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Showing content with the highest reputation on 12/14/2019 in Posts

  1. 1 point
    I've followed all of your instructions. I've started my playthrough and made my way to Telos.
  2. 1 point
    A good example of why you'd want to use the K1CP code rather than the above is when Bastila is removed during the early part of Dantooine. If you try to get a non-player party member there, you can inadvertently grab her, and accidentally move her out of position. JC added code to prevent that, after I ran into that very problem with an earlier version of the party herding functions.
  3. 1 point
    I think you'd be better off lifting the party member code from K1CP. It has greater control.
  4. 1 point
    No, it's just outside the scope of K1CP. You can see if some of my earlier WIP stuff, like the LS ending cutscene, that I was using JC's TSL robes and there were no issues (beyond any stunt models not having animations for TSL's extra bones).
  5. 1 point
    How time flies . . . SWTOR has existed for 8 years. So anyway, there's the usual nonsense happening around the anniversary, which I will quote below (emphasis mine). Eight Year Anniversary Date: December 17, 2019 - January 7, 2020 (BEGINS AND ENDS AT 4:00 AM PST / 12:00PM GMT) Requirement: Levels 10+ We are happy to celebrate out 8th anniversary on December 20th! To mark this milestone, a special “Anniversary Personnel” vendor can be found on the fleet with new Class Ship Stronghold Decorations. All previous anniversary rewards will also be available during this limited time as well. Alongside this, both the Coruscant and Dromund Kaas Strongholds will be available for only eight credits each! I have a Stronghold (SH) myself - it's a Nar Shaddaa SH and I have gotten the thing up to 100%. However, I have many decorations and I could probably easily deck out a second SH. I was wondering which one I should get for the 8 credits - a Coruscant SH or a Dromund Kaas SH?
  6. 1 point
    That means the game can't read the texture file or that it's simply missing. Did you save the TGA as 32 bits/pixel? (Not sure if it's really needed, but can't think of anything else right now)
  7. 1 point
    It's not as much whining about TLJ but predicting marketing. They got something going with Mandalorion and Fallen Order, but I don't think it's enough to push people into TROS before everyone gets pissed off again by said shitfest. Gotta frontload that income before word gets out Disney Star Wars is finally dead.
  8. 1 point
    EP IX spoiled to you by... BURGER KING. I'm loving it. https://boundingintocomics.com/2019/12/12/burger-king-ad-allegedly-spoils-the-ending-of-star-wars-the-rise-of-skywalker/
  9. 1 point
    In KotOR Tool open appearance.2da (KotOR I -> BIFs -> 2da.bif -> 2D Array -> appearance.2da), here you can look up the texture names of the underwear (column texa) and default clothing (column texb). With that knowledge you go to KotOR I -> ERFs -> swpc_tex_tpa.erf -> P and search for the texture you need, press "Extract file" (And then "Save as TGA") or "Write File" in the Image Viewer, save to your override folder (create one as a sub folder in your game's folder if you don't have one yet). Now you can edit the .tga image and test your changes.
  10. 1 point
    You should try the GenoHaradan Legacy Mod: Similar to M4-78, the GenoHaradan was planned for Kotor 2 but was cut early on leaving very few remaining content to restore thus it was never restored in TSLRCM. This mod restores the GenoHaradan in a lore friendly manner adding a few faction hunting down the Exile during his/her search for the Jedi Masters. It is TSLRCM compatiable.
  11. 1 point
    @Obi Wan Pere, I'm not sure that your thread would actually be helpful as you were constantly having to rearrange mods through your play-through. That's . . . not ideal for most players. Have you considered M4-78 Enhancement Project? If that mod sounds interesting, you might want to check out this blog for graphical improvement mod suggestions.) If you do decide to use this mod, send me a PM as I'd love to get your feedback on this mod. Or perhaps deathdisco's Coruscant: Jedi Temple? If that mod sounds interesting, you might want to check out this Coruscant skybox mod to increase your immersion. And this mod provides superior loading screens to not only Coruscant and M4-78 EP but all of the added content mods (excepting TSLRCM) that you mentioned in your original post. (That suggestion is merely my own humble opinion.) @Mamita, what might help is listing of all of the added content mods you already have in your list so far. (Include TSLRCM on that list.) Then folks can make recommendations on additions to that list. Also what version of TSL are you using? The original 4 CDs, Steam, GOG or the KotOR Collection DVD? If folks do have a recommendation to list below, please list the install order of all of the mods that Mamita lists with that recommendation keeping the TSL version that Mamita lists in mind. Best of luck!
  12. 1 point
    *grins* Naturally, I feel compelled to say yes. To figure out the texture for a specific armor, you need three things: 1. The row of the armor in baseitems.2da. 2. The row in appearance.2da. 3. The Texture Variation entry in the armor's .uti file. In baseitems.2da, a row has two columns of note: itemclass and bodyvar. The itemclass entry is the "root" of the texture name for the item's icon. For example, the Combat Suit in K1 is Armor Class 4 in baseitems.2da. The itemclass entry for that row is "a_Class4". The icon file's name is generated like so: "i" + + "_0" + . Using the Combat Suit as an example again, the Texture Variation is "1", so this would be treated as "01" by the game. Combining the itemclass for the Armor Class 4 row in baseitems.2da, we finally get a name of "ia_class4_001" for the icon texture. The bodyvar entry indicates which "model*" and "tex*" columns of the appearance.2da row to use. Since the body var is "C", the Armor Class 4 items use the "modelc" and "texc" columns. For the typical row in appearance.2da the modelc column would be "PFBC*" for females and "PMBC*" for males (where the * is "S", "M", or "L" depending on class in K1); similarly, the texc column would be "PFBC" for females and "PMBC" for males. So looking at the Combat Suit's Texture Variation of 1, the game would again see it as "01" and this is added right onto the texc entry. For females, the Combat Suit would use "PFBC01" and for males it'd be "PMBC01". For other items that aren't armor, the process is the same, except you would use the Model Variation field from the .uti file.
  13. 0 points
    If anyone is looking for information about how baseitems.2da and appearance.2da are tied together and what model and icon names the game expects, this is a useful post:
  14. 0 points
    Amongst the little things I am playing with, this feature appears to be in a 'releasable' condition.