simply copy and paste the included model files into your Override folder Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces room models 101PERI.mdl/mdx, 104PERA.mdl/mdx, or 104PERF.mdl/mdx Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit Thanks to Snigaroo for bringing the two ceiling gap issues to my attention Submitter DarthParametric Submitted 06/10/2018 Category Mods TSLRCM Compatible Yes
-
1 point
From the album: ADG12311990's photos
It took a bit of trial and error (A lot of error), a lot of Pepsi, and at least three Deli subs, but I finally made a custom icon for a Dark Side Bastila that I actually like! *I was inspired by SH's "NPC Portraits for KotOR 1", and I used two of my favorite mods; Silveredge9's "Dark Side Bastila Head Reskin" and Kazeite's "Light/Dark Bastila" mod for Bastila's DS look. I was going to use the Rakata Temple from the end of the DS story as a background, but when I figured out that was going to be hard to try and do, I decided to go with the Temple Summit, just after you fight Bastila (And join her, or she escapes.) I am actually pretty proud of it. Although I don't plan to release it out, since it was just practice, but I know I'll be using it in my game! -
0 pointsOperation kill Bastila remade has been updated to 1.6. Unfortunately due to the nature of the changes, you need to have a save from before you entered upper city Taris for the first time. However, if you are almost done Taris simply do not take off Bastila's disguise while in the upper city streets. On another note I am surprised it got to 1.6. I thought I would release it and be done, tbh. Ah well.. the best laid plans.
-
0 points
-
0 points