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Everything posted by Kexikus
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Will be done Do you mind smoke rising in the background or is that okay for you?
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I was thinking that since it's wartime when you visit Taris in BoS:SR it'd be awesome if you could see how some buildings were destroyed during the war. I'll send you a PM as soon as the texture is ready to be edited and thank you very much
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KOTOR II Re-Release on STEAM!
Kexikus replied to zbyl2's topic in Knights of the Old Republic General
I'm not sure but I assume that the Dantooine and Korriban Retextures are those two by νυrτ: http://deadlystream.com/forum/files/file/187-k2-exterior-textures-part-1/ http://deadlystream.com/forum/files/file/188-k2-exterior-textures-part-2/ -
Yeah, it's all covered in the instructions pdf. But what you basially do is, you create a file called append.tlk with TalkEd, set TSLPatcher to add all entries of this file to the tlk file you want to be edited during the installation. If that's all you need you're done. If you need StringRefs for those new lines, you can do that too by using the StrRef## number coming with each line when setting them to be added to the tlk file. TSLPatcher will then add all those lines with new StringRefs to the end of whatever tlk file you edit and put corresponding StringRefs wherever you need them.
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Is there anyone here who has experience in destroying buildings with Photoshop or some other image editing software and would be willing to do so for a few buildings in my BoS:SR Taris backdrop? If so, please let me know and if not I'll try some more stuff myself (but the results are not promising as of yet^^) or the buildings will remain intact. Otherwise, the BoS:SR skyboxes are coming along nicely. The Taris one will need some more Photoshop work aside from what I asked for above. The Unknown world one will also be easy as soon as the vanilla Unknown world skybox is done. And then there are two Korriban skyboxes. One of them is going to be the same as in vanilla, while the other one will be a new one. If you're wondering, yes they are both the vanilla one in the original BoS:SR but for some reason they don't share the same files, so I'll be able to get creative with them @ djnugent: No comparison like that right now, sorry. But if you're on Tatooine anyway, you can have a look and compare for yourself
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Really cool Will this be part of SLM or a separate mod?
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Thank you And for the comparison: Here's a post I made ages ago that has a similar screenshot just without the clouds. http://deadlystream.com/forum/topic/3008-wip-high-quality-skyboxes/?p=31522 Edit: Are there any mods aside from BoS:SR that have custom skyboxes and that anyone would like me to coverin this pack?
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Does anyone here have a warp list for BoS:SRs modules, including their ingame names? If so please let me know.
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I have the file names, but my computer's not letting me change the .ini file to enable cheats, so I can't test them to find out what they are. Most of them are easy to guess, though, since they have names such as bos_bridge or bos_taris. If you want to find out the file names, you can just check the modules folder in your game folder, and they all start with bos_. I hope this helps.
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Thanks for the guide. I really hope that many people are going to read and utilize it to get the most out of TSLs mods
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I just saw that Silveredge is still active on Lucasforums, so I sent him a PM over there but I'll ask FS if he doesn't answer.
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A very long time ago, Jorak Uln asked me if I wanted to add some clouds to my Tatooine skybox similar to those seen in SWTOR. Back then I was kinda reluctant to do so but I promised to give it a shot and see what it looks like. Later when I had some more experience with clouds I did just that but it looked simply horrible so I scrapped the idea again. But now with almost every skybox done and even more cloud experience (Unknown World, Taris, Manaan remake) I decided to try again and they did turn out really nice this time. So I went ahead and made a complete skybox for Tatooine that has some clouds. I'm still not sure if this will replace my original version without clouds or if it will be an optional download, so let me know what you think. Either way both will be available, one in the main pack and one optional. Also, you might have spotted something in my short text above: "Manaan remake". I did indeed a remake of the Manaan skybox with completely new and awesome looking clouds but you'll have to wait for the release to see that The old version will also be available as optional file. And I also finished the vanilla Taris skybox. No screenshot right now, maybe later That's it for today. The only two skyboxes still missing are the Unknown World ones and I can't continue with them right now, so I'll probably start with the BoS:SR support. Does anyone know where I can still reliably contact silveredge9, as I could use his permission to edit some .are files of his mod?
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Why it's not okay to upload someone else's mods
Kexikus replied to Xuul's topic in General Kotor/TSL Modding
I just read the reddit thread and I've got to admit that I can kinda understand the position that it's okay to upload mods from authors that are no longer active anywhere. I'm not saying it's okay but I can understand their point. But I think the first thing that should be done if a mod is no longer available due to Kotorfiles shutting down or if you want to see a mod on the Steam workshop is to contact the author. It never hurts to ask if the author could upload his/her mod somewhere else. That's especially true for mods from authors that are still active and who could upload their mods somewhere else. And if the author is no longer active and doesn't answer your request it depends on what the read-me says. If the author didn't want his mod to be reuploaded somewhere else, that's unfortunate but it's also the way it is. And the reason why I personally wouldn't want my mods to be uploaded somewhere without my knowledge and permission is that I want to have control over all download possibilites so that I can update them, help out if problems arise or something else needs a response from my side. You could argue that someone who's no longer active in the modding community doesn't care about those things anymore anyway and that therefor it's okay to reupload his mods, but that just seems disrespectful. -
I agree. In an environment with warmer colors it'd fit pretty well too but in the Sith base it just looks out of place to me.
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The new one is certainly a great improvement and looks more realistic. I'd go with version 5, as I don't really like the colour of the others. The red and yellow panels stand out too much and don't look like something you'd use in an actual base.
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Well, f**k. I really liked browsing Kotorfiles for new mods to try and was looking forward to do so once I start my next playthrough of TSL with a new mod library. I probably have most mods I'm going to use already but it's a real shame to loose the biggest mod collection out there. But as long as the mods themselves are still available on gamefront it's kinda okay I think.
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My Projects In the Pipeline (mostly texture related)
Kexikus replied to Malkior's topic in Work In Progress
I wasn't talking about the ingame FOV but the FOV setting in Terragen^^ The issue is the 20 in the first rotation box that makes the camera tilted upwards a bit. I don't know why that would have worked with your Onderon skybox, as it shouldn't^^ The problem is that usually you render the four sides of a cube. Now, if you turn the camera upwards, the sides of that cube will be folded inwards and overlap and so you get the exact issue seen in your screenshot. I guess you did that so that your terrain is lower? If that's the case I'd just increase the altitude of the camera or stretch the texture in Photoshop to lower the horizon. -
I highly recommend Monaco: What's yours is mine. It's a small 4-player-coop top down heist indie game that allows you to choose your own path when breaking into our out of many buildings. It's good in singleplayer but shines even more in multiplayer and quickly became my favorite game of all time. Also, it's only 2$ / 2€ every time there's a sale.
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My Projects In the Pipeline (mostly texture related)
Kexikus replied to Malkior's topic in Work In Progress
Check the FOV settings for the render camera. Maybe it's no longer 90° or you accidently set it to "use vertical FOV". Or maybe the camera is tilted upwards, that'd also cause this issue. -
The site seems to be down at the moment. I can't reach it either and some people over on Lucasforums reported the same problem. The other filefront pages don't work either. I just hope they come back up :/
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KOTOR II Re-Release on STEAM!
Kexikus replied to zbyl2's topic in Knights of the Old Republic General
I'd choose one version to upload to the Steam workshop and add a link to the description that tells people where they can find more versions if they want to. Most people will probably never read that but even they can enjoy one version of your mod. -
KOTOR II Re-Release on STEAM!
Kexikus replied to zbyl2's topic in Knights of the Old Republic General
There's also an article about uploading mods to Steam on the workshop page itself but from what I can tell, it won't allow mod creators to use installers but only specify where which file should be copied, probably replacing it if it was already placed there by other mods. -
KOTOR II Re-Release on STEAM!
Kexikus replied to zbyl2's topic in Knights of the Old Republic General
Widescreen support, Steam achievements, Linux/Mac support Awesome and I wouldn't have dreamed of an update like this. Workshop support is cool too but pretty worthless IMO except for TSLRCM and other big mods as it has no patching ability and will result in incompablities that could be resolved with TSL Patcher but not with Steams installation method. Still a cool update though. -
I just tried that for the animated texture and the filesize went up from 50MB to 85MB^^. But it worked for other non animated skybox textures, so I'll probably use it for them.