Kexikus

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Everything posted by Kexikus

  1. Kexikus

    KOTORmax

    I can confirm that it works on Max 2017.
  2. It is? I thought this one was a unique hilt he uses?
  3. I'd go with the TOR version as that's the only really interesting hilt out of those possibilites, but that's up to you. You're also completely right about all those complications with having that lightsaber as the starting one. I never figured that part out either.
  4. Yeah, I should have those hilts somewhere... You also made a wooden saber for me, based on Orgus Din's saber from TOR. The problem is, that I can't find them. I still have our PM conversation from back then but there's no link to these models in there, so maybe you never sent them to me? Or I have lost them somewhere, as I can't find them right now :/ To answer some of the questions above: I still think that Revan should get a custom hilt. Kaidon Jorn has a model for that in this mod that you can use (he gave permission for all of his stuff to be used). And maybe Uthar and Yuthura. All the others seem too minor to get one. As for the drops, maybe the saberstaff could be found in the Jedi academy, as they are used by these masked Jedi dudes (forgot their name). Not sure about the others. Maybe you'd find the crossguard saber inside a tomb, as it's an older design.
  5. The elegant way to do this entire thing would be to to give the sub1() function an argument with the tag of the NPC and then just call it twice in main, once with the REThug5 argument and once with the name of your third NPC. The simple way would be to make a copy of everything in void main() except for the sub1(); and change the variable names from int1, string1, etc to int2, string2 etc, and to change the value of string2 to the tag of your third NPC.
  6. RIght. I forgot about those properties.
  7. Couldn't you add the properties in the saber's .uti? That wouldn't allow as many changes as a baseitems edit, but might still be worth looking into.
  8. Would those custom hilts include variations for different colors and types, e.g a blue single-bladed saber for Bastila? And also, if I may suggest another hilt: Revan's saber which was pretty much the reason that sparked my mind back when I thought about doing this. Your process does seem reasonable enough with the game's limitations. Well done Okay, I get the long saber now. From a gameplay perspective it certainly makes sense. Maybe it's just that I can't really picture what a long lightsaber would look like.
  9. Great suggestion! That would make storing basic information much easier than using tutorials.
  10. I'd love to see that part implemented. I even intended to do so myself two years back but in the end I decided that using this would just be too impractical without a proper new GUI. I do think that the special hilts are only really needed for the "standard type" sabers, i.e. normal, double and short (and long, although I have to admit that I don't see the point of that one). Others, like the crossguard sabers could do with just one hilt just like in Sithspecters mod. In any case, the most important question is this: How do you actually use these ingame if there's no GUI for it? With a dialog system? Will that work in a way that's not too annoying to use?
  11. So you want dark clouds? You can have those: In other words: The Telos skybox is now (almost) done and it has a total of four cloud layers which result in huge render times. Rendering only the two textures seen in the screenshot above at 1024x1024 with pretty low details took about 3:30 hours and that's after I prerendered the global illumination for 1:15 hours. Rendering the full size textures will be fun xD Yeah, that's certainly possible but nothing I'm going to do. With my skyboxes, I'll try and stay very close to the vanilla designs. Not to mention that adding different weather conditions would be a huge amount of work when it comes to creating the skyboxes and that's not something I'm going to do.
  12. I felt the same when I first searched for those
  13. Those are in player.bif and not in model.bif. The same goes for the party member models. They're in party.bif.
  14. Generally yes. There are some exceptions where multiple textures are used for one model (e.g. different Jedi robes), but I'm not sure if that's set in the model or overwritten in a .2da file.
  15. Update time! I've been working on the Telos surface skybox. It's not finished yet but I'm quite happy with how it's turning out. And since you don't actually see much of the terrain ingame ( ), here's a render. The mountains are not quite finished, I'll add more sand on the coast (and brighten it up) for a better beach. The trees are just placeholders, the sun position might be tweaked and the clouds still need to extend further into the distance. The clouds for the part behind the camera that's outside of the restoration zone are the one thing that I haven't worked on at all.
  16. One of them is the starter blaster. The others are for different blasters that use the same model. I don't know which one it is though.
  17. Awesome. This will be a permanent addition to my Override. Here's hoping that you might do the PC and/or TSL portraits as well
  18. If you only use TSLRCM and M4-78 EP, you just subscribe to both in the workshop. The tricky part is getting other mods to work with them. In that case, I'd subscribe to both, copy the files from the M4-78 EP workshop folder to the TSLRCM workshop folder and then install all other mods to the TSLRCM workshop folder as well. Maybe even unsubscribe from M4-78 after copying the files to make sure that it doesn't override anything as I don't know how different mod folders are prioritized in the workshop.
  19. Version 1.3 (the latest) is currently only available in the Steam workshop.
  20. You need to install all of your mods to the TSLRCM workshop folder instead of the KOTOR 2 main folder.
  21. Do you use TSLRCM from the Steam workshop or as its own download?
  22. No but you can always check the very first post in this thread to see how much work is done.
  23. You'd create the ASCII using mdledit or the latest mdlops. Both can be found here in the downloads section. Then you'd have to import these ASCII models into your actual modeling software. The best choice here is 3ds Max as that's the only software with a recent KOTOR plugin that's necessary to import the ASCII model with all its features. That plugin is called KOTORMax and can also be found in the downloads section. There is a similar plugin for Blender, but I forgot its name and AFAIK it's a little older and will most likely support less model features. For Maya there's no such plugin if I'm not completely mistaken.
  24. mdledit to convert the models to ASCII and later the fixed models back to binary. And 3ds Max with KotORMax to do all the model editing.
  25. No, that's not possible with textures only. You'd have to extract and decompile the model, load it into 3ds Max, change the UVW map, export, compile again and then you could texture it the way you want it to. Certainly possible but not when using only textures.