Marius Fett

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About Marius Fett

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  • Birthday 09/10/1993

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  1. If I remember rightly, your model uses the original HK model as a super model, yeah? Just use my model as the super model instead and it'll work.
  2. View File HK-47 Disabled Animation Eye Fix ============================================= A KNIGHTS OF THE OLD REPUBLICII: THE SITH LORDS MODIFICATION ============================================= AUTHOR: Marius Fett NAME: HK-47 Disabled Animation Eye Fix Special Thanks: DarthParametric for pointing out the bug in the first place. DESCRIPTION: I must confess, I’d never noticed this before, but as soon as it was pointed out, I couldn’t unsee it and couldn’t ignore it. Basically, the vanilla HK-47 model doesn’t turn off the self-illumination for HK’s eye mesh when the disabled animation is playing, which makes absolutely no sense. This mod edits that animation and disables the self-illumination. COMPATIBILITY WITH TSLRCM: I don’t foresee any issues with compatibility. INSTALLATION INSTRUCTIONS: Run the installer. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author. Submitter Marius Fett Submitted 07/22/2022 Category Mods TSLRCM Compatible Yes  
  3. 84 downloads

    ============================================= A KNIGHTS OF THE OLD REPUBLICII: THE SITH LORDS MODIFICATION ============================================= AUTHOR: Marius Fett NAME: HK-47 Disabled Animation Eye Fix Special Thanks: DarthParametric for pointing out the bug in the first place. DESCRIPTION: I must confess, I’d never noticed this before, but as soon as it was pointed out, I couldn’t unsee it and couldn’t ignore it. Basically, the vanilla HK-47 model doesn’t turn off the self-illumination for HK’s eye mesh when the disabled animation is playing, which makes absolutely no sense. This mod edits that animation and disables the self-illumination. COMPATIBILITY WITH TSLRCM: I don’t foresee any issues with compatibility. INSTALLATION INSTRUCTIONS: Run the installer. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author.
  4. It’s giveitem followed by the resref (file name to the lay person) of the item template (.uti) file.
  5. Use giveitem mf_w_lghtsbr83. Check that the files are all in your override. If you installed it with the installer, there shouldn’t be a problem.
  6. It definitely should be there, it works when I use it myself and nobody else has reported an issue. You can always cheat the saber in with the giveitem code if you want.
  7. I included one in that mod. Only the one post you needed though, fella!
  8. I removed the self illumination which is normally applied to that mesh, so it doesn’t shine any more. The blue ‘eye’ is part of the texture.
  9. I’m more a fan of the darker one, personally. The brushed steel one looks a bit too clinical for my taste and says more sterile medical droid than lethal assassin. Just my opinion though, I could well be wrong! Maybe you could include both and use the brushed steel texture just for the droid on Peragus who’s meant to be impersonating a protocol droid? Easy enough to set up and would at least make it seem like he’s made some semblance of an effort to disguise himself! 😆
  10. The item stats are the same as the lightsabers already in the game. The mod is purely aesthetic in that it uses new models.
  11. If you look at the readme file which comes with TSL Patcher, it tells you exactly what to do. You use ChangeEdit to compare the modified and unmodified files and it stores the new row information in changes.ini for you. Honestly, read the whole readme.
  12. Apologies for the delay in responding, I didn’t get a notification to say that there’d been a post in the thread. I don’t know what is causing the issue, but as DP said above, the installer for this mod will patch the UTC file fir Sherruk in the .mod which is already in your modules folder, if you have one. That’s the only file it touches. I made it that way specifically to work with K1CP and I have both mods installed with no issues. Do you have anything in your override folder causing a conflict? Or have you changed any of the files yourself?
  13. They’re not public, no. Rest assured that the current version of Sleheyron looks and plays fantastically though and will be revealed when SS is ready to do so. He’s more interested in working on the mod at his own pace and getting things done at the moment than posting, but the project is very much alive and kicking. I’d avoid bumping the thread again though, the next post we see in here should be from SS.
  14. Correct! Appearance.2da will always override the models default textures if it has textures listed, so omitting the racetex column as DP said allows the game to use the textures which are assigned directly in the model file.