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Showing content with the highest reputation on 12/19/2019 in all areas

  1. 2 points
  2. 1 point

    Version 1.2

    414 downloads

    This is it. This is how Atton Rand was meant to dress. The faithfulness to his concept art is staggering Features: A coveted glimpse of Atton Rand's chest Known Issues: You're always going to see the neck seam because of cast shadows, so how obvious it is depends on the lighting. Some of the best lighting is found in the well-lit entryways of Nar Shaddaa's entertainment promenade, so if you want Atton's chest to look good while he tells you about the horrible acts he's committed, try to initiate the conversation there. If you use the vanilla textures, there's a period of time in the middle of a dark side descent in which Atton's face won't match with his chest, since there's an extra transition texture for the face but not for the body. You can avoid this somewhat by using subtler dark side face textures; I like using luminousbathhouse's Atton reskin. File: The file contains my edits on the vanilla texture files at 512p, and an optional file for use with luminousbathhouse's Atton reskin. Installation: Move P_AttonBA.tga and P_AttonBAD01.tga to Knights of the Old Republic II\override Uninstallation: Delete P_AttonBA.tga and P_AttonBAD01.tga from Knights of the Old Republic II\override
  3. 1 point
    So I went to the premier in my country for free. Have to say it was better than TLJ. It wasnt a bad film but wasnt great. Very forgettable. Ian really made the film for me though. But there was alot of unexplained bs that they will probably leave to the extended canon to answer which was disappointing .
  4. 1 point
    Hello, Alvar007! Thanks for taking a shot at this. Very much appreciated. I think your animation looks good. I especially enjoy the pointing finger and the outstretched arm. I am unfortunately a bit in a hurry and could not check in here before to give you feedback but I promise I will return to it very soon. Again, wonderful feat there, my friend. PS My suggestion is to contact @JCarter426and/or @DarthParametric and see if it is possible to not have to overwrite an existing animation. Even if the USE_COMPUTER_NOLOOP is used only once, I think it's not viable to replace an animation that is used in the game. Perhaps there is some workaround to this and the two guys I mentioned are wizards and may give you some good advice.
  5. 1 point
    Hahaha it was terrible. So-bad-it's-funny though, so it's not all bad. Much worse than TLJ. I defended some stuff in TLJ, there's nothing really to defend in this one.
  6. 1 point
    View File HD G0-T0 Upscale DESCRIPTION This is an HD reskin of our aloof crime lord Goto's droid, G0-T0. This texture is now each 4096x4096, manually-upscaled and incorporating downloaded textures. I constantly checked my work against the 3D model to ensure there were no texture seams. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Drop the P_Gt file into the "override" folder of your KotOR II installation. UNINSTALLATION Remove the P_Gt file from the "override" folder of your KotOR II installation. THANKS Thanks to GIMP, wildtextures.com, Blender, KotORTool, KotORBlender, mdlops, and the KotOR Savegame editor. Special thanks to Red11BY for his Character Overhaul pack (https://www.nexusmods.com/kotor2/mods/1060?tab=files) Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page. Submitter tjsase Submitted 12/18/2019 Category Skins TSLRCM Compatible Yes  
  7. 1 point

    Version 1.0.0

    1,515 downloads

    DESCRIPTION This is an HD reskin of our aloof crime lord Goto's droid, G0-T0. This texture is now each 4096x4096, manually-upscaled and incorporating downloaded textures. I constantly checked my work against the 3D model to ensure there were no texture seams. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Drop the P_Gt file into the "override" folder of your KotOR II installation. UNINSTALLATION Remove the P_Gt file from the "override" folder of your KotOR II installation. THANKS Thanks to GIMP, wildtextures.com, Blender, KotORTool, KotORBlender, mdlops, and the KotOR Savegame editor. Special thanks to Red11BY for his Character Overhaul pack (https://www.nexusmods.com/kotor2/mods/1060?tab=files) Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  8. 1 point
    Ok so I took your advice guys and I tried making the animation following the TALK_FORCEFUL animation from S_Male02, which is kind of the angry talk animation. But before I did anything I wanted to test out if I could a new slot for the model so I called it tlkforce which is what the game uses to match the TALK_FORCEFUL animation. But for some reason the game doesn't recognize it, whenever I try playing it the model just uses the default talking animation. If I try to do the same with an existing animation (I remove it first and try to play it) the game tries for a second but switches to the idle animation (notice I say idle but before it was the default talking one, not the same). This tells me that the game knows there is this animation but it can't find it. Whereas the previous case the game just doesn't even search for it. It's like it's not hardcoded into the game to look for the INT_TALK_FORCEFUL constant in the selkath model. So there is no choice but to replace an existing one. After looking at all of them the least used one is the usecomp animation (I think it's only used when you are sentenced to death in the trial and the guy in the computer turns the ray cell on. But let's be honest, you have to be really bad or do it on purpose to get that ending so it's not a big deal). The problem is that it's a fireforget animation, not a looping one. Meaning that when it's done the model will return to the idle animation. The looping version of the animation it's not on the model unfortunately and I can't use it. Anyway, here's the animation: And here's how it looks in Blender: For some reason I can't get the mouth movements in my test, but I tried it with vanilla NPCs and it works perfectly. The only downside to this is that all entries in the .dlg files you posted would have to be updated with USE_COMPUTER_NOLOOP instead of TALK_FORCEFUL in the animation field, in case you are still interested. What do you think?