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Showing content with the highest reputation on 09/02/2025 in Posts

  1. 2 points
  2. 1 point
    Probably a script change that didn't specify fadeout on object destruction.
  3. 1 point
    This right here is the reason I haven't tried out any of your appearance mods, @N-DReW25. Between the constant updates, the unclear documentation of compatibility, and specifics of what's included in each - that's why I have steered clear. It's a shame because some of the screen shots look interesting. I suppose I'll just wait until it's included in Snigaroo's Mod Builds. No offense intended in any of this, of course.
  4. 0 points
    Run MDLedit, open p_bastilah.mdl, save as ASCII. At the bottom part of the window, click Header. Now you see Supermodel: P_BastilaBB in the top part of the window. This is the model that you'll need from the game that you're porting to. So, the K2 version. You can extract it with KotOR Tool, place it where you've saved the ASCII file. Close MDLedit, start it again, make sure the left button is set to KOTOR2. Load the ASCII file, save as Binary, as p_bastilah.mdl. You now have a model that should work in K2. You could test things by changing your appearance to Bastila's with KSE (Savegame editor). Some more things are needed to be able to select the head in the character creator. It is possible that things are in the wrong place, you'll find out by testing. I've only tested with the Model Viewer (looks fine) and not in game. P.s. MDLOps is not needed, MDLedit can do what it does, and some more.