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Posts posted by todevuch
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6 minutes ago, Sith Holocron said:Just link the specific mod so I can be ready to go after I finish eating.
@Sith Holocron, I'm interested in this mod
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@Sith Holocron, Thank you! I would be very grateful if you do that
@Sith Holocron, Sorry to bother you, but please ask Shem for access to all textures in his mod. I just got an idea. Due to the problem of not being able to add new armor, you should be limited to the skin of a specific NPC, but I forgot that you can do separate things for Revan and his fellow Jedi, using new skins as their basis, but using the lines of the heads of Revan and the Jedi fellows. Of course, there is a problem with the multiplicity of lines of characters that we can play, but I can make a version for many of them, as well as, upon people's request, make new lines for individual mods. In general, even I myself am intrigued by the result. For a long time I could not put several thoughts in my head at the same time, but now I have an accurate picture of what needs to be done here and now, the main thing is time.
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Solution found! 1. In the case of displaying hats, the solution is suggested in this thread. 2. In the case of the shield, there were problems with a third-party modification that affected the original energy shield.
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@Effix, Thank you! I was thinking about this by the way yesterday when I was trying to figure it out by comparing this file and the "sith_app" file and decided to try again today but saw your recommendation. Now I'll try to do what you said.
@Effix, I checked a variation of your solution. You were right! Headwear is no longer reflected on NPCs. Your help has helped me keep working on my mod! Thank you! I will definitely indicate you in the section of special thanks when writing a description of my modification.
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Hello everyone! Can anyone suggest how to disable the option to display masks and other hats in the mdl head file (as implemented, for example, in the sith_app file owned by a bald Sith NPC)?
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Hello everyone! I am being inspired by modifications JC's Fashion Line I: Cloaked Jedi Robes for K1 and Dark Jedi Wear Robes decided that, why not bring the wonderful armor of the Sith masters from Kotor 2:
Spoilerto Kotor 1, where it could, how to replace the original the armor of the Sith Masters (in-game name - sith apprentice) and Darth Bandon.
I would like to borrow the textures of the Darth Bandon armor and pictures with the permission of the author @Shem.
At the same time, I would also like to create two uti files that would allow Revan and Jolie Bindo (or only Revan), it depends on the characteristics of the armor itself, let's say the requirements for pumping the light armor skill)) wear the armor of the master (original texture N_DarkJHiM) and Darth Bandon.However, as we know, it is not possible to add new lines of clothing or armor in the game, but only to change the existing ones. This option is no good. So I decided that I could just make the armor skin of the new characters in the new "appearance" lines, plus make changes to the "heads" file.
The head / mask for the first armor is made up of in-game files from kotor 2: n_dkjh02.mdl and n_dkjh02.mdx, as well as the texture N_DkJ2H01.
For the second Darth Bandon armor, I would like to borrow the head files of a Dark Jedi in a Sith Lord mask from the Dark Jedi Wear Robes modification (because the texture itself is very black on the armor and the head will fit perfectly), the author of @DarthParametric (if he allows (Honestly, I was waiting for him to do something similar from what I propose now, taking into account that he also loves such an embodiment of the Sith)).In addition to the fact that this armor would have a gender restriction (only for male characters), there could be another restriction that would work after donning a Sith mask, the model and textures of which could be borrowed from Flammenwerfer: The Sith Mask (and converted to replace original Sith mask). But this, I think, is impossible, and even with this option, no other headdress could be worn.
The armor itself could be obtained in two places - the first version can be removed from the body of Uthar Wynn, because it is completely dishonest that from it, from the values, you can only take loans, and there is no lightsaber or any Sith clothing. In addition, @JCarter426 has already created the prerequisites for this and dressed the master of the academy in the armor of the Sith, which is very compatible with my proposal.
The second option (darker) could appear in Darth Bandon's equipment and we could put on his new armor, but technically it is still a skin of the model and textures of dark armor and models and textures of the head of a Dark Jedi from the DarthParametric modification.In addition, @DarthParametric also made a very correct decision, in its modification, putting on armor on the Sith master on Manaan, as was implemented by the developers on Taris.
Alternatively, the Sith masters on Taris and Manaan could be assigned a new number for the proposed npc in the "appearance" file, thanks to which they technically changed to new npc. This can be done with many of the Sith Masters in the game.But as I think it is best to replace the Sith Masters in:
1) the first location, because it is nameless and does not carry any semantic load in order to bare its face, moreover, such a beginning can warm up our interest in getting this armor as soon as possible - such an expectation will add interest in the game;
2) the location of the dark lands on Kashyyyk, where Darth Bandon travels with the Sith masters near the lift (I don't remember exactly, because my Darth Bandon appeared in Manaan to replace @DarthParametric in his modification. Perhaps he did so);
3) other places (although, as for me, the rest of the Sith are important and we enter into a dialogue with them).It would seem that there were no problems with porting and the model and textures feel comfortable in kotor 1 (thanks a lot @JCarter426 for the supermodel!), However, it seemed to me that the fact that I did not change any words and symbols in the mdl file when using the mdledit_v1.0.3 program, affected the fact that the new files of the Sith master do not work correctly: he cannot activate the energy shield, and he also puts on the nerve protection bandage, which is in the inventory of the Sith governor on Taris (for example, this NPC):
SpoilerIt seems that the option with the shield was initially absent, because I do not remember that they used it in kotor 2, or maybe there are compatibility problems.
Most likely there are other problems of this kind that require resolution, because it is assumed that the same operations will be performed by Revan when he puts on this armor (skin).
Does anyone know what can help in my situation? I would be very grateful!P.S. Technically, the part of the modification that is responsible for the introduction of two new armor will be implemented in the same way as in this modification (I put its screenshot inside for review):
SpoilerAttention! The texture of the armor of the Sith Masters and Darth Bandon are not the same as the armor itself, which is technically a skin (as in the case of the Mandalorian armor (variant
from this modification). These are two different things!
As a result, we will have:
1) new models and textures for the torso of Sith Masters, Darth Bandon and those who have this appearance under the influence of other modifications (Uthar Wynn, Dark Jedi Master in Manaan);
2) two new types of NPCs - Sith Masters from kotor 2, which will replace some of the Sith Masters in the original game (FOR example, at the beginning of the game on the Republic ship and in the dark lands of Kashyyyk, if we meet Darth Bandon there).
In the game itself, it is recommended to use only the first type in order to betray the uniqueness of Darth Bandon himself, no one except him has to wear his armor! Otherwise, he will send a lightning of power towards the dissident creature! Ahaha, and no matter how ironic, but it will be possible to pick it up only from his cold corpse. Ahaha.
The second type of npc is useful for the second uti file;3) the armor itself - two uti files referring to two types of NPCs and for the duration of wearing we will be them + it will be possible to wear a Sith mask from the above modification.
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22 hours ago, Salk said:Hello!
Thanks for sharing this modification with us. I find it interesting. My gripe is with the first element of the installation giving the receptionist a Sith Officer look. From the dialogue (at least from a branch of it), we discover that she is a civilian hired at the base as receptionist."[Success] 50 credits? You've got a deal! The Sith have made my life a living hell ever since they took over this base."
"Don't shoot! I just work here, I never wanted any part of this! I would have quit when the Sith took over, but they wouldn't let me!"
"You know, it's about time someone stood up to these Sith! Just do me a favor and wait until I'm out of here before you start blasting the place up."
It makes also some sense that she is unarmed when and if the Player confronts her but adding some basic mean to defend herself may be alright (I'd rather have her use a baton though).
I'm a bit confused about the second element: I don't know of a way to enter the Sith base by aircraft. Is it something that perhaps was added by the K1 Restoration Project?
And about the last element: is Admiral Varko replacing Saul? Because if that is what happens, it would conflict heavily with Carth's quest.
Cheers!
@Salk, Good day. Thank you for your comment! Applied to the first part of your question. I partially agree with you. The fact is that the nature of the service of individual NPCs at the base is categorically incomprehensible. If we take, for example, a technician from the next room, then he is wearing a uniform, therefore he is a military man. Plus, civil servants also have uniforms that they rarely wear (at least in my homeland - Russia, in the case of the judicial system (all employees, except for judges, who wear robes during a trial), but in other countries, maybe be a different situation). I proceeded from the fact that in Manaan an employee wears a uniform, although it does exactly the same function. It turns out that there is a mess on the Sith base on Taris! It seems to me quite absurd that they put in a hallway based on a person (twilek), which is negatively disposed towards them. It turns out that they have a shortage of service personnel, which is indirectly confirmed by the words of the guard at the elevator, about the difficulties in clearing the slums of the lower city from bandits.
I will make, as time will be, a separate version and publish it in the next update, because you are somewhat right. I'll add a club to her arsenal.
Now for the second part of your question. By the way, since the twilek is civilian, then her clothes should be ordinary, like the citizens of the planet.
Everything is simple here. When we arrive at the embassy of the republic, Revan finds himself in a hopeless situation: we need to help the Republicans get the droid tablet at the Sith base, which we can do in three ways, to choose from (Convince the spy to tell the base password so that the Sith diplomat will let us there - you need persuasion skill and the correct order of interrogation; pick up the code from the base ( it is very easy to do this); to penetrate into the far left hangar, guarded by the Sith, the code from which the ambassador of the republic will give us.
This is the third option.
Moreover, he is very loyal on the part of the developers. After all, we can get into the base and destroy all the Sith, before we take the quest from the Selkat about the disappearance of young Selkat. Indeed, without this task, the doors to the part of the base where the Sith trainings take place will not open for us (a selkat will appear that will enter there).
Applied to the third part of your question. Perhaps there were difficulties with translation. This is not about replacing Saul Karath in the literal sense, but about the fact that after his death, which will be inevitable in the plot, his place is taken by a new admiral, presented on the cut-scene (fourth video clip).-
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Todevuch's Sith Officer Fix K 1
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KNIGHTS OF THE OLD REPUBLIC
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Todevuch's Sith Officer Fix K 1 1.3
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Author: Todevuch (todevuch)
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This modification is a partial fix for certain Sith NPCs:
1) Twilek at Tarisian base.
Now she is wearing the uniform of a sith officer! After all, we did not see in Manaan that the employee in charge of the security of the base wore different clothes than the uniform of the Sith. Therefore, the nature of such work also implies the wearing of uniforms in accordance with the military regulations and local instructions of the Sith base.
Earlier, apparently due to the fact that I was constantly playing the bright side, I lost sight of the fact that this twilek remains defenseless, apart from the reinforcements in the next room. So I included a short vibroblade in her inventory so she could defend herself! She will take out the weapon when she meets in a duel with the main character and (or) his party members, so as not to spoil the aesthetics associated with constant wearing.
I didn’t fix a bug related to the attack of twilek on she colleagues, if, using third-party cheat commands, the player ignored the meeting with her and went first to the room where the Sith soldiers are. Indeed, in the normal game mode, the first conversation (cut-scene) that will take place at Revan at the base will be with her, thus the bug will not interfere with the gameplay in any way;2) Elite stormtroopers and a Sith grenadier in the Hangar, before flying to the Manaan Sith base (one of three alternative ways to get there).
I was somewhat confused when I saw the names and heard the voices of these NPCs, which raised doubts about the advisability of looking like regular Sith officers. The in-game files confirmed this doubt: they clearly show that we have Sith soldiers in front of us, deserving the appropriate appearance!;3) A Sith Captain at the Manaan Base.
In this case, the captain had the wrong voice for Sith soldiers, which has been fixed;4) As a dessert - the true vestments of Admiral Varco!
Based on the description of this character in the official sources on the history of the Star Wars universe, "Varko was a Human male who served as an admiral Dark Lord of the Sith Darth Malak during the final year Jedi Civil War. He assumed Saul Karath's position as Malak's second-in-command when Karath was slain Galactic Republic Carth Onasi and two Jedi, Bastila Shan and Revan, aboard the «Leviathan», flagship".
The fact that he was an admiral is undeniable, because in his dialogue with Darth Malak, there was a discussion of organization a Sith fleet, which is in the competence of an admiral, and not an officer! At least in our case.This modification only covers the part of the Sith officers that have not been fixed in the framework of other modifications (or those that, unfortunately, I missed). For example, @JCarter426 in JC's Korriban - Back in Black for K1 has already fixed a number of shortcomings.
Instruction:
Just launch TSLPatcher and point to the correct path to your game.
Compatibility with other modifications:
The mod is compatible, in fact, with all modifications, including K1R and [KotOR] NPC Overhaul Mod, except for those that contain the files involved in the modification.
Credits:
LucasArts Entertainment: Original files.
Distribution restrictions:
The modification is subject to free distribution on other sites, if the publication contains an indication of me as the author.
The description of such a modification must contain an essential (undistorted) description (full or partial copying of the current description is allowed), as well as a section of special thanks, where the persons mentioned by me must be indicated.Special Thanks:
1. @Darth_Sapiens for the KOTOR TOOL;
2. @TK102 for the K-GFF GFF Editor;
3. @Fair Strides for the TSL Patcher and KotOR SaveGame Editor;
4. @bead-v for the MDLedit;
5. @ndix UR for the tga2tpc;Recommended modifications for installation:
JC's Korriban - Back in Black for K1 v2.3 Author: @JCarter426;
Male Sith Archaeologist Restoration. Author: @N-DReW25;
Diversified Jedi Captives on the Star Forge. Author: @DarthParametric.
Video clips:
№1:
Spoiler№1 (alternative):
Spoiler№2:
Spoiler№3:
Spoiler№4:
Spoiler
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Submitter
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Submitted01/16/2021
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Category
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K1R CompatibleYes
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23 minutes ago, DarthParametric said:Ah, missed the corridor outside the engine room. Try this:
Thank you again! The problem of this topic is completely solved thanks to you! At least I ran my Revan all over the ship and found no similar problems! Please, when you have time, publish this fix to the "Ebon Hawk Camera Replacement" mod as your modification, although it is not as large-scale in terms of quantity or quality, but its value is unconditional. Surely people will encounter this problem more than once and will skip this topic.
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20 hours ago, DarthParametric said:It's not a texture issue, it's a module VIS issue, i.e. the file that dictates what rooms are visible from each other. The engine doesn't render any rooms not listed as visible from the current room you are in to save on memory (since the game was designed for the original Xbox with 64MB of RAM). The fix is pretty simple, since a VIS is just a text file.
Edit: Here @todevuch, try putting this in your Override. It should fix the pictured issues I think.
Thank you! The inconveniences around the cockpit and Revan's room are gone! The only downside was the location that connects the common room and the hallway leading to the hyperdrive.
The first two screenshots show the walkthrough with the fix file included.QuoteThese two screenshots show the absence and presence of a problem in the different position of the main character.
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Recently I ran into an interesting issue that was not noticeable until the installation of the "Ebon Hawk Camera Replacement" modification, which changes the camera view to Ebon Hawk.
The essence of the problem boils down to the fact that at a certain position of Revan inside the ship, textures disappear in some of its parts. It really does not interfere with the game, but the aesthetics, alas, are spoiled. Perhaps this problem was originally in the original game itself, since we could not see these flaws due to the close-up. When using "Ebon Hawk Camera Replacement", this problem is visible, most likely, it is not a consequence of the installation of this modification.
I saw several flaws: 1) the texture separating the cockpit and the adjacent corridor; 2) the texture connecting the main hall and the corridor from the hyperdrive side; 3) the texture connecting the left room (Revan's room) and the corridor.Is there any way to fix this?
Screenshots:
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The response is received, everything works, thank you ebmar
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Hello everyone
Tell me please here with what thing. I decided to save the model in ascii (mdl.ascii), but there is no such option in the program - only saving in the gmax format.
How to save in ascii, so that later it was possible to convert this format to mdl and mdx or what program to use to convert gmax to ascii?
Thank you in advance -
13 hours ago, ebmar said:Looking by the screenshot seems you have had it worked! 🙌
In fact, this image is just a photoshop
I am trying to work on a model in kotormax, but so far no results
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16 hours ago, JDub96 said:Hey,
I was hoping someone could confirm something for me. I read somewhere that Bao-Dur can equip the Zeison Sha/Jal Shey armors. Or at least one or two variants. Can someone tell me if this is true, and if so if these armors continue to show Bao-Dur's prosthetic?
In the file appearance.2da, there is no model for such a reservation, besides there is a restriction on the use of Bao-Dur armor like this.
In principle, if there was a model of armor specifically for Bao-Dur as for light and medium armor, and it was spelled out in the 2da file as well as remove the limit with this reservation, it would be all nice and equipped. -
13 minutes ago, djh269 said:Couldn't you just change his line in the appearance.2da file to have the player models?
Maybe I wrote unclear, the essence of my query is different
I would like that-someone who will devote time, modified these models by changing the iron hand in a simple hand to look like this:
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Hello everyone
maybe someone will find time to change special armor models for Bao-Dur, to remove the iron arm and put an ordinary arm (like a right arm). Thanks in advance
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7 hours ago, GPChannel said:nice and maybe can you give me the name of the republic soldier armor texture?
N_RepSold01 - for men
N_RepSold_F01 - for women-
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Khoonda Militia Resistance Armor / Azkul Equanimity Armor - TSL
Instruction:
Move all the files from the archive to the override folder. Note: in future versions, the installation will be done through the installer.
Description:
This modification gives you a new look at the Khoonda Militia and equipment commanders of mercenaries. New types of Khoonda Militia armor and mercenaries are added, and the inventory of some NPCs is updated.
* Version 1.2.0 *
Added Echani. Now some commanders of mercenaries will be representatives of this race.
The first meeting will take place at Telos, where Bao-Dur meets us, and the second meeting will be in the cave of crystals in the mercenary camp, where enemies are held captive by a Jedi master Vrook Lamar.
Now these commanders correspond to their heavy armor Echani.
I displayed everything in the screenshots.
In the future, it is possible to add additional heads to different NPCs.
I removed all restrictions, now the mod is free to use, more about this in the credits.* Version 1.1.0 *
1. Added installer;
2. Fixed Berun and Zherron files;
3. Added modified files for Zherron and Azkul;
4. Changed the armor commanders of mercenaries:
4.1. in the crystal cave on Dantooine;
4.2. in the recovery zone on Telos 4, armor can be removed from some mercenaries;
5. Added armor to one of the wanted TSF hired assassins. In his inventory is combat armor and 200 credits, as well as 200 credits in the inventory of his criminal counterpart.
6. Screenshots are updated in accordance with the changes.Features:
1. Khoonda Militia Armor:
1) Old armor, which will periodically appear on the NPC. She is equipped with: Saedhe, Suulru and Jorran, if the last two people, of course, join the militia;
2) New heavy armor, in which all Khoonda militia, including Dillan, will be equipped, the following type of armor is provided for officers;
3) Khoonda Militia Resistance Armor. The armor is worn by Berun, Zherron, and with Zherron it can be removed if the player chooses to join Azkul;
2. In addition, I added armor for Azkul. Now he is equipped in it and, accordingly, his indicators are increased.
3. I also added a thousand credits to his inventory. After all, he is the commander of mercenaries on the planet, and why, I wonder, he walks without money? It is not clear, now it is fixed.
4. In fact, you can get all three Khoonda Militia armor by being on either side of the force. They are sold at Adum at the lowest prices, as he himself says. The price is shown in the screenshots.
5. The properties of all the armor are shown in the screenshots. Armor is available for both male and female characters.
6. I replaced the equipment for Dopak, now he is wearing heavy armor, which is equipped with the commanders of mercenaries. The armor of the mercenary commander, who attacks Chodo Habat to make it look even more dangerous, has also been modified, I always liked this particular type of armor.
7. The mod is compatible with all mods; with a modification of 90SK's SUPER Content Mod - partially compatible.
Credits:
90SK texture and icon of Khoonda Militia Heavy Armor;
Silveredge9 texture and icon Azkul armor;
redrob41: Echani heads.
The modification can be implemented on other sites, but in this case you should indicate me as the author, as well as indicate the persons indicated in the credits and special thanks section.
Depending on what element you borrow, ask permission, if not provided otherwise, from the creator of a particular material, if you use my materials, permission is not required, my material of this modification can be used when creating your modifications, however you should specify in the future me in the credits section or special thanks.Special Thanks
1. 90SK for providing materials for the modification, which served the creation of Khoonda Militia Resistance Armor;
2. TK102 for the K-GFF GFF Editor;
3. Fair Strides for the KotOR SaveGame Editor.
Screenshots:
A shop selling armor; old armor; Berun:
Khoonda Militia Heavy Armor:
Khoonda Militia Resistance Armor:
Equanimity Armor:
Zherron:
Azkul:
Mercenary Commanders:
Hired assassins:
Echani:
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Submitter
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Submitted10/31/2018
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Category
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TSLRCM CompatibleYes
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Wookiee Warblade and Freyyr / Chuundar fix for KOTOR
Instruction:
Move all the files from the archive to the override folder.
Description:
This modification adds the Freyyr sword to the game. It did not seem strange to you, why the owner of this sword walks without it, and the sword itself travels around the galaxy and you can find it in the nearest trash can? This mod solves this problem. I borrowed the original sword from TSL, slightly lower its parameters.
Now this formidable weapon can be acquired in the only way - to kill its master. This sword is one of the most powerful weapons in the game. Just defeating Freyyr in the Dark Lands on Kashyyyk will be difficult, and even harder to kill him, but the victory is worth it, isn't it?
The characteristics of the sword are given in the screenshots. The price of a sword, if you decide to sell, is 2000 credits.
The sword can not be improved, because it is clear that such a power is already higher above just a scam.
I corrected the moment. when Freyyr comes to the hall of Chuundar with some other sword, but not with his own. In the original, he has a standard Wookiee sword, which he replaced with a less powerful one.
Now in all scenes, Freyyr will have his sword.
Another part of the mod carries the changes to the original Wookiee sword, which is owned by many Wookiee, including Chuundar, from which we can get a renewed sword.
In the original, we can only get it in the basket at Chosen Rakata, which at the end of the game and from such an acquisition does not get better, because it is almost the end of the game, now the sword will become much closer.
Now the sword can be improved in the workshop! The sword has a medium strength, not quite a scam. In addition, as you understand, this sword is owned by other Wookiee, and this means that it will be much more difficult to resist in close combat, if you wake up their opponents, of course!
Now the sword will cost not 20 credits, but 1000 monetary units.
Only followers of the bright side can get it by killing the leader and ending the tyranny on Kashyyyk. I also added 1000 credits to the Wookiee’s inventory. What a leader. who sold his people to the invaders in slavery goes without money? That's right - a complete fool, our leader will be smarter.
Credits:
Do not use this modification in any form without my permission.
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Submitter
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Submitted10/15/2018
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Category
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K1R CompatibleYes
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Restored equipment for T3-M4 / HK-47 from TSL – KOTOR
Instruction:
Move all the files from the archive to the override folder.
Description:
This modification adds parts of the T3-M4 and HK-47 TSL droids to KOTOR.
Features:
1. Separate parts of T3-M4 are adapted to the first part of the game. For the shock limb of the droid T3-M4, the nature of the damage has been changed: now it stuns the enemy, and the stunning power is one of the strongest in the game.
2. The droid's rifle is changed: now you need a class droid ability to carry it; reduced damage done by the rifle, but it can be improved. Improvements are presented in the screenshots.
3. Parts for the T3-M4 can be found in the droid shop on Taris;
parts for the HK-47 are in the droid shop on Tatooine.
4. New prices for items: in order to simplify their receipt, some prices are reduced.
5. Skills needed to get parts are reduced.
6. Parts of droids are very useful for both T3-M4 and HK-47. Now one of them can use regeneration, and the other can get a powerful weapon in their hands.
7. In addition, there are no restrictions on wearing parts by a certain droid, you can give them to the second droid.
8. The number of purchases is not limited, but, as you understand, it will be expensive.
9. Other features that you can find for yourself in the screenshots.
Credits:
Do not use this modification in any form without my permission.
Thanks
1. Darth_Sapiens for Kotor Tool
2. TK102 for the K-GFF GFF Editor
3. Fair Strides for the KotOR SaveGame Editor
4. RevanFanMan for his idea, which gave impetus to the creation of a version for KOTOR
Also similar modification:
Screenshots:
Droid rifle
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Submitter
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Submitted10/20/2018
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Category
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K1R CompatibleYes
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Wookiee Warblade and Hanharr fix for TSL
Instruction:
Copy the g_w_warblade001.uti file and select the files:
p_hanharr.utc
p_hanharr001.utc
p_hanharr002.utc
from the proposed options
in the override folder.
Description:
This modification returns the Wookieblade blade from the first part of the game. In the original, it is rather weak, and besides it cannot be modified. I corrected this by increasing the parameters of the blade and added the possibility of modifying it, after which the blade will become a terrible weapon.
To get it is simple: for supporters of the light side, you must kill Hanharr and pick up his inventory.
I also added the following to his inventory:
1. 3000 credits. Did it seem to you that this Wookiee is too poor for a bounty hunter? After all, killing enemies for free, even if you are such a crazy Wookie, who only needs to kill, looks very implausible. We remember that Hanharr works for Vogga Hatt, who generously pays for the work, and it’s unreasonable to refuse to take money before such a boss. Now Mira will have the motivation to eliminate this Wookiee.
2. War sword wookiee.
3. Sword of Freyyr. It is not clear how Wookiee got it. But the developers put this original sword for a reason, it makes sense. Now it can be found much faster. For those who pass Nar Shaddaa first this sword and the rest of the Hanharr inventory will be a good gift. If Bao-Dur is not yet a Jedi or a Sith or he does not have lightsaber, then this sword will be useful to him in battle.
4. Ryyk blade. It is not clear where these swords disappear after the murder of Wookiee, because if we take him as a friend we will have them in our inventory. Now it is fixed.
5.Bowcaster. What kind of Wookiee travels without this rifle? That's right, just crazy. And yet this is not the end. Now Wookiee will own his native weapon.
6.D-Package. It is strange why it is not available to us, because if we are on the dark side, then we get it.
For supporters of the dark side, it’s enough to take Hanharr as companions. He will have the same inventory as if he were killed, not only mines and 3000 credits.
I added two options for carrying a Hanharr weapon -
1. NOT EQUIPPED, is in inventory. Wookiee will be equipped in standard blades, and the Wookiee sword will be in his inventory.
2. Equipped with a Wookiee sword (blades in inventory). Hanharr will immediately carry the Wookie's sword, and the standard blades will lie in his inventory.
The characteristics of a Wookiee sword are average compared to other weapons. Characteristic is in the screenshots. But if you upgrade it, you can turn this sword into a formidable weapon!
Credits:
Do not use this modification in any form without my permission.
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Submitter
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Submitted10/15/2018
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Category
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TSLRCM CompatibleYes
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It seems to me that it can be done. It is only necessary to find files with the appropriate format and make changes, enter the "thing" (change the mantle of the Jedi to the mantle of the star forge). Another question: will the medal of glory be displayed on clothes, too, it seems to me here that I can solve the problem.
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Incredible! It definitely needs kotor 2. Stunning textures. It is extremely important that new textures do not break the atmosphere of the game. And you, in my opinion, succeeded) Beautiful textures! We are waiting for their release.
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Invisible masks in k1
in Mod Requests
Posted
@Effix, By the way, I'm your fan! You have great modifications! You have a lot of publications in your steam workshop (my favorite is Bao-Dur (reskin in the style of Darth Maul, but also in yellow and gray)). I especially like the quality and thoroughness of the elements. Especially female versions of characters (which is not surprising, because I am a man). My range of knowledge is even more limited. I concentrate on ready-made models and textures, and mainly deal with changes to 2da files, including by eliminating actual or logical errors. A lot of my modifications on the site are in need of improvement, ahaha, because I have acquired the necessary knowledge only recently. I will deal with this after implementing all the ideas I have now.