Kexikus

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Everything posted by Kexikus

  1. It took a while, but version 2.0 is finally up A big thanks to Malkior, who created the additional damage detail for the Ravager. I highly recommend to redownload the mod, since it looks sooo much better now. Hope you like it
  2. File Name: Sandpeople Disguise Drop Fix File Submitter: Kexikus File Submitted: 26 Apr 2015 File Category: Mods I didn't like the fact that as a lightside player you have to attack the sandpeople guards to get their clothing so that you can enter their enclave and help them. And that fight was also really annoying. So I did some research and it seems as if in the XBox version, you can get the disguise from the sandpeople ambushing you. I don't know why that was removed in the PC version, but I decided to add this option back in. INSTALLATION There are several possible versions of this mod available, depending on the number of disguises you want to get. 1. (Recommended): 1 Tusken per ambusher group drops the disguise. Since you only need two or at maximum three disguises and you get attacked quite often, this version should easily give you enough of them. Copy tat18_tusken06.utc from this archives main folder into your Override folder. 2. 2 Tusken per group drop disguises. Copy tat18_tusken05.utc from "Optional Files" into your Override folder. If you choose this version, do NOT copy tat18_tusken06.utc. 3. All 3 Tusken per group drop the disguises. Copy tat18_tusken06.utc from the main folder AND tat18_tusken05.utc from "Optional Files" into your Override folder. 4. The Tusken attacking the sandcrawler drop disguises as well. This option can be combined with all three prievous options. Copy tat18_tusken04.utc from "Optional Files" into your Override folder. UNINSTALLATION Delete tat18_tusken04.utc, tat18_tusken05.utc, tat18_tusken06.utc from your Override folder. Note: Depending on your installation choices, not all of those files may exist in your Override folder! CREDITS UTC Editing: Kexikus THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. 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
  3. Version 1.0

    5,099 downloads

    I didn't like the fact that as a lightside player you have to attack the sandpeople guards to get their clothing so that you can enter their enclave and help them. And that fight was also really annoying. So I did some research and it seems as if in the XBox version, you can get the disguise from the sandpeople ambushing you. I don't know why that was removed in the PC version, but I decided to add this option back in. INSTALLATION There are several possible versions of this mod available, depending on the number of disguises you want to get. 1. (Recommended): 1 Tusken per ambusher group drops the disguise. Since you only need two or at maximum three disguises and you get attacked quite often, this version should easily give you enough of them. Copy tat18_tusken06.utc from this archives main folder into your Override folder. 2. 2 Tusken per group drop disguises. Copy tat18_tusken05.utc from "Optional Files" into your Override folder. If you choose this version, do NOT copy tat18_tusken06.utc. 3. All 3 Tusken per group drop the disguises. Copy tat18_tusken06.utc from the main folder AND tat18_tusken05.utc from "Optional Files" into your Override folder. 4. The Tusken attacking the sandcrawler drop disguises as well. This option can be combined with all three prievous options. Copy tat18_tusken04.utc from "Optional Files" into your Override folder. UNINSTALLATION Delete tat18_tusken04.utc, tat18_tusken05.utc, tat18_tusken06.utc from your Override folder. Note: Depending on your installation choices, not all of those files may exist in your Override folder! CREDITS UTC Editing: Kexikus THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. 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.
  4. The strange thing is, that on the nexusmods page, it says that TSLRCM is a required for ARR to work...
  5. Kexikus

    Requests

    Earlier today I looked at the sandpeople files and I'm pretty sure that I can make them drop their clothing myself, so I'll take back that request for now. But I still kinda like the general idea of having a non-fighting option to acquire them @ R2-X2: As far as I can tell after my quick look earlier they all have Gaffi sticks as dropable items. My guess is that there is only a certain probability of this actually happening so that some won't drop them.
  6. Kexikus

    Requests

    So, I have two requests for K1, where the first one kinda reduced itself to a bug fix after some research^^ 1. Make the random sandpeople ambushers drop the sandpeople clothes again. The reason I came up with this request is that when this bug occurs (not sure if that's always or only in some cases, but it seems to happen with vanilla installations too) you are forced to attack the sandpeople guarding the entrance to the enclave. First of all, that fight is quite annoying with the ever respawning enemies and second, it simply doesn't feel right if you're playing a light side character. The last time I played through this area, I didn't know it's a bug, so I thought a bit about what you can do and the first thing that came to my mind is that the sandpeople attackers should drop the clothing aswell. That'd be fine for light side characters who are defending themselves. But I also thought that maybe another way to get the clothing would be cool too: Something like you find a group of sandpeople who were attacked by Czerka mercenaries and only one of them is barely alive, so you talk to him (if you have HK) and can either kill him for dark side points or somehow convince him that you want to help the sandpeople, so he gives you some clothing and you can enter the enclave peacefully. That would obviously require way more work (including new lines for HK :/ ), but I still like the idea and if anyone wants to do something like that, that'd be really cool But my problem could be adressed with the bug fix aswell, so that'd be awesome too, if someone went ahead and made this mod. 2. Add a cutscene where the Sith are banished from Manaan. I accidently stumbled upon this request over on LucasForums and I really liked the idea, that after you find the star map you return and the Selkath court tells you that in your absence they reviewed the evidence you brought from the Sith base (maybe referencing the outcome of Missing Selkath) and then a broadcast would be shown where this new development is announced across Manaan. Afterwards, all Sith could be turned hostile, the Republic friendly and some friendly Selkath could spawn so that you can help to clear out the remaining Sith or they could simply despawn. Here's the original thread here for some more ideas: http://www.lucasforums.com/showthread.php?t=196481 I think that this would be a really cool way to end Manaans light side storyline that would also somewhat mirror the dark storyline where you get banished.
  7. Well, uninstalling/installing a mod midway through a game basically HAS to create problems, so I doubt anyone here will be able to help you. And the reason for the yacht bug was probably already caused by some kind of mod incompability or some other mod installation mistake, although the only mod on your list that could be incompatible with TSLRCM would be the Hack pad and even there I would have thought it compatible if it weren't the only possible one^^
  8. I think that'll fix itself once I render the final images, but if not I'll certainly try to fix it manually.
  9. Here's another update: I found a tree model for Terragen, that looks almost exactly like the trees seen on Dantooine in both KotOR games, so I was able to add those for details. I also roughly positioned the sun and added clouds. All that's left now is to add the two moons (which shouldn't take long) and work on a few details. And here's what it looks like now: You can see some of the trees I mentioned above and a lake I added for some more variety. And during a break, I also made some Photoshop edits to my Manaan skybox, so that it now blends better with the ocean.
  10. It also sounds as if you played with TSLRCM installed, uninstalled it, continued to play and reinstalled it later. If that's the case then it's most likely the cause for your problems.
  11. I don't think so, no and there are two reasons for it: First of all, I'll start with KotOR 1 and the second one is that there is already Sharen Thrawns really, really amazing skybox. But I intend to make a new skybox for Taris, although I have no idea how I'll accomplish that yet^^
  12. Here's another WIP shot of Dantooine. More vegetation, clouds and a moon are still missing. (Right now I'm going for a "Green Grass for Dantooine" look, the vanilla version will follow later.)
  13. I asked Kainzorus about it a while ago and he said that he's working on a compability version, but right now it's not (I think^^).
  14. That's great news I'll certainly be using that for my skyboxes once they're done.
  15. That looks really good I was already a big fan of your old Malachor skybox, but this one looks even better. Good luck with the top texture, which will probably take quite a bit of try and error but I'm sure it'll be worth it.
  16. I'd always go with a power of two e.g. 1024 or 512 since some computers have problems with other resolutions. Other than that it really depends on the size of the texture ingame. But 1024 should be a good size for most textures that aren't super big like skyboxes. But I guess it wouldn't hurt to go even higher
  17. That would certainly be cool, if you want to do this. And if you could, please use the picture in my second post here as a basis since I'd prefer to use this shot of the model which has a slightly different perspective compared to my original release.
  18. Creating a skeleton and blending it with the texture would probably be the best way to create the damage but I really don't know how to make such a skeleton, so I'll guess I'll leave the texture as it is until I find a way or someone else makes a better one
  19. The idea was always to combine those two designs with the goal that the landscape seen in the second picture gives a little more variation to the one seen in the first picture. And while it took some time, I finally managed to combine them so that I can now continue with the colors. I'll show some more screenshots once that's done.
  20. It's been a while since my last post and progress has indeed been very slow, due to me doing other stuff instead But I started working on Dantooine and while I'm not really happy with my results yet, I still think that I'm on the right path. So I wanted to show you what I did. The first picture shows the basic landscape everyone would probably expect: Rolling hills, plains and some mountains in the distance: But I want some more variety in the landscape you'll see and that's what you can see here: This second landscape was inspired by a picture I can't find right now, or I'd show you what it's supposed to look like Any criticism is very welcome. (Note that the colors are not done yet)
  21. Well, the problem is certainly not that I don't know what the damage should look like but more that I'm really, really bad at making textures from scratch, so that makes creating the damage pretty difficult. If anyone who's better at doing this wants to improve the texture we can probably work something out. But I feel like I can't do anything more to make it look better :/
  22. Kexikus

    Requests

    That's a really, really cool idea. I have no idea if it's possible at all but I'd support anyone who would try to do that and if it works it would be a permanent addition to my override folder.
  23. As some people noted in the review section, my texture doesn't quite show enough of the Ravagers damage, so I made some edits. What do you think? If you have any ideas how to improve this texture, feel free to tell me and I'll try to incorporate them.
  24. That screenshot really looks great. I would have to see a video or try it for myself to decide if I want to play like this but I'm quite impressed. I'm wondering about one thing however: When I activated SSAO I had some really annoying effects so that I had to play without it and I was wondering if you managed to get around those. The problem was that whenever a part of a character was close to another surface (like the feets during normal gameplay or simply during the vision cutscenes when you lay in bed) there were shadows around those parts of the body but they always were a little too far away from my character so that there was a bright line between the character and the shadow which looked really bad. I played around with the SSAO settings a bit but I couldn't find a way to fix this so I was wondering if had the same problem.