Mephiles550

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Mephiles550 last won the day on May 11 2018

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About Mephiles550

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  1. Mephiles550

    Dark Stalker on Endar Spire - Revised.jpg

    @DeathScepter Maybe, I don't really know. I've never released a mod before, and since I'm basically just editing a few things from a pre-existing mod, I don't know if I'd be allowed to release it. Plus I'd have to learn the ins and outs of making my own TSL-patcher based mod.
  2. Mephiles550

    bendak starkiller.jpg

    @ebmarYou notice how some areas, like the collar specifically, appear differently in our screenshots? The Bendak Starkiller texture you're using was intended for the original Mandalorian model and does not wrap properly around the Final Touch model. I'm trying to edit the texture so that it properly fits on the new model. Look at the Mandalorian textures included with the Final Touch mod, some parts were edited.
  3. Mephiles550

    Dark Stalker on Endar Spire - Revised.jpg

    @ebmarYes, with Sith Assassin gibberish voices ported over from TSL as well.
  4. Decided to try Reshade on Kotor for the first time... this hurts my eyes and it feels like the antialiasing was completely turned off (it's set to 8x). Ya... not seeing the big deal.

    1. Show previous comments  5 more
    2. N-DReW25

      N-DReW25

      Not sure about you guys but when I tried reshade on Kotor it was the worst mistake I ever made: literally felt like I applied a 1970s style VCR filter on my game whilst paying my FPS for it.

    3. Malkior

      Malkior

      @N-Drew Sigh... That's because the person who made that preset probably used a 1970s VCR filter shader. That's literally a thing it can do.

      Reshade is a tool that allows you to do ANYTHING to your game's pixel shader. You can change every variable in each shader in your preset to whatever you want.

      Why does everyone keep blaming the tool itself instead of the poorly made presets? 

      What you are saying is akin to claiming game mods suck because of a crappy skin someone made of Jolee.

       

      ../endrant

    4. Mephiles550

      Mephiles550

      The similarity between reshade and modding is that most people who play kotor only know how to "use" it, not how it works. The majority of people who download anything besides a texture mod, and even then, dont know the purpose behind any file in their override. It's the same with reshade, they dont know how it works. They just download it and put it in their kotor folder 

      The difference between reshade and modding is that the majority of kotor mods, I think, are fairly good. The majority of kotor reshade presets available, from what i can tell, are ass.

       

  5. Is there a UTC file for trask? Like P_Trask.utc? Cause I can't find something like it anywhere. Is his equipment strictly script based?

    1. Show previous comments  4 more
    2. ebmar

      ebmar

      Quote

      ...when he actually equips it...

      This! If only he equipped the sword one scene earlier...

    3. DarthParametric

      DarthParametric

      The script that fires on Entry0, k_pend_cut32, calls his OnUserDefined Case 400, so you could probably just edit k_pend_trask_d and move the sword creation/equipping elements from Case 500 to Case 400.

    4. ebmar

      ebmar

      Quote

      ...edit k_pend_trask_d and move the sword creation/equipping elements from Case 500 to Case 400.

      Could you explain the basic move on using DeNCS? I already have the JAR file but I'm lost afterwards.

      Many thanks for considering this. :cheers:

      Edit: As it seems there is no source file for k_pend_trask_d. So yeah, we should decompiled it right? 🤔

      Edit2: Ooops, apologize that I'm pushing my luck a bit too far on this status update. I think asking the aforementioned matter with a proper thread is the best manner possible.

  6. Mephiles550

    [WIP] [K1] Sherruk "Legends"

    That extra music is an awesome step, I think it just needs to have the ending a little more properly timed with the dialogue, it ends a little before he finishes talking. A minor detail that makes a big difference, I think. I know that this is off topic, but have you considered doing music scripts for other encounters too? That would be an amazing mod.
  7. Mephiles550

    What am I doing wrong with MDLops?

    Ah yes, it's working perfectly now. Initially I was getting some abnormalities in the animation, but I quickly figured out that was because that JC' Kotor 2 robes to Kotor 1 mod includes a bunch of new player animations via the S_female02 files so there were animation incompatabilities. After using the S_female02 mdl file provided by JC instead of the vanilla S_female02 and repeating the process, it works perfectly now. Thanks for all your help you two! Any "problems" I have now are strictly texture incompatabilities with other Mandalorian mods, which is a very easy fix I will do later and am already seeing success with.
  8. Mephiles550

    What am I doing wrong with MDLops?

    I'm using MDLops 1.0 now, with Kotor 2 selected and "Write ASCII" highlighted, I then selected my mod Mandalorian model. The read and write model option gave me the needed ASCII model file. I then highlighted Write Binary and checked the box for the "head model fix link to neck_g" option. Then I click replacer, choose my Supermodel as the binary option and the ASCII model as the newly made Mandalorian ASCII model. I then get taken to the list of meshes to replace. A few of them cannot be matched up and matching up all the ones that are even available still gets me the same "error - handler" error I always get. What step here am I doing wrong?
  9. Mephiles550

    What am I doing wrong with MDLops?

    MDLedit will not let me even let me load the mod Mandalorian model, something about it exceeding the buffer size. I'm kind of confused. 😕
  10. Mephiles550

    What am I doing wrong with MDLops?

    Thank you for your help! I will also give MDLedit a try as well, but why would the supermodel be S_Female02 for the Mandalorian model?
  11. I've actually used MDLops successfully several times in the past, but that was only for porting weapon models. I must've ported dozens of hilts, swords and blasters from Kotor 1 to TSL and vice-versa. However, that was several years ago and I only yesterday relearned many things about the program. With that being said, I am clearly doing something wrong because I am not getting any results. What I'm trying to do is port this awesome little guy from the Kotor 2 mod "Final Touch", released around 2006 iirc, to Kotor 1. The mod included several awesome models that went subtly under the modding community's radar, and I say subtly because these models are so awesome I'm surprised I don't see them used more often. Here's the model in question: I have used MDLops 0.5 and the newest versions available to see if it was just a build issue since most people say 0.5 is the only one that works usually for stuff like this. Eitherway, I got the same (lack of) results. Here are the steps I've followed to do this, let me know if I did something wrong. 1. Since I'm porting a TSL model to Kotor, I also need a Kotor 1 vanilla variant of the model via Kotor Tool, which I extracted both the MDL and MDX files for it. (N_Mandalorian in this case, was I supposed to use a TSL vanilla model?) I don't think I even need the MDX file but idk. 2. On MDLops, I have the Kotor 2 button selected, I choose the model from the Final Touch model, I read and write the model which gives me a new ascii MDL version of the model. 3. I then press the Kotor 1 button, click replacer, my binary model is the vanilla model I ported from Kotor 1, my ascii model being the one I just made on step 2. 4. I click read, it shows me a bunch of meshes I can choose to replace on the default model with the new one. I think this is where I'm doing something wrong, but I don't see how. There's no single N_Mandalorian mesh unfortunately, just divided into around 50 parts, from the thumbs and neck to the neck and shoulderpads. They really divided this one up, weapons were so much easier. Here's what that page looks like before I start matching up meshes. I always make sure the replacer target matched the original mesh name, so it all lines up perfectly. This part takes a few minutes... Now when I click "Do it!" I get the new K1-bin model files I needed, I renamed them to get the new gunk out of their names (now it's just N_Mandalorian again) and put it in my override folder. No change present at all. Could someone tell me what I did something wrong?
  12. Mephiles550

    [WIP] [K1] Sherruk "Legends"

    This will be a definite addition to my override folder for sure! I love everything you've done with him so far, from the head and armor reskin to that bone-chilling voice of his. Your'e definitely proving yourself as both a talented and creative modder. I'm curious exactly how you got the implant to work. I know that their are in-game textures for the implants (not the icons), but equipping an implant has no visible effect on the wearer beyond stat changes. The texture seems to be animated, so I'm curious exactly how you got this to work. Also, where did you get that blue Mandalorian armor reskin (had to ask, sorry)?