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Showing content with the highest reputation on 02/16/2020 in Posts

  1. 4 points
    That's good to know Salk, thanks! I have now learned how to use TSLPatcher and it's going to be useful for the Selkath mod. Also, for anyone interested, as per @Liserg's request I managed to fix the animations for Darth Malak so that he can now use all the animations from the humanoid supermodels including the cutscene ones while maintaining his original ones as you can see here: I added a custom portrait for him as well, and made him selectable in the character creation menu. I also ported both Nihilus and Malak (the latter having all the additional animations from K2) to K1 and K2 respectively: But I have a problem when trying to play as them from the selectable character menu: Nihilus dissapears after the first cutscene (right when the dialogue with Trask) and Malak has his head placed down a little inside his body. So they only properly work selecting them from KSE at the moment. Anyway, I could make a mod release for Malak at least if someone is interested.
  2. 1 point
    Using KSE is basically equivalent to using them as a disguise. Since they are full body models, a disguise is probably the most expedient route for a mod, albeit one saddled with a few potential issues. If you really want to make a version that turns up in the character creation menu then you'll need to split out the heads to their own model, make provision for them in heads.2da and portraits.2da, etc. Look at an existing head mod for an idea of how the setup works. The main difference would be that you'd need to set every body model to their matching custom body, not the regular underwear/clothes/armour/robes models. Note that since character creation ignores the head's appearance.2da row, the head will be slapped on the appropriate class outfit in K1 and commoner clothes in TSL for that bit.