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Posts posted by Effix
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On 6/11/2021 at 12:59 AM, Neville said:I think the Sith Commoner Female Uniform model, N_SithComF, would work, especially the coat, the shoulder pads, the style of the belt, and the style of the boots. Most Republic military in the game are male, but there are female textures. Most neck, collar, chest, and shoulder pad textures would come from the Female Republic Officer texture. The texture is N_RepOff_F01. The color textures for the Republic Officer belt would also work. Sleeves, gauntlets, most of the body, gloves, and legs would have the Female Republic Soldier texture, N_RepSold_F01. The boots could be given gloss red textures, possibly from the Red Sith Soldier armor, N_SithSoldier02. My hope was, in using Republic textures on the Sith uniform model as I described, you could get armor similar to that of armor from the Mandalorian Wars in the illustration at the bottom. I can send the textures.
You can't really benefit much from the existing Republic textures when trying to transform the Sith uniform, the texture layouts are completely different. You can transform/rotate parts but that destroys the quality. You'd probably be better off just creating something from scratch and using those textured models as inspiration. But for me that's too much work and it's not something either of us want to do.
So, how about this?
(screenshot from the model viewer, will look better in game)- 2
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On 6/7/2021 at 11:50 PM, Neville said:I guess I'm getting old... I feel like your posts are a bit of a bombardment.
Anyway, I can't see the full body here, but it looks like what you want is in this screenshot? Or part of what you want?
I'm currently replaying KotOR but I can't tell if this was your own texture work. If so then I'm sure you can tweak it some more to look more like that SWTOR artwork from that Galactic History entry.- 4
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Just write here what you have in mind for the texture, perhaps there's something I can assist with. I don't do model changes, though.
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Hm, I see, no idea, one way to find out: test.
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1 hour ago, Neville said:I checked the updated files. You included RemoveAvailableNPC(0). That removes Bastila. This is intended to create a replacement for her after her capture, and that line will create bugs. I was actually trying to remove the NPC version of Sarna and add the party version. The NPC template .utc is n_sarna, tag Sarna021, Template ResRef tar02_sarna021. The party template .utc is p_sarna. Would two commands to destroy the pre-recruit NPC cause problems?
"and that line will create bugs"
What do you mean? The only way to add a party member is to replace one. Feel free to pick another.
I understand you want to remove the NPC Sarna, but that fact still remains. There's a set amount of party members, not very dynamic, but that's what it is.
Not sure if two scripts trying to remove the NPC would cause a problem, probably not, but why would you? One script action will fail, do nothing. -
Changing the militias is a bit more complex, but changing the Onderon soldiers/officers isn't so much.
It's mostly copy pasting values in appearance.2da (which you can edit with KotOR Tool).
For example:
row 355, label Republic_Soldier_Mal_w_Helmet, normalhead: 58, modela: N_RepSold, texa: N_RepSold
row 607, label Onderon_Soldier_Mal_Masked, normalhead: 146, modela: N_OndSoldM1, texa: N_OndSoldM1
Leave the row and label intact, copy the rest of the values above from the Republic soldier to the Onderon Soldier.
There's only one Republic Soldier with a helmet (there's the female one but there's no female Onderon soldiers), so if you replace the few variations of Onderon soldiers + officers with helmet guy it will be Iziz: Attack of the Clones 🙃
Edit: I'm adding a text export that could help anyone who is up for doing this switcheroo. I'm not myself, sorry.- 1
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Heya,
I made this a while back.
It does have some issues with the mouth, but see if you like it.- 1
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I think I attached the wrong version of add_sarna (nss & ncs), I've updated them in my post above (not in your quote of my post).
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The thing is, most modding tools were made before the Steam version.
The old disc versions created registry entries such as the path to where the game was installed to. Those old modding tools still try to look up that registry entry to know where the game is located. The Steam version doesn't create that entry so you need to recreate the entry and have it point to where your Steam version is located.
My Steam guide may provide some more context: https://steamcommunity.com/sharedfiles/filedetails/?id=779622644
That said, I also ran into problems with the compiler from one day to the next, I think I reinstalled something and then it worked again. Weirdness... if you're sure the registry entry is good then at least you can rule that out.
Anyway, I don't mind compiling things for you, but I got errors on both scripts so it's best if you can experiment on your own.
I'm not an expert but I think these were the issues:
add_sarna.nss:ShowPartySelectionGUI(0)
...gives me an error, it works without the zero parameter and I see it without the 0 here: https://bioshazard.proboards.com/thread/18/recruit-npc.
You're using DestroyObject to remove the NPC in both scripts, I think that's only needed once (in the "bye" script).
B.t.w. you're replacing Bastila's slot if you use slot 0 (a row from npc.2da), just so you know, not sure if you intended to do that.
bye_sarna.nss:
Here you made an object:object oNpc = GetObjectByTag("tar02_sarna022");
But you didn't use it in the rest of the script, so I changed...
DelayCommand(1.0, DestroyObject("n_sarna"));
to...
DelayCommand(1.0, DestroyObject(oNpc));
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The line that you added...
"You might like to know, the Republic allowed ne to enlist. Do you need my help?"
...is not available? I don't really see a reason why since it's on the main branch.
(p.s. "ne" should be "me")
There's no reason to reuse that row 0 in portraits.2da, you can add a new row, click on the * below the last row.
That aside, can you not pick it when you open p_sarna.utc? It should be the first one in the list.
I don't know which script editor you use or what could be the problem there. I can compile with KotOR Tool + the Steam version. I did have problems compiling in the past, it can be a pain. -
Ok, awesome. can you take over this request?
I still have some work to do requested by her. Fun work, but it's a big Twi'lek project for now.
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16 minutes ago, La Ingobernable said:Huh? I enjoy doing requests. But I can't recycle someone's work without permission. To me the screenshot looked better than the K1 version, correct me if I'm wrong.
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This is a vanilla skin? (Don't think so)
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3 hours ago, FemmeIFatale said:Hi,
That would be incredible! Would they have their respective clothing?
Kindest regards
Kayleigh
Yes.
I think a few only appear with regular clothing, I'll figure something out for those.- 1
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Heya,
The plan is to have all these: https://steamcommunity.com/sharedfiles/filedetails/?l=english&id=2316663650My current version here has only some of them.
Greets- 1
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Not the same as armor and head gear items, but I made this disguise mod:
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Yes, interested in doing both those.
I already did some Twi'leks in my Twi'lek pack mod here.
I also added quite a few more heads next to those as a Steam mod, but without underwear, clothing, dancer's outfit, because... Steam. That needs the Patcher which is not a thing on Steam.
It will take some time and I can't make any promises when I'll get to it. If anyone beats me to it then that's great- 1
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I see a model named fx_rain, but not fx_sand?
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Effixian's Devaronian Player Character
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Knights of the Old Republic - The Sith Lords
----------------------------------------------------------------------TITLE: Effixian's Devaronian Player Character
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam------------------------
INSTALLATION
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Unzip somewhere and run the file "TSLPatcher - Install Effixians Devaronian PC.exe".-----------------------
DESCRIPTION
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This mod adds a Devaronian player head.The dark side transition gets yellow "movie style" eyes. Apart from that the texture is exactly the same as that of the NPC that's in the game.
The Devaronian is one of the very few aliens in the game that has a separate head model, so robes, armor and clothing will show like with the human player characters.
I initially made this mod for Steam, Soaring__Sky asked me to add it here because she wanted a TSL Patcher version. The existing mod by Coljas is similar to this mod but it doesn't use the TSL Patcher.
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BUGS
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None known.-------------------------
UNINSTALLING
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1. Remove the following files from your Override folder:
(not harmful if you leave these, step 2 will make the game not use them)p_devh.mdl
p_devh.mdx
P_DevH.tga
P_DevHD1.tga
P_DevHD2.tga
po_P_DevH.tga
po_P_DevHd1.tga
po_P_DevHd2.tga2. 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.2daDoing this when you did add another head mod would result in the later head(s) no longer being available in the character creator.
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DISTRIBUTION NOTES
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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
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Stoffe and Fred Tetra for the needed tools and tutorials-------------------
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.
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My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
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Submitter
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Submitted04/20/2021
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Category
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TSLRCM CompatibleYes
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Awesome! You're welcome, I enjoy some detective work
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I did get it working with your 1024 version in the char creator. I did redo the models, not sure which step made things work.
I think the 2da work was good, so just sending you the model files I redid, I hope that does the trick.- 1
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It appears to me that 1024x1024 is over the limit, try 512x512.
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Where does the head model come from?
It works in the Model Viewer, but that doesn't say that much.
I don't see anything obvious from looking at the files alone. I added it to the portraits and I don't even get a head model without textures in the character creator. -
Effixian's Bearded Atton
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Knights of the Old Republic - The Sith Lords
----------------------------------------------------------------------TITLE: Effixian's Bearded Atton
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam------------------------
INSTALLATION
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Unzip somewhere and copy the files to your override folder.-----------------------
DESCRIPTION
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This mod gives Atton a beard.This is a simple reskin mod that shouldn't conflict with any other mod, but of course not compatible with other mods that change Atton's head texture.
Requested by anthoxyloto on Steam.
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BUGS
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None known.-------------------------
UNINSTALLING
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Remove the following files from your Override folder:P_AttnH1.tga
P_AttnH1D1.tga
P_AttnH1D2.tga
PO_PAtton.tga
po_pAttond1.tga
po_pAttond2.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 you simply ask me.----------------
Thanks to
----------------
Stoffe and Fred Tetra for the needed tools and tutorials
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
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Submitter
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Submitted03/22/2021
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Category
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TSLRCM CompatibleYes
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Mod Finishing
in General Kotor/TSL Modding
Posted
I guess you didn't understand what I wrote above.
This is the texture that you largely had in mind, that I edited, applied to the female Sith model.
It's fine if you want to keep looking for something else, take it or leave it.