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Showing content with the highest reputation on 04/15/2020 in all areas
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1 point
Version 1.0.0
17,266 downloads
Description This mod aims to completely change Juhani's appearance and to bring it close to artist Corbin Hunter's redesign of the character. As a result, her head has been significantly reshaped and slightly retextured. An all-new body model was created and hand-painted from scratch. A new custom lightsaber has been created as well. As several aspects of Juhani have been changed, this mod has been divided into four editions to accomodate the final user's preferences: 1. An All-in-one edition which includes all the changes to bring her close to Corbin Hunter's vision of the character. 2. A head-only edition, which only includes Juhani's revamped head. 3. A body and lightsaber edition, which includes her new body model and lightsaber. 4. Finally, a head and lightsaber edition, which includes her new head model and lightsaber. Please refer to the included images in the 'Editions reference pictures' folder included in the archive to help you determine your preferred edition. Installation 1. Extract the archive's content somewhere on your computer. 2. Double-click the "Juhani Appearance Overhaul.exe" file. 3. Choose an edition to install. Refer to the images included in the 'Editions reference pictures' folder to determine which one you prefer. 4. Click on the "Install Now" button once you're ready. The installer will try to locate your game installation directory. If it can't find it on its own, direct the installer to the correct location. 5. The installer will proceed to install the mod's files into your Override folder. Once it's finished, you may exit the installer and launch the game. IMPORTANT If you choose an edition that includes Juhani's new body model and lightsaber: Juhani will have her new items only if you are using a save that is prior to the moment she joins your party right before leaving Daantoine. If you are past that point in your playthrough, she won't have her new items. You can get them using KSE or via entering the following commands in the in-game console: ⦁ giveitem j_juhsaber01 ⦁ giveitem j_juhbody01 CREDITS Original design by Corbin Hunter: Artstation link This mod uses JC’s TSL Supermodel port in order to animate the skirt. SPECIAL THANKS to Artist Corbin Hunter for granting me permission to use this concept art @DarthParametric for his help and advice throughout the development process @bead-v for the incredible tools MDLEdit and KoTORMax -
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1 pointYou are absolutely right, even though they open some HEX info when opened with Kotor Script Editor (and when opening it says "Decompiling...", when opening them in Notepad I get the source script in clear text! Must have been something with my version of Kotor Tool, I have no idea... You have my gratitude for letting me know of this, I couldn't wrap my head around what was going wrong! I recompiled them, as instructed by the Tutorial: "In order to compile that script and produce the NCS file the game can use, you must extract the include files k_inc_generic.nss, k_inc_gensupport.nss, k_inc_walkways.nss and k_inc_drop.nss. You can find these files with KotorTool in Kotor II --> BIFs --> scripts.bif --> Script, Source. Extract them and save them in the same folder where you have the nwnnsscomp.exe script compiler. (If you are using the script editor in the latest version of KotorTool you shouldn't need to extract the include files manually; it will find them automatically when needed.)" I extracted the necessary .nss files in my Kotor Script Editor folder, then compiled my 2 scripts. The attached files resulted: st_ai_puppethb.ncs puppet.ncs They now open as encrypted info in Notepad, so I guess it worked this time...
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1 pointNo, your "NCS" files in the archive are just renamed NSS. Open them in a text editor and you'll see.
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1 pointAHAHAHAHAHA I opened these in a hex editor. Didn't think to open them in Notepad. Yeah, they aren't compiled.
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1 pointLol, I didn't even look. Yeah these are just NSS that are renamed. Well there's your problem.
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1 pointAFAIK, these aren't valid NCS files. That may be why it's not working. Try compiling with nwnnsscomp. The NWScript seems fine, it's the output that's strange. In the meantime, I'll look into the puppet tutorials to gain a better understanding of this. I am writing an updated compiler/decompiler, so this is useful for everyone.
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1 pointWould this be possible to port these heads to kotor 1? asking because i saw a mod that ported Jessa and kira successfully so if someone one could do this it would be great
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1 pointIf you are requesting help, it would be wise to include script source, not just binaries. DeNCS won't decompile either.
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1 pointThere should be a 0.2s delay to destroy the existing NPCs, and a 0.5s delay to spawn them back - i.e. 0.3s apart. So yes, it's possible there might be some collision interference from "ghost Bastila" I guess. You could try padding the spawn-in by another few milliseconds to see if that helps at all. Alternatively, there's always the woodshed technique. You could also try switching to a stated location instead of doing a GetLocation from a waypoint. Not that that should make any difference, but the game is kind of screwy with waypoints. Regarding the fade out, yes, that is a known problem because they didn't set the NoFade flag in DestroyObject to TRUE. It's fixed in the revised version I have for K1CP that also fixes Juhani missing a state save like all the other party members, but I never got around to adding that before the release of 1.8. Just be aware that k_pebn_pophawk resref is used in all the EH modules, so it must be injected into a MOD unless you want to bork the Lehon sequence.
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1 pointAll party members get destroyed and respawned by the module OnLoad. They should always spawn at the same waypoint rather than having anything to do with the player. Unless the player was standing on top of the waypoint (which should be impossible).
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1 pointAfter a lot of research, I finally found my way around to at least doing something in the way of modeling. This is literally my first proper attempt at modeling, so I imagine it is fraught with inconsistencies. However, I am more interested in the lower part. As you can probably see, the polygons that originally connected the neck to the torso are gone as a direct result of deleting the vertices that connected the two parts. Do I have to redraw them before I more forward? The method I used was to cut a square portion out of the back and then extrude that around to complete the collar. Is this a viable method, or should I try again with a better technique?
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1 pointMy understanding is that it wasn't introduced by TSLRCM. Rather, it was considered for the original game but cut due to time constraints. It was one of many ideas that hadn't been fully explored by the writers, and could easily have been rejected outright or added as an alternate path based on previous choices. tl;dr An unfinished game doesn't exactly have a canon.
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1 pointI've been wanting this for a while, and now that SWTOR port mods have been popping up... I decided to just request this. Basically porting over Lana Beniko's head from KOTFE. If you could port over the armor too, that would be nuts really. As long as I have Lana's head I'm happy lol. Anyone interested in making this a reality? XD (Model I'd like to be ported)
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0 pointsOkay, "TSLRCM addition" might not be the right term. I intended to mean it was a content that didn't exist in vanilla TSL but was restored by TSLRCM. I assumed that people would get that due to the nature of a restored content mod, most if not all content from TSLRCM were cut content that wrere originally considered by Obsidian and not introduced by TSLRCM. Regardless, my point against The Historian's claim that the confrontation wasn't "historically accurate" to Meetra Surik's story still stands. Unless there's actually an official source, SWTOR or not, that proves that it didn't happen, arguments about it not being "historically accurate" is invalid.