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Showing content with the highest reputation on 07/15/2020 in Posts

  1. 1 point
    View File Black Vulkar Base Engine Lab Bench For Swoop Accelerator This mod makes a minor alteration to the Engine Lab room of the lower Black Vulkar base level to remove the Swoop Accelerator from the ground and put it on a bench. Said bench is moved from the other side of the room, where normally it impedes clear access to Kandon and his crew if the situation ends in combat. This has the side benefit of (hopefully) reducing pathing issues if the whole party tries to charge into melee combat. Additionally, several minor aesthetic fixes to the room are included. The cutting tools that normally have a static plasma (?) beam have been given some animation, and a number of pipes that had missing backfaces causing geometry culling issues have had those added. These fixes are also incorporated into the K1 Community Patch as of v1.9, so it is fully compatible with that as long as you install this mod afterwards. Installation Instructions The mod requires a GIT edit to reposition the accelerator (i.e. uses TSLPatcher), so simply run the installer. Known Issues There may some pathing issues if you try to loot the accelerator from certain angles. I've positioned it close to the front edge of the bench to minimise this from the most likely (direct) approach, but coming from the sides of the bench, especially towards the back wall end, may not work as desired. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Submitter DarthParametric Submitted 07/15/2020 Category Mods K1R Compatible Yes  
  2. 1 point
    I've updated the package to include the new versions. I've kept the old versions just in case people might prefer those versions. Just scroll to the top of the page as the information up there has updated with pictures of the new versions of Disciple's dark sided portraits. (And this time, the TXIs are named properly.)
  3. 1 point
    You guys may want to do a test of a larger map in KotOR before proceeding. If I remember correctly, I tried rendering higher resolution maps for some of the Sleheyron areas, but they turned out all wonky in the game, as if the game only uses a set pixel amount for each dimension. There may be additional settings in the GUI files that could be changed to work around this, but I don't know of them.
  4. 1 point
    You can do it directly in MDLEdit, or decompile it to an ASCII, edit it in a text editor to change the name, then recompile. Alternatively, you can hex edit the model and do an ASCII string find and replace, but you'll want to keep the same number of characters for the filename going that route.