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Showing content with the highest reputation on 12/21/2024 in all areas
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1 pointThe basic idea for this mod request is pretty simple. Upon becoming a Jedi on Dantooine; reset the PC to a level 1 as Jedi class, removing all feats/skills/attributes gained from their original class and levelling, then restore their experience points and allow them to level up completely as a Jedi. Essentially this would remove the need to restrict your level to 2 to max your Jedi levels, and the need to radically change your playstyle to do so. Instead you could level up normally as a Soldier/Scout/Scoundrel, while still becoming the best possible Jedi. One issue I can see with this is the Force Sensitive feat. Removing the Force Sensitive feat might be better for balance, but I am unsure if it is used in scripts etc. so being a little OP isn't too big of a deal. I think this would actually be a fairly simple mod, I assume all of this could be done with a script, probably just replacing the same one that allows you to become a Jedi normally? But I just can't wrap my head around scripting. So I thought I would place a mod request. P.S. I am aware of this mod. However I would like to follow the normal path and actually become a Jedi on Dantooine
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1 pointThat was the plan eventually, although it wouldn't be of any use here since it is designed for taking screenshots/videos of weapons. This particular case would require a custom solution, but would follow the same basic idea.
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1 pointNot necessarily. Off the top of my head, the only other obvious examples I can recall are for Matrik laying mines and Calo throwing a grenade. I don't think there are any problems with either of those. For the former, that presumably explains why the trapkit models protrude beneath the floor. But as far as weapons go, yeah if you are creating a custom scene then it's probably not great. A better, or at least more flexible, alternative to the current approach would be something like the stunt weapon holding rig I made for taking screenshots of my melee weapons mod. Basically an invisible character that's just a couple of hand hooks. Going that route would allow you to equip any weapon you wanted dynamically, without needing custom models for each one. It would probably require different positioning depending on the weapon though, for which you can use different animations.
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1 point
Version 1.0.0
14 downloads
This was made as a request for @KiraYamato It adds two shuttles to the empty bays on Telos. It's far from perfect, I still need to tinker with the lightmaps a little but for now I have done as much as I can. This is still a bit of a WIP but I might not get around to fixing the lightmap issues. Thor110 -
1 point
Version 1.0.0
23 downloads
NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version. This is intended for anyone that wishes to add the Library & Teachers Quarters rooms from TSL to the first game, the rubble has been removed and an empty level is included that just contains the assets that are present in the second game so they can be used as reference. I added the missing beds to the teachers quarters and the spotlights under the doors to both rooms and made a number of small edits to the models. There are a few small changes, such as the computers not being broken and each placeable now uses a string from the first games dialog.tlk ( Bag, Computer, Door, Footlocker ) as does the map note waypoint. I have also used the .pth file from 702kor for this version of the level. The .are & .ifo file are identical to those within korr_m35aa The .git file contains just the doors, placeables, sounds and a single waypoint for the Library. There is an expanded and a light .vis file, the expanded .vis file more closely resembles the TSL version and enables you to see lights from distant rooms and the light version more closely resembles the K1 version the expanded version is in the override by default. ------------------------------------------------------------------------------------------------ Installation: Copy Modules & Override folder to the game directory. Warp to m35aa to look around the level. There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough. ------------------------------------------------------------------------------------------------ Thanks to DarthParametric for fixing the walkmesh in the Teachers Quarters. Thanks to PapaZinos for fixing the UV and lightmap issues with the added geometry. ( I am waiting for these updates and will update this file when they are ready ) Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this. -
1 point
Version 1.0.0
44 downloads
This is a modders' resource -- not intended for general use. It includes alternate versions of the four submodules in the enclave sublevel from TSL that had damage baked into their room models, now restored to their pre-bombing condition. That includes removing rubble, replacing flickering/dead lights, and cutting back on vegetative overgrowth. Lightmapping looks good too. I've exported the models in both K1 and TSL formats, default is TSL because I made this for Thor110's Expanded Galaxy Project, but K1 versions are in a subfolder. I've also included a VIS file for the module which is a merge of Thor110's additions for Visibility File Fixes with new edits of my own, particularly to compensate for the removal of some rubble in the rotunda with the glass dome which at least partially obscured submodules getting unloaded. I would use the exact same VIS even for the vanilla module, though. Usage: Just add the included models to your mod project. I did include versions for K1 ports, which you can find in the "K1" subfolder. Don't forget the VIS. You don't need to ask for permission to use these, just give credit in the description/readme. Included Files: Acknowledgments: Thanks to seedhartha for making modeling for these games simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. I would also like to thank Thor110 for buffing up the module's vis for his Visibility File Fixes mod, and allowing me to include those edits in this version. I also want to shout-out his Expanded Galaxy Project, the reason I made these in the first place. 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. -
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.