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Showing content with the highest reputation on 09/11/2021 in Posts

  1. 2 points
    When I used to play TSL on the xbox as a kid, I would spend hours in the Enclave Sublevel wondering what it would be like if it was cleaned up and restored to a functioning Academy where Jedi would live and train. Playing Jedi Outcast and seeing Luke's Jedi Academy and all the students training was incredibly amazing to see and helped to inspire my hopes for the Enclave sublevel. After I got my feet wet modding with some recruitment mods, such as getting T3-M4 early and recruiting HK-47 on Taris, and learned my way around the various modding tools available, I began work to restore the Sublevel as a central hub for a resurgent Jedi Order to train a new generation. So far, I have cleaned up all the debris from the sublevel, evicted the Laigreks, placed additional dormitories, created a holo communications room similar in function to what we see in Revenge of the Sith, as well as dedicating one of the rooms as a functioning Medical Bay. Presently, I am working on transferring the scripts that the Mandalorian recruits on Dxun use when sparring to have Jedi Padawans be dueling with lightsabers at set intervals in one of the rooms that I will dedicate as a training area. I plan to place holocrons within the Jedi Archives and training holograms that can either be sparred with directly or used as instructional vids for younglings. My ultimate goal would be for this to be end game content, with a light side player arriving on Dantooine to meet a Twilek who used to maintain the Enclave when the Jedi were around and he offers his help in restoring what he worked for years to maintain before the bombardment. Modules on Dantooine beyond the sublevel could also be changed to reflect the Jedi's presence on the planet again, with training missions to take out Kath Hounds, helping settlers, what have you. I have so many ideas and many may be beyond reality but I wanted to announce this here and see what people's thoughts were and if they had any ideas on what they would be interested in seeing. One thing that is presently beyond my abilities is restoring the Enclave main level to a functioning state via the removal of the large stone debris and changing the module to reflect areas that were present in K1 such as the landing area. It's definitely something I'd like to include, but I will need to learn more as I dive into fulfilling this childhood dream of mine. As a side note, I've begun thinking what a restored Sith Academy would look and function like so its possible this could be all be wrapped into an 'Academy Expansion' mod of some sort.
  2. 2 points
    Greetings everyone, My name is EAF97 and I have an exciting new and upcoming mod for those who wish to enhance the appearance of Kotor I in particular. I have taken the liberty to remedy the dreaded "clone effect" for many of the interactive NPCs which players meet in the game and am replacing many of the heads of these NPCs with Playable character heads from the game itself, as well as with PC heads which I have ported in along with some more minor but unique NPC heads from Kotor II and finally some custom-designed heads (with permission from their designers) as well in order to create more variety in the appearance for NPCs. Those who you don't talk to will still retain their generic appearance, but most conversational NPCs will indeed have more distinct appearances. This is what I have created so far and I am looking forward to releasing this project hopefully within the month. A big shoutout to any modders who agreed to allow me to use their work in this endeavor, especially to Effix for the great deal of advice and for Dark Hope in allowing me to use some amazing custom skins and textures and for the others who will be credited for allowing me to use their custom heads and skins.
  3. 1 point
    The difficulty slider actually only affects enemy damage, not their HP. So while you can tweak the numbers in difficultyopt.2da it won't help you with this goal. The simplest option would be to edit the individual enemy files to give them more HP. There's a lot of enemies, though, so I don't recommend it. You can change max HP values via script, so the best way to do it would be editing the spawn script to give more HP to all non-PC creatures.
  4. 1 point
    For models like weapons, the texture needs to be specified in the model itself. I don't use Blender, so I don't know how KBlender handles this, but you can always edit the ASCII it exports manually in a text editor. You'll see a bitmap line amongst the various data for the mesh. For example: node trimesh BlstrPst02 parent w_BlstrPstl_003 position 0.0102975 0.131421 0.0833597 orientation 1.0 0.0 0.0 0.0 alpha 1.0 scale 1.0 selfillumcolor 0.0 0.0 0.0 diffuse 1.0 1.0 1.0 ambient 1.0 1.0 1.0 transparencyhint 0 animateuv 0 uvdirectionx 0.0 uvdirectiony 0.0 uvjitter 0.0 uvjitterspeed 0.0 lightmapped 0 rotatetexture 0 m_bIsBackgroundGeometry 0 shadow 0 beaming 0 render 1 dirt_enabled 0 dirt_texture 1 dirt_worldspace 1 hologram_donotdraw 0 tangentspace 0 inv_count 94 bitmap w_BlstrPstl_003 If your mesh doesn't have a texture assigned, it will say NULL.
  5. 1 point
    Finally got around to upgrading most of the human duelists (except for Deadeye Duncan, who already has his own unique appearance), as well as the nearby duel spectators in the arena area in the Upper City Cantina. Gerlon Two-Fingers, Ice, and Marl are now distinguishable.
  6. 1 point
    I love this idea, the enclave sub level and the Ludo Kressh Tomb in K2: TSL are my number one wishes to be implemented into K1, keep up the great work!!
  7. 1 point
    I can't wait to see my favorite character in action again. Hopefully they don't do him dirty again