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Showing content with the highest reputation on 08/27/2020 in Posts
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3 pointsView File JC's Fashion Line I: Cloaked Party Robes for K1 Summary This mod alters the appearance of Jedi robes worn by party members in Star Wars: Knights of the Old Republic, giving them new models based on their basic clothing with added cloaks. Installation Note: If you intend to use this mod in conjunction with either my Cloaked Jedi Robes or Cloaked Hybrid Robes, they should be installed first. Extract files from the downloaded archive. Run Fashion_I_Cloaked_Party_Robes_K1.exe. Select one of the installation options: a) 100% Brown b) Brown-Red-Blue Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_Juhani.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment. Permisisons I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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 08/26/2020 Category Mods K1R Compatible No
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3 pointsQuestion in the subject - is it possible to adjust the speed of the Sith fighters as they fly around their paths in the KotOR turret minigame? I'm fairly new to modding but something I'd like to try is making the turret minigame a little deadlier. I've reskinned the fighters so they have the ruby red of the Sith heavy troopers, I've bumped up their hp and damage, and given them a new fire sound effect. What I'd like to do next is make them faster. I remade the "on create" script for the fighters - while the script ran without issue, it appears that Sith fighters are not affected by the increase speed effect (not too surprised given they are not NPCs in a traditional sense). Anyone aware of a way to make Sith fighters move at a different rate? The only reference to Sith fighter speed in the .are file determines the speed of their blaster shots, not what I wanted to change. If the Sith fighter speed is hardcoded then I will try something else like making the models and hitboxes smaller, but ideally I would like those buggers flying around faster.
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2 pointsIt looks like it's an animation on the track model, e.g. m12ab_mgt02.mdl/mdx.
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2 pointsQuanons modding tutorials A long time ago, on the LucasForums, I made some tutorials. Most where about 3d models and how to get them working in the game. Mind the long time ago, most of these tutorials will mention older modding tools. Still, they might contain some helpful knowledge and a few handy tips. The files aren't ordered, most names should give you a good clue though, what the tutorial is about. Most are old AVI videos, the quality isn't super. Other files often contain a word doc and some extra gubbins you can open in 3Ds Max. Not much is said on how to model in 3Ds Max, for that, far better videos and instructions can be found on youtube and on the internet at large. Even I use it frequently to learn new tricks or speed up my work or to troubleshoot a model. Also, keep trying and trying, you don't want to know how often I had to. Happy modding! And enjoy the nostalgia trip. Links to my Mediafire: http://www.mediafire.com/folder/4xndcfs4zrm3d/Kotor_Tuts http://www.mediafire.com/file/kw7btvf80epzcyp/Lights%26Render.pdf/file http://www.mediafire.com/file/uo4di9y8bjt4gac/Creating_Lightmaps.pdf/file
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1 pointA little background information on what Artbreeder is. . . Artbreeder.com is a website that lets you combine and edit images using AI and machine learning to make portraits, landscapes, and objects. Luckily, it's free. Before today, I've seeing Artbreeder examples of characters from SWTOR which seem to my eye to be improvements on the original static picture. Source: https://twitter.com/Sutherland1P It was inevitable that the same concept would come to KOTOR characters. I leave it to you judge if the example below is an improvement or not. Source: https://www.reddit.com/r/kotor/comments/igdcqi/you_are_beautiful_to_me_exile_a_dead_spot_in_the/ I have to to wonder how long it will be before someone decides to redo some or all of the humanoid characters using that program. (I don't think the droid characters would turn out the same way.)
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1 pointI would suggest you take an existing module and repopulate it and place a demo quest inside it to help you gauge how long it will take you to build content. This means having dlg with scripts that do checks on jrl entries , etc. This will help you see how involved it can be to build a mod this size. This can also help you figure out how long/ large you want this mod to be. Keep things as simple as possible with scripting or you could place yourself in a spot where you wrote something cool for a level or quest but the scripting might not transfer as easily to this idea you have.
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1 pointWhat you're asking for is a mod that remodels every body model in the game. That's fair, I get that, it's an unexplored area, but it's unexplored for good reasons. 1) That's a lot of different models to modify 2) With our current modeling tools, we could probably apply a turbo-smooth modifier to the meshes, but the problem with that is it's a pain in the butt to redo the bone weights. Even with Turbosmooth, you'd still have to do a little editing
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0 pointsYes! Finally someone who isn't complaining about how "hard" it is. I look forward to this being released!