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Showing content with the highest reputation on 06/29/2021 in Posts

  1. 2 points
    Hm. I was going to try and figure out a way to alter 2 or 3 of them so one of them turns into a Republic armor set for the player and the others become disguises for Carth, Bastila, Juhani, and Jolee since them walking around in their distinctive outfits on Taris and Korriban is a little... out of place. EDIT: But I still want the initial clothing to remain vanilla. I'm just not sure how to make it all happen. I imagine it requires modifying the appearance.2da file.
  2. 1 point
    View File Peragus Tweak Even though I walk through the valley of the shadow of death, I fear no evil, for You are with me. Your rod and Your staff, they comfort me. You prepare a table before me in the presence of my enemies; You have anointed my head with oil My cup overflows Psalm 23: 4-5 Peragus Tweak 1.4 DESCRIPTION: I was playing through Peragus and wondering why so many people want to skip through it and forget it. It's really a nice place, and it's too bad that some consider it to be quite a chore. I set out to make a mod that would remedy this problem. I don't know if I've succeeded quite yet at this point, but I think ultimately this is a good start This mod adds a bit of content to the collection of modules you currently know as Peragus. The changes are as follows: - Random tan corpses have been replaced with actual dead miners. + Non important characters have randomized appearances. + Security, Administrator, Med, Dock officers have individual corpses. + Coorta and thugs have individual corpses + Miners in the dormitories now match their appearances in the holorecords. INSTALLATION: Use the TSLPatcher. I'm sorry for the awkward installation procedure, but it's the best way I could figure out to make it work without... you know, redoing EVERYTHING. That will come for the next version of course. As it turns out, it'd just be easier to patch the .git... sigh. UNINSTALLATION: navigate to the backup folder and place the contents into the Modules folder. This should overwrite the modded .rims with the originals CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved. Submitter VarsityPuppet Submitted 12/26/2010 Category Mods TSLRCM Compatible  
  3. 1 point
    View File Republic Mod Armor Reskin If the Republic is going to go to the trouble of supplying its troops with modular armor, the least they can do is keep their own military's color scheme. A Reskin of the Republic Mod Armor's texture, complete with its own icon. Nothing too fancy, but it should do the trick and at least pretends like the Defense 5 armor textures weren't 3 blatant copies with the colors tweaked. I also touched up the pants slightly, because for some reason BioWare was convinced we needed to see female characters' entire asses and that can't be comfortable. Just unzip and drop the files into your override. As long as no other armors in your override use Model 4, Texture 10 Light Armor, you're good to go. If they do, just rename the texture number to something not in use, edit the uti the same, and replace the "10" in the icon's file with your number. Submitter PirateofRohan Submitted 06/21/2021 Category Mods K1R Compatible Yes  
  4. 1 point
    So I have been working with the KotOR 2 GUI files for sometime now. Thanks to another user for making a tool that can replace all the colour values in a .gui file in one go I have recoloured the majority of the menu's to be blue to match KotOR1's GUI for the port I have been working on. However it seems somethings are either hard-coded or difficult to locate, there are also issues with some textures that cause the item list to be slightly wrong. Given that this will eventually be a template for others to use to make the GUI into any colour they want, I wanted to reach out and see if anybody could help solve or determine for certain whether or not they even can be altered and if not, I may look into hex editing the .exe if it is even possible to locate the colour value amongst the compiled binary. So far I have recoloured nearly everything in the gui files, including the textures that are used. The following images detail what elements of the GUI I have not been able to recolour so far, though I haven't looked in a little while now I was hoping somebody else might have more luck tracking them down. As well as that I was hoping for feedback on the idea of releasing a simple modified gui-set that is say white as well as provide a guide and possibly the tools to easily recolour all of them to your liking. Thor110 I will continue to go through them in my own time and figure out what I can, but I was hoping a fresh set of eyes to look at the problem might help as well as get feedback on if it would be worth releasing variations or a tutorial for colouring the gui. UPDATE : Something I forgot to note was that all of the mouse icons / pointers are baked into the .exe, but I believe replacing the icons with those from the first game shouldn't be too difficult. NOTE : The following are the colour values used for the default green's seen in the game's menu's. Dark Green 0.050980,0.349020,0.270588 Light green 0.101961,0.698039,0.549020 Text Green 0.101961,0.698039,0.549020 These are the colour values displayed in the KotOR GUI Editor and contained within the GFF filetype .gui file's. When I have recoloured all of the icon's again I will release a basic template GUI for people to use to make their own GUI recolours for KotOR2. As for the mouse pointers, this will require a direct hexedit of the .exe which might not be so straightforward for everybody. Again I will work out the details and provide a tutorial to follow.
  5. 1 point
    There's a limited number of 'slots' for armour models. In K1 it goes from A to I, with slot A being used for clothing. It's an attribute of the NPC's appearance, not the item; Carth's appearance A is his orange jacket, Trask's appearance A is the republic uniform etc. The workaround is to use the Disguise item property, which completely replaces a character's model. That's how the sith trooper outfit or the mandalorian armour works. For the player character they're only useful for full-body armours like that because the head/skintone/dark-side-transition doesn't carry over; it's one model whoever equips it. For party members, though, you could make it work. A clothing item that only Bastila can equip, with a Disguise that replaces her model with 'civilian outfit Bastila'. There's probably already a mod that does that with her 'slave' costume.
  6. 1 point
    I'm aware of it. I just wanted to give her a generic civilian outfit so she's not strutting her stuff in Jedi robes.
  7. 1 point
    Or in blender press Z and select material preview in the wheel.
  8. 1 point
    View File Wookie Warblade Fix This fix was originally made by Redrob41 and was located in one of his large mods. I was given permission by the admins to release it to the public. All credits goes to Redrob41, Please contact me if you would like this mod removed. This elongates the handle on the blade so your hands no longer grab the blade directly like it used to. To install just place the contents in the zip to you override! To uninstall just remove the files you place Thanks for the download! Enjoy -Sdub Full credits go to @redrob41 Submitter Sdub Submitted 06/06/2021 Category Mods K1R Compatible Yes  
  9. 1 point
    Hi everyone, We are well into Episode 1's production and everything is going well. Wanted to post some images this time. We started to add in the RoR's Load screens You might see some new buildings in this module. Thanks to seedhartha We will be having locations on the map where you can interact with Holonet News to discover what's going on in the galaxy. Started to do some first drafts with the re skinning of the CEC facility. Thanks to the KLE (Kotor Level editor), I was able to use placeables to create a wall which cut the room in half and help make it feel different. Vogga the Hutt's room A small Cantina on Nar Shaddaa MORE TO COME, Loagn23
  10. 1 point
    There is no mod (to my knowledge) that does that but there is a mod (which I incorporated in my own project and improved upon) that gives you a chance to get the second Krayt dragon pearl. Honestly, I would not be sure I'd recommend the version you can download without my improvements/fixes but you can find it here.
  11. 1 point
    [Update: 03/31/2021/AM] Just to let you know that the project's not dead -- well, it actually is a couple weeks back since I haven't touched it from when. 😂 Will want to keep it short here. So there's a change of concept to most -if not all- of the room. The central area that was planned to have fountains will be replaced by a field-sized lounge that has an island bar at the center -- The idea comes from @DarthParametric originally, and with thorough discussions as well of careful considering -- can say that this one's final [conceptually]. 🤞 Also with his generous help we can finally get a beautiful TOR-ported-own-modification island bar at the center there. There are changes follows with the then drinking-lounge/bar, so it is now will be a *cough* stripper-stage -- You can see there as well a new-sleek-table-lip again made by DP, to help Pazaakers or drinkers or whoever they will be to comfortably keep their hands on the table. There are also lightbeams from the lamp that we get the idea from Kashyyyk's to make this sleazy-dirty place prettier [and make some senses]. There are couple of changes made but I forgot which, but for sure they're an improvement from the former. Will get back to you soon with another update -- one with significant progress, hopefully. Cheers. That's all for today -- catch you later, and may the Force be with you!
  12. 1 point
    Recruiting her and everything went fine, but I went to go talk to her afterwards and she looks like this now?? Anyone know how I can fix this? Attached a list of mods I'm using if that helps
  13. 1 point
    Looks like that did the trick, thank you!
  14. 1 point
    I think, from what I can tell by comparing vanilla with RCM's textures, that the vanilla textures have a specific section just above the top of the torso there is a circle with a crooked line running through it, on the left is just a static light brown colour and on the right is a static dark brown colour. Whereas in RCM, that previously mentioned static light brown colour has been replaced by something which looks like fabric. I am assuming that section is for the neck area of the robe.
  15. 1 point
    Well if you could go stealth, why didn't you lay a crap-load of mines?
  16. 1 point
    ... ... ... He said he never made Atton a Jedi...
  17. 1 point
    Hmmm. On the Xbox, I found a workbench close to Sion as the Exile... It was in a small cubby room.
  18. 0 points
    Just give the pearl, hear the story then kill all sand people, you will get the pear back.
  19. 0 points
    Sounds like you installed 'Visas Unmasked' before TSLRCM, which overrode the hoodless Visas appearance. If you've got a save before recruiting Visas then reinstalling 'Visas Unmasked' should solve the issue.