Effix

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Everything posted by Effix

  1. I've updated the female red Twi'lek in my Twi'lek PC Pack, I was never really satisfied with it. There's now a better balance in the highlights and shadows and the body matches the face a little better. Her portraits are updated to match the new look.

    screenshot_AssassinC.jpg.077a6645113400b

  2. This seems more of an issue with the character set, UTF-8 bytes are being interpreted as Windows-1252 (or ISO 8859-1). For example your á is displayed as á, you can see this in: https://www.i18nqa.com/debug/utf8-debug.html I don't know a fix, but that seems to be the problem. By the way, with the Steam version you can just switch to Spanish. Edit: Also check out: And TalkEd, with which you can set a language:
  3. I recently did manage to compile with KotOR Tool. I'm not sure what changed, maybe a different version of Microsoft Visual C++ Redistributable, since I tried different programs at the time and different programs may potentially use that.
  4. I get shown icon ii_Mask_001.tpc when I try these. I'm a bit out of ideas, maybe someone else can contribute.
  5. I think that wasn't related to the icon, that should work with the texture variation number. It's just the texture that does not, that only uses the texture that's within the model file, which is something that most or all other items do not do. Feel free to send me your files for a closer look.
  6. Hm.. masks work a bit different than other items but that sounds good. I'm out of ideas for now.
  7. I'm guessing you're using a mod (next to this mod) to add a Nihilus disguise. The icon in your screenshot looks like it might be part of that. The icon is not the one from the mod by Ӄhrizby, which shows the mask, so maybe some of the files from both mods are clashing. By the way you can get a free program like XNView to quickly view the .tga files. With it you can browse through the images in your override folder to maybe find some clues. The original item file "nihilusmask.uti" from Ӄhrizby's mod has Jedi Master Robe as the base item, this makes the icon file start with "ia_MstrRobe_", it has a texture variation of 16, which makes the full filename "ia_MstrRobe_016.tga".
  8. Not in this form, there's some differences: K1 has 2 extra darkside transition states for the face textures and the portraits and there might be some differences in the structure of the 2da files.
  9. I changed versions with MDLEdit for you, try with the files below. All the other files should work in K2, I did a test and it looks good. By the way you include an icon for the crystal but the saber is not upgradeable, etc. I think you can leave that file out. w_dblsbr_043.zip
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    1. DarthParametric

      DarthParametric

      The number of 10 beasts?

  11. Great! Happy I could assist.
  12. Actually, I think it might be easier than I thought: Get the above mod by redrob41, unzip, rename pmhh01.mdx to p_discipleh.mdx, copy that to the override folder (replace my version), done.
  13. Yes, it uses the head PMHH01 (player model head hispanic 01), which has that issue. There's a mod that fixes the standard player head, but I haven't asked if I can reuse that for this. Edit: Sent him a message, but he hasn't been here in over a year. It's something you could combine yourself, but it can be a bit tricky if you're not familiar with modding.
  14. (Oh, there's more info here, I also replied on Steam) p_attonbb is for the body. The head needs P_AttnH1, P_AttnH1D1 and P_AttnH1D2. But.. in kotor 2 the "D2" is max dark side, in K1 just "D" is max dark side. In K1 the order is: no D, D1, D2, D3, D. So in K1 there's 2 more states. In an image editor you can make textures for those in between states by doing a 50% opacity mix of a layer above another layer.
  15. Weapons on them aren't visible but when they fight they do move their arms, a bit like karate chops. You can try it with KSE, appearances Child_Female/Child_Male.
  16. Ah, I see now, subtle. Edit: I think you got the screenshot from a link on the SWTOR forums? Could be someone's own handiwork.
  17. https://www.gamefront.com/files/jedi-robe-skin/download
  18. How is that not the one from your screenshot? Edit: uhh, it appears the download button doesn't always go to the same page, weird. Try it again? You should end up with meeshmans_jedi_robe.zip https://www.gamefront.com/files/jedi-robe-skin/download
  19. I've added the Nightbrother version.
  20. @paramano01: Someone told me you can download Steam mods without owning the game it belongs to, but I can't test it myself. But sure, I will add it here soon. @GNihilus2: Thanks! Yes, mix things up whichever way you like
  21. No, but this should do the trick (not tested): Effixians_Blue_Ebon_Hawk_K1.zip
  22. No problem, we're here to help. It can easily get confusing when mixing Steam and non Steam mods. Steam's TSLRCM contains a lot of important files that get precedence over the same files that you might have in the main override folder. Before Steam you would have all your TSLRCM files in the main override folder so it was a bit more straight forward.
  23. Yeah, with TSLRCM from the workshop you have to point the mod's patcher to its folder, in your case: Program Files (x86)\Steam\steamapps\workshop\content\208580\485537937
  24. Unsub from the workshop's TSLRCM, resub so you get a fresh one, point the patcher of this mod to TSLRCM's workshop folder again, then try setting the appearance again with KSE. Important: KSE doesn't see the appearance.2da file that's being used if you have TSLRCM from the workshop. You should temporarily copy the file from the TSLRCM workshop folder to the main override folder so KSE lists the same appearances. Make sure you remove it again after using KSE. Yes, things can get confusing...
  25. Heya. Switch to appearance PC_MissionX_LRG_01. party_npc_mission is a non working leftover from K1.