Kexikus

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Everything posted by Kexikus

  1. Just checked and R2-X2 is right, he uses a standard commoner face
  2. Yep, I had that problem before too and an easier way to change descriptions and screenshots would be much appreciated
  3. I'm currently working on a mini-mod for K1 and for that I need a unique male head, with a texture I can modify for my needs. To be more specific, I'll use this head for a Sith that'll only be seen once for a very short time. So I'm looking for an existing unique head that's also used on a minor character so that you don't recognize him immediately. To do that I'll also add some tattoos and Sith eyes but there are limitations to what I can do with texture editing, so it shouldn't be a character that you saw a dozen times earlier and recognize immediately. I already looked through many of the unique heads available in K1, but couldn't find what I'm looking for. So I was wondering if you know of a unique NPC that plays only a very minor role and could be used. (One example would be the woman you meet when entering the Dune Sea, I just need a male character^^). Thank you
  4. I'll just leave those here: Comments are welcome as always
  5. Version 1.0

    834 downloads

    This mod replaces Yuthura Ban's head texture to give her Sith eyes as seen in the Star Wars movies. But if you manage to turn her back to the light and meet her again later she'll have her original eye colour again. Installation: Run YuthuraInstaller.exe and let TSL Patcher do its magic. It should find your KotOR installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. Uninstallation: Delete N_UthuraH.tga, N_UthuraH_Light.tga and dan13_yuthura.utc from your Override folder. Then copy heads.2da from this mods backup folder and place it inside your Override folder, replacing the one already there. If there is no heads.2da in your backup folder, you can simply delete heads.2da from your Override folder (unless you installed other mods editing this file afterwards). Compabilitiy: This mod is obviously incompatible with any mod that alters Yuthuras head texture, you can however replace my version with another one if you like it better. It is also incompatible with any mod that alters Yuthuras .utc file on Dantooine and with any mod that alters her dark side transition skin in heads.2da. I made it that way - this way meaning that I made Yuthura a dark side character on Dantooine and giving her a light side skin while she's dark - because that way it was possible to leave her Korriban .utcs untouched and since it's more common to have them modded that's probably a good idea. And it doesn't matter if the game thinks she's on the dark side on Dantooine anyway. 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.
  6. Certainly not in this mod, sry. But I do have some ideas for improved backdrops for both games, that would do those things (like having a visible battle in the background). The problem with that is that it'd require editing of the area model or adding placeables and I have no experience at all with both of these^^ But I might try it someday.
  7. Thanks a lot, I'm definetly going to use this.
  8. Thanks About Taris: I actually don't know^^ I haven't heard from Quanon for some days, but I assume he'll let us know once he has any news.
  9. Here you go As seen in this pic, I added clouds. The moon and the shipwreck are still missing however. I also have to tweak the brightness/contrast some more so that the island seen in the background is less black and so that the sun no longer turns the entire sky white^^ But I think I'm getting there
  10. The subtle version looks great. But I also like how in the second version, it looks like the lines are wet (and corroded). I'd go with the subtle version to preserve the clean look of Ahto City but you should definetly keep the second effect in mind for the underwater stations.
  11. I agree that it should be very clean, but I think that some tiny scratches or something similar would add some more realism. They shouldn't be too obvious however, but only give a slight feeling that there are people living in this city. But I can also understand your hesitation, still I'd atleast try a little bit of weathering.
  12. Actually, if you simply rename them from example.wav to example.mp3 you can play them without any problems. But having a way to convert several files at once would probably make your work easier if you need many soundfiles.
  13. I'd go with a little bit of weathering, so that it looks used but still shiny and clean.
  14. Oups, thought I had mentioned that earlier, but it seems I haven't, sorry. It's K1 for now, but I'll keep your TSL script in mind in case I need it for some other mod. Thank you
  15. That's perfect. Thanks for the info. And yes, it'd be really cool if you could tell me the needed scripts to advance several quests at once and even better if those would also only work forwards
  16. I wish it were but no, it's TGs water. The ingame water will stay the same and you'll only see the skybox from the waterlevel up sadly
  17. Last weekend I started working on the terrain for the Unknown World and today I got to a presentable version, so here it is^^ Let me know what you think (clouds, a moon and the giant shipwreck seen in the vanilla skybox will be added later).
  18. That sounds like an aweful lot of work :/ But I'll try once I have the time. And if I have questions, I'll just ask^^ Two more questions about journal entries however: What happens when I modify a quest entry with a dialogue option, while the quest was already completed? (I only want to end certain quests with new entries, if that makes a difference.) Or to be more general, is it possible to have a quest update only if certain conditions for its current state are met? And is there a way to advance several quests at once with the same line of dialogue?
  19. So, if I edit the global.jrl, all quests will be blank unless I'm playing a male character with the English version of K1, right? And is there a way around this problem?
  20. So, I wanted to edit some journal entries and luckily found this cool tool. The editing worked fine (except for the fact that I have to reload the tlk file paths everytime I restart JRLEdit, but that's no big deal) but whenever I place the modified global.jrl in my Override folder and load a game, all the descriptions and titles in my journal disappear. I wondered if anyone has had the same problem before and if it's fixable somehow
  21. The .mdl file is the model file of the head. You can edit that one somehow, but I don't know how. But if you only want to edit the texture, you'll have to extract the texture and not the model! You can find it in ERFs, Texture Packs, swpc_tex_tpa.erf under P I think. If you export a texture from there, it'll be a .tga you can edit in Photoshop for example.
  22. I don't know how close it is, but it felt pretty close. More 3d buildings would probably work but if you want several layers of 2d buildings behind them, that could be a problem.
  23. I agree with Sithspecter on that "city sand texture". Outside in the street it looks amazing (though I'd still light up the darker parts a bit for less contrast) but inside the buildings I'd prefer a texture closer to the cracked clay style seen in vanilla. Basically more packed as Sithspecter said. But I guess that it's the same texture for inside and outside? But even if it is, it might be worth looking into changing that or at least trying to find out how much work that'd be.
  24. I don't think that more than one additional ring of 3d buildings and a few layers of 2d buildings behind them would be enough. More 3d buildings would probably look even better but I don't know how well the engine could handle them :/ One issue could also be that the skybox is actually pretty close to the walkable area so there might not even be enough space to add more 3d buildings unless you'd make it bigger and that would require editing of the area module I guess?