-
Content Count
893 -
Joined
-
Last visited
-
Days Won
59
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Effix
-
(Kotor 1) kotor tool error when finding game
Effix replied to Saul_R97's topic in General Kotor/TSL Modding
That's pointing the entry of K2 to the path of K1, better not do that. You save as whateverdoesntmatter.reg (filename doesn't matter, it's like a recipe to add an entry to the registry). Double click the file and it asks if you're sure you want to add it to the registry. In your case it should be something like: K1 Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\BioWare\SW\KOTOR] "path"="D:\\SteamLibrary\\steamapps\\common\\swkotor" K2 Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\LucasArts\KotOR2] "Path"="D:\\SteamLibrary\\steamapps\\common\\Knights of the Old Republic II" Note the difference in Bioware/LucasArts. Or combine things in one file: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\BioWare\SW\KOTOR] "path"="E:\\Games\\SteamLibrary\\steamapps\\common\\swkotor" [HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\LucasArts\KotOR2] "Path"="E:\\Games\\SteamLibrary\\steamapps\\common\\Knights of the Old Republic II" -
(Kotor 1) kotor tool error when finding game
Effix replied to Saul_R97's topic in General Kotor/TSL Modding
If you have your registry entries in order then you shouldn't have to mess with the Path Manager. I don't even have a settings.xml, so not sure what that error is about, maybe a temporary file it creates. Did you check the Steam guide I linked you? Not an expert on .NET framework versions, but usually it will not launch a piece of software at all if it's not adequate and give you a notice about it. -
Alright, here you go. Effixians_Mira_Alternative_Redhead_PFHC05.zip
- 2 replies
-
- 1
-
-
- knights of the old republic
- texture
- (and 8 more)
-
Btw you can use the number keys (1, 2, 3 etc.) if your goal is to avoid clicking with the mouse.
-
You can open dialog.tlk with KotOR Tool and make all the changes that you like.
-
He hasn't been on here for a year, but ask RedRob41.
-
knights of the old republic 2 (Request) HD logo for main menu
Effix replied to Saul_R97's topic in Mod Requests
Perhaps it's this workshop mod that's making it show up smaller for me: https://steamcommunity.com/sharedfiles/filedetails/?id=639641660 -
Yes, the thing is, there's no item "Juhani's Clothing". The item file is just default clothing, in her case that does point to a model and texture that are unique for her. This column "b" points to her model and texture that the default clothing item uses. Ok, how to get around this... and this might be a bit short of an explanation if you're new to modding, but feel free to ask more questions. - Extract a vanilla default clothing file, save it with a unique name (for example juhani_clothing). Add a property that makes only her able to equip it (not needed for things to work, but a bit silly not to do), add the other properties that you like. - Extract her character file*, now you can add the new item to her inventory, that's what she carries when she joins your party. You can also replace what she has equipped, she has Jedi robes on when she does. You will need K-GFF for this, KotOR Tool is blind to new/modded items that you add to your override. * p_juhani in here:
-
Here you go, just add the files to the override folder. Effixians_Black_and_Gold_G0T0.zip
-
knights of the old republic 2 (Request) HD logo for main menu
Effix replied to Saul_R97's topic in Mod Requests
I tried to make it a bit larger, I hope it's a slight improvement. The original is 512x512 and my remake below is 800x800. I can't really tell myself because I use the Steam version and there the logo isn't shown that large, it isn't scaled up making things blurry. kotor2logo.tga -
Problem with danglymeshes working only on some meshes
Effix replied to miraf001's topic in General Kotor/TSL Modding
I'm sorry, maybe some miscommunication, the model in the mod has 0% to do with the vanilla Dancer's outfit. You can put any model in your override with a filename that the game expects there to be. There's 14, see the appearance.2da entry: Anyway, back to dangly things, and I'm far from an expert on these things. I noticed them on being on heads, and they work nicely for an old game like this. I can't say I have seen such mechanics on the body models, maybe it doesn't work on those, maybe someone more experienced can enlighten us on that.- 11 replies
-
Problem with danglymeshes working only on some meshes
Effix replied to miraf001's topic in General Kotor/TSL Modding
ps the mod uses the vanilla Bastila model that was left in the K2 files. So it's as good or bad as Bastila's K1 model.- 11 replies
-
View File Effixian's Mira Alternative ----------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords ----------------------------------------------------------------------- TITLE: TSL Effixian's Mira Alternative AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- This mod gives Mira a new look. It replaces her head with an edited version of the PFHC05 head from KotOR 1 and replaces her ballistic mesh jacket and default clothing with a ballistic mesh jumpsuit. You can install this mod at any point, but the jacket's item name and description will only change if Mira hasn't joined your party yet. Inspired by a request by darthquell on Steam. ------------------------- INSTALLATION ------------------------- Extract the zip somewhere, copy the files from the folder to your override folder. Don't want to replace the head? Then only copy: a_light_x09.uti P_MiraA.tga P_MiraAD01.tga p_mirabb.mdl p_mirabb.mdx ---------------------------- COMPATABILITY ---------------------------- This mod will only conflict with other mods that change the same textures or Mira's body or head model. ------------------------- UNINSTALLING ------------------------- Remove from your override: a_light_x09.uti P_MiraA.tga P_MiraAD01.tga p_mirabb.mdl p_mirabb.mdx p_mirah.mdl p_mirah.mdx P_MiraH.tga P_MiraHD1.tga P_MiraHD2.tga PO_pMira.tga PO_pMiraD1.tga PO_pMiraD2.tga ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You may NOT use the material from this mod in your own mod without giving me credit, implying it was your own creation. You will likely get permission to reuse material from this mod in your own mods if you simply ask me. -------------------- THANKS TO -------------------- Stoffe and Fred Tetra for the needed tools and tutorials ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- 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. Submitter Effix Submitted 12/06/2021 Category Mods TSLRCM Compatible Yes
-
Version 1.0.0
418 downloads
----------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords ----------------------------------------------------------------------- TITLE: TSL Effixian's Mira Alternative AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- This mod gives Mira a new look. It replaces her head with an edited version of the PFHC05 head from KotOR 1 and replaces her ballistic mesh jacket and default clothing with a ballistic mesh jumpsuit. You can install this mod at any point, but the jacket's item name and description will only change if Mira hasn't joined your party yet. Inspired by a request by darthquell on Steam. ------------------------- INSTALLATION ------------------------- Extract the zip somewhere, copy the files from the folder to your override folder. Don't want to replace the head? Then only copy: a_light_x09.uti P_MiraA.tga P_MiraAD01.tga p_mirabb.mdl p_mirabb.mdx ---------------------------- COMPATABILITY ---------------------------- This mod will only conflict with other mods that change the same textures or Mira's body or head model. ------------------------- UNINSTALLING ------------------------- Remove from your override: a_light_x09.uti P_MiraA.tga P_MiraAD01.tga p_mirabb.mdl p_mirabb.mdx p_mirah.mdl p_mirah.mdx P_MiraH.tga P_MiraHD1.tga P_MiraHD2.tga PO_pMira.tga PO_pMiraD1.tga PO_pMiraD2.tga ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You may NOT use the material from this mod in your own mod without giving me credit, implying it was your own creation. You will likely get permission to reuse material from this mod in your own mods if you simply ask me. -------------------- THANKS TO -------------------- Stoffe and Fred Tetra for the needed tools and tutorials ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- 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. -
I assume you mean the Steam version in legacypc mode. That's like running the old disc version, all mods here should work with that. Only the things that the Steam version added will not work (workshop mods, controller support, modern display options). Check the description for install instructions, it's similar to what you did for TSLRCM.
-
Good stuff! I started to do some testing myself (sorry, thought I could do this fast). Portraits are not right, I think I know what's up, update soon.. Ok, tested things, this should be the final version for my textures. Just to clarify for others reading this, you need to add seedhartha's ported model files (pmhc05.mdl & pmhc05.mdx). pmhc07-k2-to-pmhc05-k1.zip
-
Alright, no surprise, add these, let me know if that works. pmhc07-k2-to-pmhc05-k1.zip
-
These textures should work as the equivalent of my bearded K2 mod. I think the .tpc files will take precedence over .tga files so you'd have to remove them. pmhc07-k2-to-pmhc05-bearded-textures.zip pmhc07-k2-to-pmhc05-textures.zip Edit: added the non bearded files (with vanilla zombie dark side transitions) It might need a .txi file, not sure, let me know if the hair looks really crappy.
-
I can whip up a bearded texture version based on my K2 mod. Btw these head textures and portraits work fine if you stay neutral or go light side. The other filenames work a bit different in K1, though. K2's D2 = K1's D K2's D1 = K1's D2 K1's D1 = in between K2's Neutral and D1 K1's D3 = in between K2's D1 and D2 (So K1 has 2 extra in between states)
-
Trying to eliminate the user interface from Kotor 1
Effix replied to Noxxarian's topic in General Kotor/TSL Modding
Yeah, if capslock gets the job done then that's easiest. In theory you could try exporting all the images that make up the GUI and then replace them with transparent images. Not sure if the game would still be somewhat playable if you do that. -
I actually haven't run into a male model that doesn't use the female supermodel. If you mean turn this model into one that has a female body shape, then no, that's not something I can do, I lack the 3D modeling skills. This already replaces the Qel-Droma Robes as it is. There's 2 parts to making things shiny, one is a simple text file (which you can make with Notepad, see the attachment below, txi = texture information). This file says which other texture "shines" through. The 2nd part is the alpha layer of the texture. White parts in the alpha layer means the other texture doesn't shine through at all, black parts mean it does fully. Most of the times you don't want to go as far as full black. To illustrate things, this is HK's texture with its alpha layer: As you can see it's almost a negative of a grayscale version of the color texture, dark parts become white in the alpha layer, light parts become dark. 01 at the end of the filename means texture variation 1 of the item file, you only need 01 and not also 02, 03, 04 for the other textures because those inherit the texture info from the first variation. PMBI01.txi
- 18 replies
-
90SK asked me to assist. He made the textures, I added the ported model. Simply copy the files from the attachment to your override folder. This mod replaces the 4 male Jedi/Knight/Master robe variations (brown, blue, red, black). The icons aren't updated, mostly because the female robes aren't changed. We hope you like it 90SK's Qel-Droma Robes.zip
- 18 replies
-
Study similar mods? For example: https://www.moddb.com/mods/k1-recruit-selven-mod