Effix

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Posts posted by Effix


  1. Yeah, still had to do the portraits. See the attachment below, just put the files in your override folder.

    The dark side transitions are quite subtle. I'm unable to properly test them because I don't really have a save with a dark side Mira and changing things with the save editor doesn't work that well. There might be a slight mismatch there between body and head skin tone. Also because there's a head texture for half way to dark and fully dark, but only one dark side body texture.

    Effixians_Black_Mira.zip

    • Like 1

  2. I'll see what I can come up with.

    Edit: Would this interest you? Her skin is actually darker than the black player characters, but her head model doesn't really make you think of a black woman. Perhaps swapping her head would be a better approach. I do like this look better than vanilla Mira.

    VOc9nbE.jpg

    • Thanks 1

  3. I've looked at the files for a bit, setting up Brotherhood of Shadow: Solomon’s Revenge is a bit too much work, but I think I have a theory:
    Brotherhood of Shadow: Solomon’s Revenge adds a bunch of entries to heads and/or appearance.2da to add new unique characters. Then the Mando mod adds rows, adding is good*, but it puts armors on characters that use the disguise property. Those disguise properties might not be so flexible, they might just point to a row number, a row that the first mod added.
    I'm not sure if the TSLPatcher can even take that into account, disguises are tricky in general.

    * The Mando mod does use the TSLPatcher but it does not use its memory capabilities. Add row to 2da file X -> store that row number in memory -> add row to 2da file Y, reference to row number stored in memory, etc. That's how you can keep things compatible (again, not sure you can take care of the disguise thing).

    Possible conclusion: mixing these 2 mods might be a bridge too far (in theory you could fix things manually, but that's a lot of work). I suggest taking the mando mod out, there should be backups of the 2da files in the mando mod's install folder. If you cleaned all that up then it might be in your recycle bin.

    • Light Side Points 2

  4. I also like green but not this green and yellow https://starwars.fandom.com/wiki/Corellian_Jedi?file=Green_jedi.png
    I always pretended the Matukai robes could be a precursor to the Corellian robes. There's no signs of anything green on the Matukai wiki, but yet they are in this game like they are.
    I've played SWTOR for years. Before that, from what I know, the Green Jedi had fairly common robes like the Mutakai robes, just dark green instead of brown. I do like this look: https://starwars.fandom.com/wiki/Corellian_Jedi?file=CorranHorn-NEGTC2.jpg

    But yeah, that's fairly close to the Matukai robes.

    As you may know, I also don't do new 3D models. Feel free to throw in any retexturing ideas.

    • Like 1

  5. Ah ok, I forgot that you asking for my permission was for this mod, been a while.

    There's no moderation as far as I know, but it's been a while since I uploaded my first mod, maybe it's a one time thing. I haven't heard others asking about it on the guide page though.
    Visibility in the vdf gets ignored, I always leave it on "0", so that shouldn't be an issue. I don't really know why the "Public" option is not in your list, strange.
    A mod becomes visible in the overview of files you've posted right away, but it takes a bit (an hour or something, not too long) before it's visible in the "Most recent" tab.

    I don't have Steam Guard, had to look up what that is.

    Possibly related: https://steamcommunity.com/app/255710/discussions/0/611704730322374875/

    • Thanks 1

  6. 7 minutes ago, AmanoJyaku said:

    @Effix

    The documentation does say that "publishedfileid" can be left "unset" to create the mod, but I'm unclear as to what that means. For example, leave out "publishedfileid" entirely, or just write "publishedfileid" without a corresponding value?

    Yes, exclude that line entirely. Steamcmd adds it (will add the line to your vfd file), like last mod number+1. You can reuse your vfd and the publishedfileid will tell Steam which mod to update.

    • Thanks 2

  7. publishedfileid only gets added after your initial publishing, it's to identify a mod that you try to apply an update to.
    I've never included "changenote" (you can manage it in Steam), try leaving that out. I don't know about the contents of those folders but I don't see anything obviously incorrect.

    Edit: btw I'd love to help, feel free to zip your files and I'll take a look.
    PS: Yeah, Steam... just know its limitations. The TSL Patcher is obviously a superiour approach, which is not an option on Steam.

    • Thanks 1

  8. Effixian's Kreia Reskin


    -----------------------------------------------------------------------
    Knights of the Old Republic - The Sith Lords
    -----------------------------------------------------------------------

    TITLE: Effixian's Kreia Reskin
    AUTHOR: Effix(ian)
    CONTACT: PM me on the forums or find me on Steam

    -------------------------
    INSTALLATION
    -------------------------
    Extract the zip, move the files from the folder to your override folder.

    -----------------------
    DESCRIPTION
    -----------------------

    "The dark side of the Force is a pathway to many abilities some consider to be unnatural."

    This is a simple reskin mod that changes Kreia's default body & head textures and her portrait.

    This mod is not compatible with mods that also change Kreia's appearance.

    Tip: It might be interesting to try this with https://deadlystream.com/files/file/742-kreias-hood-down

    ---------
    BUGS
    ---------
    None

    -------------------------
    UNINSTALLING
    -------------------------
    Remove from your override folder:
    P_KreiaA.tga
    P_KreiaH.tga
    PO_PKreia.tga

    ------------------------------------
    DISTRIBUTION NOTES
    ------------------------------------
    You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
    You might: Use the material from this mod in your own mods if you simply ask me.

    --------------------
    THANKS TO
    --------------------
    Fred Tetra for KotOR Tool

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

    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

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

    My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix


    • Submitter
    • Submitted
      04/03/2020
    • Category
    • TSLRCM Compatible
      Yes

     


  9. Effixian's Zeison Sha / Jal Shey Reskin 2020


    -----------------------------------------------------------------------
    Knights of the Old Republic - The Sith Lords
    -----------------------------------------------------------------------

    TITLE: Effixian's Zeison Sha / Jal Shey Reskin 2020
    AUTHOR: Effix(ian)
    CONTACT: PM me on the forums or find me on Steam
     

    -------------------------
    INSTALLATION
    -------------------------
    Extract the zip, move the files from the folder to your override folder.
     

    -----------------------
    DESCRIPTION
    -----------------------

    Yes, I wasn't quite done with trying to give you another (better? I hope) version of the Zeison Sha and Jal Shey Armors.
    Like my 2010 version it has more neutral colours and again it's inspired by the Clone Wars era Obi-Wan.
    I felt the Malak armor needed to reflect its darkside requirement more, so that has red instead of neutral colours.

    Not compatible with my other Zeison Sha/Jal Shey mods and other mods that replace them.

    New feature this time:
    In the vanilla game the Jal Shey Neophyte Armor and the Jal Shey Advisor Armor use the same texture and icon. I've changed that in this mod. However it won't change a Jal Shey Advisor Armor item that you've already acquired in a save. That said, you don't need to start a new game if you want to use this mod, if you do already have the Jal Shey Advisor Armor then it will simply look the same as the Jal Shey Neophyte Armor.

    What is what (info on where to get them is from gamebanshee.com):

    - - Brown cloth, white pants, black boots - -
    Zeison Sha Warrior Armor (item: a_robe_16)
    • This item is either very common or randomly placed throughout the game.
    Files: PFBM01, PMBM01 & ia_ClassZS_001

    - - Beige cloth, white pants, black boots - -
    Zeison Sha Initiate Armor (item: a_robe_06)
    • Dantooine (Enclave Courtyard) - Purchased from Daraala
    Files: PFBM02, PMBM02 & ia_ClassZS_002

    - - Beige cloth, black pants, white boots - -
    Jal Shey Neophyte Armor (item: a_robe_07)
    • Onderon (Merchant Quarter) - Purchased from Gegorran
    • Nar Shaddaa (Refugee Landing Pad) - Purchased from Geeda after opening up trade routes
    Files: PFBM03, PMBM03 & ia_ClassZS_03

    - - Brown cloth, beige pants, white boots - -
    Jal Shey Mentor Armor (item: a_robe_20)
    • This item cannot be obtained through any conventional means.
    Files: PFBM06, PMBM06 & ia_ClassZS_004

    - - Brown cloth, black pants, white boots - -
    Jal Shey Advisor Armor (item: a_robe_11)
    • This item is either very common or randomly placed throughout the game.
    Files: PFBM07, PMBM07 & ia_ClassZS_07

    - - Black cloth, black pants, black boots, red armor - -
    Darth Malak's Armor (item: a_robe_26)
    TSLRCM only, this item is not random loot in the vanilla game.
    Files: PFBM05, PMBM05 & ia_ClassZS_005

    It is possible to rename filenames to swap textures.
     

    ---------
    BUGS
    ---------
    None
     

    -------------------------
    UNINSTALLING
    -------------------------
    Remove from your override folder:
    a_robe_11.uti
    ia_ClassZS_001.tga
    ia_ClassZS_002.tga
    ia_ClassZS_003.tga
    ia_ClassZS_005.tga
    ia_ClassZS_006.tga
    ia_ClassZS_007.tga
    PFBM01.tga
    PFBM02.tga
    PFBM03.tga
    PFBM05.tga
    PFBM06.tga
    PFBM07.tga
    PMBM01.tga
    PMBM02.tga
    PMBM03.tga
    PMBM05.tga
    PMBM06.tga
    PMBM07.tga
     

    ------------------------------------
    DISTRIBUTION NOTES
    ------------------------------------
    You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
    You might: Use the material from this mod in your own mods if you simply ask me.
     

    --------------------
    THANKS TO
    --------------------
    Fred Tetra for KotOR Tool


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

    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

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

    My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix


    • Submitter
    • Submitted
      04/02/2020
    • Category
    • TSLRCM Compatible
      Yes

     


  10. I got it working with the Steam version + Steam's TSLRCM.

    If you've already tried to install it then go to the game's main override folder, something like:
    [drive]:\[steam folder]\SteamLibrary\steamapps\common\Knights of the Old Republic II\override
    If there's a file "kreia.dlg" there then delete it

    Next, before you install things you go into the folder "tslpatchdata" in this mod's files.
    Open changes.ini with a simple text editor like Windows Notepad.
    Change the line "LookupGameFolder=1" to "LookupGameFolder=0", save. That will enable you to point the patcher to a location.

    Now you run the TSLPatcher.exe, it will ask you where your game is located. To work with Steam's TSLRCM you need to point it to where that is located, it should be something like:
    [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937


  11. Run TSLPatcher.exe, point it to the game's location.

    Steam version + TSLRCM:
    Point it to TSLRCM's workshop folder, should be something like
    [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937