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Showing content with the highest reputation on 05/21/2020 in all areas

  1. 1 point

    Version 1.1

    5,760 downloads

    ======================================================== KNIGHTS OF THE OLD REPUBLIC II ======================================================== Handmaiden Sister fix ================================= Author: Varsity Puppet/VPcombat For: KotOR II Date: 03/22/2011 ================================= THIS WILL INSTALL THE FILES FOR TSLRCM. DESCRIPTION: This mod gives the Handmaiden sisters their 'intended' heads, according to TSL's cut resources. This will only change the Handmaiden sisters appearance, but the main Handmaiden will still look the same. This way, her face will finally physically look different instead of other mods which reskin her clothes. Apparently there was a compatibility issue with TSLRCM when I released the last one, so this is my attempt to fix that. I took the brute force method of just making a completely separate Handsister model instead of using the Handsis head with a bunch of script tricks and whatnot. No scripts or tgas this time, just scripts and a few utcs that aren't modified by TSLRCM. I included a Vanilla install just for the hell of it, but I don't know who's really going to use that one, COMPATIBILITY: Should be compatible ___________________________________________________________ INSTALL: Use the TSLPatcher and it will self-install into your Override folder. Keep the installog.rtf generated by the installation. UNINSTALL: Replace the files in your override with the backup folder produced by the TSLPatcher. Use the installog.rtf as a reference and don't forget to check the backup folder. ___________________________________________________________ VERSIONS: 1.1- Remade the models so that they are full body models. 1.0- BUGS: None I know of ___________________________________________________________ PERMISSION: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. Thanks. THANKS: Fred Tetra's KotorTool Obsidian for making a game to love and hate All of you modders out there who I've consistently studied and slowly learned from. All materials and copyrights belong to LucasArts, BioWare Corp. and Obsidian Entertainment Inc.
  2. 1 point
    View File SithCodec Introduction The audio files of Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords (KOTOR) contain extra headers of what seem to be superfluous data that obfuscate access to the original audio outside of the video games. Most audio software will refuse to open the files, or interpret the extra bytes as audio data, leading to glitches. It has also been observed anecdotally that files lacking an appropriate header may fail to playback in certain releases of the games. SithCodec is an application that can automatically detect and remove an extraneous header from a KOTOR audio file, or alternatively prepend a KOTOR header to a standard audio file and allow for the introduction of new audio content to these games. Running SithCodec SithCodec requires Windows (32-bit or 64-bit). Make sure to extract SithCodec to a folder where you have read & write permission. The code is not signed (because code signing costs an extortionate amount of money) so your firewall may warn you about running an unrecognized application. Commands Commands in SithCodec are executed by combining keywords into certain command sequences that the application recognizes. Input may be passed as command-line arguments when SithCodec is launched, or entered manually through a command- line interface if the application is launched without any command-line arguments. Keywords may be entered in short form (dash followed by a single letter) or long form (double dash followed by a full word). SithCodec keywords are not case sensitive, but—depending on your operating system—other data that you input may be, such as the names of files. Help Screen Entering -h or --help will display the help screen, showing a list of all keywords and their function. -d, --decode decode audio -e, --encode encode audio -f, --format set output audio format -m, --music streammusic format -s, --sfx streamsounds format -v, --vo streamwaves/streamvoice format -a, --all all files -l, --list list files & formats -i, --in input path -o, --out output path -h, --help display this menu -c, --commands display list of commands -x, --examples display example commands -q, --quit exit application Commands Screen Entering -c or --commands will display a screen with the list of all valid commands. -d -i=[input path] -d -i=[input path] -o=[output path] -d -a -d -a -i=[input path] -d -a -o=[output path] -d -a -i=[input path] -o=[output path] -e -f -[format] -i=[input path] -e -f -[format] -i=[input path] -o=[output path] -e -a -f -[format] -e -a -f -[format] -i=[input path] -e -a -f -[format] -o=[output path] -e -a -f -[format] -i=[input path] -o=[output path] -l -l -i=[input path] -l -o=[output path] -l -i=[input path] -o=[output path] Examples Screen Entering -x or --examples will display some example commands. Encode all files in SFX format from the input path, to the output path: -e --all -f --sfx- -i=in_folder -o=out_folder Decode a file, outputting to a new file: -d -i=oldfile.old -o=newfile.new Decode a file without specifying output, possibly overwriting the original: -d -i=file.wav List all files & formats in a given directory, printing to the console: -l -i=my_folder List all files & formats in the current directory, printing to a file: -l -o=file.txt Batch Files SithCodec comes with batch files that are set up with commands for some common operations. decode.bat This file will decode all files located in a folder called "in" (no matter what their format) and save the new files in a folder called "decoded". encode_music.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "music". encode_sfx.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "sfx". encode_vo.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "vo". Copyright SithCodec is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. SithCodec is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with SithCodec. If not, see https://www.gnu.org/licenses/. All trademarks (including logos and icons) are used for identification purposes only and are the property of their respective owners. Star Wars and related items are trademarks and/or copyrights of Lucasfilm Ltd. SithCodec is not affiliated with or endorsed by Lucasfilm Ltd., their subsidiaries, associates, or employees, or any Star Wars license holder. 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. Submitter JCarter426 Submitted 05/21/2020 Category Modding Tools  
  3. 1 point
    The female player soundset lacks those barks. I'm not sure why, but it's an issue with the original K1 soundset.
  4. 1 point
    They may have different geometry – we had one example from Manaan where one vertex had different coords in the WOK, but this was lost on recompilation because MDLedit took the MDL AABB data by default (operating from the same assumption that they're always the same). As a result, the PC would get stuck trying to walk over that part of the walkmesh. It's possible that this was a manual fix only to the WOK, while the AABB node retained the original value. But yes, generally, they're the same. According to ndix UR, this is probably a remnant of a client–server setup. Nope, the "root node" is not a node in the same sense as its children, it doesn't have the same structure in the file format. The structure it has does not support controllers.
  5. 1 point
    I'm assuming this is different than the process of opening it MDLedit, setting to K1 and converting to ASCII in same folder with its corresponding K1 supermodel (S_Female02 for all of these), and then saving as binary again? (Unless maybe I don't have enough K1 supermodels in the folder I do the saves in. I only have S_Female02 and S_Female03 in there as almost every model has one of those for the supermodel.) I am really ignorant on this topic and don't understand what "rig" means. ETA: My current guess is it's in the neighborhood of this process: One would perhaps import S_Female02 (ascii) into gmax and then import the head model in and somehow match the head model up with S_Female02, then delete S_Female02 and export as replacement supermodel (with new name that can be assigned to the head's model in the supermodel field). Or... something like that.
  6. 1 point
    You need to switch them to the K1 rig. There are subtle differences between the rigs of the two games, which causes the facial problems.