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Showing content with the highest reputation on 06/26/2022 in all areas

  1. 2 points
    Not much in the way of exciting eye candy at the moment, I'm still tinkering with Obi-Wan's head to get the weighting right in the brow area, so it is comeing... eventually! 😝 In the meantime, I've got a pair of models I'm going to upload as a modders resource: I've sliced the head off the Sith Soldier model and edited the neck so that a normal head will fit on it, properly. In the original model, deleting the head takes out the shoulder area too, so I've done some editing to eliminate that and this is the result. I've also done a slightly scaled down version for females as you can see, which also uses female animations. No particular project in mind to use them for, so as I say, they'll be released as a modders resource for others to get creative with.
  2. 2 points
    It's not accounted for in the current version, but I have plans for an update that will add a starting cutscene for Canderous when he is the chosen jail breaker (since he's the only one that lacks one), and in that he will automatically re-equip his gear, just like now happens for the PC (and Bastila/Carth) at the end of the escape. I'm still working on the stunt animation at the moment. I may have to add an additional sequence to the end because the collision around the beds is too excessive to allow regular scripted anims to work as intended (a character can't get close enough to the bed). Either that or I need to adjust the walkmesh. I'm taking a break from it for a while to work on some K1CP additions, but here's a couple of snapshots of the WIP:
  3. 1 point

    Version 1.0.2

    1,019 downloads

    --------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords --------------------------------------------------------------------- TITLE: TSL Stormie97 & Effix's Ahsoka/Togruta AUTHORS: Stormie97 & Effix(ian) CONTACT: PM us on the forums or find me on Steam ------------------------- INSTALLATION ------------------------- Unzip somewhere and run the file "TSLPatcher - Install Stormie97 and Effixs Ahsoka Togruta.exe". ----------------------- DESCRIPTION ----------------------- This mod adds a Togruta player character that's based on Ahsoka Tano. The dark side transition is basic, she gets movie style Sith eyes. The underwear is based on the outfit of a Twi'lek NPC. The clothing is a tweaked version of my Mission Vao Jacket mod, which is a reskin of the K1 scout outfit. There's a custom Dancer's Outfit based on Bastila's Robe model. I've included a file to give the Dancer's Outfit item some stats, in case you want to turn it into something that's more than just looks. -------------------------- KNOWN ISSUES -------------------------- There's clipping issues with the lekku in combination with some outfits. The head doesn't connect perfectly to the underwear model. The custom clothing can cause some wrong textures in the character creator, but things will be fine once you start playing. ------------------------- UNINSTALLING ------------------------- 1. Remove the following files from your override folder: (not harmful if you leave these, step 2 will make the game ignore them) P_AhsokaBB01.tga PFBL_Ahsoka01.tga PFBL_AhsokaD01.tga PFBTG_Ahsoka01.tga PFHAHS01.mdl PFHAHS01.mdx PFHAHS01.tga PFHAHSD101.tga PFHAHSD201.tga pftam.mdl pftam.mdx po_PFHAHS.tga po_PFHAHSD1.tga po_PFHAHSD2.tga 2. If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the game. ------------------------------------- DISTRIBUTION NOTES ------------------------------------- If you want to use the head then you'd have to ask Stormie97. You can use my part of this mod in your own mod if you credit me. ------------------------------ CREDITS/THANKS ------------------------------ - Many thanks to Stormie97 for allowing me to use his custom head model, this mod wouldn't be possible without it. You can find his original download here: https://deadlystream.com/topic/6832-stormies-newported-models/page/3/?tab=comments#comment-78184 - Stoffe and Fred Tetra for the needed tools and tutorials ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- 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.
  4. 1 point

    Version 1.0.0

    1,343 downloads

    This mod makes a number of adjustments to the entire Leviathan jail break sequence: Carth and the rest of the party have any equipped masks and weapons hidden for the pre-boarding conversation on the Ebon Hawk. The initial scene of the three Sith troopers discussing the chosen jail breaker changes the commander to red armour, as seen elsewhere in the game. The player's force cage in the torture room is now positioned next to Bastila's. Static cameras have been adjusted accordingly. Fixes a couple of missing static camera assignments for player responses during the torture sequence. The entire party (aside from the chosen jail breaker) now get put in the party cell. The party cell's door is changed to a forcefield. The jail breaker can elicit randomised responses from a few party members when clicking on the cell forcefield before freeing Bastila, Carth, and the player. HK-47's initial cutscene when chosen as the jail breaker has a new custom stunt animation (derived from TSL's disabled animation). The technician working on HK now starts the scene standing behind him rather than in front. Restored the second technician when HK is the jail breaker that Bioware cut (for some reason). Both of the HK technicians are switched from Sith trooper to Sith commoner appearances. The player starts the final escape scene inside their force cage like Bastila and Carth rather than standing at the doorway. The entire party is now present for the final escape sequence, not just Canderous. Canderous now remains in his equipped gear if he was the chosen jail breaker rather than switching to basic clothing. The party are now shown getting their gear and then leaving for the Hangar Bay. Canderous, Mission, and Jolee will equip basic clothing when they grab their gear if they were left naked as the chosen jail breaker. The player now has their pre-Leviathan gear automatically re-equipped at the end of the escape scene, as was Bioware's original intent. All of the party's pre-Leviathan inventory is now automatically returned, rather than needing to manually loot it from a locker. Fixes some minor geometry gaps and smoothing issues in the detention block main room. Fixes the force cage placeable's walkmesh, which was misaligned. Installation: Run INSTALL.exe. By default, T3's response to the jail breaker clicking on the party cell will be gibberish for everyone except HK. If you want it to be in English/Basic regardless of the jail breaker choice, copy dp_lev40_con_pd1.ncs from the OPTIONAL folder and paste it into your Override folder. Compatibility: It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first. This mod is NOT compatible with Fair Strides's Party on the Leviathan mod. I did consider trying to integrate Juhani's cut Leviathan conversation into this mod, but it doesn't really work in its existing state. If you are a Juhani simp thirsting for more of her, use FS's mod instead. Probably not compatible with K1R. Use at your own risk as no support will be offered. Known Issues: Some of the other jail breaker start scenes, like Jolee's and Mission's, could use some tweaks to address minor annoyances. I'll look at those in a future update. The techs equipping blasters and attacking at the end of HK's initial cutscene are a bit wonky. That probably needs to be integrated into the cutscene itself. I didn't test with a female player. I think I got them all, but some of the specific fem PC/Carth camera angles might be off during the torture sequence. Please advise if that is the case. It's still possible to lose Canderous's pre-Leviathan equipped gear forever if he is the chosen jail breaker and you don't manually loot the patient gear container before leaving. You can still be affected by the stealthed/invisible jail breaker bug, since K1 lacks a de-stealth script function unlike TSL. K1CP addresses this. Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. I didn't encounter any problems while testing, but it's potentially possible that the initial cutscene on the Leviathan could fail to fire. Let me know if anyone encounters that. Credits/Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @Cortisol for Holocron Toolset. Thanks to @JCarter426 for helping out with some script troubleshooting.
  5. 1 point
    I agree and my asset contributions are also able to be used for this purpose. It's a great idea, really would be nice.
  6. 1 point
    That certainly is a great idea. If anyone wants to use my skyboxes for this, you are free to do so from my end. Just make sure you check the Terms of Use of scifi3d.com where I got the models I used in my skyboxes.
  7. 1 point
  8. 1 point
    Well, it's been a few years, eh?! SH just reminded me that this thread exists. It's definitely been a long time since I looked like I did (not that you could see much back then ). Sooo, here's an updated view. Gods, I can not smile to save my life! Personally, I blame the two front teeth. They're like a beaver's, all V-shaped.
  9. 1 point
    The vanilla game setup is as follows. The exit node of the pre-Leviathan cutscene on the Hawk starts the Prison Block module with a waypoint in the torture room as the custom destination. When loading that module, the player is inside a trigger, which has the escape setup script as its OnEnter. This script spawns a force cage on top of the player, then gives the player a safety jump back to the waypoint in case they got displaced by the cage it seems. The end of that script starts the cutscene of the three troopers discussing the chosen jail breaker. Later on, when the jail breaker opens the doors and control is switched back to the player character, the PC is spawned at the destination waypoint near the door, where they were supposed to run to from their cage (like Bastila and Carth do). During the development of the mod, I moved the PC's starting point back inside their force cage and quickly discovered a collision problem. It seems that placeables that are spawned via script do not rotate the PWK to match the rotation of the parent placeable. Which is a pretty big problem if the PWK is non-symmetrical. It appears that Bioware, rather than fixing the underlying issue, just didn't bother putting the player back in their cage. After a lot of messing about, I ended up adding the player's cage to the GIT, so the initial setup script was changed to remove the (now unnecessary) spawning of the cage. I didn't encounter any errors with the player not starting the module correctly, so I'm not exactly sure what the vanilla setup was in aid of. Maybe it was some issue on the Xbox that forced that approach, or maybe it was a legacy of the original boarding sequence scene that was cut. Although either way I still see no reason to have spawned the cage via script. The vanilla script cannot be decompiled by DeNCS, but you can have a look at k_plev_escsetup_ATTEMPTED_RECONSTRUCTION.nss in the SOURCE folder for my interpretation of it based on the bytecode. What I probably should have done is just nixed the trigger setup altogether and moved everything into the module OnEnter. But by the time I actually figured out what the hell was going on under the hood with the spawned placeable I had been working on the mod for 3 or 4 weeks and was kind of sick of the whole thing and just wanted to get it out the door. Plus more radical changes would potentially raise additional potential compatibility issues. At some nebulous point in the future I may add my own boarding sequence, at which point I would definitely rework the entire initial setup. And yes, if you are using anything from K1R then it's likely got a whole bunch of incompatibilities.
  10. 1 point
    Ah, I hadn't looked closely enough. I did use the mod you helped with for a long time.
  11. 1 point
    Fully custom models are possible, but it's not going to be that easy. At a minimum, to be able to export this, you need to: Create Empty object Under KotOR Model Node set Type to MDL Root Rename to match exported filename or it could crash Reparent your Mesh object to a newly created Empty object
  12. 1 point
    Thanks, I see the problem, I messed up the numbering. I will fix it.
  13. 1 point
    I tried loading Yavin IV, however, it crashed. But with Korriban Crystal Cave, it appears corrupt and you can't walk. But I figured out the problem. The modules uses certain .mdl/.mdx, vis, and lyt files in the models.bif, layouts.bif and lightmaps.bif archive in the PC version for their corresponding module. For instance, for Dantoonie Crystal Caves, they use m14ae_01a.mdl, mdx and m14ae_02a.mdl, mdx files in the models.bif for their module. However, in the Xbox version, they acquire it in danm14ae_a.rim and danm14ae_adx.rim in the rimsxbox folder since there are not in the models.bif or models2.bif. So what I had to do to make Korriban Crystal Cave function is I had to take assets from the danm14ae_a.rim and danm14ae_adx.rim like .mdl/mdx, lyt and vis files since the module is using an existing module from Dantoonie Crystal Caves but with minor changes. So I think to make Yavin IV or Ord Mantell to function is you have to obtain the assets you need from the rimsxbox folder since those are using existing module assets. Yes. It should be possible for the Original Xbox. It's not required to have a RGH/JTAG Xbox 360. However, I do recommend to upgrade an Original Xbox's Ram from 64MB to 128MB and or upgrade the CPU too.
  14. 1 point