Alvar007

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Alvar007 last won the day on January 25 2023

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124 Jedi Grand Master

About Alvar007

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  1. Hey Salk! It's good to see you again, my friend. I have no doubt of that haha! Best regards
  2. I posted it on their discords but they didn't respond yet lol. I assume they are really busy, just like I usually am. So I don't think I would have time to help them, but thanks for the comment!
  3. Hello, it's been a while since the beginning of the year, but I finally finished the machinima I was working on and I just wanted to share it here. I spent 3+ years on this since I first started it soon after the covid hit the world. Obviously I didn't work every single month on it but still it took way longer than expected. It's a second part to another machinima I did back on summer 2015 when I first started modding Kotor. Since then I learned a lot about the game and really put to use the best that the new tools can offer. So I really have to thank the community for that. Here's the link: Texts are in Spanish but I added English subtitles where necessary. If you wanna see the first part you can go to the same channel or watch it here: I really hope you can enjoy this, even if the story makes no sense lol. I plan on moving on to another projects, so I won't be doing Kotor modding for a time (not that I was already too active or anything anyway lol). I'm still going to visit this site regularly and try to help some people if they have questions, maybe even create some little mods that I have on the request list. I still have to look on MotionBuilder and stuff to maybe make animations easier. One day I will come back and create those Selkath animations. Cheers!
  4. Hey, this is my first status update on this site!

    Anyway, I intended to post this on New Year but there were more complications than I anticipated.

    So recently I softmodded my +20 year old original Xbox and I wanted to try modding the Kotor games with the new tools to check how far you could go.

    I saw some threads about this here and here, which were really useful but I wanted to note some things:

    · From my experiments, textures need to be square with a size of 512x512 maximum, otherwise they will not show up correctly. They don't need to be in TXB format, you can just throw the TGA and TXI into override.

    · I tried converting custom modules (like the ones in Brotherhood of Shadow) to the Xbox version, but they didn't work for some reason.

    · Character models and other mods can easily crash the game. I have had countless crashes which made my console freeze and I couldn't turn it on until a few hours passed which is why this took me so long.

     So with all this I just made a video about it here:

    Excuse the video and audio quality, I don't have a game capture lol.

    I also experimented with the Xbox version of the Jedi Knight games and ironically, they are way more limited than the Kotor games despite having released all the tools and source code for the PC version. You can see a video about it here:

    On another note, my machinima is getting closer to completion and I will show it here once it's done.

    No mods to show this time, but I hope you find this useful if you ever intend to mod the Xbox version of this games. And don't hesitate to post any other info about this I may have missed if you have any!

    Happy New Year!!

    1. Show previous comments  4 more
    2. Alvar007

      Alvar007

      Well so apparently converting the textures to TXB works at least for one of the custom modules in The Jedi Masters mod for TSL:

      IMG-20230117-211855.jpg

      But the module "bos_bridge" from Brotherhood of Shadow throws an aabb node error in MDLEdit, MDLOps gives some "Truncated combinations needed" messages although it writes the ASCII in the end. However if I try to convert this back to Xbox binary either with MDLEdit or KBlender it crashes the game, even with TXB textures.

    3. Thor110

      Thor110

      I bought two original xboxes ages back in the hopes of getting my project on there one day, keep meaning to mod them, but they will likely sit in a box until I am done.

      Great to see more people trying it though ^^

    4. Alvar007

      Alvar007

      Thought I would give an update on this: so I'm helping a friend fix the TSLRCM mod on Xbox and so far almost everything is working. I was having trouble with the restored shuttle module and I could not figure for the life of me why it wasn't working. Turns out the Xbox doesn't like the original name for some reason, so I renamed the .mod file to something ended in 101 (for example fak101) and it works! Doing it this way makes the game autosave before entering the module as if it was a new planet or something. You don't even need to rename the inside contents. Also no need to separate the module in different .rim files like the vanilla Xbox modules do. Just everything in a .mod file inside the modules folder works.

      So naturally after this I tried doing the same thing in the K1 fashion with the BoS module that was giving me problems and it worked!

      IMG-20231226-025052.jpg

      I had to convert the m60aa_01a to ASCII with MDLOps first, since MDLEdit was giving me an invalid value error when reading the aabb node. Then compile back to Xbox MDL with MDLEdit. The m60aa_01b had a different error: too much vertex calculations but that is easily fixable disabling the option in settings so that you can decompile and compile everything with MDLEdit this time.

      Hope this is useful for whoever wants to play these mods on Xbox, I wish you all a Merry Christmas and a happy new year!

  5. Like the description says, any mod that doesn't alter the supermodels should work. But even if they did you should be still seeing the Force Power in the list. If you don't then there is something wrong with your spells.2da file.
  6. Steam version always gives problems. Is the Force Power appearing in the list? Try using the legacypc option that apparently you can toggle on steam.
  7. Hey, sorry for the delay. I just tried the mod with a new and an used saved game and it works fine. Are you selecting the right folder in the installer for the right game? Keep in mind you have to select the main folder and not the override one. The Power should appear at the bottom of the Force Powers list when you level up.
  8. Alvar007

    Darth Sion K1 Port

    I think I know what's going on. Apparently I had some mods installed when testing this and my appearance.2da file was modified so I created the item pointing to a row that is non-existent on a clean install. Sorry about that. I've updated the file and also added compatibility for all languages, download it again and it should work now. If this doesn't do it any footage you can record is always welcome.
  9. @DarthParametric I gave it a try. I created my own set of bones and simulated them inside Blender with one of the combat animations. The result is okay inside the program but the bones have both rotation and translation to make the movement look like this. So if you parent them to the head for example you are combining the translations and you get weird results. One solution is to leave them unparented which breaks the rest of the animations but that wouldn't be a problem if someone was to bake them all. The manual cleanup to make smooth loop transitions for each animation is what makes this a pain in the ass. Not to mention is not as realistic because the bones need a few seconds to get back to the resting pose. Also I'm still using Blender 2.79 which uses the old plugin where you have one scene per animation so I would have to bake every single time for each animation. If I'm not mistaken in the new version of the plugin you can have all the keyframes in the timeline like Kotormax so that would be a solution. You can even test the results in Blender itself without having to go to the game or 3DSMax like I did here: The problem comes when apparently the mesh has verts with more than four weights and also some of them go over 1.0. So I corrected that automatically using MDLOps but unfortunately the movement I created breaks in game: So in my opinion this is too much work for too little. I was thinking why not parent the whole lekku to the head so there isn't any deformation? (although there would probably be clipping). Or maybe set it as a danglymesh?
  10. Alvar007

    Darth Sion K1 Port

    That's strange. Are you sure you installed the mod correctly? What language is your game? If it's not english there could be errors with the strings and that could cause the crash (although in the past my experience was that the lines didn't show up but it didn't crash the game). I may have to update the item to support multiple languages anyway.
  11. View File Darth Sion K1 Port Darth Sion K1 Port By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod allows you to play as the Sith Lord Darth Sion from TSL. There is also a custom item robe that you can equip to play as him whenever you want in the game. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). To use the custom item you need to enable cheats and type "giveitem darthsion_k1" without quotes in the console. COMPATIBILITY: The item will only work if you didn't modify your appearance.2da before installing this mod. Otherwise you can change the .uti manually to make it work: just open the .uti with K-GFF Editor and change the "subtype" value in the second STRUCT ID inside PropertiesList (the one that has the PropertyName as 59 and not the other one with a value of 1 in that field) from 509 to whatever the row label is in your appearance.2da file. You will have to open it with Kotor Tool after patching it to know this. BUGS: None that I'm aware of. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Alvar007 Submitted 01/02/2022 Category Mods K1R Compatible No  
  12. View File Gamorrean Animations Pack Gamorrean Animations Pack By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a bunch of animations to the Gamorreans that were specified in the dialogue files but were missing in the model files. The added animations are the following: · Two grenade throwing animations retargeted from the male humanoid supermodel. · One shield activation animation retargeted from the male humanoid supermodel. · One inject animation retargeted from the male humanoid supermodel. · One new custom TALK_FORCEFUL animation used in conversations. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod will work as long as you don't have any modifications in your gamorrean model files or their apprearance.2da rows. BUGS: The combat parry and dodge animations for the player when facing the gamorreans will look as if they were facing a melee humanoid user due to the fact that I had to change their modeltype. Unfortunately there is no way around this. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Alvar007 Submitted 01/02/2022 Category Mods K1R Compatible Yes  
  13. The 3 mods (Darth Sion port, his Force Power and the gamorrean anims pack) have been submitted and they are pending approval now. @DarthParametric I assume by your post that the danglymeshes don't do the job? I have yet to experiment with a physics sim. Which one were you thinking of, MotionBuilder perhaps? I don't know if what you're asking is accomplishable but if I were to try that I would need to know the location of the flappy bits as I'm not too familiar with the TOR models. I assume the bones for the lekku wouldn't work for the lobes of the Selkath for example. So I would have to take every one into account.
  14. View File Sion Force Heal K1 New Force Power: Sion Force Heal By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new Force Power to K1 based on Darth Sion's Force Rage Heal we can see in K2 and the end of a combat round. I've also added a custom effect texture for when the Force Power is being casted. Includes: · Ported animation. · Ported icon and custom description. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod replaces the lightsaber throw loop animation with the rage one, so as long as you don't have any other mods replacing the S_Male02 supermodel files it should work fine. In case you do, you could merge them together, provided that they are not using the same animation already. BUGS: The animation can get cancelled if you are running while casting the Force Power. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Alvar007 Submitted 01/02/2022 Category Mods K1R Compatible No  
  15. Version 1.0.0

    420 downloads

    Gamorrean Animations Pack By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a bunch of animations to the Gamorreans that were specified in the dialogue files but were missing in the model files. The added animations are the following: · Two grenade throwing animations retargeted from the male humanoid supermodel. · One shield activation animation retargeted from the male humanoid supermodel. · One inject animation retargeted from the male humanoid supermodel. · One new custom TALK_FORCEFUL animation used in conversations. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod will work as long as you don't have any modifications in your gamorrean model files or their apprearance.2da rows. BUGS: The combat parry and dodge animations for the player when facing the gamorreans will look as if they were facing a melee humanoid user due to the fact that I had to change their modeltype. Unfortunately there is no way around this. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.