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1 point
Version 1.0.0
17,228 downloads
Description This mod aims to completely change Juhani's appearance and to bring it close to artist Corbin Hunter's redesign of the character. As a result, her head has been significantly reshaped and slightly retextured. An all-new body model was created and hand-painted from scratch. A new custom lightsaber has been created as well. As several aspects of Juhani have been changed, this mod has been divided into four editions to accomodate the final user's preferences: 1. An All-in-one edition which includes all the changes to bring her close to Corbin Hunter's vision of the character. 2. A head-only edition, which only includes Juhani's revamped head. 3. A body and lightsaber edition, which includes her new body model and lightsaber. 4. Finally, a head and lightsaber edition, which includes her new head model and lightsaber. Please refer to the included images in the 'Editions reference pictures' folder included in the archive to help you determine your preferred edition. Installation 1. Extract the archive's content somewhere on your computer. 2. Double-click the "Juhani Appearance Overhaul.exe" file. 3. Choose an edition to install. Refer to the images included in the 'Editions reference pictures' folder to determine which one you prefer. 4. Click on the "Install Now" button once you're ready. The installer will try to locate your game installation directory. If it can't find it on its own, direct the installer to the correct location. 5. The installer will proceed to install the mod's files into your Override folder. Once it's finished, you may exit the installer and launch the game. IMPORTANT If you choose an edition that includes Juhani's new body model and lightsaber: Juhani will have her new items only if you are using a save that is prior to the moment she joins your party right before leaving Daantoine. If you are past that point in your playthrough, she won't have her new items. You can get them using KSE or via entering the following commands in the in-game console: ⦁ giveitem j_juhsaber01 ⦁ giveitem j_juhbody01 CREDITS Original design by Corbin Hunter: Artstation link This mod uses JC’s TSL Supermodel port in order to animate the skirt. SPECIAL THANKS to Artist Corbin Hunter for granting me permission to use this concept art @DarthParametric for his help and advice throughout the development process @bead-v for the incredible tools MDLEdit and KoTORMax -
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1 point@HDR1 Thank you for your comment. However, I cannot make any promises that the mod will incorporate your suggestions, because: 1. I am unable to figure out why there is no journal update pop-up in-game after leaving the tomb. 2. I have tried giving Vash similar stats as other Jedi Masters, and combat difficulty and balance is not my forte. 3. There will be bugs if the mod actually shows Sion killing Vash on-screen, due to the fact that the mod has completely different cutscenes for Vash's death, depending on if Vash is killed by Sion or the player. The mod's intention is to set up Vash's character file (in UTC format) in the secret tomb that when she dies, the custom a_vash_ondeath script will be fired to trigger the cutscene of the player character leaving the tomb after killing Vash. If the mod shows Sion killing Vash on-screen, it will cause the PC to suddenly appear back in the tomb again, because the game will still fire the a_vash_ondeath script, which is meant for the scenario where Vash is killed by the player. Additionally, the journal will be updated to the same entry used for when the player kills Vash. There is no way to make Vash's character file consider these two completely different scenarios and cutscenes of her death. In short, there are technical reasons for why the mod does not show Sion killing Vash on-screen.
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1 pointI feel I owe the community an apology for going on a tirade about criticism over the summer. I truly mean to rescind that upset status. You should always feel comfortable to share your honest thoughts to Modders about their work. And in the future, if you have comments for me, I promise to be sensible and nonpartial in my responses.
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1 pointI updated my Prototype Knight & Warrior Breastplates with some visual tweaks. I'm looking into adding them to K1 using JC's Cloaked Jedi Robes.
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1 point02 - [TUTORIAL] - Creating a Merchant - TSL 03 - [ADDITIONAL] - Using ERFEdit 04 - [ADDITIONAL] - Picking an NPC to place in your level - TSL 05 - [ADDITIONAL] - Picking Placeables to fill your level with - TSL 06 - [ADDITIONAL] - Picking Alien Voice Over Dialog for your level - TSL 07 - [ADDITIONAL] - Placement & Rotation 08 - [TUTORIAL] - Waypoint Markers 09 - [TUTORIAL] - Scripting Basics 10 - [EXAMPLE SCRIPT] - Spawning NPC's on Enter 11 - [EXAMPLE SCRIPT] - Making NPC's Hostile! 12 - [EXAMPLE SCRIPT] - Trigger talking to an NPC! 13 - [EXAMPLE SCRIPT] - Make an NPC walk randomly 14 - [EXAMPLE SCRIPT] - Place a dead NPC 15 - [EXAMPLE SCRIPTS] - Starting Conditionals 16 - [TUTORIAL] - Companion Vendor 17 - [TUTORIAL] - Upgradeable Items 18 - [ADDITIONAL] - Door Gallery 19 - [ADDITIONAL] - Main Menu Details 20 - [ADDITIONAL] - UI Customization 21 - [ADDITIONAL] - Recolouring Textures 22 - [ADDITIONAL] - Recolouring the .GUI Files and Textures 23 - [ADDITIONAL] - Different Camera Modes & Dynamically Spawned Grid Of Placeables 24 - [ADVANCED] - Hard Coded GUI Elements 25 - One Line Dialogs 26 - Writing a changes.ini for HoloPatcher 27 - [MOBILE] - Android & iOS Modding 99 - [REQUESTS] - Submit a tutorial idea! I will continue to provide examples that I think might be useful to people, these are all for TSL so far. I hope these tutorials and any others I write will help people continue to make mods for KotOR 1 & 2. These tutorials are getting shorter and less detailed, I may or may not go back and re-write them at some point but if anyone struggles with anything feel free to message me and let me know what I haven't covered very well. Feel free to join the Discord for my project if you need help with anything related to KotOR modding and I will do my best to assist. Discord : https://discord.gg/S3YyfTjMV8 Base Game Scripts & How To Use Them KotOR Modding - Crash Course This 2 hour stream covers the basics of KotOR modding and some of the programs involved, I also regularly stream development of my mod project on Twitch/YouTube. Not all of this covers KotOR modding, there is about 10-20 minutes during the first hour where I get distracted and the second hour of it is mostly me playing games. These are the testing rooms but for K1 the room is lacking a texture but I find this just makes it easier to look through the characters. If anything in any of my short tutorials isn't clear or you don't understand for some reason then let me know and I will do what I can to help. ADVANCED TUTORIALS Utilising the following batch scripts and suggestions might take a while to get to grips with for some users but I would always advise doing so, it's very handy to have the ability to quickly generate a file list or compare things in various ways utilising the power of batch scripting. Comparing Level Contents Let's say you have two levels and you need to compare the differences of the contents. Extract everything from the original level to a folder called "level-a" and the modified folder to "level-b" Run the following batch script inside the "level-a" folder. file-list.bat Then delete or move the .bat file and move "file-list.txt" that it just created outside of the folder. You can also use this script to check that all the files exist. check-if-file-exists-from-file-list.bat You will have to move the file-list.txt and this script inside the folder to run the script. Now run this script at the same location as "file-list.txt" to run a file check against the contents of both folders. compare-files-from-file-list.bat Hopefully this might help someone, where I recently had to transfer all of my changes from manual installs to a TSLPatcher changes.ini file, I found this process helped speed the process up a little bit. From here, you should know which files differ and you can then use ChangeEdit.exe that comes with TSLPatcher in order to generate the differences between GFF files. Compiling Scripts If you have made it this far into the tutorial, you should already be familiar with compiling scripts, however for large projects you might need to recompile a lot of scripts at once, so here is a batch script that I used to do it. compile.bat Simply edit the script so that it points to the location of nwnnsscomp.exe for you and then you will be able to put the script into any folder that you need to compile a lot of scripts in and use it to do it all at once. If the scripts don't work for you, you might need to edit them and read them a bit in order to understand them and then to make sure that you have all of the right files in the right places. Thor110
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0 pointsI really do hope that @Tyvokka and anyone else involved in the process do consider hiring out more staff to fill in the gaps, I too have been seeing a plethora of odd behaviour on these forums since Sith Holocrons departure. I once had another individual, who shall not be named, PM me on almost a daily basis asking me to help with his mod installation whilst at the same time creating a help thread with a copy n paste of what he wrote for me in my PM, since we aren't in the same time zone that meant he'd send me a PM and create a help thread at 3 AM and between 8 to 14 hours when I am awake and can read his PM it turns out his problem has already been solved in the help thread... and he'd do this on almost a daily basis. Then there are those few people who revive years old threads from over half a decade ago whether it be dead request or WIP threads and say things which don't advance the original thread, like asking a question to the original poster (who hasn't been online since 2016) or say the obvious like "I made a similar request. I worked on the character, the weapon, and the armor, but it did not get much attention for help." That last bit was by our culprit here, Neville. I would to stress this out, bumping really old threads is utterly pointless. The old thread in which Neville bumped was called "Recruit Mayla" by "HelloWeasel", this thread was started in March 2016 with last activity in May 2016 whilst the original poster, HelloWeasel, has not been online since October 2017. Tldr, that WIP is dead and forgotten, digging out it's dead corpse only to state the obvious isn't helping anyone. Are you suggesting you didn't use Private Messages back in 2015? If you are, I would treat that as factual. But this year, I am fairly certain you have, Sith Holocron might rage quite... but he doesn't rage for no reason. You are referring to @Sithspecter's helmet mod found here on Deadlystream. https://deadlystream.com/files/file/711-republic-helmet/ Maybe you've worded this wrong and I'm just taking this literally, but I must point this out. The Republic Helmet mod was created in 2008 and proof of this can be found here: https://www.gamefront.com/games/knights-of-the-old-republic/file/republic-helmet The FileFront admin review quotes: And the FileFront admin who wrote this has the signature "JC", could've been @JCarter426. So that leaves me with two possibilities: Either you A) Where present on LucasForums back in 2008, had "communication" with SithSpecter to create a helmet" as you claim, or B,) You asked SithSpecter in 2015 for permission to use his helmet mod in your own. I don't doubt Sithspecter gave you permission to use the helmet, in the past, he even gave me @N-DReW25 and @masternetra permission to use the helmet. But unlike you, me and masternetra have released our mods with the helmet included. I recall a similar situation like this with a user named Salk, he'd obtained permission from modder's back in 2010 back on LucasForum and was only able to promise a release of his mod in 2017 and 2020. Obviously, the staff here needed hardcore proof that he DID in fact ask for permission to use the mods as it would be easy to lie about permission. From what he showed, I personally felt that the archived LucasForum email copies of the permission PMs he had was proof enough though this didn't cut it with Deadlystream Staff so as such Salk needed to obtain those permissions again. The problem with Salk is that A) LucasForum at the time was gone for good, no way could he retrieve the PMs as proof B,) Half of the modders from 2010 are also gone for good with no means of contacting and C) Salk had a finished mod he couldn't publish because of those problems. In the end, it turned out that Salk forgot to ask one modder for permission and thus that modder retaliated by demanding the mod be removed, Salk thought the mod wasn't worth the hassle and abandoned his mod. Salk dug himself into a pit which was rapidly filling up with water, I don't think you've done that. You said you asked SithSpecter for permission in 2015? All you'd have to do is scroll down in your PMs to 2015, find the SithSpecter PM in which he granted you permission and screenshot it as proof that you have permission to use SithSpecter's mod in your mod. If you don't have proof (Maybe you deleted it etc), since you aren't in the stages in which you are ready to release a mod all you'd need to do is ask SithSpecter for permission again. When we concept a mod, we always view our own work as brilliant. But when you show a "proof of concept" and ask for help in making your "concept" come to life in the form of a mod, some people may not be able to give you a comment, this could be due to a variety of reasons such as: Poor writing: Such as asking a question on the title and leaving the post blank, stupidly poor english skills without justification (English being a secondary language is a valid justification) Lack of Common Sense: Making the same mistake over and over, ignoring valuable feedback, showing a lack of online social skills Poor concept: No one would want to help make a Kotor 3 mod if the only thing someone can bring to the table is "concept art" drawn in a notebook Rudeness: Being a a*shole to people, writing IN ALL CAPS WITH THE INTENT OF YELLING AT OTHERS. I'm sure you haven't done these things, and I assure you, the reasons stated above aren't the only reasons why people might ignore your pleas. But when you present an idea for a mod, and you haven't done anything else, you'd be lucky if anyone comments on your post to begin with. Modder's like @DarthParametric will have users swarming any WIP thread he makes because we as a community know his work, and we know his mods are beautifully made. As someone who is new to modding, we as a community do not know your talents and as such many probably won't be interested in Recruit Sarna until it is released. This happened to me as well, in 2016 I wanted to make a modding team to make a big, fun mod called the "K1 Gameplay Improvement". I got enough help so that my modding journey could take off, and that journey was stormy, at times I wanted to quite as it was too stressful and at the time I didn't know my ropes around the whole "modding" thing. I obviously had help, I asked questions just like you did and got some form of help as you are... but from what I can tell, the people who are helping you appear to be getting stressed and frustrated as you do not seem to want to take the lead with your own mod, you appear to want everyone else to do most of the work you should be doing. This is your mod, your concept, and is ultimately your responsibility to do. You claim you have coding experience today, back in 2016 when I first started making mods, I made mods because I was bored, I had no prior experience. It took over 4 years for me to finally complete my big mod and I did 95% of the work all on my own, I had to learn the ropes of modding on my own and if I couldn't find a solution... sometimes I just had to abandon a certain aspect of my mod and move on until I could find a solution. Heck, several years ago I wanted my very own section on the forums just like VarsityPuppet. It didn't happen, but that didn't stop me from having a good time and creating my mods! So once upon a time, I was like you, mostly ignored and not much faith in my mod concepts. It wasn't until my the community began to see my modding potential that players began to realize "this looks cool, I want to play N-DReW25's mods!" and obviously, people will only say that about your mod when you have something to physically deliver them. Personally, I HOPE you keep going on your mod and finish it. Along the way, you will learn how to make better mods and hopefully one day you'll present a mod which someone could enjoy. New modders should always view their own mod ideas as a business product, your mod must be 'attractive' in a sense for people to want to both help you make the mod and eventually play your mod. If you can't do both of those things, when you do release your mod not many people will play it unfortunately. Recruitment mods which are successful have a few things: A) A new party member with a new backstory and content B,) New appearances to freshen the experience C) good writing You picked an NPC which already exists, which is ok, there is another mod called "Recruitable Mekel" which fleshes out and expands the character Mekel is a good way, the thing is... Mekel technically has a unique head. You picked Sarna... an NPC with a generic head which is used all throughout the game, that isn't fresh... that isn't attractive to players who'd want to play a recruitment mod and to modders who can help you that might just look lazy. It kind of feels as if you've just put in the names of every generic character into a spinning wheel and it picked Sarna for you. In my opinion, you'd have better luck picking Lashowe, at least she has a unique head and is somewhat of an interesting side character. /I\ I I THIS RIGHT HERE IS GOLDEN ADVICE! I have a hard time believing people on the Deadlystream forums "laughed" at you, if you could provide screenshots of such as evidence that'd be great. If this occurred outside of Deadlystream (or the Kotor Modding Reddit) on another platform then that is outside of our jurisdiction. I've been a modder for 5 years with two big successful mods under my belt with about 20 lesser mods alongside those and even I myself find it difficult to make scripts for this game. Modding requires patience, if you find it too hard you can either keep learning, and keep trying... or you can have a break and stop. Don't force yourself to make a mod if it's stressing you out or affecting you in real life. If you are stuck in the mud with modding, once you finally learn what you're doing and you can finally get out of the mod, it doesn't really become easier for a modder, you just realize there's more mud where that came from. That's the best way I can describe making mods. I've been considering this for a while, but I may just create a video tutorial on how I personally create textures and portrait images for K1 and K2. People aren't necessarily obliged to reply help I'm afraid, but I am certain a person like ebmar would have a good reason as to why he didn't reply. Maybe he himself is too busy with his own mods or real life problems to reply to ANY PM he gets, maybe you wrote your PM poorly and he was turned off from your mod idea. No you weren't, you where ignored. The nicest Sith Holocron has ever been to you is probably in your blog, Qui-Gon Glenn told you in a sarcastic, yet very friendly way, that he isn't making YOUR mod for you. Every other comment since then, you where ignored. Btw, you do voice in mods last, that's an unspoken rule. It is better to have a Recruitment mod with no VO then to get VO first and then cancel your mod (You would've wasted the VO actress' time if you did that so this is a safety rule). I was harsh when I told you that, my intent was to say you should treat your mod as if they 'will' fail. Mods are always abandoned for reasons we may not see today, whether that be finding modding too hard or literally having health issues stopping you from modding as was the case with @Logan23's ROR mod back in the day. Personally, I make my mods in secret... that way, if I have to stop modding, I won't let anybody down... if I died tomorrow, no one is going to be disappointed that I didn't release my super fun mods which I may or may not be developing. Of course, I don't actually *stop* my modding, I take my time to make my mods to ensure that the players receive the best mod they can receive to the best of my own ability. Keep modding, I hope to see your mod finished one day. Though you shouldn't be so sure you will ever finish any mod, the thought of failure should ideally be something which spurs you on to keep creating mod. But I can't/shouldn't force you to think like I do. Ok, when he did that he was pissed with you. Hence is why he did that. I don't know what "changed status update" means, but I assume you meant you delete your spam. What Sith Holocron is angry about is that you spammed the Status Updates in the first place, deleting the spam is like cleaning up the glass after you smashed a window. Legit, the first two was you, one was Basil Bonehead, and the last two was you again and I'm certain there was more status update spam after that which wasn't displayed on the home screen. Plus, the contents of your status updates aren't interesting for people to want to respond in any way. You might as well of said what you said in your status update in your thread and no one would've noticed as I feel you complaining about modding problems probably belongs inside your thread then a status update. Again, your poor literacy and lack of context isn't helping you here. /I\ I I MORE GOLDEN ADVICE! /I\ I I THANK YOU! This is giving me SO much nostalgia, back when I first started modding even *I* needed a step by step help guide to get me started! I would like to point out, even though some users like AmanoJyaku may not have uploaded mods of their own to Deadlystream.com, that doesn't mean their intelligence or ability to help is low or unreliable... if they are helping you, accept the goddam help! But I don't think Neville is ignoring your instructions on purpose or for discriminatory reasons here. So tell me, if you can basic things like modify merchants and placeables and presumably other things... why not stick to that first? Why must you jump into a really hard modding project like a recruitment mod?