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Showing content with the highest reputation on 06/28/2022 in all areas

  1. 1 point

    Version 1.2

    1,901 downloads

    This mod will change Bastila's head to look more like the game cover art. Fully weighted for talking and facial expressions, along with hair movement. Screenshots taken without the retexture included. Also includes a small fix for Bastila's standard clothes texture. VERSIONS: Original version: Darth_Tempust-Improved_Bastila_Head.zip Improved version: Darth_Tempust_Improved_Bastila_Head_Edited.7z Alternate version with Bastila's custom animations (and the improvements of the previous version): Darth_Tempust_Improved_Bastila_Head_Edited_with_Anims.7z More information in the changelog below. INSTALLATION: Extract the files from the 7z file and place them in the Override folder. Head model: p_bastilah.mdl and p_bastilah.mdx Retexture: P_BastilaH04.tpc If you do not want the standard clothes texture fix, do not place P_BastilaBB01.tpc in your Override folder. ORIGINAL RELEASE DATE: 02/03/13 Originally shared on LucasForums (Holowan Laboratories) as a WIP. Re-uploaded as abandonware. The current version contains improvements by DarthParametric. CREDITS: Developers of STAR WARS: Knights of the Old Republic. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author. Also if you obtained permission you have to include a copy of the readme in the file. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  2. 1 point
    Well, it certainly has been a long time since I made one of these. Read through my last one, and things were certainly dire back then. Fortunately, that car accident had no lasting damage besides some scarring and the ability to pop my sternum. Obviously, I haven't modded in a while, or at least haven't released anything. I've been busy: college that took way longer than it should have (got my Associates in 2020 after 4 years), some programming here and there (nothing paid), general living, and of course a lot of D&D / Pathfinder throughout that time. But I'm glad to say that I have an Associate of Science - Oregon Transfer degree and I'm enrolled for the Bachelor's in the fall. COVID really delayed things, but I was fortunate to keep working as a janitor all throughout. However, these weren't the only reasons I was kept away from the community I know and love. By the way, I'm glad to see things didn't slow down while I was gone! Another big reason I've been away was fear. It's scary when you discover something about yourself, but you don't know how the rest of the world will react. It doesn't help when you yourself are so ignorant about it that you didn't think it was a real thing until the repressed thoughts and emotions pop up. If anyone's read the "About Me" section on my profile recently, you probably already know. In 2019, I realized I was transgender. It wasn't just one thing, thought, or experience that showed me; instead, it was a culmination of things from my childhood and throughout my life up till then. But like I said, that's scary. It takes a lot of time to adjust your thinking, to research and evaluate yourself. To test the waters, so-to-speak, and see what things are like in your new reality. And that was the case for most of 2019 and all of 2020. I spent my time hidden away, trying to fly under the radar and not draw attention to myself. My friends from college and my roommates knew, of course. But the outside world? No, no, no. Much too risky, of course. In 2021, I decided to get the ball rolling on the rest of my life. I'd spent a couple of years finding my new sense of self, recentering, and getting a new sense of style. For the most part, things have been pretty quiet. But recently, I've had some pretty good experiences re-connecting with a few of you people, and it's been wonderfully refreshing to be "back". So, I'm ready to come out of the shadows and say "Hi! I'm Tristan. For those of you that used to guess I was a woman... well, looks like you were right. "
  3. 1 point
    Well it's a good example for why you should always use unique tags, at least for anything plot-critical. There are a few vanilla examples where they have to tie themselves in knots to nail down a specific object like a door because there are half a dozen other objects in the level with the same tag. It's no doubt why functions like GetNearestObjectByTag exist. But then again they do rely on duplicate tags quite a bit to handle things like animating placeables, dealing with trash mobs, etc.
  4. 1 point
    I would imagine the first time in a module should be the spawn order, subsequent visits should be based on the stored GIT order. Edit: That was kind of poorly worded. It's still spawn order in both cases, it's just that the starting module GIT ordering is not retained in the game save GIT. So the real question is "how does the engine decide the struct order when creating a GIT?".
  5. 1 point

    Version 2.1.0

    9,166 downloads

    Ixgil (the alien who gets murdered by the Sith immediately on Taris) uses Bith VO, and is tagged as a Bith, so I changed his appearance and name to reflect this. Enjoy your new Bith NPC for the scant few seconds in which he's alive! I've been told K1R does this as well, but I don't use it, nor do I particularly want to. To install, run INSTALL.exe and follow the instructions. Make sure you install this prior to setting foot outside the apartment though, otherwise it will have no effect.
  6. 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.
  7. 1 point
    Ive taken a break from modding for couple month to keep things fresh, however, there have been improvements for K2 that ive not shown yet. A lot of research regarding a noise - friendly Implementation of reflective surfaces has been done - now the "shinyness" of textures is not "in your face" anymore like in the k1 complete overhaul series but depending on the surface itself - e.g. shine on brushed metal spots that are visible through a worn, rusty texture can now be selected easily in most complex patterns & appearances. Secondly, with that development added to the repertoire i redid Peragus completely and applying the method to places like Nar Shaddaa as well. Due to model editing every area looks different but planetwise conform. I try also to maintain the original games color scheme when possible: Some screens from the reworked Peragus: New "Mustafar" wall concept: Nar Shaddaa is also receiving treatment: Before: after: New console: Before: After: Tell me what you think, also about the Peragus "Mustafar" walls.
  8. 1 point
    It certainly seems that way. On the other hand, there are parts where the Exile was clearly meant to be in control, such as the encounter with Tobin and Visas' cell. @bead-v, @InSidious, @VarsityPuppet, @zbyl2, and I have discussed it at length on Discord in the past and honestly I don't think anything any of us have come up with makes sense of it. We have various ideas on how to resolve the awkwardness but everything we've come up with is almost certainly not what the developers intended due to some other weird part that contradicts it. How does Kreia get to Malachor? How do the Handmaidens get to Dantooine when the Exile is female? Who rebuilds the enclave in the dark side ending? I have no answers. I think we have to live with stuff happening off-screen for a lot of it for the sake of the pacing. Presumably T3 fixes the ship, and it seems that the party was all thrown out of the ship like how you get repeatedly thrown clear of shuttle crashes earlier. I believe these issues were things that Malachor VI intended to address. @VarsityPuppet@VarsityPuppet@VarsityPuppet hint hint
  9. 1 point
    During the works on Telos i tried a different approach to the Czerka Sign while being inspired by the awesome London conference Signs of Deus Ex: Vanilla: new - shiny appearance/reflections ingame:
  10. 0 points