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Everything posted by Effix
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Can someone please make some Clone Wars or Rebels mods
Effix replied to knitewingtherevanchist's topic in Mod Requests
Thanks. Yeah, the Model Viewer mirrors things. I can live with it, most things are symmetrical anyway. Edit: I re-downloaded, but I don't see a change. -
Can someone please make some Clone Wars or Rebels mods
Effix replied to knitewingtherevanchist's topic in Mod Requests
Another image is included in the download, with a different layout for the helmet: -
Can someone please make some Clone Wars or Rebels mods
Effix replied to knitewingtherevanchist's topic in Mod Requests
I get this instead: The blasters are fine though. I don't understand what you mean with the rotating, I tried rotating the texture 180 but that didn't fix things. What am I doing wrong? -
Can someone please make some Clone Wars or Rebels mods
Effix replied to knitewingtherevanchist's topic in Mod Requests
I'll look into it/experiment with it, no promises. I've never started with only these wireframe like textures, for some parts it's hard to tell which parts of the model uses which parts of the texture. -
Version v3
2,279 downloads
************************************** Knights of the Old Republic - The Sith Lords ************************************** TITLE: Effixian's Bao-Dur Reskins AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam. ************* INSTALLATION ************* Unzip, copy the files from one of the folders to your override folder. ************ DESCRIPTION ************ This mod includes reskins of: - Bao-Dur's head - The lightning in his mechanical arm (more red) - His mechanical arm when wearing armor (red details) - His default clothing (a lot of black) - His Remote (and with it also other Sensor Balls). The Remote gets a more Imperial look. There's 3 variations included that you can choose from, version A has different looks for light side, half way dark and fully dark side. Version B is for the Darth Maul fans who want the look inspired by him from the start. Version C is based on the Nightbrothers from Dathomir. This mod is not compatible with other mods that change Bao-Dur's appearance. TSLRCM: A few files that change Bao-Dur's default clothing to a darker version are also included in TSLRCM, so you will need to overwrite those files if you're using TSLRCM. If you like you can make backups of those files before replacing them (P_Bao_DurA.tga, p_bao_dura.txi, P_Bao_DurAD01.tga, p_bao_durad01.txi). ***** BUGS ***** None. ************* UNINSTALLING ************* Remove the following files from your Override folder: C_SenBall01D.tga fx_Baodur.tga P_Bao_DurA.tga p_bao_dura.txi P_Bao_DurAD01.tga p_bao_durad01.txi P_Bao_DurH.tga P_Bao_DurHD1.tga P_Bao_DurHD2.tga P_BaoDur_Arm.tga PO_PBaoDur.tga po_pBaoDurd1.tga po_pBaoDurd2.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 simply you 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 -
File Name: Effixian's Miner Uniforms File Submitter: Effix File Submitted: 10 Mar 2018 File Category: Skins TSLRCM Compatible: Yes ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's Miner Uniforms AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Unzip, copy the files from one of the folders to your override folder. ************ DESCRIPTION ************ Two simple reskins of the Miner Uniform. This mod should not conflict with any other mod, except mods that also change this armor. ************* UNINSTALLING ************* Remove from the Override folder: ia_class4_009.tga PFBC09.tga PMBC09.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. Click here to download this file
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579 downloads
******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's Miner Uniforms AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Unzip, copy the files from one of the folders to your override folder. ************ DESCRIPTION ************ Two simple reskins of the Miner Uniform. This mod should not conflict with any other mod, except mods that also change this armor. ************* UNINSTALLING ************* Remove from the Override folder: ia_class4_009.tga PFBC09.tga PMBC09.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. -
Added 11 heads to my Player Head Reskins mod http://deadlystream.com/forum/files/file/1096-effixians-player-head-reskins/
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As far as I can tell most files that come with the Steam update are for the controller support. I do see a handmaiden.dlg that's also included in TSLRCM, I think in this case (being a dlg file) the one from TSLRCM gets precedence. It can cause glitchiness with textures if there's 2 files with the same filename in 2 locations. True, it only looks there. You can copy your files to there, do your KSE thing and remove them again. Cut and paste should be ok too but you can easily lose sight of what came from where if you move a lot to the main override.
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Retexturing Robes for custom robes(newbie)
Effix replied to DarthWren's topic in General Kotor/TSL Modding
PFBN09 is the white Handmaiden's robe, you can use that as a reference. There's no male counterpart though. What I would do to turn a brown cape into a white one: Select the cape parts, copy to new layer, desaturate fully (or almost fully) and if needed tweak the white/black point levels (most of the time that turns out better than simply increasing the brightness). That's the theory, I don't know how that works in Gimp exactly. -
1. Not sure, I think it needs some script changes. I think she uses a sword even when you have the only one you have equipped. 3. RIMs -> Modules -> 711KOR_s.rim -> npc_v_malak.utc Open that utc, press the inventory button. If you hover over the hand slot with the green outline then you see he has a g_w_lghtsbr02 there, that's a red saber. Now you can drag another saber from the list of items on the left to that hand slot to change things. Most lightsabers are only called "Lightsaber" there, so it's a matter of trying if you get the one you want. A blue saber is g_w_lghtsbr01, the one below the "Dark Jedi Lightsaber". An easy way to check those "codes" is to check in a list of cheatcodes like https://www.gamefaqs.com/pc/920601-star-wars-knights-of-the-old-republic-ii-the-sith-lords/cheats After changing the inventory you can save the utc to your override folder to test your changes. You might need a save from before you went to that area for the 1st time, not sure in this case. 2. You can change the row for her evil look in appearance.2da with data from the row that's her normal look. You can do something similar as above with her p_kreia_evil001.utc in module 907MAL_s.rim, but I doubt it will affect the floating sabers. Good luck
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The 5 mod limit is a myth. Conflicting mods is not.
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I think I found the problem and I updated the mod, please let me know if you still run into issues.
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Needing Help With Kotor Soundtrack
Effix replied to AmazingIce's topic in Knights of the Old Republic General
I'm still using Winamp, renaming from wav to mp3 works fine when I play it with that, playing it with VLC gives me static too. Did you test how your android device deals with those "renamed to mp3 files"? -
With KotOR Tool you can find this dialogue under ERFs > 104PER_dlg.erf > 104kreia.dlg. You can extract it to your override and edit it with DLGEditor. Not sure what the consequences would be if you remove the dialogue branches or if maybe you need to edit things at a level higher; that which triggers this dialogue (likely the script a_104kreiadlg.ncs). I've experimented with dialogues and scripts mostly years ago so that's about all the info I can give. I'd say experiment with it.
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With KSE you pick an appearance, in appearances.2da that appearance refers to a head (from heads.2da), portraits.2da links to an appearance. Keep in mind how those 3 files connect. Your appearance and head are already there, you only need to edit portraits.2da and make sure your tga files match the row that you add to that file. Good luck.
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No, like DP explained there's much restrictions when it comes to adding new models. Unfortunately there's no recognizing, the game expects/calls something and you can intercept that with a change/replacement. I label my mods as mods and not reskins when they add a new item with its own texture, even when they make use of a vanilla 3D model. When a mod only includes texture replacements I label them as (re)skins. Adjusting stats is easy when you do include a new item file, adding an item to a merchant is an extra thing to blend in with the game (only cheatcodes for using a mod is not that cool to me).
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True, my Electromesh Robes mod adds 2 new item files with new textures but they use the vanilla knight and master models. Replace those and things won't line up. I have used the slot for the Revan/Star Forge model (modelj in appearance.2da -> PMBJM/PFBJM) to introduce models that are not yet used by player outfits and still leave existing gear intact, but it's not without issues. For one, in vanilla all the female entries (texj) point to the male texture, you would have to change that to make that slot more useable. After adjusting that you could overwrite the Revan/Star Forge model with either the knight or master model (there's no "fix" for more than 1), edit one of the Electromesh item files so that they use the Revan armor base item, adjust texture and icon filenames. A lot of work for one mod and there will still be some issues that I don't understand myself yet. If you're looking for a modding challenge then give it a try. I think you're doing good on understanding how things work for someone that calls himself someone with little experience. Edit: wrote this before your post above.
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http://darthnihilus.ucoz.ua/load/igry/sw_kotor_i/general_modding_2da_converter_merger_tool/64-1-0-253
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I have a few mods that replace the Revan/Star Forge model, to be able to add a model that is not yet used by any player outfits. Two people on Steam reported something similar, this was the 1st: Kommandant Viy: "For some reason, if you get mandalore to recruit more mandalorians while wearing one of bastila's robes, after the duel is finished it will be transformed into plain jedi robes, and bastila's robe will be gone forever." I'm curious if anyone has a clue about what might be causing that. I myself never knew that that recruiting mission was in the game, maybe I never got enough influence with Mandalore.
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Ah ok. I hope someone else has a suggestion, it's been too long ago for me since I played or browsed the files.
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Hm.. In my personal collection I have player heads of Vash and Terena Adare. They're clones of NPCs, but is that something of interest? There's also the common old ladies, but I don't think they look very heroic. p.s. I've played with my own version of Kreia, got a bit bored with her looks. The head is like Terena Adare, with Kreia's eyes and with a reskinned Atris robes to resamble Jocastu Nu's. Not sure when I can turn that into a mod.
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TSL Missing walking animation in dialogues
Effix replied to Effix's topic in General Kotor/TSL Modding
I found the problem, somehow the period/decimal got removed from columns "walkdist" and "driveanimwalk" in my appearance.2da. Only for entries with 3 decimals though, fixed it but it's still a mystery how that happened. My best guess is from using Convert2da and/or OpenOffice Calc.