djh269

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Posts posted by djh269


  1. There's a floating droid in the Dantooine enclave module that I've tried to get to shoot at me either with blasters or a flamethrower, but nothing happens when the droid attacks. Does anybody know what would need to be done to get the droid to be able to shoot with a blaster? This is the model / texture name: 

    l_astro02.mdl

    l_astro02.mdx

    N_astro02.tga

     The droid is pictured below: 

    Untitled.png.980201552c1f6eea3f8ca9df0339ecef.png


  2. Here is an example of patching files within modules, I hope this helps: 

    ; =====================================================[v1.0.5b1]====
    ; TSLPATCHER - GENERATED MODIFICATIONS FILE (2016-03-01)
    ; ===================================================================
    ; This file is automatically generated and as such has no formatting
    ; to speak of. You can insert blank lines between sections (but NOT
    ; between keys within a section!) and add comment lines starting
    ; with semicolon to make it more readable without breaking anything.
    ; -------------------------------------------------------------------

    [Settings]
    FileExists=1
    ConfirmMessage=N/A
    LogLevel=3
    InstallerMode=1
    BackupFiles=1
    PlaintextLog=0
    LookupGameFolder=1
    LookupGameNumber=1
    SaveProcessedScripts=0

    [TLKList]

    [InstallList]
    install_folder0=Modules
    install_folder1=modules\tat_m18aa.mod
    install_folder2=Override

    [2DAList]

    [GFFList]
    File0=g_jagi001.utc

    [CompileList]


    [SSFList]


    ; ===================================================================

    [install_folder0]
    Install0=tat_m18aa.mod
    [install_folder1]
    Install0=k_ptat_jagidie.ncs
    [install_folder2]
    Replace0=jagi_armor01.tga

    [g_jagi001.utc]
    Tag=g_jagi001
    Str=26
    !ReplaceFile=1
    !Destination=modules\tat_m18aa.mod


  3. I haven't posted on your threads as of yet as I was interested to see if you can port modules between games. I must say the potential is pretty crazy for the ported modules, especially in the planets unplayable previously in each game. 

    If you could make them a modders resource you'll have my eternal gratitude :D. I've always wanted to walk through Nar Shaddaa in K1!!!

    • Like 2

  4. It'll be own of the hardest years to vote for K1/TSL mods as there's been so many great modders that are really helpful and posting some excellent mods that'll never be removed from my override but here goes.

    My votes are as follows...

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Best Texture Enhancement

    @Dark Hope's Soldier Reskin for K1. A lot of effort went into this mod, and the final work is outstanding.

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Best Content Restoration / Addition: 

    @DarthParametric's Diversified Jedi Captives on the Star Forge. It's the little touches that make this mod fantastic, it was always annoying seeing multiple clones of the same reused head at the end of the game, permanent addition to my override. 

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Most Helpful Community Member: 

    @JCarter426 as he's always kind and patient when assisting others with their modding queries, this place wouldn't be the same without him! 

    I know I can only vote one person but here's some honorable mentions in this category: @DarthParametric, @Sith Holocron, @Kexikus!!

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Mod of the Year: 

    @A Future Pilot's KOTOR 1 Community Patch. I like to think this is a decent shoutout to all the effort A Future Pilot made to get his own work into the mod plus the contribution others have made in the past to fix K1. I loved seeing the community provide permission to use their own work in the mod and the great reception it received during and after the release of the mod. This mod definitely highlights the kindness and generosity of modders in helping others have their visions fulfilled. 

     

     

     

    • Like 1

  5. The Revan/Star Forge outfit is usually controlled by these files: 

    PMBJS.mdl / PMBJS.mdx

    PMBJL.mdl / PMBJL.mdx

    PMBJM.mdl / PMBJM.mdx

    PFBJS.mdl / PFBJS.mdx

    PFBJL.mdl / PFBJL.mdx

    PFBJM.mdl / PFBJM.mdx

    Unless the appearance.2da file is changed to a new model name. Try deleting those files along with any TGA files associated with them (pmbj01.tga, pmbj02.tga, pfbj01.tga, pfbj02.tga etc). 

    Let me know if that works :D 

     

    • Light Side Points 1

  6. Hello GPChannel, 

    I'm assuming you've encountered a problem with the High Resolution Menus mod am I right? Are you able to send a screenshot of the problem? This may help others to locate the cause of the issue. 

    You may need to have this line in the game options section in the swkotor.ini file: 

    [Game Options]
    EnableScreenShot=1


  7. 20 minutes ago, GPChannel said:

    1. Swtor revan head port: http://images6.fanpop.com/image/photos/41300000/Revan-s-face-3D-the-dark-lord-revan-41314838-1250-1250.jpg

    I'm surprised this hasn't been requested yet!

    These might be to your liking: 

    1. http://www.playground.ru/files/star_wars_knights_of_the_old_republic_revan_vozrozhdennyj-108506/

    og1bw1.thumb.jpg.ca962a1dc25a7ff64c525e1e2e3da9f7.jpg

    2. https://www.nexusmods.com/kotor2/mods/177  (this is listed as a Kotor 2 mod but it's actually for Kotor 1)

    3. https://www.nexusmods.com/kotor/mods/1145

    4. https://deadlystream.com/files/file/1059-quanons-djh269-armor-pack

    5. https://deadlystream.com/topic/5790-modkotor-high-resolution-menus/

     


  8. 2 hours ago, DarthParametric said:

    Yes. Obsidian only replaced the medium I model.

    1 hour ago, JCarter426 said:

    It's a weird situation. The large and small models are there, and I believe the K1 PFBIM was also saved under a different name. So 5/6 of the models are still there, and it wouldn't be difficult to restore the 6th. As far as I know only the brown texture variant was saved, but there is always porting, or at least there is now.

    Oh okay thanks for clarifying! 

    52 minutes ago, JCarter426 said:

    I had planned to replace the nameless trio with Atris, Vash, and Kavar, and then optionally spawn Vrook, Zhar, and Dorak somewhere else in the background.

    Oh man I completely forgot Atris somehow. I can definitely see her having to be dragged to the ending cutscene though along with Vrook. 

    1 hour ago, JCarter426 said:

    I'd considered different options for Vrook, since he's seen in three different outfits, but as I've said, I would prefer if the others wear their real robes.

    Decisions decisions! 

    All in favour of Zez-Kai Ells moustache having it's own UTC?

     


  9. @JCarter426 I eagerly await what you produce for the Masters, you're right the Jedi Master robes will go best with the TSL ported Jedi Masters!

    @N-DReW25 I've seen modified version of the K1 robes in ROR, I'm assuming the Jedi Robe models are already in TSL but unused? Correct me if I'm wrong of course haha. 

    @Sith Holocron The possibilities are endless for the robes haha. 

     

    If more progress comes from the ported models maybe I could start a poll? 

    1. What Jedi Masters (TSL + K1) would actually appear in the K1 ending cutscene

    2. What each of the Jedi Masters would actually wear: K1 robes, TSL Master Robes (all brown or variant colors)