DarthParametric

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Everything posted by DarthParametric

  1. Like a flamethrower? You can't get custom emitters to work with skeletal meshes, so the only way would be as a force ability I'd think. I recall there was already a force power mod that added some sort of fire/burning power.
  2. You have .NET framework installed? I assume 3.5 is probably as high as you can go on XP, but that should be sufficient. Typically it should pop up a warning though if that is the issue, not just crash.
  3. Gamefront was archived. You can still get everything that was there. http://web.archive.org/web/20160417115020/http://www.gamefront.com/files/listing/pub2/star-wars-knights-of-the-old-republic http://web.archive.org/web/20160424125607/http://www.gamefront.com/files/listing/pub2/Star_Wars_Knights_of_the_Old_Republic_II_The_Sith_Lords/
  4. Not until someone makes a properly functioning version of MDLOps that works with emitters. It will work with basic texture mods, but with this mod the Kreia you have for 95% of the game now uses custom 1-handed variants of the body models. It won't make use of any custom body models introduced by another mod (unless they specifically add in compatibility), but they should still be compatible with one another, as long as they don't overwrite Kreia's appearance.2da rows.
  5. And you'll note they haven't been released. It's because there's nobody around that is able and/or willing to skin them. Redux is dead, has been for years. The team all left to get jobs, do degrees, etc.
  6. The second one is just the SWTOR version of what Mandalore already has.... As to the first, it seems highly unlikely you'll get a brand new body model out of anyone.
  7. You could retexture them. It changes to red and black in the DS version.
  8. Everyone's a critic. This is a super low end hack job, mashing together existing assets. There's not much to be done about it, unless someone wants to model an all new head and matching hair.
  9. There was an Origins mod list thread over on the DA subreddit a few weeks back that you could harvest some ideas from - https://www.reddit.com/r/dragonage/comments/4evcw4/no_spoilersabout_to_play_dao_for_the_first_time/
  10. The original I-Wing texture from K1 is still in the TSL files (for some reason), so you could try and repurpose that if you wanted - V_FreightL01.
  11. Pretty much, yeah. As supplied you can put it in the game right now via simply renaming it, as in the in-game screenshot (replacing the G-Wing), although the positioning might need some tweaking. I made it for JCarter to potentially use in one of his mods, but I got sidetracked and it's been languishing on my hard drive for a couple of months, so I figured might as well upload it for anyone that wants it.
  12. View File Kreia Visible Body Models This mod gives Kreia a standalone head so as to display the body models for various equipped armour and robes like the player and most other companions. It also includes a full set of unique one-handed body model variants for her exclusive use after Peragus. Currently does not include underwear or dancer’s outfit models, those just use her default robed appearance. The head is a composite of the original unused standalone head with hair added in from the full body model. To get the neck to mate properly with the standard body models and hide any gaps in the hair mesh, a far bit of brute force was required. As a result, there might be some texture distortion, and possibly some bad deformation with certain head animations. Also, the hair, both the braids and the back, clips badly with certain body meshes. There’s not really much I can do about that. Note that this mod only overrides the initial and “gimped” appearances. It doesn’t modify the stunt, evil, or seppuku appearances, so hopefully it should be fully compatible with TSLRCM. This mod originated as a modder's resource I posted over at LucasForums back in 2014 - http://www.lucasforums.com/showthread.php?p=2851410#post2851410 Submitter DarthParametric Submitted 05/01/2016 Category Mods TSLRCM Compatible  
  13. Version 1.0

    1,275 downloads

    This mod gives Kreia a standalone head so as to display the body models for various equipped armour and robes like the player and most other companions. It also includes a full set of unique one-handed body model variants for her exclusive use after Peragus. Currently does not include underwear or dancer’s outfit models, those just use her default robed appearance. The head is a composite of the original unused standalone head with hair added in from the full body model. To get the neck to mate properly with the standard body models and hide any gaps in the hair mesh, a far bit of brute force was required. As a result, there might be some texture distortion, and possibly some bad deformation with certain head animations. Also, the hair, both the braids and the back, clips badly with certain body meshes. There’s not really much I can do about that. Note that this mod only overrides the initial and “gimped” appearances. It doesn’t modify the stunt, evil, or seppuku appearances, so hopefully it should be fully compatible with TSLRCM. This mod originated as a modder's resource I posted over at LucasForums back in 2014 - http://www.lucasforums.com/showthread.php?p=2851410#post2851410
  14. View File Lethisk Freighter AKA I-Wing Placeable Modder's Resource for TSL This is a new mesh made from scratch to replicate the I-Wing shuttle/freighter from K1, the model for which was not included in TSL's files. It was made with the intention to replace the GWing shuttle that the Mandalorians use to take you to Onderon, but it could be used in other ways. It currently includes no texture, just a UV map, so you'll need to make your own texture to make much use of it. Includes ASCII and binary model and walkmesh/collision files. Free for anyone to use and include in their own mod releases, but you must acknowledge the source. The mesh may not be released by itself or otherwise rehosted elsewhere. Submitter DarthParametric Submitted 05/01/2016 Category Modder's Resources  
  15. Version 1.0

    153 downloads

    This is a new mesh made from scratch to replicate the I-Wing shuttle/freighter from K1, the model for which was not included in TSL's files. It was made with the intention to replace the GWing shuttle that the Mandalorians use to take you to Onderon, but it could be used in other ways. It currently includes no texture, just a UV map, so you'll need to make your own texture to make much use of it. Includes ASCII and binary model and walkmesh/collision files. Free for anyone to use and include in their own mod releases, but you must acknowledge the source. The mesh may not be released by itself or otherwise rehosted elsewhere.
  16. We'll have to wait and see if the chopped version meets with Hassat Hunter's fapworthiness approval, or if it still causes him emotional distress.
  17. It was mostly intended as a joke. But it you want long hair, that's your lot. At least unless someone creates some new custom hair meshes. Or I suppose you could find some existing hair meshes by someone else and get permission to use them. Edit: Or you could lop the braids off I guess:
  18. Clearly you haven't spent enough time with MDLOps.
  19. I'd say the problem was almost certainly MDLOps, rather than anything specific the modder did. It doesn't compile models properly, in the sense that its output is not the same as whatever official compiler Bioware and Obsidian had. A lot of the time it is sufficient to work in the game, but I could easily see how something it did could trip up a Blender script expecting a specific pattern that the official models conform to. As to your desired list, you aren't going to find much in the way of something like that. A lot of it just comes down to trial and error. Adjust, export, compile, test. Repeat until it works (or is proven to be irrevocably broken).
  20. By "empty" do you mean a null or dummy object? If so, they are used in all KOTOR models (and basically every other model format) for all sorts of things. In the case of the goggle hook (and head hook, hand/weapon hooks, etc.) it's just a reference point, which the game uses to position additional models. In other cases, they are used as containers if you will, to group objects with a common pivot point/axis. They get used in skeletons in this manner.
  21. Could be this one (link in second post) - http://deadlystream.com/forum/topic/3105-wip-kotor-model-exporter-for-blender/