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Effix

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Everything posted by Effix

  1. View File Effixian's Mandalore Reskins ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's Mandalore Reskins AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Unzip, copy the contents of one of the folders to your override folder. ************ DESCRIPTION ************ Two simple reskins of Mandalore, you can pick one of the two. They're of course inspired by Boba and Jango Fett. These are simple reskins that shouldn't cause any conflicts with other mods, unless they do the same. ***** BUGS ***** None. ************* UNINSTALLING ************* Remove from the Override folder: P_MandB.tga PO_PMandalore.tga ********* 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. Submitter Effix Submitted 12/03/2019 Category Skins TSLRCM Compatible Yes  
  2. View File Effixian's PFHC06 from K2 to K1 ************************ Knights of the Old Republic ************************ TITLE: Effixian's PFHC06 from K2 to K1 AUTHOR: Effix CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Run the file "TSLPatcher - Install Effixian's PFHC06 from K2 to K1.exe". ************ DESCRIPTION ************ This mod adds a playable character PFHC06 from KotOR 2. As requested by srdos. ***** BUGS ***** None known. ************* UNINSTALLING ************* 1. Remove the following files from your Override folder: pfhc06.mdl pfhc06.mdx PFHC06.tga PFHC06.txi PFHC06d.tga PFHC06d.txi PFHC06d1.tga PFHC06d1.txi PFHC06d2.tga PFHC06d2.txi PFHC06d3.tga PFHC06d3.txi PO_PFHC06.tga PO_PFHC06d.tga PO_PFHC06d1.tga PO_PFHC06d2.tga PO_PFHC06d3.tga 2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise: If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your Override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the game, yet the associated files would still be in the Override folder. ******************* 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 ******** - Stoffe and Fred Tetra for the needed tools and tutorials - bead-v's MDLEdit - JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit ------------------- 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 11/27/2019 Category Mods K1R Compatible Yes  
  3. I'm not sure which model "the Sith Lord from Dxun" is. If it's something that's not in the KotOR 1 files then you would need to convert the model to the K1 format, add a row for it in appearance.2da. Then you can add a disguise property to an item that points to that row in appearance.2da. Attach/link to the files from your TSL mod so I (or we) can have a look at which steps to take.
  4. The model viewer is an easy way to preview your texture changes, with a few clicks you can update the texture. It won't look as great as other tools or in game but you can see if things are in the right place. https://neverwintervault.org/project/nwn2/other/tool/simple-model-viewer-64-bit-patch
  5. Get 7-Zip, because it's a .7z file (that program's own format) instead of a .zip file. https://www.7-zip.org/
  6. I'm not good with making or editing the 3D models, so I can't help you there.
  7. Not a tutorial, but this post helped me: Test the attachment for me please: Effixians_PMHH02_from_K2_to_K1.zip
  8. 👍 The Onderon clothing is a bit like a poncho, I don't know if you fancy that. There's a mod by VarsityPuppet to replace the common clothing: l also did one on Steam that replaces the Jal Shey/Zeison Sha armors. I haven't got around to putting it up here. https://steamcommunity.com/sharedfiles/filedetails/?id=1672321360
  9. Perhaps this will do: If not then I (or someone else here) can explain how to do it with KotOR Tool.
  10. The patcher should have created a backup folder in the place where the patcher was launched, with an appearance.2da file from the time before you installed the mod. I can imagine that that might not do the trick, if you've applied other mods after that or if you cleaned up that install folder, is that the case? Next to those changes to appearance.2da you have to remove from override: n_commm.mdl n_commm.mdx n_commmD01.tga N_CommMR01.tga N_CommMS01.tga If you don't have a backup and you know a bit about working with KotOR Tool then you open your current appearance.2da, all the rows with label starting with "P_MAL_" should have "N_CommM" in the "texb" column.
  11. Yes, that might help. You can also add a zip with the files you're using. I'm not sure about the nudity policy here, so maybe add some black bars.
  12. The player characters don't use the same 3D model as Bastila, so you're probably applying her texture to the wrong model. If you look at appearance.2da you can see that Bastila's underwear model is p_bastilaba, you could export p_bastilaba.mdl and p_bastilaba.mdx, rename them to what the game expects the player's underwear model to be. These are pfbas.mdl/mdx, pfbam.mdl/mdx & pfbal.mdl/mdx (compared to Bastila there's not one model but 3, for the 3 classes), so you make copies of the exported Bastila model+mdx and have them have those filenames. Now the textures, here you have those 3 variations for the different classes, but also 3 skin colours (a=Asian, b=Black & no letter added=Caucasian) and also one texture for dark side (not showing skin, so just 3 for the classes). I'm assuming you only have one of those to use, but to complete, here's the textures that the game will call upon (there's a "01" added to the filename): Asian: pfbasA01.tga pfbamA01.tga pfbalA01.tga Black: pfbasB01.tga pfbamB01.tga pfbalB01.tga Caucasian: pfbas01.tga pfbam01.tga pfbal01.tga Dark Side: pfbasd01.tga pfbamd01.tga pfbald01.tga So now you make sure that there's renamed copies of your new texture with any or all of the filenames above in your override folder. Good luck.
  13. That means the game can't read the texture file or that it's simply missing. Did you save the TGA as 32 bits/pixel? (Not sure if it's really needed, but can't think of anything else right now)
  14. In KotOR Tool open appearance.2da (KotOR I -> BIFs -> 2da.bif -> 2D Array -> appearance.2da), here you can look up the texture names of the underwear (column texa) and default clothing (column texb). With that knowledge you go to KotOR I -> ERFs -> swpc_tex_tpa.erf -> P and search for the texture you need, press "Extract file" (And then "Save as TGA") or "Write File" in the Image Viewer, save to your override folder (create one as a sub folder in your game's folder if you don't have one yet). Now you can edit the .tga image and test your changes.
  15. Oh, oops, I think I simply forgot to include a txi file 🙄 Thanks for noticing, I've updated the zip. C_SenBall01D.txi
  16. I'm going to have to get a bit technical... Textures in this game can have an alpha channel, normally you'd think that that's just for transparency, but here it can be areas where another texture "shines through" using that alpha channel, like a background layer. You can include a .txi file to declare which texture is behind those transparent parts, for example one to make those parts look like shiny metal. This mod does not include a .txi file, because I didn't need to change how the unmodded file handled that. You say "heavily modded", so a lot of things could be an issue, I hope the above can give you some clues about where things might clash.
  17. Try: I find it to be less of a hassle than MDLOps.
  18. I think I ran into something similar in the past, I'm not sure what exactly fixed things but I: - Updated "Microsoft Visual C++ Redistributable", here under "Other tools and frameworks": https://visualstudio.microsoft.com/downloads/ I have a 64 bit Windows (10) and have both "Microsoft Visual C++ 2017 Redistributable (x86)" and "Microsoft Visual C++ 2015-2019 Redistributable (x64)". Again, I'm not sure if that did the trick or which one is used or needed. - Reinstalled KotOR Tool, make sure you grab the latest version from this site. A restart might also be needed after the above.
  19. Saves contain references to items, not the actual items or even their properties. You should be able to find the name of the item with KSE, but it's not likely that you can tell which mod that item belonged to.
  20. I doubt that's it. Just wait until Sith Holocron clears things up.
  21. Probably not my version, looks higher res, shiny and doesn't have the portrait mine has. My mod has the same resolution as the original and doesn't add the shine (I mainly made it for the Steam Workshop and adding that is problematic there).
  22. Hey Nika, welcome here!
  23. Version 1.0.0

    491 downloads

    ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's Mandalore Reskins AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Unzip, copy the contents of one of the folders to your override folder. ************ DESCRIPTION ************ Two simple reskins of Mandalore, you can pick one of the two. They're of course inspired by Boba and Jango Fett. These are simple reskins that shouldn't cause any conflicts with other mods, unless they do the same. ***** BUGS ***** None. ************* UNINSTALLING ************* Remove from the Override folder: P_MandB.tga PO_PMandalore.tga ********* 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.
  24. Effix

    Baby Yoda

    I'm not good enough with manipulating the 3D models, could someone try to edit the n_yoda model to make it look like a baby Yoda? Scale certain parts, scale the animation hooks along with it. I think I could take care of the texture. We could then simply have it follow Mandalore, like Bao-Dur's remote (Like how the Cati Mod by Princess Artemis does with the Gizka), that would be very funny and cute.
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