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Showing content with the highest reputation on 12/20/2022 in all areas

  1. 1 point

    6,462 downloads

    Aloha! Thanks for checking out my mod. This originally started out as a mod for getting Bao-Dur some non-vanilla starting gear, but I ended up expanding it and creating starting armors for each companion that didn't have one before and making Atton's and Mira's jackets moddable with underlays to keep them more useful. Now every companion can use their default appearance and have it be somewhat competitive to some of the mid-game gear and (hopefully) become a niche choice of equipment for some people! This mod uses TSLPatcher, so it should be compatible with any mods that don't change what armor Kreia, Bao-Dur, Handmaiden, Disciple, and Visas wear when you first meet them. Mods that change or alter their default appearance, such as Ultimate Character Overhaul, should work just fine with this mod since each armor is actually a suped-up generic clothing item. Please feel free to use this mod as you see fit! If you wanna include it in your mod, go ahead - just credit me if you do, that's all I ask.
  2. 1 point
    Don't use the TSLPatcher.exe from there or that will break some modules due to the filename bug (same bug ERFEdit had at one point). Use the exe included with K1CP instead. Although at a quick glance there shouldn't be any problem with 702KOR specifically. Also note that if you want to compatibility for M4-78, they replace the Academy with a whole other module (703KOR I believe?), so that will require a separate patch.
  3. 1 point
    Well....err...I'm going to wait for a bit because I still need to finish redoing all my icons. That should take about a week(?)
  4. 1 point
    I will start working on updating the TSLpatcher executable swapping probably in the spring (2023) as there is no way I can do it now. Sorry for the inconvenience.
  5. 1 point
    Sounds like you injected the appropriate file types into the RIM and DLG.ERF. Which version of TSLPatcher are you using? In the earliest versions of my Darth Sion and Male Exile Mod, I had issues with injecting the relevant DLG file in 702KOR's DLG.ERF when I used the old 2007 version of TSLPatcher, but using Fair Strides' updated version solved it and I can directly inject or patch into 702KOR's RIM and DLG.ERF.
  6. 1 point
    You could leave it on the human rig and just do a local talk override animation to get a suitable amount of snout movement. How much does the vanilla one move anyway?
  7. 1 point

    Version 1.0.0

    401 downloads

    There are two kinds of turrets in the Star Wars galaxy: the up turrets and the down turrets. The up turrets have all the nice geometry a turret needs, while the down turrets eschew their lower geometry in favor of nice shadows, since their undersides are not actually visible to people. A harmonious balance -- or so we all thought. It turns out that there are many opportunities to see the bottoms of the down turrets, exposing their empty underbellies for everyone to see. Their shadows are also incomplete and janky-looking. Let's restore balance to this galaxy! If you have not checked out Khoonda Turrets Model Repair, I suggest you do that as well. That will set the turrets around Khoonda to the up models instead of the down models, as they were meant to be. That will mean that they have all the geometry they need without the extra model shadows, which look no good on the higher-up turrets. 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. Uninstallation: Remove the folder "TSL_Turrets_Models_Repair_v1.0" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. I highly recommend using this mod in conjunction with Khoonda Turrets Model Repair, of you have not checked that out already. This mod will fix the lack of geometry issue there as well, but that one will remove the nasty-looking shadow it has. Acknowledgments: Big thank-you to seedartha, Symmetric, Purifier, and Ndix UR for making importing to Blender simple using KotORBlender, and Cortisol for making file extraction convenient with the Holocron Toolset. 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.
  8. 0 points
    Late answer, but it is recommended to install TSLRCM first.
  9. 0 points
    This update is long-overdue, but here goes. I'm aware there are some issues and areas of improvement for Vandar which I intend to address soon. Meanwhile, I have been busy with the next entry in this mod series. Here's a preview for the Rodian: Finding quality references for this one was difficult, so I mainly based the design on the Battlefront 2 Greedo model by Dice. This is still WIP of course, though fairly advanced. Pants will be tweaked before moving onto skinning. Feedback is, as always, very much welcome.
  10. 0 points
    If you're talking about models exported from KoTOR, you can't. To turn low-poly models to high-poly, you generally use subdivision levels. In Blender, it's a modifier called 'Subdivision surface', in Max they call it 'Turbosmooth'. Anyway, this simply splits each quad (i.e., a face with 4 vertices) in smaller bits. An algorithm calculates the average distances between existing vertices when placing the new ones, making the model look smoother. You can easily divide a quad because each side will be split in 2, so from one quad you end with 4 quads. And so on. However, triangles can't be split evenly so subdividing those can generate inadequate results. See below: The cube on the left consists of only quads, while the one on the right is made of triangles. The cubes below are the result obtained from subdividing the cubes above. Now, I'm going over this stuff because models in KoTOR are made up of triangles. Partly because the 3d assets are really old, but also because video game engines prefer triangles in general. Here's what the Rodian model looks like when freshly imported in Blender. Triangles galore! I've added a subdivided version of the same model on his right. Now, depending on what you want to achieve this might be perfectly fine for you. However if you want to rework the models or use them as a base for sculpting, you won't get far with this. Instead, you want to turn those triangles into quads. For a good chunk of them, you can do so with a neat shortcut in Blender: Go into 'Edit mode', press A to select all, then hit Alt+J. Now that's much better already. Some stuff is falling apart because I didn't merge the model's vertices as several of them are split. You'll notice that a lot of triangles remain on the hand and the head. For these, your options are limited to manually fix them into quads. If you're new to 3d, this is going to be challenging, because you need to understand how topology works to get a good result in the end. Again, it depends on what you want to achieve. If you're looking to get a base to do some sculpting on, I would simply create primitive objects (cubes, spheres, cylinders, etc.), resize and place them to match the model. Here's what it would look like: Then apply the subdivision, import in your preferred sculpting software, remesh/dynamesh and get going. As for tools, there's a wide variety you can choose from. Blender has the advantage of being free and having a lot of online resources, especially on Youtube, available. However it lacks some useful features that you might one day care about and many find its UI very confusing. Most other software suites, if not all, are destined to a professional audience and are therefore quite intimidating to beginners. Generally, there is no one single program that can do everything perfectly. They're just tools and they more or less excel at the given tasks they were designed for. If you're only getting started in 3D, I'd recommend using Blender until you understand all the basics of 3d, then get the trial versions of similar general 3D software (Maya, Modo, 3DSMax, etc.) and see what you prefer.
  11. 0 points
    Though I can't say for sure, I had a quick flick through this video and it looks pretty decent. : Hopefully that helps.