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Showing content with the highest reputation on 12/29/2019 in all areas

  1. 2 points
    Following DP's suggestion, I tried to extend the time between shots so that it could look more natural. Unfortunately there seems to be a keyframe limit in the model format, as KotORBlender just won't export giving me a "tuple index out of range" error. So I had to shorten the animation in order for it to work. I previously had him looking at the sides for a few more seconds instead of just a pause idle moment between the swills but oh well, I guess this will have to do: Anyway, here's the file. The animation uses the weld slot because, as DP said, it is not used by humanoids. So it's a looping animation. I also included the TSL props so that it can work properly. drinking_anim.rar
  2. 1 point
    Hi everyone, been a lurker on this site for years but now I'm coming out of the woodwork So I found mods which added Force Enlightenment and passive Health Regen from TSL into KOTOR 1, but that got me wondering, could someone make a mod which alters the Jedi classes to match their TSL counterparts? For example, Guardians, Sentinels' (and I think even Consulars') get more Feats in KOTOR 2 than they do in KOTOR 1 (by level 20 a K1 Guardian would have 9 feats vs. 11 in K2. Sentinel would have 7 in K1 vs 10 in K2). Then there's the fact that K1 Sentinels get more skill points, (2+INT) * 4 skill points @ Level 1 and 2 + [INT/2] per level up vs. K2 where they get (3+INT) * 4 @ Character Creation and 3 + INT per level up. On top of that, K2 Sentinel's having every skill bar Demolition and Repair as a Class Skill where in KOTOR 1 they only have Awareness, Persuade and Treat Injury. In the same vein, since Persuade is so useful, even on Taris, if someone took this request up, could they make Persuade a Class Skill for all the non-Jedi classes, rather than just the Scoundrel? Since only the PC can make use of that skill anyway. Lastly, although by no means strictly necessary, could feats from K2 be recreated in K1? Such as the Cross-Class skill feats and the increased passive Health&Force Regen feats etc? Thanks for checking this out, and thank in advance to anyone who picks this request up. Hope everyone enjoyed their Christmas.
  3. 1 point
    @akimbo73 Thanks for notifying me of this. I missed those two files when setting up the installer and am about to upload a fixed version.
  4. 1 point
    No, it is compatible. I'll fix that now. I have no idea why it says its incompatible. Look at this image down below, check the little check box and it'll appear with every single other unused feat in the game files.
  5. 1 point
    Have what? This is not an enduser/player resource. It's an animation for static NPCs. Unless you are creating your own mods there's nothing to be had.
  6. 1 point
    Ok so I took a look at this since I was already playing with IK constraints to see if I could create an animation with them but unfortunately it doesn't work. I don't know if I messed up something in the proccess but it doesn't recognize any movements, even though the trimesh rig is clearly animated and the keyframes are there. So I just created the animation manually: I also used the TSL drink prop and the empty hand from the same game, so that I could have the drink in the left hand. Let me know if you want it.
  7. 1 point
    Well I for one can't wait for all the new 36-hour critical analyses by all the Youtube "skeptics" with an anthropomorphised animal or object in their logo. Gotta earn that dough!
  8. 1 point
    Six episodes in and I am absolutely loving "The Witcher" Netflix series. I absolutely adore the games, read bits of the books and it's been great so far!
  9. 1 point
    Yes, some of them like first lightsaber crystal fix is in this mod though Female Dark Jedi Restoration is not because this mod features an NPC Overhaul and by the end of the mods development I will add more Dark Jedi into the game female, male and brand new As before this mod is not compatible with K1R.
  10. 0 points

    Version 1.0

    2,264 downloads

    Summary In Star Wars: Knights of the Old Republic, the player, like all party members, would occasionally say things during combat and when performing other actions. In the second game, however, the player is mute. This mod restores the player soundset for Star Wars: Knights of the Old Republic II - The Sith Lords. The critical files needed for the original player soundset to function were actually always there, but they were in various states of disuse. This mod fixes them up and restores the player's voice. There are different soundsets for male and female players and they are the same ones as in the first game. Installation Run Player_Soundset_Restoration.exe. Uninstallation Remove the installed files. Compatibility This mod must be installed before any mods that patch soundset.2da. This mod does not use TSLPatcher to patch soundset.2da; it uses a hard 2DA install because the exact line numbers are necessary for the player soundset to work. It feels dirty, but I have to do it. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides SSF Editor– stoffe Permissions Mod JC's Player Soundset Restoration for K2 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference "Player Soundset Restoration by JCarter426" or "uses JC's Player Soundset Restoration" or some other reasonable phrasing. This mod is released under the following licenses: Attribution Only License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers WHOEVER STEPS ON THIS WILL GET A NASTY SHOCK. THAT HURT, I BET! I'M THE LAST THING YOU'LL EVER SEE. SILENT AND DEADLY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  11. 0 points
    I'd expect that to be a Blender issue rather than a model one. There are plenty of longer anims in stunt models. There are existing supermodel anims longer than your anim's 11 seconds (I think one of the Pause anims is like 16 secs long). If you can export a longer version as an FBX I can convert it in Max and see how it goes.