Mephiles550

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Everything posted by Mephiles550

  1. Lol, again the solution is just to leave MDLops. We really just need someone to release a full port of Toasty's Weapons over to TSL. I did it for some of the blasters, but it's become irrelevant now with SithSpecters pretty Blaster Mod.
  2. Amazing, reminds me of the old Star Wars comics before the prequel trilogy. They loved scenery like this.
  3. Don't forget that the creator of WOTOR (T7, I think) even stated that some of the files from the base mod (not patches) should be removed due to conflict issues. I use both mods and have no problems whatsoever on the Star Forge. I've always removed the files recommended by the author in the mod description. One common problem I've had in the past, although not anymore, was that, on the leviathan, Carth or Bastila would be completely invisible when not wearing any gear, but their dialogue still functioned normally. Often, invisible characters followed by dialogue is an imminent sign of a crash, but that was never the case with this. Interesting. I don't believe this glitch was a result of WOTOR since I had removed the recommended files at that point anyway.
  4. TSL is strange. The loading screens imply that the citizens were originally going to be low poly models, but that was changed last minute into better quality models. That's good and all, but then why is the Sith Marauder a low-poly citizen of all things?

    1. HK-47

      HK-47

      I would say that they were used to make the screenshots early on before the high poly were made. Then the low poly in the Trayus Academy are part of the incomplete tasks when the game was rushed out (as is the case with basically all of Malachor V).

    2. N-DReW25

      N-DReW25

      I bet the Sith Marauder's low poly model was a placeholder for a new appearance that was supposed to be made, similar to how the Archon's on M4-78 where Firaxan Shark's during its development before it was cut. As for the low poly models on the loading screens. I assume most of the starting development was done on the Xbox, perhaps the low poly models were used in early tests of Kotor 2 but during testing, they discovered having high poly models didn't cause lag or issues on t...

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  5. First, unsubscribe to all mods, or go into the Steam workshop folders and remove the files manually then resub to them later if you want. Honestly, I recommend you just download mods the standard way (TSLpatcher or copy and paste into override) The Steam workshop is more of a pain than anything. If that doesn't work, try to do this to the kotor2.ini file and edit the line DisableVertexBufferObjects = 0 Add spaces in between the words and set the value to one so that it looks like this Disable Vertex Buffer Objects=1
  6. I use it with K1R and I haven't noticed any problems. Just install K1R later to be double sure. The only potential is that the crippled Dark Jedi in the Lehon temple may or may not be bugged, but I've been having that problem a lot lately. I think that's a different mod's fault.
  7. Another great mod, but I'm away from my PC right now and can't test it. I've got a question, do the added Jedi NPCs have dialogue and lip syncing along with it?
  8. Mephiles550

    Star Forge Door Fix

    Nice mod. Should be included in K1R, to be honest.
  9. The modules with low-poly models in need of editing would be: Taris: (5) North Streets South Streets Upper City Cantina Lower City Cantina North Apartments Dantooine: (1) Directly outside the enclave Tatooine: (1) Anchorhead Streets Korriban: (1) Dreshdae Manaan: (4) Ahto West Ahto West Central Ahto East Ahto East Central A total of 12 Modules, however we can add another two if we consider Korriban's low quality Sith models in the Academy and Valley. A good chunk of the game, but not really 3/4 of it. It might just be easier to edit the Appearance.2da and add all of the UTC files into the override instead of editing the Module files. Most citizen UTC files are unique enough so that there wouldn't be any overlapping between different locations. The only exception I can think of this would be the Citizen.utc, which I've only found in Dreshdae so far.
  10. We've got a couple of mods for Kotor that edit the commoners, such as the NPC Overhaul mod or SpaceAlex's Kotor Enhancement mod, but the one thing these mods all have in common is that they edit several other aspects of the game. What I'm asking for is basically a watered down version of these mods, something that edits only the low poly citizens. so that their low polygon models are changed to their high-poly equivalents and still have diversity in their clothing textures. I feel like this diversity in clothing would only be appropriate for places like Taris and Manaan. On Tatooine and Korriban, I think it would be better for people there to wear the standard light brown/pale outfit since they're probably not as wealthy if they're on those planets (The civilians on Korriban were mainly merchants and spacers/traders, and Tatooine... It's Tatooine). These changes could also be applied to the low-poly Sith on Korriban, like the guards, students and archaeologists diggers. This mod would not only be convenient for people who want to play a slightly less ugly version of the base game, but it'd also be useful for modders who don't want compatability issues with large NPC modification mods. I could have sworn we already had a mod like this, but I cannot find one.
  11. http://www.moddb.com/games/star-wars-knights-of-the-old-republic/addons/unknown-world-2012
  12. Nearly a decade ago he said he uninstalled his games. All of his well known mods are here for download, but the more mods in his videos that he probably made himself are gone. He's a married man and presumably quite busy with actual important things.
  13. Ask for a specific mod and I'll provide a link or description.
  14. Here’s the footage if anyone is curious. It's not the PC version, it's a completely remastered version of the Xbox port. It's easy to tell not just cause of the texture/model quality, but it also has the same exclusive changes to the Xbox (like the Jedi Masters all wearing blue). That's the important thing here, we're dealing with Xbox rules, not a PC. Even if you could get the mod to work, you'd still be dealing with the limitations of the Xbox version that were ported to Xbox One X. That'd mean you'd have to rescale all textures, edit all of the modules, basically make everything small enough to be accepted by the Xbox without showing up as garbled anomalies or a game crash. It wouldn't be worth the effort, let alone possible on an Xbox One because every BC game is basically run on an emulator designed specifically for that game to ensure perfect optimization. It is possible to mod the original Xbox version of Kotor, but you're very, VERY limited with what you can do. The mobile port is actually the PC version. That's why you can see so many people play modded versions of Kotor on mobile devices. I've seen plenty of videos showing off BOS: SR with that.
  15. For some reason, TSL refuses to load lightsaber hilt textures. I have no idea why. I'll empty out my override and have only the lightsaber mod, and it'll be a chrome mess.

    1. Mephiles550

      Mephiles550

      AAAAARGH STEAM. Is there a potential fix?

    2. Mephiles550

      Mephiles550

      Nvm, so apparently adding spaces in between each word of "Disable Vertex Buffer Objects=1" fixed the issue. Wtf?

    3. VarsityPuppet

      VarsityPuppet

      Yeah I don't know what the deal is with that. Could be Aspyr changed something in their code so it changes the way it reads swkotor2.ini

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  16. Let me just list it all one by one like I should've in the description (was late, got tired and lazy) Malak & the two twileks: Darth Hopa. One is the Shadow, the other is his random tattood Twilek. Can be found on his profile here. The Gendar Reskin: Malaks Unique Apprentices https://www.nexusmods.com/kotor/mods/58/ I replaced the Star Forge robes model with Darth Bandon's Robes. The male model can be found anywhere with a quick google search. The female variant, with some 2DA edits to allow NPCs to wear it, comes from DP. The links are on this thread (for both a K1 and K2: variant) http://deadlystream.com/forum/topic/5453-female-version-of-bandons-armor-model/page-2 The Sith Armor reskins here came from SpaceAlex's Kotor Enhancement pack. I know there's a link out there somewhere, but you'll have to do some searching for that one.
  17. If you want Dooku's actual lightsaber, there is a mod for Kotor 1 that's got you covered. I currently use it for Malak's saber because it fits him pretty well. https://www.nexusmods.com/kotor/mods/248 And ya, changing the stats and backstory behind the weapon is a quick UTI edit.
  18. Minor edits to the Dark Side ending's Sith Elite. Skins by Darth Hopa
  19. Excellent idea! I always got sick of seeing my party on the leviathan. Ruined the immersion. There's also another similar screw up on the Star Forge. On the first cutscene, where the Sith Master informs Malak about the Jedi infilitrating the Star Forge, you can see the 3 Dark Jedi and the 3 Jedi having a stare down. It's pretty funny but annoying. It's only visible on a 1080P resolution.
  20. Even though I dislike the stories of the newer movies, I absolutely adore the visual aesthetics they're going with these movies now. They're doing Ralph Mcquarrie a great service. The New Order has my favorite designs out of all Star Wars factions.

  21. The Porgs should have just been Gizka in the first place.
  22. Good catch, this was an oversight on my end. Everything works perfectly now and I can get the models to work on all NPCs. Thank you, angry Santa Maul head
  23. Not as an appearance.2da edit yet, but I may end up resorting to that even though I'd rather not.Your Bandon Female model for me currently replaces the Star Forge Robe model female variant and I thought that since it already replaces a standard model, it'd work for all npcs. This isn't the case. Actually, I don't understand why the model works for all playable heads and all party members but not regular NPCs. It'll crash for both normal humans and twileks. Did the original Star Forge robe model also do that for NPCs? What I'm doing now is making armor items categorized as a Revan Robe and equipping npcs with the armor in Kotor Tool. I'm also using a male variant of Bandon's armor that replaces the Star Forge robes for males. What I intended to do was make a bunch of random female Dark Jedi/Sith NPCs wear this armor with various different textures. I've got all of the texture variants down working perfectly, the only problem now is getting the model to work on standard NPCs.
  24. I didn't know that, but I knew something similar happened on the Yavin station where, if you beat Suvam 10 times, he gives you a small permanent discount on items.
  25. Beggin' yer pardon sire for bumping this topic, but I'm curious about something. Your Female Bandon armor mod is perfect, DP. I'm just wondering if it would be possible to make it compatible with female Twileks? Would it be as simple as renaming a set of the MDL/MDX files to something else or would something have to be edited in the model files themselves? The outfit works for all female party members, Mission included. For some reason, common female Twileks are incompatible and cause a game crash.