1Leonard

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Everything posted by 1Leonard

  1. Basically for new mods that are going to be released here: If you don't want it reuploaded to the Steam Workshop add a disclaimer saying you don't give permission. in bold letters.
  2. Thanks for your answer, DP! I know from my old days of modding this game (mostly screwing around with heads and the such) that I need nwnmax and either gmax or 3dsmax. I can't seem to find either, does anyone know where I can still find those? Also what version of 3dsmax would still work with nwnmax? Thanks anyways.
  3. You have to point the tslpatcher to the steam workshop location of TSLRCM, NOT your K2 install location
  4. Now, I know it's possible to edit a body model by moving the vertexes and putting it through Taina's Replacer tool, I did so before under a different name (a long time ago) But I'm wondering, is it possible to add geometry to a body model? Or replace certain parts of it? And what if it has certain animations like Atton's chest flap? Would you lose those? I don't think the replacer tool supports added geometry so what tool should I be using if I ever did something like that? I was just wondering, thanks in advance!
  5. That's too bad, I suspect a lot of steam users who don't pay attention and install multiple mods using the workshop will get crashes and blame the mods :S I've noticed that too! Be sure to send an email to Aspyr notifying them of this.
  6. I just managed to install a mod on the new KotOR II Mac version with the TSLPatcher using Wine. First make sure you have installed TSLRCM (and only TSLRCM) with the workshop. After that you can install your mod with the TSLPatcher with the direction folder the TSLRCM mod is installed in (so not your game itself). It's probably in Users/yourname/Library/Application Support/Steam/Steamapps/Workshop/content/(and then some folders that use numbers as their name). The folder you arrive in is used by steam to overwrite the files in the gameapp while playing. The only thing I tried out were the new TOR HK-Models by Darth Parametric (which are wonderful) with the reskins by Kainzorus Prime. So far it all seems to work. Also what I want to know: are two mods on the Steam workshop that for example both use the appearance .2da compatible with each other or does one overwrite the other? and BTW: I see a lot of people start to upload content which isn't theirs. Is that even allowed? It seems like a shitty move to me. :S
  7. I specifically put your name on the bottom of the file description.
  8. I posted this in LF as well Recently I started playing with the idea of translating Kotor 2 vanilla with the TSLRCM mod installed into my native language (Dutch) so that other Dutch non-native speakers could understand the story better. I know that I should edit the dialog.tlk file for this huge task. What I want to know is do I also have to edit some .dlg files the TSLRCM mod uses? Of course I'll first ask the authors of the TSLRCM mod for permission to release my work before I do anything at all! Thanks in advance.
  9. Hey guys! The creator of the port here, I've been gone from running/trying to mod kotor 2 on a mac for a while now. It's kind of weird seeing your file being used in such an awesome guide, but I like that you help people, you have my respect! Anything I can help you guys with?