Effix

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582 Jedi Grand Master

About Effix

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    The Effixian
  • Birthday 10/15/1979

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  1. I only work with the existing models.
  2. Try: Copy DP_AtrisRb1H.mdl (from the add-on) to somewhere, rename to DPFBM1H.mdl Do the same for the DP_AtrisRb1H.mdx file -> DPFBM1H.mdx Copy both back to your Override folder, replace.
  3. Oh, typo in the description. It uses ia_ClassZS_006, not 004. Thanks
  4. I see, it might be hard coded in the engine.
  5. There's probably an alpha layer that causes transparency. Can you give a filename as an example?
  6. Thanks! I've adjusted it.
  7. No worries, those are the same. I tried to come up with something, but it's too hard to come close to his look, sorry.
  8. Ok, you may have another mod that's taking precedence. For example an HD textures mod. You can do a filename search in the location of your workshop mods (or even a whole drive), to find clues about what is going on. For example search for P_Bao_DurH (main head texture). If you find more than 1 file then there's a conflict. P.s. there's also workshop versions, but it's wise to track down the problem first.
  9. Didn't read all, but my latest policy is: feel free to use my creations, simply credit me.
  10. https://neverwintervault.org/project/nwn2/other/tool/simple-model-viewer-64-bit-patch Not sure where it went wrong, mine is working.
  11. Run MDLedit, open p_bastilah.mdl, save as ASCII. At the bottom part of the window, click Header. Now you see Supermodel: P_BastilaBB in the top part of the window. This is the model that you'll need from the game that you're porting to. So, the K2 version. You can extract it with KotOR Tool, place it where you've saved the ASCII file. Close MDLedit, start it again, make sure the left button is set to KOTOR2. Load the ASCII file, save as Binary, as p_bastilah.mdl. You now have a model that should work in K2. You could test things by changing your appearance to Bastila's with KSE (Savegame editor). Some more things are needed to be able to select the head in the character creator. It is possible that things are in the wrong place, you'll find out by testing. I've only tested with the Model Viewer (looks fine) and not in game. P.s. MDLOps is not needed, MDLedit can do what it does, and some more.
  12. You have to point the installer to TSLRCM's workshop folder. It's something like: [path to steam]\steamapps\workshop\content\208580\485537937
  13. No, this uses the left over Starforge/Revan robes model "slot", there's not something similar in K1.