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Everything posted by Kexikus
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Once I get to do the next update for the skybox pack I'll have a look at it and see if there's anything I can do. But I fear it won't be possible unless I reduce the quality of the skybox as that's always an issue when only some textures are replaced with HD versions while others stay SD. Thanks for the feedback
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How is that skybox not blending in well if I may ask? I personally think it's one of the best in that regard, so it'd be great if you could elaborate on that.
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Yeah, uninstalling such a big mod during a playthrough can easily cause savegames that no longer load, so that's probably where your issue comes from. Reinstalling PartySwap might fix them or maybe there is a way to fix them with KSE but I don't know.
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This is looking sooo good (except for the shadows ). I can't wait to get them ingame
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Where in the game are you? Do you have older saves that are still working or are they all corrupted? If you have them, what happened since then?
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I know that the question was specific to KOTFE, but in case anyone else stumbles upon the same question for the entire game: It depends on where you are in the story. In the base game you can play the planet storylines together as long as you are on the same side (Empire or Republic). The same goes for Rise of the Hutt Cartel (@djnugent: So you can play that with your brother). Shadows of Revan started to leave the Multiplayer part. There you could do some stuff together but most main quests were already single player, so there are no more group phases that you can enter together. All of those were singleplayer (who needs multiplayer in a MMO anyway...). And at least as far as I played KOTFE, there was ONLY singleplayer and no way to interact with other players. Maybe that changes at some point so that you can at least interact between story missions without going back to the fleet, but as DP said, KOTFE is singleplayer.
- 116 replies
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- SW:TOR
- Old Republic
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Uhm yeah, FS posted a link to a mod that does exactly that three posts above yours
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As I said, I'm pretty sure it's zuka.dlg but you should open the file with Kotor Tool to make sure it is the correct one. The following assumes that zuka.dlg is actually the file that causes the isssues: If it's not in your Override, then it's packed inside the .mod file of this module. The easiest way to get rid of it in that case would be to extract the vanilla zuka.dlg by using Kotor Tool and to place this vanilla .dlg file in your Override.
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From these two, I'm pretty sure it's zuka.dlg, but you might want to look at the file to be sure. Also, installing Handmaiden for Females/Disciple of Males together with Party Swap is probably a bad idea. Even though PartySwap will most likely completely override the other mod, having two mods that definetly conflict installed at the same time, can cause serious issues.
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I can't remember, but I think it's named after one of the Mandalorian guards. Edit: Going from Fair Strides options in the other thread, I'm pretty sure it's zuka.dlg, but I suggest you open the file to make sure.
- 444 replies
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- handmaiden and disciple
- disciple
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Is it possible not to use additive blending and just make the transparency with an alpha channel?
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You can remove the .dlg from your Override though. That way you won't be able to choose the Handmaiden to go with you to Onderon but at least you can continue the game and I don't think it caused any problems later on to do so.
- 444 replies
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- handmaiden and disciple
- disciple
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Yeah, but that would require a new baseitem.2da line for each unique lightsaber and according to VP, those would not be able to deflect blaster bolts, so using baseitems.2da for this job is not an option.
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What was your first KotOR/TSL mod?
Kexikus replied to Sithspecter's topic in General Kotor/TSL Modding
My first mod is only about two years old and is the Canon Galaxy Map for K1. I had always used bead-v's TSL Galaxy Map Fix in my numerous unfinished TSL playthroughs and when I finally got to play Kotor 1, I was really pissed that the map is sooo bad in this game (especially since I've always loved to study Star Wars galaxy maps) So at some point, I think it was when I did my second K1 playthrough, but it might have been directly after the first one as well, I took bead-v's mod and tried to figure out how all of this works to apply it to K1. And it turned out to be easier than expected, I published my first mod and I'm still here -
Wow, I wasn't expecting anyone to pick this request up after such a long time. Thanks for doing that For the texture: Maybe it would be enough to simply reduce the contrast?
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Maybe the alpha channel is missing from the texture? Or you did something wrong in the hex editing. Make sure that every instance of the original texture name has been replaced with the new one (although I don't know why this would cause a missing alpha channel).
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I don't think either of that is possible. The first one might be, but you'd need to make a new baseitem for each lightsaber that you want to have different sounds, by editing baseitems.2da and I don't know how well that would work with the lightsaber upgrade system. The second one is definitely impossible, since the model only depends on the lightsaber item file and not on the upgrades and which .uti is used is determined only by the lightsaber crystal and also independent of the upgrades.
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New to modding and a little stumped
Kexikus replied to turbinejk's topic in General Kotor/TSL Modding
1. The .git file needs to be repacked into the .mod file and you need to load a savegame from before entering the area. If you simply place the .git in your Override, the changes will happen, but the module will also reset every time you enter or load a savegame in that area. 2. .utp files, as long as they're uniquely named (some share names, but are used in different modules and thus different), can be placed directly into the Override folder and will work as long as you load a savegame where the area with the placeable (or character in case of a .utc) was not visited before. About the dialogs: I don't know. In K1, they're in the .rim files and thus extracting the .rim and the _s.rim and packing those back into a .mod is all that is needed. I would think that it's the same in TSL, but it's weird that they get smaller even though the dialog is not in the original .rim. But someone who knows more about TSL modding than me should answer that question. 3. I never did placeable editing, but it sounds right to me. 4. You should point it to the normal directory. The problem with the Steam workshop is that you can easily get conflicts when multiple mods edit the same file since they both save it in a different folder and Steam cannot merge them. So you generally want to install all mods to the TSLRCM workshop folder, but since Kotor Tool won't work there, you'll need to point it to the vanilla directory. And that won't be a problem as long as you want to edit only vanilla files. It does get problematic as soon as you edit the same .rim/.mod as TSLRCM does however. If you were to do so, you'd need to either put the .mod in the vanilla modules folder or in the TSLRCM workshop modules folder. In the first case, the workshop would ignore your .mod since TSLRCM as a mod also has the same file and takes higher priority. In the second case, you'd override TSLRCMs changes. So, instead of extracting the .rim files, you want to extract the .mod files from TSLRCM. To do so, either install TSLRCM with the installer instead of the workshop, or copy TSLRCMs modules folder to your vanilla TSL directory. In both cases, Kotor Tool will recognise the .mod files and you can work from there. In the first case, put your edited .mod files in vanillas modules folder, in the second case put them in TSLRCM workshops modules folder. I hope that helps and welcome to Kotor modding -
I have to agree with VP. The windows itself look good but the cubemap as background or reflection look really weird while moving. That's just not how the perspective would work with an actual background model or a proper reflection or something like that. If it's possible to improve that, I could see this working, but for now I still like my holo-book shelves idea
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There is no lightsaber blade model, it's one model that has both the hilt and the blade as well as the animation for activation and deactivation. And that model definetly supports cubemaps in general since hilt textures use them succesfully. You could probably either edit that model to fully support cubemaps? (I don't know) or you could make an entirely new model that has cubemaps for the blade texture and then use that model for the sabers that need them. Since every saber variant is a unique model anyway, there'd be no need to edit 2da files as far as I can tell.
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Hex edit The Model to Change it's blade texture to something unique and create a blade texture named The Same way
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What about holographic shelves like they're seen in Episode II and also in the Dantooine library in TSL anyway. I always thought that there should be more of those in THE library of the Dantooine academy anyway and that wall might be the right place for them.
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The windows also don't make any sense, as they sublevel is underground, right? Windows there would not be very realistic, wouldn't they?
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Yes, they are equipped on the Bith musicians.