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Showing content with the highest reputation on 05/31/2022 in all areas
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1 point
Version 2.4
28,941 downloads
While working on the K1CP I discovered that there are actually three different Sith soldier textures. There's the red and the silver that we're all used to, but there's also a white one that is unused. This restores the white texture into the game. You have the option to either make the standard troopers white and the elite/command troopers silver, or vice-versa. INSTALL: Run the installer and select either Main OR Alternate. I recommend installing this AFTER the KOTOR 1 Community Patch and JC's Korriban: Back in Black if you use them. PERMISSION: I give anyone permission to do whatever the heck they want with this, whether or not they give me credit. (Although credit is always nice, y'know?) -
1 pointView File Robes With Shadows For TSL There is nothing more central to a Jedi's life than a cool outfit, except maybe a sweet saber to boot. So why put on robes with missing textures on their backsides when you could be impressing Sith Lords with your nice getup? Why settle for the shadow of a limberjack when a cool silhouette is half the reason you don the cloak? Let's fix up the game's robes! This mod will provide you with some fixed up versions of all the game's robe models -- that's both the thicker and thinner variants of the Jedi robe, the Jal Shey armor, Kreia and Visas' robes, and the Handmaiden's hooded robe. All models will have various issues fixed up, as well as fitting shadows. Any outfit that uses one of these models, regardless of texture/color, will be improved for you, and that includes any new robes from any other mods (just make sure they don't replace one of the listed models in the below Included Files). Fans of Movie-style Jedi Master robes by DeadMan or of svösh's Robe Collar should read the Compatibility section below for how to install the included patch that makes these mods work together. This mod also fixes the floating shadow head issue when dual-wielding melee weapons, as well as a minor game error caused by a mismatched model name. As of version 1.3, I have also fixed a base game glitch where female robe models had twitching hands -- the animation's clipping fix is still there, just without the twitching issue. And since it's 2024, I figured what the heck: as a bonus, all included models are now higher-poly (slightly). The boots, as well as some spots by the knees and shoulders which looked especially blocky now look smoother and more in tune with the rest of the model. See the above pictures for the difference. Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. For those who have the Aspyr patch, once in-game, I recommend turning on soft shadows if you have not already (OPTIONS->GRAPHICS->ADVANCED GRAPHICS->SOFT SHADOWS). Note that this may impact game performance. If you have TSLRCM installed, check the Included Files section below for any file listed with an asterisk (*). These files are already in your override after installing TSLRCM, so you should delete those versions in order for the new ones to work. The new versions already include all the changes made in the base TSLRCM version, and I have included a folder labeled "TSLRCM backup" which contains those older versions should you need to back them up. If you installed TSLRCM via Steam, you can find the relevant files to delete in "Steam\steamapps\workshop\485537937\override". Uninstallation: Place the files included in the "TSLRCM backup" folder into your override if using TSLRCM, and then remove "Ultimate_Robes_Repair_For_TSL" from your override. Included Files: Compatibility: This mod is fully compatible with any mod which does not replace any of the files listed above. If a mod does include any such models, you will have to pick which version to use, and remove the other from your override. If using TSLRCM, make sure to install that mod first, and make sure that any files listed with an asterisk above are successfully replaced by this mod. See the Installation section for more details. This mod is compatible with head mods such as Visas Reduced Model Clipping. Any texture mods that add new or alter robe skins are compatible with this mod. However, many robe mods will attempt to replace model files (.mdl/.mdx) as well, rather than just textures (.tga/.tpc), so keep an eye out for what files are included with other mods. For fans of Movie-style Jedi Master robes, DeadMan was gracious enough to allow me to create a compatibility patch for anyone who would like to use that mod alongside this one. Simply take the files included in the Compatibility Patch folder out into your override in place of the versions included in the main mod folder. Make sure these versions also replace the ones used in the Movie-style mod and TSLRCM. I have similarly created a patch for svösh's Robe Collar and any mods which use it. The patch merges all of our edits. Installation is the same as for the Movie-style patch. It should work for mods such as Achilles TSL Robe Mod (TSLRCM Edition). Compatible mods include Jedi Journeyman Robes by Stormie97, which uses a different model as its basis, and much of Effixian's work, such as Effixian's Lore Keeper's Robes, Strider Robes, and Handmaiden Clothing Reskin. Acknowledgments: Thanks to seedhartha, NdixUR, Symmetric, and Purifier for making importing to Blender simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. I would also like to thank DeadMan and svösh for allowing me to make use of their models to create a compatibility patch for this mod and their respective ones. I would also like to thank muitafruita for pointing out some additional issues with Kreia's robe models that needed fixing, and DarthParametric for being the one to recognize how to fix them. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. Submitter PapaZinos Submitted 05/10/2022 Category Mods TSLRCM Compatible Yes
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1 pointThis mod doesn't work for me. The Assassins appear invisible but I can't interact with them.
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1 pointSince TOR released a set of the Star Forge robes not too long back, I figured it might be a useful basis for a hybrid version with the vanilla cape and loincloth (the TOR version is only painted on) married to SS's flowing robes animations. At this point I've done the initial import, scale, and pose, and am now ready for the transfer to the KOTOR rig. Thanks to the Blender I/O script, I was also able to bake out the tinted textures, which is much easier than trying to approximate it manually as I have had to do in the past. Here's where it's at currently: I still need to fiddle with a few bits and pieces, and there will no doubt be plenty of tweaking to do once the rig transfer is done and I can test out animations. I also have some folded down hoods taken from other sets that I will try to marry to this torso for a hoodless/maskless version. But that will require a fair bit of massaging to get them to fit, so I'm saving that for later. Still not sure about the cape. I think having it white as well would be a bit too overpowering, but I'm not entirely sold on the brown. And I haven't done anything for the DS black version as yet. Since there's no TOR version of that colour scheme for this set, I'll have to cobble something together myself.
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1 pointXeNTaX is the place to go for the tools. Sorry I don't have direct links as I got most of the tools a few years ago. But I can tell you what you're looking for. EasyMYP is the equivalent of KOTOR Tool. It'll extract files from the MMO's archives. The majority of the game file names, however, are encrypted. You need to add a hash list that's able to it what to name everything, although even the most recent one won't succeed with everything. It is disappointingly incomplete, particularly for the later expansions. But it does cover a lot. There are two ways to get models into a modeling program. The first is Noesis, a free model format converter that will be able to convert from GR2 to OBJ or whatever you want. It's not perfect - sometimes it'll flip normals and it doesn't import skin weights at all. But it's pretty good for static meshes. You need a plug-in for it to work with the MMO models. The other method is to use the GR2 import scripts for 3ds Max. One imports the skeleton and the other can import meshes to be placed on the skeleton. If you want to port body models, this is a necessity. It doesn't do animations, though; supposedly, nobody has released anything for that yet. Jedipedia is a good source for hunting down models. It catalogues item model and material ID numbers. You can search for these IDs in an index to find the specific model and texture files. Generally there is an index for each body part. Since I'm not that familiar with the game as some of you out there, I also find TOR Fashion useful in hunting for items. It sorts items by type and similarity and is generally good at matching an official item name to the visual, which one can then look up on Jedipedia to get the ID numbers. That should be enough to get you started. If you're trying to port a body model, once you have all the parts in your modeling program you'll have to weight it to a set of KOTOR bones. And for that, it's a matter of time, effort, and whether you're fortunate enough to find something that will make the assets both games cooperate. We're currently working on some resources to make the porting process easier. Right now I'm working on a BFN rig (female player, normal size) that fits the S_Female03 standard. Theoretically, you can import any MMO model that uses that skeleton and my project puts it into the proper pose and corrects the proportions so it can then be given a skin wrap to match a KOTOR model. My intent is to eventually do one for each skeleton (or each one I want to use) and either get them in a releasable for so anyone with the tools and the inclination can port stuff with them, or allow for some sort of batch porting process by which we import every mesh (surprisingly, there aren't a whole lot of them) and form some sort of archive for them. But it's still early days.
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