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Showing content with the highest reputation on 03/09/2021 in all areas

  1. 2 points

    Version 1.0.0

    449 downloads

    ---------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords ---------------------------------------------------------------------- TITLE: Effixian's Atris as Jedi Librarian AUTHOR: Effix CONTACT: PM me on the forums or find me on Steam ------------------------ INSTALLATION ------------------------ Unzip somewhere and copy the file (P_AtrisBA.tga) from the sub folder to your override folder. ----------------------- DESCRIPTION ----------------------- Atris's robe was inspired by Chief Librarian Jocasta Nu from Episode 2, this mod makes her robe look like Jocasta's. Jocasta doesn't have the Jedi belt, but I thought it would be a nice addition. This is a simple reskin that shouldn't cause any conflicts with other mods. --------- BUGS --------- None known. ------------------------- UNINSTALLING ------------------------- Remove the following file from your override folder: P_AtrisBA.tga ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if you simply ask me. ---------------- Thanks to ---------------- Stoffe and Fred Tetra for the needed tools and tutorials ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. --------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
  2. 1 point

    Version 1.2

    18,172 downloads

    If you update from version 1.0.x to 1.1 make sure to read the special instructions in the read-me! In order to update to 1.1.1 from any previous version, delete all 306nara.wok, 306narb.wok and 306nard.wok from your Override folder. If you had version 1.1 installed there is no need for anything else, otherwise follow the instructions in the read-me. ABOUT: This mod replaces every skybox and every planetary backdrop in the game with a new high resolution version made from scratch. This includes a replacement of every skybox model to fix all the glaring issues with the original. There are also some additional minor changes that either fix issues with the vanilla environments or serve to better blend ingame terrain and skybox. Other than that I recommend you just check out the screenshots as pictures say more than a thousand words or check the video to see the animated skyboxes. Click the following image to see additional interactive screenshot comparisons: There are also add-ons with new skyboxes for the following mods: M4-78 Enhancement Project Coruscant - Jedi Temple If you find any issues or have any other comments, please let me know and I'll see what can be done. INSTALLATION: For installation instructions check the read-me files of the individual downloads. You either have to run an installer or just drop files into your Override folder. For the mod to take full effect you need a savegame where you have not yet left Citadel Station. If you update from version 1.0.x to 1.1 make sure to read the special instructions. I also highly recommend to install the fog fix if you are using the latest Steam patch. COMPABILITY: This mod is not compatible with any mod that edits skyboxes in any way. This includes mods that only edit their models. There might also be rare incompabilities with mods that edit non-skybox area models if those models are also edited by this mod. PERMISSIONS: You may NOT redistribute any textures included in this archive without my explicit permission. You may however use all the models as long as you give me credit. CREDITS: This mod was created by Kexikus using mainly Terragen 4, Photoshop CS6 and 3ds Max. Additional tools used: KotOR Tool by Fred Tetra K-GFF by TK102 MDL edit by bead-v MDLOps by ndix UR KOTORmax by bead-v tga2tpc by ndix UR Additional resources by: Andy Welder: Dantooine tree model Animum: Dxun/Onderon tree model Bioware: Nar Shaddaa traffic models, Coruscant traffic texture, M4-78 buildings creativepack: Additional Nar Shaddaa textures dandelO: grass shader Dantooine and Telos, snow shader Dantooine Flo: Dxun bush model Jorak Uln: Taris window texture Martin Frank: Dxun bush model mhaze: Telos rock/mountain shader Misha Winkler: Grass model Dantooine Obsidian: Telos tree model, Nar Shaddaa textures, Onderon buildings, M4-78 buildings PCWallArt.com: Onderon gold texture proper33: Malachor lightning texture SCIFI3D.com: Coruscant buildings svenniemannie: Additional Coruscant texture Texturify: Additional Nar Shaddaa texture TheBlackHole: M4-78 lava shader Veronica Bush: Dxun bush model VIS-Games: M4-78 excavator model THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  3. 1 point
    While less fancy, I'd just assign the head to a companion, either via KSE, editing appearance.2da or creating a disguise item, and go through conversation options with them. Generally when something is wrong with your weights it's quickly noticeable. Granted, you won't really get any extreme animations to test your skinning, but player heads rarely move much anyway.
  4. 1 point
    The game doesn't have any dedicated facial animations aside from the mouth flapping for VO phonemes. Anything else is part of a larger animation for talking or listening. You can try creating a DLG and specifying various conversation anims like TALK_NORMAL and so forth. Otherwise, in TSL you can script any anim in the game (in K1 you can only script a limited selection listed in nwscript.nss).
  5. 1 point
    Faces have the following structure: vertex_index1 vertex_index2 vertex_index3 smooth_group uv_index1 uv_index2 uv_index3 material The last value, i.e. the material, does indeed get lost unless the model node is a walkmesh. This is the behaviour of original KotorBlender and I don't think it's necessarily wrong. Exported area models seem to work ok regardless of the lost information.
  6. 1 point
    Thanks for the feedback. I've fixed the first two issues you've found. Regarding alpha: where are you expecting it to be set? Currently alpha is written to and read from the Multiply shader node (the second input).
  7. 0 points
    Nice to see it updated. Just three things. First: Blender 2.80+ makes meshes double-sided by default. So the code to turn the lightsaber blades double-sided is redundant and results in a trace back error when imported. Second: I imported a character model and exported. Some of the tangentspaces read as tangentspace false instead of tangentspace 0. This lead to a mdledit error. Changing all instances of tangentspace false to tangentspace 0 let the model go through and everything worked as intended. Third: Unsure if the next one is a bug or user error, but I had some trouble getting any alpha other than 1.0 to export.