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Showing content with the highest reputation on 07/15/2021 in all areas
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1 point
Version 1.0
2,600 downloads
Using the techniques pioneered by the great modder Canderis, I have created my own version of the Darker Peragus formula. However, when working with the darker areas, I noticed that no matter what I did, all of the Plasteel Canisters and Footlockers were much too bright. And so, with the help of my modding compatriots, I have darkened all of the placeable items in the Peragus, Peragus Spacewalk, and Harbinger portions to match the darker lightmaps. To Install: Choose from either the full REDUX (WIth all of my customized lightmaps), or from the compatibility option (For those using Canderis' A Darker Peragus mod) (Note: There are two versions available to download. Use the A_Darker_Peragus_REDUX_TSLRCM if you have TSLRCM installed, and A_Darker_Peragus_REDUX_Vanilla if you don't) To Uninstall: 1) Replace the .mod files in your Modules folder with the .mod files found in the Backup folder created by the TSLPatcher, 2) Replace the placeables.2DA in your Override with the placeables.2DA from the Backup folder, and 3) Copy all of the TGA MDX and TXI files from the TSLPatchdata folder to your Override (let them overwrite files if they’re already there), and then delete them all from it Permissions: Please inform me if you would like to use this mod or its assets in your own projects. Credits: Canderis for his permission in making a compatibility for his mod and for teaching me how to edit lightmaps to darken levels with his own mod A Darker Peragus; FairStrides for his endless insight, his BGR-RGB Converter, and for packaging this mod’s install as well as walking me through the process, LiliArch for her research into editing assets within the GIT and teaching me what a ColorTweak variable is; Darth Sapiens for his resource Cubemap Pack to make the Spacesuit snazzy; The rest of the Deadlystream community for their continued support and enthusiasm; TK102’s KGFF for its easy to use interface and raw GIT editing power; Fred Tetra for making KOTORTool which is still my favorite modding utility; Adobe for their Photoshop; Obsidian for making KOTOR2 in the first place; Bioware for starting the KOTOR craze in the first place; and George Lucas for starting all of the Star Wars insanity. -
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1 pointNoted and corrected! No wrong intended, it is simply difficult to keep track of what mod happened when. Gotcha. Thank you for bringing that to my attention! While admittedly Knight vs Master began as an error of ignorance, the bit that "troubles" me with swapping the textures is I worry that the Jedi Knight texture would then feel too visually distinct. As they sit now, swapped though they may be, there's a visual link going from Jedi to Knight, with Master standing apart as the most utilitarian of the bunch. In my mind (and perhaps only in my mind) it would be a shame to lose that--although from a lore standpoint I suppose one could make the opposite argument with little trouble. Ah. If you're seeing what I think you're seeing, that is actually two separate Dark Jedi Knight textures sharing the same screenshot to save time. The notes in their uti files list a black and a blue variant for each Sith robe. While playing around with that (and debating how to distinguish Jedi and Sith blue beyond garishly bright/dark colours), I hit on the idea of just making them black and grey for the Sith instead--which has the added bonus of matching up with those Dark Jedi who desperately need to get paid by hunting you. Thanks for the advice and encouragement--depending on how the my edits go, I may update with the latest looks some time this evening.
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1 pointHello, I like what you're doing with this mod here! Though I have noticed a few inaccuracies and issues which I hope to point out. First of all, Three-Tiered Dark Jedi Robes is technically a fashionable new take on a mod I made called "N-DReW's Dark Jedi Robes": You might've noticed that the Dark Jedi Robes has a unique icon, the Dark Jedi Knight Robes has a unique icon and the Dark Jedi Master Robes has a unique robes despite all sharing the exact same texture as the Dark Jedi Robes. "Dark Jedi Robes" is a cut item, it is the Dark Jedi variant of the brown "Jedi Robes" you first get on Dantooine. I've posted another mod which gives Dark Jedi Knight and Master robes the same icon as the Dark Jedi Robe: What N-DReW's Dark Jedi Robe mod does is that it gives the Dark Jedi Knight and Dark Jedi Master robes a texture based on the icon they have in the vanilla game. The reason why I am bringing this up with you is that you've done your robes back to front, you've put the Master Robe as the Knight Robe and the Knight Robe as the Master Robe. I don't want you to not do the Dark Jedi Robes simply because me and ebmar did the exact same thing before you (And before me I believe Space Alex and Shem did the same concept as well in their own mods), I'm simply suggesting you should swap the textures around. Looks like Carth jumped into some red paint I am noticing something here, those are both Dark Jedi Knight textures... yet they look different on both NPCs. Did you reskin the male texture and female texture separately? Because if you did I'd like to inform you that male and female Jedi Robe textures share the exact same texture. For example, if you made a clone of the female light grey robe texture and renamed it to the male robe texture it'd work just fine on a male NPC. I hope to see more come out of this project, I am eager for updates! 👍
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1 pointSmall Update Here! Found at least one problem. In the cutscene at the Leviathan bridge after the espace from Taris n_sithcomf001.utc and n_sithcomf002.utc should have friendly_1 property. But instead, because I used these npcs from the Taris Base, now all n_sithcomf001.utc and n_sithcomf002.utc have hostile_1 property. As a result other sith officers kills them right in the cutscene. So, I decided that I need to make a thorough playthrough to check such things. I won't use this 2 npc files and I hope there will be no such problems in the other cutscenes.
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1 pointHello Guys! I decided to make some ajustments to sith caps after my manipulations with Admiral Saul, plus I changed the Saul's cap to look more like a sith cap. Basically I just added the starforge insignia to them. So, here's the result: Plus here's Major Hurka from K1R in proper Major uniform
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0 pointsSo, it's time for the new update) This time I made the new uniform for the admiral Saul. Never liked his vanilla uniform (it looked different from other sith officers uniform. I understand that he was in the republic navy, but even then he has too much of the red colour) Made his uniform more formal and more parade-like. Plus I used elements and colours from the other sith uniform that I made before. Moreover, I gave him a white belt, recoloured the hole uniform in black with red stripes and added a pocket with the security keys to his chest. And I replaced his strange insignia under the shoulders with the starforge one. The only issue is - what to do with the cap. Right now I'm thinking about two options, either I'll add the sith starforge insignia to the front of the cap or I'll add it to the side of the cap. To add it on the front of the cap seems more logical because the uniform already has an insignia on both shoulders. But I feel like it looks less Star Wars . On the other hand, on the side it looks more stylish but less practical. What do you guys think ?