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Showing content with the highest reputation since 01/07/2026 in Posts

  1. 4 points
    It's entirely possible. Especially because Obsidian already made provision for it. There's an animation to hide the roof tile and there's a fake sky behind it: It just needs to be triggered via a script. I'm surprised TSLRCM doesn't already do it. Edit: Ah, I see what it is. The roof tile mesh isn't under the A node in the room model, so the animation doesn't apply. It's actually already scripted and seemingly unchanged in TSLRCM: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/Vanilla/Modules/232TEL_Telos_Underground_Base/a_shuttle.nss Extract this into your Override folder. Should fix the issue, although note you'll have to load a save before the above script fires. 232tel14.zip
  2. 3 points
    Presumably the actual Tulak Hord mask:
  3. 2 points
    All that drip just to give you this Damage Resistance: Resist 10/- vs. Fire Skills: Stealth +2 It's a shame such a baller mask has the Kotor ingame stat equivalent of slightly increasing resistance to spicy food
  4. 2 points
    Since people have asked about it, here's the TSL files for the masks in the screenshots. Not sure if that's everything, I haven't looked at it for around 7 years apparently. https://www.darthparametric.com/files/kotor/tsl/[TSL]_TOR_Ports_Masks_WIP_Test.7z
  5. 2 points
    I'm working an an alternative solution that should be easier to modify and doesn't have some of the minor visual glitches that exist. I will update the page when it's released.
  6. 1 point
    yes, i started this model years ago, at first it could only do sci-fi walls, then i have expanded upon it again and again. it is far from perfect, i often have to layer many images over each other, erase, save again. this is months of work usually. though i do get faster and faster at it after each mod, i have also retextured Morrowind, Jedi Knight 2, Thief 2, Gothic 2. The model does feel outdated by today's standards but at one point it was better than anything out there for doing this type of thing, though for faces it has never been great so i do not use it for that i use something else. At some point were are going to be able to use AI retextures as easy as we can use upscales.we can sit back and it will take a few minutes max instead of months, and likely that will get us an even better result than this. It's advancing every week. It's funny when you see people referring to the mod as an "upscale" haha. I wish... then the mod would have been made in under 5 minutes....
  7. 1 point
    No. Do not do that. The problem is not in the module, it's in the Override. The solution is to start a fresh install and lose half the mod list.
  8. 1 point
    Just a small update: I did finally just give it my own extra test... and sorry, man, I can't say I've replicated the problem of a save with Sleheyron in the Great Walkway. I I suppose one possible solution for you to is actually just delete your kas_m22ab.mod file. This is kinda the "nuclear option" that basically removes any modded content from that module, outside of like modded items you bring into it. If vanilla is working, that theoretically should too. But I am very worried about those other Sleheyron bugs you're having! I would like to help you get them working... but I do fully understand if the mod load is already enough. If Sleheyron is pushing it over the edge, I do fully understand cutting it out! For what it's worth: I didn't find any like placeables between the Great Walkway and Bogga's Bar. I was hoping that they both had a broken placeable of some sort that explain the mutual crashing. Anecdotally, I feel like I've seen your "crashing midway through the module" glitch when having visibility on a model that the game engine doesn't properly process. Placeable, Creature, or anything.
  9. 1 point
    You can check the SWTOR Slicers wiki and Discord server for info about getting the TOR assets into Blender, baking tints into textures, etc. - https://github.com/SWTOR-Slicers/WikiPedia/wiki After that, it's not any different to porting any other 3rd party asset into KOTOR. For things like completely new creatures, you could conceivably import them with their original TOR rig and try to use their original TOR animations. Although TOR's animation system is very different, so you'd have to do a lot of custom merging/blending to get what KOTOR needs.
  10. 1 point
    It's an invisible placeable template. By dumping it in the Override, it will overwrite any placeable in a module with the same ResRef (filename) that uses a locally modified version. This is why Override dumps are lazy and bad practice for module files. You may well need to cut out that and anything else that dumps a bunch of random stuff in the Override. That would mean starting over with a fresh game though, since appearances, quests states, etc. are stored in your save.
  11. 1 point
    https://deadlystream.com/topic/6437-misc-tor-ports/page/6/?tab=comments#comment-99958
  12. 1 point
    I've added it to the K2CP to-do list, so I'll dump it on @JCarter426 to manage the testing.
  13. 1 point
    So... how are we all feeling about the Star Wars: Fate of the Old Republic announcement? Methinks they're using it as a testing ground for the reception to the potential remakes.
  14. 1 point
    It's so good that I borrowed some of the facial features for my own texture for personal use.
  15. 0 points
    We need thiiiiiiiiiiiiiiiiis