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Everything posted by Kexikus
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Questions about putting in an alignment shift system in KotOR1
Kexikus replied to setite's topic in General Kotor/TSL Modding
Technically it shouldn't be too hard. You could easily add new globals for the party member's influence and then use scripts fired in dialogs to change them or you could directly alter their alignment with scripts. Additional dialog options based on either of those would be easy to do with a simple conditional script and the same goes for minor quest lines. I'm not sure if the ability unlocks could work since I've never worked with feats/force powers and their distribution on level up. What I can tell you though is that it's not possible to give abilities with scripts so this could be a problem. The real problem would probably be the voice lines. Splicing them will probably not work for this amount of lines (I'm no audio engineer though, maybe it's possible, but it definetly limits your writing). That leaves you with either having no voice lines or having to get voice actors that sound as close as possible to the original actors. And a tiny thing: The "alignment picture" in the partymember screen cannot be changed so while the portraits would reflect their alignment shift you'd still see them as they were in those whenever you leave the Ebon Hawk or otherwise choose your party. -
Download:Different Music for Anchorhead and the Ebon Hawk
Kexikus replied to Kexikus's topic in Mod Releases
You're welcome -
File Name: Different Music for Anchorhead and the Ebon Hawk File Submitter: Kexikus File Submitted: 15 Jan 2017 File Category: Mods K1R Compatible: Yes In the first Knights of the Old Republic game Anchorhead and the Ebon Hawk share the same background music. This mod allows you to change this. There are four options available that replace either the Anchorhead or the Ebon Hawk music (see below for prieviews of the music): 1) Czerka music for Anchorhead: This replaces the Anchorhead music with the Czerka theme music also heard in the Czerka offices. 2) Dune Sea music for Anchorhead: This replaces the Anchorhead music with the Dune Sea music. 3) Custom music for Anchorhead (FOLLOW THE ADDITIONAL INSTALLATION INSTRUCTIONS BELOW!): This replaces the Anchorhead music with a custom music file of your choice. A possible option here would be the Tatooine theme from Star Wars: The Old Republic but you can use whatever you want. 4) Custom music for the Ebon Hawk (FOLLOW THE ADDITIONAL INSTALLATION INSTRUCTIONS BELOW!): This replaces the Ebon Hawk music with a custom music file of your choice. A possible option here would be the Ebon Hawk theme from KotOR 2: The Sith Lords but you can use any music of your choice. Options 1) to 3) are mutually exclusive but you can combine option 4) with any of the others. Also note that you need a save from before going to Tatooine to get the new Anchorhead music and a save from before leaving Taris to get the new Ebon Hawk music. INSTALLATION: Run TSLPatcher.exe and choose the option you want to install. Then follow the instructions given. If you chose option 1) or 2) you're done at this point. Otherwise follow the instructions for the custom music files below. INSTALLING THE CUSTOM MUSIC FILE: If you chose option 3) or 4) you need to get your custom music file into the game. Most of the work here was done with the installer but one last step remains. First of all, choose the music you want to use. It needs to be a stereo .mp3 file for the game to recognize it. If your file is no .mp3 yet, choose any audio file converter and convert it. Then rename that .mp3-file to "mus_area_anch.mp3" if you chose option 3) or to "mus_area_hawk.mp3) if you chose option 4). Finally take your renamed .mp3-file and place it into the "streammusic" folder in your Knights of the Old Republic installation. That's it. Your custom music will now play ingame. Uninstallation: Take the all the .mod-files from the "backup" folder created during the installation of this mod and copy them to the "Modules" folder of your KotOR installation. If it exists, also copy ambientmusic.2da from the "backup" folder to the "Override" folder of your KotOR installation. Note that if any other mod installed after this one also altered one of these .mod files you will uninstall those changes as well! Compabilitiy: Thanks to TSLPatcher this mod is compatible with everything that does not change the track name of the music played in Anchorhead or the Ebon Hawk. It is compatible with mods that replace the actual music file (although you might no longer hear those if you install this mod). Music previews: Czerka Theme: Dune Sea: SWTOR Tatooine Theme: TSL Ebon Hawk Theme: Credits: Mod by Kexikus TSL Patcher by stoffe THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. Click here to download this file
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Tatooine and the Ebon Hawk - Same Music
Kexikus replied to milestails's topic in Knights of the Old Republic General
To get back on topic: The mod is done and uploaded, now it's just waiting to be approved -
Version 1.0
849 downloads
In the first Knights of the Old Republic game Anchorhead and the Ebon Hawk share the same background music. This mod allows you to change this. There are four options available that replace either the Anchorhead or the Ebon Hawk music (see below for prieviews of the music): 1) Czerka music for Anchorhead: This replaces the Anchorhead music with the Czerka theme music also heard in the Czerka offices. 2) Dune Sea music for Anchorhead: This replaces the Anchorhead music with the Dune Sea music. 3) Custom music for Anchorhead (FOLLOW THE ADDITIONAL INSTALLATION INSTRUCTIONS BELOW!): This replaces the Anchorhead music with a custom music file of your choice. A possible option here would be the Tatooine theme from Star Wars: The Old Republic but you can use whatever you want. 4) Custom music for the Ebon Hawk (FOLLOW THE ADDITIONAL INSTALLATION INSTRUCTIONS BELOW!): This replaces the Ebon Hawk music with a custom music file of your choice. A possible option here would be the Ebon Hawk theme from KotOR 2: The Sith Lords but you can use any music of your choice. Options 1) to 3) are mutually exclusive but you can combine option 4) with any of the others. Also note that you need a save from before going to Tatooine to get the new Anchorhead music and a save from before leaving Taris to get the new Ebon Hawk music. INSTALLATION: Run TSLPatcher.exe and choose the option you want to install. Then follow the instructions given. If you chose option 1) or 2) you're done at this point. Otherwise follow the instructions for the custom music files below. INSTALLING THE CUSTOM MUSIC FILE: If you chose option 3) or 4) you need to get your custom music file into the game. Most of the work here was done with the installer but one last step remains. First of all, choose the music you want to use. It needs to be a stereo .mp3 file for the game to recognize it. If your file is no .mp3 yet, choose any audio file converter and convert it. Then rename that .mp3-file to "mus_area_anch.mp3" if you chose option 3) or to "mus_area_hawk.mp3) if you chose option 4). Finally take your renamed .mp3-file and place it into the "streammusic" folder in your Knights of the Old Republic installation. That's it. Your custom music will now play ingame. Uninstallation: Take the all the .mod-files from the "backup" folder created during the installation of this mod and copy them to the "Modules" folder of your KotOR installation. If it exists, also copy ambientmusic.2da from the "backup" folder to the "Override" folder of your KotOR installation. Note that if any other mod installed after this one also altered one of these .mod files you will uninstall those changes as well! Compabilitiy: Thanks to TSLPatcher this mod is compatible with everything that does not change the track name of the music played in Anchorhead or the Ebon Hawk. It is compatible with mods that replace the actual music file (although you might no longer hear those if you install this mod). Music previews: Czerka Theme: Dune Sea: SWTOR Tatooine Theme: TSL Ebon Hawk Theme: Credits: Mod by Kexikus TSL Patcher by stoffe THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
I sadly can't help you with the testing part. My only idea would be that maybe you need a fresh game for it to work and not an older savegame, but that's only a wild guess since I don't know how the mod works. About the fact that the mod asks you to install into the "game directory". That's simply because it's waaaay older than Steam workshop and back then (and actually still today) that's the standard folder you need to point TSLPatcher to. The exception to that is when you have TSLRCM from the Steam workshop. Then you need to point TSLPatcher to TSLRCM's override folder, but you won't find mention of that in most mod's readme files.
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Tatooine and the Ebon Hawk - Same Music
Kexikus replied to milestails's topic in Knights of the Old Republic General
Since there is a new credits video for TSLRCM in the making I suggest the music is changed then as this is definetly a K1 track. -
Glad to hear that you found the cause for your issue. In the future when you have such an issue please follow the bug reporting instructions from this thread. Also here's an excellent guide on using the Steam workshop for TSL. I suggest you have a look at it too
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TSLRCM Compatibility Patch for jinger's Admiralty Mod
Kexikus replied to Darth Hayze's topic in Mod Releases
For me it only crashed during the Carth scene during the battle of Telos. Or IIRC it didn't crash but I was just warped to the module and the cutscene didn't start or something like that. -
I thought of having Quatra as the "messenger" that appears for Dark Side Juhanis companion quest. In that case I would replace the Xor quest with Quatras appearance but in the end that would cause too many issues. The first would be that the Jedi don't know that Juhani is your apprentice. Instead they believe that she's dead so Quatra would probably not search for Juhani. And if she did, the rest of the Jedi would probably know about it so if she were to die in that encounter the Council would probably learn of her death. And I can't really have the player character openly kill a Jedi since the story needs him/her to work with the Council later. Writing that though I once again feel like I really want to have that encounter... Having two companion quests for her would be weird though and I don't want to loose the Xor encounter. Also there are the aforementioned problems. Still... I'll think about it. For the force powers: The problem is simply that TSL has functions to give feats and spells and K1 does not. So there is no way to do it that easy. And I'll think about the screenshots. Videos I won't do since I don't want to spoil the "storyline" of the mod
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The items would be creature items (= hidden items that the player cannot access) anyway so that's not the problem. The issue is simply that I cannot give force powers with those and feats given with items won't show up as acquired feats in the level up screen. The alignment shift is a very good idea but that'd conflict with another system in this mod so I'm afraid I can't use this And the problem with adding dialog options to existing characters is that I need to get voice overs for those and they have to sound like the original character. If that weren't the case I'd simply add the dialog to one of the Council members. @superSzym: You'll see when the mod is done
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How to extract the kotor 2 player heads?
Kexikus replied to thetruerevan75's topic in General Kotor/TSL Modding
Good luck with your reskin And also there is an Edit function for your posts so You don't have to make double posts -
TSLRCM Compatibility Patch for jinger's Admiralty Mod
Kexikus replied to Darth Hayze's topic in Mod Releases
I can't Remember what I did... :/ I know that my Game crashed with Admiralty installed and it took me some time to fix it. What I know for a fact though is that I did not create a new compability patch. I think The admiral You see in those Screenshots is from NPC Overhaul but I'm not Sure. -
I vote for finishing the K1 characters first. But an animated G0-T0 skin is definitely a great idea!
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Same here except that it's my dad who gave me the license^^
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You need a savegame from at least before you entered the Telos Academy the first time I think. A new game would be the safest way to use this though.
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Agreed on both points. I don't really like GIMP but it's definetly waaaay better than paint. And I just wanted to point out that the size doesn't have to be 128x128 but it's definetly what I'd use as well.
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I'm pretty sure that they don't have to be 128x128. They just need to be squares and ideally be in a power of 2 since some computers get issues with textures that are not a power of 2. Getting the .tga won't be possible with Paint I'm afraid. There are probably free converters available online but getting GIMP (which is free) is probably a good idea too. Alternatively getting XnView would work. It's quite useful anyway for displaying .tga and other image files and can convert to .tga.
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Time for another post to update you on what's going on (it's not much). I've been writing Juhanis companion dialog and while it's going slow I'm nearing completion. If I learned one thing though it's that I don't really enjoy writing so much dialog at once... Anyway, I also need some more opinions on certain things: 1. I'd love to give the player the option to train Juhani as a Sith while on the Ebon Hawk. Ideally this would be available every few levels, give the player a choice what he/she wants Juhani to learn, then play a cutscene and give Juhani that feat/spell/stat boost/whatever. Most of that is no problem but since this is K1 I have absolutely NO way of giving a character spells/force powers with scripts and I can only give feats with hidden items meaning that you can't get the next level of that feat without actually skilling the one given through the training on level up. This means that I can basically only give stat boosts which is not quite what I want but I think I'll go with it. The question is now: Should I make certain feats available this way too? Or are there any feats that Juhani can not get on level up that could be used here? Any opinion is very welcome 2. As you probably know Juhani thinks she killed her master when you first meet her. If you manage to convince her to return to the light you can later talk to her and she'll tell you that master Quatra didn't actually die. But if you pursue the dark side option in my mod Juhani will never learn of that fact. I think though that it would make a very nice character builing conversation if the player could learn about it and then tell Juhani. The problem is that the player doesn't learn this except from that one conversation with Juhani when you redeem her. So my question now is if anyone has any good idea on how I could let the player learn of this fact. Since this isn't really important I'd rather not have any complicated solutions like making a new head for master Quatra and having her appear in the Enclave at some point (although that would be kinda cool it'd introduce more problems and would also be too much work). So if you have suggestions please let me know. And finally an announcement: Once the dialog is done I will need to refine it before I can get to the voice acting. Among other tests this would ideally include someone who's better than me at character and dialog writing going over all of it and helping me improve it. If you think you're good at this and also know how to edit .dlg files, send me a PM and maybe we can work together on this. Note though that I want to go over the dialog myself before I send it to you and I need to write all of it first so it will take a while since this proofreading actually starts.
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Tatooine and the Ebon Hawk - Same Music
Kexikus replied to milestails's topic in Knights of the Old Republic General
It's not for me to decide but I'd remove this mod then since from my understanding this is not allowed. For the mod: I'd simply use TSLPatcher with several installation options: 1) Czerka Music for Anchorhead 2) Dune Sea Music for Anchorhead 3) Custom Track for Anchorhead 4) Custom Track for Ebon Hawk This way the mod installer would need to edit only one entry in one file and in the last two cases instructions for making the corresponding audio file would be given. And if no one beats me to it I'll definetly make that mod next weekend^^ -
Tatooine and the Ebon Hawk - Same Music
Kexikus replied to milestails's topic in Knights of the Old Republic General
Because the fact that it's publicly available only gives you the right to download it for yourself but not to republish it in any way (unless stated otherwise somewhere which I doubt). And I like the idea of using the Czerka Theme for Anchorhead, so if someone were to make a mod for this I'd certainly download it (and if not I'll make the mod myself ) -
I already have them but thanks for putting up the link! For those interested: This is NOT the same soundtrack as the one included with the Collectors Edition of the game but instead 28 "new" tracks released only online. You can find 5 more tracks, as well as 10 tracks from Knights of the Fallen Empire on the SWTOR Youtube Channel. The KotFE playlist is incomplete but you'll find the missing track in the uploaded video section.
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The Miles and Lucasarts logos are a little blurry but otherwise they look great
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Strange Reflection/Lighting Bug
Kexikus replied to mrfarenhiet's topic in Knights of the Old Republic General
Sounds like a cubemap issue. My guess would be that some mod replaced CM_Baremetal with something too shiny. So check if you have that one and if so try removing it. I think I had that same issue with Jorak Uln's mods until I removed that file so my guess for the responsible mod would be his. But that's hard to say without a list of your mods. For the Sith Troopers: I think this is caused by the very Same file but if it's not, some other mod could have edited the Sith soldier skin with too much Alpha making him too shiny. So see if you can find the corresponding texture. (I can't remember the name at the moment) and remove it from your Override folder.- 4 replies
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- reflection
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I think they were custom, yes.And AFAIK DP used the vanilla HK Model as supermodel to get the animations. But both of those questions should be answered by DP himself.