Effix

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Everything posted by Effix

  1. I don't see how the captain is not yellow, which exact location on the Unknown World? You can test my attachment, just put the files in the override folder. No new icons for now. Effixians_Mandalorian_Disguises.zip
  2. There's an item property that you can add to any equipable item (with KotOR Tool) called "disguise", with it you can pick any of the listed appearances, when you equip the item you take on that appearance. There's some issues with disguises though, they can cause you to not get your original appearance back when unequiping the item. Not so much a problem if you know how to fix that with the save game editor or if you really love to keep that look through the whole game. Some appearances can also lack certain animations that are relevant to a player character but not to an NPC. The disguise way is pretty much the only easy way to do it because those mandalorians and most aliens have one full body 3D model, while the player has a seperate model for the head and the rest of the body. I don't mind whipping something up with the above in mind if you list more details (both games? Also I'm not sure if both game have the items you mentioned). http://www.gamebanshee.com/starwarskotor/equipment.php http://www.gamebanshee.com/starwarskotorii/equipment.php
  3. Ah, I see, so it's a reskin for an item that that mod added. It looks like that mod is gone though. I was asking for someone on Steam, told him to just swap filenames to try that particular texture. Thanks
  4. The "66" one doesn't have a .uti file, bottom right one in the 1st screenshot. Greets
  5. I made some mods that use the item property "disguise", they work (and use appearances that only have modela/texa). My theory is that that property only works with full body appearances (modeltype: F), since that is the difference between this and my working disguise mods.
  6. Effix

    Effixian's K1 to K2 Heads

    I've added PMHA05, happy gaming!
  7. https://deadlystream.com/topic/3377-request-missing-bao-dur-body-models/?tab=comments#comment-57092
  8. Effix

    Effixian's K1 to K2 Heads

    I added the patcher so the mod only adds things, it should work with TSLRCM. Are you using Steam + Steam's TSLRCM?
  9. Effix

    Effixian's K1 to K2 Heads

    True, but half way I realized that putting a mod with ported content on Steam isn't such a good plan... I'll add the patcher later, I'm going to need it for another requested head anyway. Edit: TSLPatcher added.
  10. View File Effixian's K1 to K2 Heads ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's K1 to K2 Heads AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************ DESCRIPTION ************ This mod adds player heads: - PFHC01 from KotOR 1, as requested by shadongo. - PMHA05 from KotOR 1, as requested by Fallen Guardian. ************* INSTALLATION ************* PFHC01 from K1 to K2: Unzip somewhere and run the file "TSLPatcher_Effixians_PFHC01_from_K1_to_K2.exe". PMHA05 from K1 to K2 Unzip somewhere and run the file "TSLPatcher_Effixians_PMHA05_from_K1_to_K2.exe". Steam's TSLRCM: Point the patcher to TSLRCM workshop folder, location is something like [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937 ***** BUGS ***** None known. ************* UNINSTALLING ************* 1. Remove the following files from your Override folder: For PFHC01 from K1 to K2: - pfhx01.mdl - pfhx01.mdx - PFHX01.tga - PFHX01A.tga - PFHX01AD1.tga - PFHX01AD2.tga - po_PFHX01.tga - po_PFHX01d1.tga - po_PFHX01d2.tga For PMHA05 from K1 to K2: - pmhx05.mdl - pmhx05.mdx - PMHX05.tga - PMHX05.txi - PMHX05D1.tga - PMHX05D1.txi - PMHX05D2.tga - PMHX05D2.txi - po_PMHX05.tga - po_PMHX05d1.tga - po_PMHX05d2.tga 2. Get the following files from the mod's backup folder and put them back in your Override folder: appearance.2da heads.2da portraits.2da ******************* 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 mod if you simply ask me. ********* THANKS TO ********* - Fred Tetra's Kotor Tool - bead-v's MDLedit - stoffe's TSLPatcher - The people at Deadly Stream ------------------- 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 10/29/2018 Category Mods TSLRCM Compatible Yes  
  11. Version 1.2

    1,021 downloads

    ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's K1 to K2 Heads AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************ DESCRIPTION ************ This mod adds player heads: - PFHC01 from KotOR 1, as requested by shadongo. - PMHA05 from KotOR 1, as requested by Fallen Guardian. ************* INSTALLATION ************* PFHC01 from K1 to K2: Unzip somewhere and run the file "TSLPatcher_Effixians_PFHC01_from_K1_to_K2.exe". PMHA05 from K1 to K2 Unzip somewhere and run the file "TSLPatcher_Effixians_PMHA05_from_K1_to_K2.exe". Steam's TSLRCM: Point the patcher to TSLRCM workshop folder, location is something like [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937 ***** BUGS ***** None known. ************* UNINSTALLING ************* 1. Remove the following files from your Override folder: For PFHC01 from K1 to K2: - pfhx01.mdl - pfhx01.mdx - PFHX01.tga - PFHX01A.tga - PFHX01AD1.tga - PFHX01AD2.tga - po_PFHX01.tga - po_PFHX01d1.tga - po_PFHX01d2.tga For PMHA05 from K1 to K2: - pmhx05.mdl - pmhx05.mdx - PMHX05.tga - PMHX05.txi - PMHX05D1.tga - PMHX05D1.txi - PMHX05D2.tga - PMHX05D2.txi - po_PMHX05.tga - po_PMHX05d1.tga - po_PMHX05d2.tga 2. Get the following files from the mod's backup folder and put them back in your Override folder: appearance.2da heads.2da portraits.2da ******************* 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 mod if you simply ask me. ********* THANKS TO ********* - Fred Tetra's Kotor Tool - bead-v's MDLedit - stoffe's TSLPatcher - The people at Deadly Stream ------------------- 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.
  12. Isn't something like this what you are looking for?
  13. That's a shame, I don't see logic in that, maybe the game messed up the save. You can try if you can set the proper appearance (PC_TwiA_LRG_01) again with KSE.
  14. You have a PM with the files.
  15. The hair is already fairly brown, do you mean a darker shade?
  16. Effix

    A Better Mira

    The head model expects a file mirahe.tga, make a copy of p_mirah.tga and rename it to mirahe.tga. I believe the name for the body texture is also incorrect, P_MiraA01.tga should be P_MiraA.tga. There should be no need to edit appearance.2da.
  17. Effix

    The Mandalorian

    Some info about the upcoming series The Mandalorian: https://www.digitaltrends.com/movies/jon-favreau-star-wars-series/
  18. https://steamcommunity.com/sharedfiles/filedetails/?id=606500776
  19. Thanks all for the feedback. I look forward to those mod resources, very nice. For now I might do some more experiments, see where I get. It's been like a decade since I messed around with modules, so it's good practice. The doors have panels that trigger some kind of keyboard tutorial and also Suvam triggers this same conversation, probably some kind of default. Edit: I managed to fix the doors visually and now they also no longer trigger that "dummy" conversation. After the technical fixes I might look at the creative side of making things new for K2.
  20. This is more of an idea than a request. It might be cool to have a mod that adds the Yavin Station to KotOR 2, now that porting is allowed. I did some experiments myself, but there's a bunch of things that I wouldn't know how to fix. - lighting - door scripts, dialogue triggers - the module is referencing to K2 doors which do not fit the door openings m50aa.zip
  21. Not a tutorial but this post helped me with the missing animations:
  22. Glad I ran into this post, I managed to fix the missing animations for my own mod. Thanks all!
  23. There's a new version. I managed to fix the missing facial animations, thanks to JCarter426 & Kexikus