N-DReW25

Modders
  • Content Count

    2,279
  • Joined

  • Last visited

  • Days Won

    150

Posts posted by N-DReW25


  1. On 8/20/2021 at 4:54 AM, sEcOnDbOuToFiNsAnItY said:

    Sounds interesting - though I suppose it raises the question of what to do when the option of reworking Visas's encounter isn't installed.

    That's true, that proposal is just an idea though.

     

    On 8/20/2021 at 4:54 AM, sEcOnDbOuToFiNsAnItY said:

    Also, I left a comment on the mod page itself, but you might 've missed it. You might be aware that there's a compatibility patch for Partyswap with Extended Enclave, that includes an option for if this patch is installed.

    Yes, I am aware of that compatibility patch as I was the one who requested it be made. I'm always thinking 5 steps ahead.

     

    On 8/20/2021 at 4:54 AM, sEcOnDbOuToFiNsAnItY said:

    Unfortunately going by the last update, and what I can see from the comments,

    Just want to clarify here, the last update of my Extended Enclave Patch fixed the game breaking Darth Sion Peragus bug.

     

    On 8/20/2021 at 4:54 AM, sEcOnDbOuToFiNsAnItY said:

    a specific encounter with this patch is broken to the point that it simply removes the encounter - Disciple and Brianna's involvement in the mind-reading part.

    My memory is sketchy... but I do believe that bug is present in the Extended Enclave patch as well, it's not just my patch which has it.

     

    On 8/20/2021 at 4:54 AM, sEcOnDbOuToFiNsAnItY said:

    The modder doesn't know how to change the scripts to spawn the right characters, by the looks of it. Do you reckon you might be able to help out? No pressure or anything, just you seem to have a lot of scripting knowledge, so I figured it couldn't hurt to ask.

    I could take a look at it in the future, though I am unfamiliar with how the whole Handmaiden/Disciple thing works in terms of scripting and Party Swap... I could totally learn it in the future, but at this time I'm in the same lake as Leilukin AND I released this mod as a means of clearing up space for Revenge of Revan (This mod was more of a pain in the ass to development then you could possible imagine, lol)

    • Like 1

  2. 23 hours ago, EAF97 said:

    Would someone be able to port Deadman's Movie-style Jedi robes and Movie-style Mandalorian mods to Kotor 1? He gave his permission for users to have that done to his mods and given their popularity for Kotor 2, and they definitely enhance the playthrough quality for Kotor 2, so I'm surprised nobody seems to have done this yet

    image.thumb.png.f352b73e95676ac41ff098576595b6b8.png

    I actually got started on the robes, I've been juggling through multiple other mods in development as well as Revenge of Revan development.

     

    I'll just go through the drive to find it and see what's left to do! 👍

    • Like 1
    • Thanks 1

  3. On 8/16/2021 at 10:54 AM, DarthValeria said:

    You're modding KOTOR 2 with Unity

    That's impressive and insane

    I wonder can you tell me what kind of plugin or asset are you using?

    Why yes, I believe the tool Logan uses is the Kotor Level Editor or KLE for short.


    This tool allows Logan to place NPCs and placeables inside of a module within a week instead of a month as it was manually typing in coordinates back in the day. At this current stage, Logan has just about filled each and every module which will be part of the Episode 1 release with placeables AND NPCs and the current bucket list of "things to do" consists of mostly dialogues, scripts and side quests (This might sound bad to a non-modder, but this Unity tool has made development SO much better!).

     

    Your questions regarding the Kotor Level Editor might be better answered in the Official KLE release thread down below:

     

    • Like 1
    • Thanks 1

  4. 3 hours ago, sEcOnDbOuToFiNsAnItY said:

    Lol, everyone hates Kaah it seems.

    I honestly don't know why, I found him to be one of the more enjoyable characters in the mod.

     

    3 hours ago, sEcOnDbOuToFiNsAnItY said:

    Probably best not to lose the Visas scene though, but I'm sure you'll figure something out.

    Allow me to clarify what my plan is on that:

     

    Spoiler

     TSLRCM utilized the "Rebuilding the Jedi Enclave" Mod in their mod as that mod did fix a lot of bugs with the vanilla Enclave scene, the problem with this mod is that it uses custom content to restore certain things... and the most prominent custom content was in fact the Visas cutscene.

    Spoiler

    98081_2.jpg

     

    The part where Visas is onboard the Ebon Hawk when the Exile enters the Jedi Council Chamber only for her to somehow bypass Handmaiden and/or Kreia and somehow manage to ambush Kreia even though Kreia had arrived at the Enclave before Visas did was never Obsidian developer intent. You know what else wasn't developer intent? The part where Kreia Force chokes Visas, knocking her out and Kreia mocking Visas whilst kneeling over her, that was ALL added in by the "Rebuilding the Jed Enclave" as custom content.

     

    So what was the original Obsidian developers intentions for the Kreia VS Visas scene? Well, it appeared as if... assuming the player is female and the Handmaiden was never recruited, then the player would get the Kreia VS Visas scene as a replacement for the Handmaiden scene.

     

    Meaning the scene might've looked something more like this:

    Spoiler

    97454_2.jpg

     

    I'm going off of memory, Visas "might've" activated her Lightsaber just like in TSLRCM/RBTJE but Kreia certainly didn't do anything, she just sat down and spoke. At the end of the scene, the screen fades to black, a thudding sfx plays and the screen fades back in to reveal Visas is knocked out and Kreia walking towards the Council Chamber.

     

    This IS actually something I plan to restore, albeit I think this will be optional as I'm sure we can agree that the original cut content design rightly sucks and only a die hard restored content fan (like me) would want it. 

     

    How does this relate to Kaah?!
     

    Well, keep in mind that the OG Kreia VS Visas scene was to take place before the Jedi Council scene actually started. Now let's assume I did manage to restore the OG Kreia VS Visas scene, what I would do is simply rework the RBTJE Kreia VS Visas scene to instead use Kaah in Visas' place and have Kaah be killed there and then.

     

    • Like 1
    • Thanks 1

  5. 7 hours ago, sEcOnDbOuToFiNsAnItY said:

    Since you mention Vash and M4-78, it might be cool to include a way for her to survive and turn up in the Dantooine council a la the old DStoney mod in future updates. Ditto Kaah, though I suppose he could have a Kaevee pulled on him. While I get the logistic necessity of them both dying on M4-78 anyway in LS paths, it always felt a tad lacklustre narratively. Obviously it'd require an M4-78 install version, but it's an idea.

    Ok, I had a bit of a further look into M4-78EP in recent months and discovered this: Assuming you killed Vrook, Zez-Kai Ell, Kavar and did M4-78 last only then do you have the opportunity to save Vash. I am 95% sure that is merely an Easter Egg by the devs and isn't something many players actually do.

     

    I do plan on someday returning to the Extended Enclave Patch for some minor new additions for the mod, and maybe one day a "Save Vash" option might be possible... however, I most likely *will* require the use of experimental AI which can take samples of VO to make Vash say lines during the Enclave meeting and Kreia dialogue when referring to Vash (And maybe even Zhaboka to voice Kaah if I wanted him to make an appearance, just imagine: instead of Visas ambushing Kreia and getting forced choked it's Kaah instead).

    • Like 1
    • Light Side Points 1

  6. 1 hour ago, EAF97 said:

    There should be a mod for a skin called "Young Kreia." According to Wookieepedia, the PFHC06 head from Kotor II was originally for a character named "Arren Kae" which was scrapped.

    That is partly true, but also partly misconception.

     

    At E3 2004, Obsidian needed to develop a "Demo" for K2 as a means to showing off all the new cool features that Obsidian had added. This Demo was made only available to the X-Box consoles present at E3 to allow visitors to play the game and see the new features, according to Obsidian interviews, the Demo was supposed to be played for 5 minutes but if one took their time with the Demo it was possible for the Demo to last 45 minutes.

     

    This Demo never had a "pick your class", "pick your gender", "pick your appearance" and "pick your stat" setup as K2 does today. I believed most likely the player had the option to selecting a Pre-Set character which was the Dark Side Arren Kae or the Light Side Eras Jast, I think this is the case as the Demo shows high evidence that the player travelled through Telos' surface and encountered the Merc Gang outside the compound. The Merc leader in K2 says "Hrmph... the "Jedi." whereas in the Demo he instead says "Hrmph... Arren Kae." or "Hrmph... Eras Jast." which I feel proves my theory that the player was forced to play as either Arren Kae or Eras Jast.

     

    Arren Kae, as you've pointed out, uses PFHC06 whereas Eras Jast had PMHH01. Fun fact, if your game breaks it is possible for the Exile to "morph into Arren Kae" gaining what I presume are her original stats from the Demo. I assume Arren Kae and Eras Jast obtained different weapons and items for the sake of showing off the game, Eras Jast appears to have 1 Silver Lightsaber and a Jedi Knight Robe whereas Arren Kae had two Red Lightsabers and a Dark Jedi Knight Robe.

     

     

    Does this mean Kreia/Arren Kae was going to look like PFHC06? Technically not, the Demo was merely made by Obsidian to show off their product to the public. PFHC06 and PMHH01 are both new player heads so Obsidian had to show those off, PMHH01 was a Hispanic head (K1 never had playable Hispanics) so they kept his had Light Side and since PFHC06 was Caucasian (K1 did have playable Caucasians) she became the Dark Side choice.

     

    I feel most likely that the name "Arren Kae" was just a cool little name floating around on the chalk board in May 2004 that the Devs just threw it in the Demo because it was cool and later threw the same name into the full game as a cameo as they found the name to be cool. Fun fact: Arren Kae is only mentioned directly by name TWICE in the full K2 so I think my theory of Obsidian "just needing a quick name" and then reusing the Demo character name to be very likely.

     

    1 hour ago, EAF97 said:

    Would someone be able to make this and if so, how difficult would it be?

    image.png

    It would be hypothetically possible to make that work, people in the past have cut PFCH06's bun clean off, merged the Scout Pants and Smuggler Jacket into one model, gave Handmaiden long hair and more.

     

    I know this isn't what you asked for, but this mod down below is a pretty good "Young Arren Kae/Kreia" reskin.

     

     

    • Like 3

  7. 6 minutes ago, DarthParametric said:

    You can do it yourself. Just edit appearance.2da in your Override and change Mira's row (456) to use the "normalhead" ID from Kira's added row (past 677 for TSLRCM).

    That would change Mira's head to Kira's head, yes?

     

    When I reread the request I felt it seemed a little vague.

     

    3 hours ago, Untold Prophecy said:

    Would anyone be willing to do a head replacer for Mira that utilizes DarthParametric's Kira Carsen head but retains Mira's default appearance in her armor/clothing?

    Either he's asking us to give Mira Kira's head... or he's asking us to give Kira Mira's clothing instead of the default clothing as per your mod.

     

    But if @Untold Prophecy DOES in-fact want Mira with Kira's head, I do have an alternative (but longer) method in which he may want to do that:

    Spoiler

    Rename "PFH_TOR_Kira.mdl" to "p_mirah.mdl"
     

    Rename "PFH_TOR_Kira.mdx" to "p_mirah.mdx"

     

    Rename "PO_TOR_KiraLS.tga" to "PO_pmira.tga"

     

    Rename "PO_TOR_KiraDS1.tga" to "PO_pMirad1.tga"

     

    Rename "PO_TOR_KiraDS2.tga" to "PO_pMirad2.tga"

     

    Rename "TORKiraLS.tga" to "P_MiraH.tga"

     

    Rename "TORKiraLS.txi" to "P_MiraH.txi"

     

    Rename "TORKiraDS1.tga" to "P_MiraHD1.tga"

     

    Rename "TORKiraDS1.txi" to "P_MiraHD1.txi"

     

    Rename "TORKiraDS2.tga" to "P_MiraHD2.tga"

     

    Rename "TORKiraDS2.txi" to "P_MiraHD2.txi"

     

    • Like 1
    • Light Side Points 1

  8. On 1/18/2021 at 4:00 PM, ZeldaTheSwordsman said:

    I would also like to hear if Inyri Forge's Santa hats and candy canes are compatible.

    EDIT: I can confirm the Clone Armor is compatible at least, haven't tested the Christmas stuff.

    Those Christmas items are totally compatible, they are just model, texture and item files. You will have to use cheats to obtain those items though, K1R or not.

     

    5 hours ago, Airazor65 said:

    Question: why is the Juhani Appearance Overhaul listed as not K1R compatible? It has an installer, and it just replaces Juhani's models and gives her custom upgradable armor (as far as I know).  also, you can pick and choose which part you want to use.

     

    Oh yeah, there's also the plethora of HD skins that are listed as incompatible even though they are just textures. Anyone know? Thanks!

    That is because it is the mod authors who determine whether or not a mod is compatible with K1R or not, the same goes for TSLRCM compatibility.

     

    What mod author's are suppose to do is determine whether or not their mod is compatible with K1R/TSLRCM and check YES or NO depending on the answer. However, not every modder plays or has even heard of K1R so some modder's might just say NO to be on the safe side. If you see mod's totally lacking a K1R compatibility sign that means that the mod was uploaded before K1R and the question as to whether it is compatible or not is best asked here (Like the Christmas mods for example, they didn't include a K1R compatibility sign).

     

    When you say "plethora of HD skins" I assume you are referring to Dark Hope's mods, here is my assumption on why she says her mods aren't compatible with K1R even though they are compatible (They are textures, K1R modifies very few textures). Her first language is Russian and I believe her second language is English, if she plays Kotor with a Russian translation patch that would mean she'd also only play with mods which also offer a Russian translation... and since K1R is an English-Only mod it's a logical conclusion that Dark Hope has never played K1R thus cannot be certain if her mods are even compatible.

     

    As for the Juhani Appearance Overhaul, I do believe that the mod author probably doesn't use K1R hence is why he said it was incompatible. I just checked out the mod and the ONLY thing which raises an eyebrow is upcrystals.2da, but even then, I do believe that since the mod has a TSLPatcher then the mod should be compatible with K1R regardless. 👍

    • Like 1

  9. On 7/14/2021 at 1:24 PM, Revanbeta50 said:

    Hi I'm a new member 

    But I know about ur work 

    It's been so long I really hop it comes out soon and I hop it's worth the wait 

    But I do have one question 

    Do u have a time table when revenge of revan is coming out and can u make it compatible with kotor 2 the sith lords on andorid mobile platform 

    ROR Writer here:

    We do not have a time table for the release of Revenge of Revan Episode 1, but I can assure you that ever since I joined the project the mod has been taking shape nicely and a lot of progress has been made! The reason why we don't have a release date is because one of our major goals for this release is to ensure a bug free experience and bug fixing takes time.

     

    On 7/14/2021 at 1:24 PM, Revanbeta50 said:

    I forgot to mention that some files do work on Android but the movies don't 

    Our current goal with Revenge of Revan is to ensure the mod works at all to begin with, once we have stabilized the mod with player feedback and bugfixes then we will have discussions for optimization for other platforms like Android.

    • Like 1
    • Light Side Points 2

  10. Hello, I like what you're doing with this mod here!  Though I have noticed a few inaccuracies and issues which I hope to point out.

     

    First of all, Three-Tiered Dark Jedi Robes is technically a fashionable new take on a mod I made called "N-DReW's Dark Jedi Robes":

     

     

    You might've noticed that the Dark Jedi Robes has a unique icon, the Dark Jedi Knight Robes has a unique icon and the Dark Jedi Master Robes has a unique robes despite all sharing the exact same texture as the Dark Jedi Robes.

     

    "Dark Jedi Robes" is a cut item, it is the Dark Jedi variant of the brown "Jedi Robes" you first get on Dantooine. I've posted another mod which gives Dark Jedi Knight and Master robes the same icon as the Dark Jedi Robe:

     

    What N-DReW's Dark Jedi Robe mod does is that it gives the Dark Jedi Knight and Dark Jedi Master robes a texture based on the icon they have in the vanilla game.

    3cee8c1d644436aaac668a7966038851-swkotor

    58b6fdd6f8769af60b401b5e97b38c81-swkotor

     

    The reason why I am bringing this up with you is that you've done your robes back to front, you've put the Master Robe as the Knight Robe and the Knight Robe as the Master Robe.

    On 7/13/2021 at 9:36 AM, PirateofRohan said:

    Dark Jedi Knight

      Hide contents

    991330219_StarWars_KnightsoftheOldRepublic7_12_20217_18_17PM.thumb.png.19179f6966e91e9f765c0cfd5fc7b2a8.png

    Dark Jedi Master

      Hide contents

    375578213_StarWars_KnightsoftheOldRepublic7_12_20217_20_52PM.thumb.png.06faabd43a6b76a2f49da1f2723451aa.png

     

     

    I don't want you to not do the Dark Jedi Robes simply because me and ebmar did the exact same thing before you (And before me I believe Space Alex and Shem did the same concept as well in their own mods), I'm simply suggesting you should swap the textures around.

     

    On 7/13/2021 at 9:36 AM, PirateofRohan said:

     

      Hide contents

    33336045_StarWars_KnightsoftheOldRepublic7_12_20217_17_24PM.thumb.png.0633585c577ace6765541b057f8245ce.png

     

    Looks like Carth jumped into some red paint :laughing:

     

    On 7/13/2021 at 9:36 AM, PirateofRohan said:

     

      Hide contents

    375578213_StarWars_KnightsoftheOldRepublic7_12_20217_20_52PM.thumb.png.06faabd43a6b76a2f49da1f2723451aa.png

     

    I am noticing something here, those are both Dark Jedi Knight textures... yet they look different on both NPCs.

     

    Did you reskin the male texture and female texture separately? Because if you did I'd like to inform you that male and female Jedi Robe textures share the exact same texture. For example, if you made a clone of the female light grey robe texture and renamed it to the male robe texture it'd work just fine on a male NPC.

     

    I hope to see more come out of this project, I am eager for updates! 👍

    • Like 1

  11. 1 hour ago, HerbaczBoi said:

    So, I'm making robes for my character in Kotor 2. I decided I would use the star forge robes from Kotor 1. The problem is, I cant seem to find a unwrapped image (like skins in Minecraft) (.tga) of the robes. (keep in mind I don't have Kotor 1 on my computer). I would be very grateful if somebody can tell me how to get it. :)

    So to find the texture you are looking for, open up Kotor Tool and follow the following rabbit hole:

    First you should see "Kotor 1" and "Kotor 2", open "Kotor 2", then open "ERFs", then open "TexturePacks", then open "swpc_tex_tpa.erf" (this is the 2nd option), then open "P" and then you should find a big list of every texture starting with P.

     

    The texture you are looking for is called "pmbj02".

     

    The Star Forge Robes icon located in "swpc_tez_gui" which is directly above "swpc_tex_tpa.erf" (where pmbj02 is located), then open "I" and scroll down until you find "ia_revan_002"


  12. @DarthParametric I was finally able to get KotorBlender working for blender, I had to use 2.0.0 version instead of the 2.0.1 version as Blender wouldn't allow me to enable 2.0.1 due to some sort of error in the "__init__.py" file. In the program I am able to load up 231telsb.mdl.ascii and 901malb.mdl.ascii with ease, note the textures do not show.

     

    901malb.mdl.ascii (With what appears to be the lightning planes in sight)

    Spoiler

    DP1..thumb.PNG.0af7e5c3345041dfc9acc69afa8b4ae4.PNG

     

    231telsb.mdl.ascii (With what I suspect is the bird planes)

    Spoiler

    DP.thumb.png.0a026d1281d64d53666e4c96dd8bd763.png

    Dp2.thumb.png.603c6ff06264518448b6547de493fb9a.png

     

    From what you can tell, is this set-up correctly and from here how would I be able to copy the Lightning planes over to 231telsb?


  13. 12 hours ago, Mutilator57 said:

    Been watching your work from afar and I have to say, your latest update looks really cool!

    Same here, I also admire your work here! Really goes to show that you don't need to make the next big total conversion 4K HD texture mod in order for your mod to be good.

     

    Quote

    Speaking about the hats. Actually they're pain in the ass) Because they're a part of the head model, so I have several options here:

    1. I can change Sith_Male_Albino model (the one which uses the head model with the head) to another one, without the hat.

    2. I can create new heads in the appearance.2da which will be just recoloured  Sith_Male_Albino and  Sith_female_Albino head models

    3. I can make masks which will be just  Sith_Male_Albino and  Sith_female_Albino head models with recoloured hat textures. And I can try to add them in the npcs inventory. But I guess it won't work. Because these head models aren't designed for that.

     

    The easiest one to do is the first option. The second option is kinda tricky for me and it will definitely affect compatibility of this mod (This is my first mod so I'm not used to using TSLpatcher). And the third option may not work.

     

    And what do you think, guys?

    Here's what I think of your options:
     

    Quote

    1. I can change Sith_Male_Albino model (the one which uses the head model with the head) to another one, without the hat.

    As you are giving the Sith Uniforms a distinctive "rank" per uniform, I'm certain you're going to modify the utc files for every Sith 'Albino' NPC to change the NPC uniform via the "Clothing Variant" items, and it appears you'll be changing many of their names to match their corresponding rank such as "Sith Major" (as I've noticed in one of your screenshots).

     

    So if you are going to modify the utc files, why not change the appearance of said NPC to a Sith Officer variant with a generic head instead of the albino hat heads. I'd say you should keep the albino hat head as a grey hat and keep the grey albino hat head for whatever rank the grey Sith Uniform is, for any Sith Officer who has a different colour of uniform, simply use a generic head without a hat.

     

    I would advise this option!

     

    Quote

    2. I can create new heads in the appearance.2da which will be just recoloured  Sith_Male_Albino and  Sith_female_Albino head models

    It is possible, but would require a TSLPatcher for compatibility and a mod of this scale would be tricky to make a workable TSLPatcher which a new modder could make.

     

    Quote

    3. I can make masks which will be just  Sith_Male_Albino and  Sith_female_Albino head models with recoloured hat textures. And I can try to add them in the npcs inventory. But I guess it won't work. Because these head models aren't designed for that.

    As Salk said, don't even bother with this option.

    • Like 2

  14. 6 hours ago, Neville said:

    My script for add_sarna works, but bye_sarna will prevent you from recruiting her. When she joins the party, her armor does not appear equipped

    "add_sarna" is the script to recruit the recruitable NPC into your party, and "bye_sarna" is the script which deletes the generic NPC on Tatooine (which is the NPC that you talk to to recruit Sarna in the first place, correct?)

     

    So what you are saying is that the script "bye_sarna" prevents you from recruiting Sarna, thus meaning "bye_sarna" breaks "add_sarna" as "add_sarna" is the script which recruits her.

     

    But at the same time, you mention about when she does join the party. Has the "bye_sarna" problem been resolved or did you remove "bye_sarna" for the sake of testing the utc?

     

    6 hours ago, Neville said:

    When she joins the party, her armor does not appear equipped

    If by "Armor" you mean an actual Armor item like Combat Suit, Military suit or Heavy Battle Armor, then Sarna will require either the "Light Armor Proficiency", "Medium Armor Proficiency" and/or "Heavy Armor Proficiency" feats. Without those three feats, any Armor equipped will be unequipped as she doesn't have the "Proficiency" to wear the item.

     

    And don't be an idiot when it comes to Armor items and proficiencies, if your item is a Heavy Armor Sarna will need Light, Medium and Heavy feats as that is the tier in which Armor feats go. Do NOT give her Heavy Armor proficiency and leave it at that.

     

    If Sarna wears Light Armor like a combat suit for example, just give her the Light Armor Feat.

     

    6 hours ago, Neville said:

    her portrait image keeps reverting to line 13 (po_pt3m3).

    Did you make sure to have added her portrait to the Portraits.2da file? Did you make sure to have set the Portrait to the Sarna portrait in Sarna's utc file?

     

    If you couldn't set it Sarna's portrait in her utc file, did you open Sarna's utc file in K-GFF and manually set the "PortraitID" to the number value of your new Sarna Portrait you put into the Portraits.2da in order for Sarna's portrait to appear in-game?

     

    6 hours ago, Neville said:

    Masks do not appear on her head.

    That is because she is using a generic commoner head.

     

    In K1, only the player characters and party members have the ability to wear masks whilst every other NPC's mask is invisible.

     

    To make Sarna wear a mask, you'll have to extract her head MDL and MDX files, open them with MDLEdit, convert the MDL into an ASCII file, open the ASCII file via note pad and implement the "Mask Hook Coding" found within the player/party heads into the appropriate places in the ASCII

     

    Once done you'll save your ASCII edit, open the ASCII in MDLEdit once again and convert the ASCII back into an MDL file, one that is done you can finally place Sarna's head model into the Override and her head will have visible Masks.

     

    6 hours ago, Neville said:

    Currently, if she is recruited, she appears in underclothes.

    If she was wearing an Armor without a proficiency feat that the Armor requires, the Armor is added to the player inventory and as such Sarna will be left in her underclothes as you've witnessed.

     

    6 hours ago, Neville said:

    Basic clothing gives her a uniform.

    20210608233254_1.jpg.0735fadafbeaca1e1f4c5e6a1944041e.jpg

    You yourself made it so that Sarna's clothing is Republic Soldier uniform, didn't you intend for that to happen?

    If I may ask, why did you give Sarna the Sith lady a Republic uniform??


    About the previous post you sent this thread, I can understand why the following images where shared with us as they are relevant to the post.

    On 6/8/2021 at 7:50 AM, Neville said:

     

    Spoiler

    MandalorianWarsRepublicTrooper.jpg.0348d1850328f0c13c56cf373c81b55c.jpg

    20210507170226_1.jpg.a204437964ec6529115505f090366d82.jpg

    20210507163156_1.jpg

    Carth_Onasi_Republic_Navy_officers.jpg

    20210507133811_1.jpg

     

     

    But how exactly are these following images relevant to the Recruit Sarna mod?

    On 6/8/2021 at 7:50 AM, Neville said:

    20210606033028_2.jpg

    20210603022901_1.jpg

    20210513162228_1.jpg.1de5a412a9a9f1d4c9ec202dcbec71bd.jpg

    20210605031127_2.jpg

     

     


  15. On 6/7/2021 at 2:14 PM, Tyvokka said:

    Unfortunately due to some medical issues I have not been able to focus on the site as I had hoped, and there is a lack of active staff as well to pick up anything else.

    Having you considered recruiting more staff to fill in the gaps of the inactive ones?

    • Like 2

  16. 49 minutes ago, InSidious said:

    ChanceLightning in the .are file sets the frequency, but I don't know if the game requires specific meshes for it to take effect.

    I'm pretty sure ChanceLightning simply adds Lightning sound effects to the module, that's how Dxun has thunder despite no visible thunder present in the sky. If I was to disable Lightning in, let's say, 901MAL.are then the result will be visible lightning with no sound effects to accompany the ambiance (Pretty sure the sounds aren't in-sync with the lightning effects).

     

    19 minutes ago, DarthParametric said:

    I'd assume that would work the same way rain would, with VFX nodes (which is what I was expecting). Malachor just uses simple planes with a room animation dialling the mesh alpha up and down.

    I just downloaded Blender, though I tried to extract Malachor's skybox model files and I cannot find a Malachor model file ending with "sb". I searched through all but one of the model files only to not find the skybox, the last one I didn't search was named "901malb.mdl" and I cannot check it because it won't open in MDLEdit.

     

    Instead I get an error message which says the following:

    Quote

    vector::_M_range_check:__ (which is 16) > = this -> size ()

    (which is 1)

     


  17. On 5/6/2021 at 2:57 PM, Sith Holocron said:

    Might anyone be willing to find all of the lines that Jolee Bindo says in the Korriban Expansion mod by @newbiemodder?  Reasonably, you may be wondering why I might ask for this . . .

    Seeing as many folks have been making samples of characters (from both KOTOR and TSL) saying various things, it might be interesting to try and put these new methods to actual use in a mod. Mind you, I wouldn't be doing anything with this but if someone else had the lines, the sound files, knowledge on how to make LIP files and the time, they could make some sort of compatibility patch.

    In addition, most of these examples that have cropped up lately have been almost universally female characters.  If using AI models is the way of the future, let's see male characters be tested on in addition to female characters.

    I have extracted Jolee's dlgs and will be capable of creating a script of Jolee's lines from the mod, but this begs the question...

     

    Would we want to copy @newbiemodder's original script word for word or should this compatibility patch contain corrections to Newbiemodder's original work on Jolee's lines?

     

    If this is to become a mod, I could forsee it potentially becoming a mini version of this mod which was never finished:
    https://deadlystream.com/topic/6292-korriban-expansion-modernizing-an-older-mod-wip/

     


  18. 28 minutes ago, DarthParametric said:

    There are a couple of ways you could do it, but Malachor uses the simplest method - static planes with animated textures:

    Malachor_Lightning_01_TH.jpg     Malachor_Lightning_02_TH.jpg

    You'd need to edit the skybox model for whatever module you want to add them to, create some planes with their normals facing inwards towards the player, enable some self-illum on the Trimesh modifier, and make them children of the A node (a dummy object that is a direct child of the OdysseyBase that has the same name with an additional "a" appended - this is required for animated objects to work).

    Very interesting!

    I'm guessing that this will need an additional tool besides MDLEdit to access the static planes?

     

    My plan is to add the lightning effects to the Telos Surface modules 231TEL and 233TEL. Evidence suggests that at least 231TEL at one point had lightning effects in early game development with Telos lightning being shown in the old TSL E3 Demo footage, a few TSL dev screenshots and the 231TEL loading screen which shows a strip of lightning in the background. I assume Obsidian probably removed the Telos lightning related static planes from the model so it wouldn't be as easy as reactivating long lost planes.

     

    Also, what is the name for skybox models? For 231TEL and 233TEL it appears that the following models exist:
     

    Spoiler

    231tela.mdl

    231telb.mdl

    231telc.mdl

    231teld.mdl

    231tele.mdl

    231telea.mdl

    231telf.mdl

    231telsb.mdl

    231telwe.mdl

    233tele.mdl

    233telea.mdl

    233telf.mdl

    233telg.mdl

    233telsb.mdl

     

     


  19. Hello, as some of you may recall, Malachor V's outdoor modules have a visible Lightning strike effect that accompanies the Skybox.

     

    In-case you don't know what I am talking about, here is an image of the lightning which has been reskinned in Sith Holocron's Replacement Texture for Lightning on Malachor V 1.2 mod:

    Spoiler

    90d045f2401381561b5d2d4b307ad83f-5f49d9c

     

    So my question is, if I wanted to add this lightning effect to other modules how might I do it?

    From what I can tell, the lightning texture is part of the Malachor textures so I assume that it's done either by the module info files or via the Skybox/Module model mdl files.


  20. 12 hours ago, TK-664 said:

    I thought I could do the same with max dex bonus (not defined in kotor 1) since in tsl it's not in nwscript.nss unlike all the other new properties.

    You can do just this, but it is not done via properties but rather you can create a new Baseitem 2da line with a modified max dexterity. So you would copy one of the vanilla armor lines thus "cloning" it and giving your clone a brand new max dexterity number.

     

    • Like 1

  21. 18 hours ago, Todd Hellid said:

    Are Extended Carth Meeting 1.2_2, Extended Korriban Arrival 1.2, and TSL Loot and Immersion Upgrade 3.3b compatible with Restored Content 1.8.6?

    If you are just using those three mods alongside TSLRCM 1.8.6, the answer is yes, but if you are piling a bunch of other mods on top then that is an answer only you can really answer.


  22. 11 hours ago, Beast said:

    So in Star Wars The Old Republic I wear Calo Nord's armor can someone make the armor and hat for Kotor 1 and 2 :D

    Hello, can you share with us an image as to what you are referring to? Some of us haven't played SWTOR.

     

    As for the hat, whilst this isn't from SWTOR, this is a mod which adds Calo's hat as an item based upon the K1 vanilla Calo Nord.

     

     


  23. 1 minute ago, Sith Holocron said:

    We have several issues that need to be taken care of before you even get to the portrait stage:

    1) Though I was sent a save and some 2da files, I don't have an updated UTC file for Sarna. Now to everyone else out there that isn't currently aware of this, I don't work with UTC files in my mod.  I'm mostly a texture only mod type of guy.  (loadscreens.2da being an exception in my TSL loading screen packs) As such, I wouldn't even be able to begin to explain how he can adjust Sarna's UTC file to have her wearing a Republic Trooper uniform. Which leads to the next problem...

    2) From what I gather, Sarna's head just have a mask hook on it.  So will Neville tackle that issue so that Sarna can wear that helmet?

    3) That helmet is from @Sithspecter's Republic Helmet mod.  Not sure if you've received permission to use that. How are you planning on dealing with that? Note that I've tagged SS in this post so he sees this.

    When you requested portraits for this mod you've been discussing lately, I thought you'd be - um - further along.  If the mod isn't ready enough to show the character in the uniform you want her in, it's too early to have portraits done.  Unless you want her looking like she did in the cantina - in civilian clothing.

    I've been meaning to say this for a while but now might just seem to be the best time to say it:
     

    Spoiler

    When a new person first gets into modding, as sad as this sounds, you may have to "abandon your hopes" and dreams when it comes to modding.

    The reason for this is because, as a new modder, you don't properly know how to do anything and it is usually new modder's who have big visions for their mods. When I joined Deadlystream in 2016 about 5 years ago, I also didn't know how to make mods... at all, and I also had big dreams. I began developing my dream mod, the K1 Gameplay Improvement mod, and back when I first published Demo version 1.0 to the public on July 4, 2016... IT WAS TRASH! It contained the Endar Spire modules alone and was buggy and weird as hell! So when did I finish the K1 Gameplay Improvement mod? When I fully finished the mod, I had added the Star Forge content meaning I had an entire games worth of content by November 1, 2020.

     

    I worked on my big mod for 4 years, 4 months & 28 days!

     

    And by no means was it easy! I had my ups, my downs, I had many, MANY bugs and glitches I myself had to fix MYSELF! You might see a mod like @Logan23's Revenge of Revan mod who have a Team of Modder's making it and you may think "I can make my mod if I have a team like that" and I can assure, THAT'S NOT HOW IT WORKS!

    I am part of Logan's team, and what does his team do? They write dialogue, LOTS of dialogue, it is @Logan23 who is doing 90% of ALL WORK

    The reason why no one joins or makes teams is because everyone has their strengths and weaknesses. The reason Sith Holocron can't help you is because he cannot do UTC and 2DA modding, his strength is textures and textures alone. If you asked me, I couldn't do scripting because my scripting skills are weak, cut content is my strengths. If you are a new person, you wouldn't have strengths, you are new and as such if you did have a mod team you wouldn't do 90% of all work like a professional modder would, you'd put 90% of all work on other modders and other modders don't want to do 90% of all work for a mod which technically isn't even there's.

     

    And usually, modders have a "rule" in which for us to get the best out of our mods we have to do things in a very specific order. For a recruitment mod, you'd create your character first (create a utc file for the character, create the recruitment script and begin dialogue) and usually what you'd do LAST is appearance, portrait and voice acting. If you got @Sith Holocron to make you a portrait first, and then you give up... you've wasted HIS time, the same goes for voice actors and texture artists. 

     

     So how will YOU make the mod you want? First, you abandon all hopes and dreams and start learning how to mod from the ground up!

     

    My personal first mods where basic as hell, with mods like "Dark Jedi Robes Icon Fix" and "Davik's Upgradable Armor Mod" being very basic and simple UTI and texture modifications that where as basic as basic gets.

     

    When I did bigger mods like GenoHaradan Legacy, when I first created my WIP thread... I didn't know how to make the mod, from 2017 to 2018 I continued to make the mod and proceeded to learn and learn new skills. My original goal was to complete another GenoHaradan mod but I went overboards and decided to make my own story, it was so cool and badass, it was in the Jekk Jekk Tarr, I had a whole backstory, I had cool Sith and an awesome duel... but cool ideas takes effort to make, and when I kept trying and trying to make a mod I couldn't make, I ended up learning more and more.

     

    Whilst I couldn't make my cool and badass GenoHaradan mod, but by that point I did learn enough to do my original GenoHaradan mod which is the GenoHaradan Legacy mod I have out today.

     

    Honestly, I think you should stop making the recruitable Sarna mod and instead focus your time on learning how to even make mods for Kotor in the first place! Take inspirations from other mods, there have been brilliant mods which have been made by Rookie Modders:

     

    You've probably seen many HD textures made by professional graphics artists on Deadlystream and Nexus, but mods like "Taris NPC Overhaul" is a modders honest attempt at creating more diversity on Taris. Whilst his skins are beginner level, his efforts to implement a TSLPatcher to make his mod compatible shows that he is willing to learn they things to make his mod work and if he keeps up with leaning new things he may yet just return to his Taris NPC Overhaul and update it with better textures at some point.

    https://deadlystream.com/files/file/1877-taris-npc-overhaul/

     

    You probably don't know how to create cool and badass armor items as well, as do most new modders, but Czerka Armor and Appearance fix is a modest attempt by a Rookie Modder to create cool and badass Czerka based armor whilst still keeping in-line with the vanilla style of the game. He has taken the vanilla style of armor, as most modders do, and has done everything he can do to make it Czerka armor. As such, he strategically chose the yellow Cinaggar Combat Suit and yellow Echani Battle Armor textures to make his job easier. Again, with a TSLPatcher, he has demonstrated his willing to learn new things to ensure things work and is willing to make strategic decisions to ensure his texture is the best while he himself is a Rookie Modder.

     https://deadlystream.com/files/file/1776-czerka-armor-and-appearance-fix/

     

     

    And the best mod that I can use as an example, is Recruitable Maxis! 
    https://deadlystream.com/files/file/831-recruitable-maxis/

     

    Recruitable Maxis is a mod which started off as "Tatooine Merchant and Quest". It was a really basic quest mod which was the modder's very first mod and a test to improve his skills, it was very basic which used vanilla heads and poorly skinned Jedi Robes. But that would not be the end of this modder, he improved upon his work, expanding it into a recruitment mod which gave Maxis a unique head. It was a basic recruitment mod, I remember the early versions of the mod stating it wasn't very in-depth but was better than what T3-M4 had to offer (Which is not a lot).

    Then, he expanded it even further, improving his skills and adding it sidequests and actual content into the mod in the form of Rodian gangsters... eventually, these Rodians got unqiue textures and these textures where good... because the modder who made the mod learned from his past textures and the more and more he made bad textures, he learned how to make decent textures. 

    He learned and he learned and eventually he was able to make fantastic content! A game spanning sidequest with those Rodian gangster's, multiple cutscenes, a Sith Ghost scene and a badass Jedi training bit! And I assure you, that modder couldn't have made a mod so good overnight.

     

    My point being, you cannot make a good mod when you start! No one has, and if they have, I assure you, they've been modding other games for years before coming here. To sum it all up, I think you should stop the Recruitable Sarna mod, start from scratch, spend months or years to learn what you are doing and only once you have done that can you take a professional and mature approach to creating the mod you want to make.

     

    • Light Side Points 3
    • Dark Side Points 1

  24. On 4/1/2021 at 10:13 PM, NecroAvalon said:

    Same offer, sicne theres no replies; 50 euros for the mod, PM me for details.

    Imma take that as an April Fools joke, but just to be sure...

     

    Imma just leave this right here:

     

    1 hour ago, NecroAvalon said:

    Ok, but I only found the TSL version of the mod. Is there a K1 version anywhere? Can you link?

    This technically is the same mod but it does lightning instead:

     

    https://www.gamefront.com/games/knights-of-the-old-republic/file/force-electrocution

    • Like 1

  25. 9 hours ago, cookie wookie said:

    I installed the mod but he isnt at the enclave 

    I believe in order for him to spawn you need to use a save before going to Dantooine. I believe either the "on-enter script", the module's git file or the Dantooine intro dialogue will spawn him into the module, for any of these three spawning methods to work properly you require a pre-Dantooine save because a save where you've already visited Dantooine will result in no Jedi Tailor because the game is "saved" after the point where he is meant to be spawned.

     

    @JCarter426 could probably explain this better.