Marius Fett

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Posts posted by Marius Fett


  1. 3 hours ago, N-DReW25 said:

    I do know @Marius Fett recently deleted his old mods as he intends to reupload updated/revised versions of those old mods. If Marius did ever make a Lightsaber blade reskin mod, it's possible you can't find it because it's been deleted.

    Good thought, but the mod he's talking about isn't mine. I did also release some new lightsaber blades way back when, but not familiar with this one. sorry!

    • Like 1

  2. 8 minutes ago, LoneWanderer said:

    There is a small bug or oversight with the 'bumpmappable' flag in KOTORmax: if multiple meshes share a texture, and we enable/disable the 'bumpmappable' flag for one mesh, it is automatically enabled/disabled for others with the same texture. This becomes a problem when working with models that have meshes with alpha < 1 and use the same texture for all meshes, since mesh transparency does not work with the normal map.

    In MDLEdit, the 'bumpmappable' flag is also tied to the texture, rather than to individual meshes (as can be seen in the Textures menu).

    The 'tangent space (bumpmappable)' mesh flag in Blender works correctly and can be set individually for each mesh, even if they share the same material/texture. If we use MDLEdit to convert a Blender .mdl model to .ascii and then load it into KOTORmax, the flags set for each mesh will persist until we interact with them.


    Unrelated issue: When exporting a model with .pwk from KOTORmax, .pwk becomes non-solid (player can walk through placeable object). Import the same model into Blender, don't change anything, export, and the .pwk will magically become solid (impassable) again. Tested on many models. Here is custom g_wing model (from 501ond in TSL) with a non-solid .pwk.

    g_wing_custom.zip 56.64 kB · 0 downloads

    If you edit the ascii which KotORMax exports in Notepad, you can set the bumpmappable flag value for whichever meshes you'd like. Have you tried this? Or does MDLEdit revert the changes when you compile?

     

    To your second point, which process are you following for creating your walkmeshes? I've created multiple custom placeables with new walkmeshes and they're all solid.


  3. 21 hours ago, Nehaberlan said:

    I have a crash issue in the Vulkar Base.

    When the PC, Mission, and the Wookie enter in the cell that has spice (I think, it's the Lab...) the video starts. Then, the game becomes inaccessible.

    And, I can't see Lab label on map.

    Can you help me anyway?

    I have 1.3 update, and Restoration 1.2.

    I started the game before getting any Vulkar missions/quests.

     

    I can’t tell from reading this. Have you tried starting a new game? Or are you just using existing saves at an earlier point?

    I would strongly suggest starting a brand new game whenever you install a mod as large as this.

    • Like 1

  4. 33 minutes ago, Nehaberlan said:

    I tried to start before entering the base, Lower/Upper Sewers.

    It didn't work.

    I have 4 CDs Version. Does it matter? Or I have to use Steam or GOG version?

    I've already installed 1.03 Update.

    I have another question too.

    I'm watching the Kotor Walkthrough on Youtube.

    https://www.youtube.com/watch?v=cxf_ppEgyjI

    In there, the prototype vibroblade has 2 swords. However, the prototype vibroblade looks like the others.

    You can see it clearly at 35:57.

    https://youtu.be/cxf_ppEgyjI?t=2157

    Is it normal, or the guy, who prepared the walkthrough, uses a mod for it?

     

    Did you extract everything from the downloaded archive before running the installer? As long as you've started a new game, you should be fine, as long as you've installed the mod properly. Shouldn't matter which version of the game you're using, either.

    As for the sword in the video, yes it's a mod. I don't know which one.


  5. 33 minutes ago, Nehaberlan said:

    Hi,

    I install the mod.

    I've never installed a Kotor mod. So, I don't know what to do exactly.

    I installed the KotOR 1 Restoration 1.2 mod.

    I did what it says in the in the tutorial. I used "K1R_1.2_Installer.exe".

    I loaded a saved game in the Black Vulkar Base. There is no way to go to Level 2. There is still a small room that has boxes, etc...

    Why is that?

    If you can help me anyway, I'll really appreciate.


    You’ll need to start a new game, or at least load a save from before you entered the base, as the changes made to the module files won’t be read with the save you’re using.

    Personally, I’d start a new game entirely, so as to make sure everything else works as it should and to ensure you don’t miss out on other content that’s been restored to areas you’ve already been to.


  6. 2 hours ago, Hellraiser988 said:

    Doesn't work 

    Bristling with information and specificity though your post is, I'm not really managing to extrapolate the nature of your troubles from it.

    Reviving a thread which has been dead for two years with a post like that isn't really good practice. You'd be much better off either starting a new topic for your specific issue, or asking for help on the DeadlyStream Discord server.

    At any rate, KotOR Tool has been essentially obseleted by Holocron Toolset, which you download here at DeadlyStream.

     


  7. Darth Malak's Lightsaber (TSL)


    This mod gives Darth Malak his own unique lightsaber hilt and also uses Crazy34’s lightsaber blade with ambient lighting.

    Darth Malak’s lightsaber was the only one not altered with my Movie Style Lightsaber Hilt Replacement mod, so this mod is intended to be used alongside that for consistency.

    Darth Malak’s lightsaber isn’t actually present in the vanilla game, so this mod is intended to be used alongside not only my Movie Style Replacement Lightsaber Hilt Replacement mod, but also my Secret Tomb Lightsaber Adjustments mod, which gives Malak back his longer bladed lightsaber during the encounter in the Secret Tomb on Korriban.

    If you don’t wish to use that mod for whatever reason, or if you want to have this lightsaber for your PC to use, you can always use cheats to grant it to yourself using the code ‘giveitem g_w_lghtsbr06’.


    • Submitter
    • Submitted
      08/08/2024
    • Category
    • TSLRCM Compatible
      Yes

     


  8. Darth Malak's Lightsaber (K1)


    This mod gives Darth Malak his own unique lightsaber hilt and also uses Crazy34’s lightsaber blade with ambient lighting.

    Darth Malak’s lightsaber was the only one not altered with my Movie Style Lightsaber Hilt Replacement mod, so this mod is intended to be used alongside that for consistency.

    This replaces the lightsaber Malak uses in the vanilla game and is used both times you battle him as well as in all cutscenes where he is holding/wielding a lightsaber.

    This mod is fully compatible with the KotOR Community Patch, as the changes it makes to Malak’s files on the Star Forge are identical to those made by the Community Patch itself.


    • Submitter
    • Submitted
      08/08/2024
    • Category
    • K1R Compatible
      Yes

     


  9. Movie Style Replacement Lightsaber Hilts (TSL)


    This mod gives each colour of lightsaber present in the game its own unique hilt based on one from the Star Wars films:

    Blue – Obi-Wan Kenobi (Ep. III)

    Red – Darth Vader (Ep. IV)

    Green – Luke Skywalker (Ep. VI)

    Yellow – Plo Koon

    Purple – Mace Windu

    Orange – Luminara Unduli

    Cyan – Luke Skywalker (Ep. IV)

    Viridian – Qui-Gon Jinn

    Silver – Shaak Ti

    Bronze (TSLRCM) – Darth Sidious

     

    Massive thanks to Plasma, who originally created these hilt models for Jedi Academy and permitted me to release my ported versions for the KotOR community to enjoy too.

    Thanks to Crazy34 for making his lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods.


    • Submitter
    • Submitted
      08/08/2024
    • Category
    • TSLRCM Compatible
      Yes

     


  10. Movie Style Replacement Lightsaber Hilts (K1)


    This mod gives each colour of lightsaber present in the game its own unique hilt based on one from the Star Wars films:

    Blue – Obi-Wan Kenobi (Ep. III)

    Red – Darth Vader (Ep. IV)

    Green – Luke Skywalker (Ep. VI)

    Yellow – Plo Koon

    Purple – Mace Windu

    Heart of the Guardian – Luminara Unduli

    Mantle of the Force – Luke Skywalker (Ep. IV)

     

    Massive thanks to Plasma, who originally created these hilt models for Jedi Academy and permitted me to release my ported versions for the KotOR community to enjoy too.

    Thanks to Crazy34 for making his lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods.

     


    • Submitter
    • Submitted
      08/08/2024
    • Category
    • K1R Compatible
      Yes

     


  11. Secret Tomb Lightsaber Adjustments


    This mod corrects what I perceive to be two bugs/errors in the Secret Tomb on Korriban.

    Malak will now attack with a longer lightsaber like the one he used in the original KotOR and the Dark Side apparition of Kreia will attack with a red lightsaber instead of the blue one she was given by Obsidian.


    • Submitter
    • Submitted
      07/30/2024
    • Category
    • TSLRCM Compatible
      Yes

     


  12. HK-47 Disabled Animation Fix


    This mod corrects an issues with the HK-47 model which caused his eyes to still be illuminated whilst this disabled/powered down animation was playing. This made little sense to me, so I went in and edited the animation to switch off self-illumination for the eye meshes during the disabled animation for a more immersive experience.


    • Submitter
    • Submitted
      07/30/2024
    • Category
    • TSLRCM Compatible
      Yes

     


  13. Saedhe Player Head (K1)


    This mod is a port of the unused Saedhe head from KotOR II, repurposed as a player head for KotOR I.

    The head has been moved over to a set of KotOR I bones to avoid certain issues which arise from a direct port. The eyelids do clip slightly during the ‘waking up’ cutscene at the start of the game, but if I can live with that, I’m sure you can. I did initially try to fix this, but I couldn’t get it to look quite right and I didn’t think such a small issue warranted spending any more time on.

    If your PC is a Dark Side character, they will gain Sith Eyes, but won’t be zombified like the vanilla player heads.


    • Submitter
    • Submitted
      07/30/2024
    • Category
    • K1R Compatible
      Yes

     


  14. Dopak Player Head (K1)


    This mod is a port of the Dopak head from KotOR II, repurposed as a player head for KotOR I.

    The head has been moved over to a set of KotOR I bones to avoid certain issues which arise from a direct port. The eyelids do clip slightly during the ‘waking up’ cutscene at the start of the game, but if I can live with that, I’m sure you can. I did initially try to fix this, but I couldn’t get it to look quite right and I didn’t think such a small issue warranted spending any more time on.

    Dark Side transitions are included, but with a difference. I’m not a fan of the zombie look of the vanilla transitions and I think Sith Eye’s are over-used, so I went for something a little more subtle in that the cloth Dopak uses to hold his ponytail back changes from blue to red when your PC leans more towards the Dark Side.


    • Submitter
    • Submitted
      07/30/2024
    • Category
    • K1R Compatible
      Yes

     


  15. Carth's Republic Uniform and Flight Suit


    This mod gives Carth Onasi the ability to wear the Republic Soldier Uniform which is seen being worn by various other NPC’s throughout the game.

    A new baseitem type has been added for Carth’s Flight Suit which is essentially a version of his default clothing with stats equal to that of class 4 armour and another has been added for the uniform itself, which is available in two texture variations so as to include the TSF Uniform for KotOR II. The uniform items will have the stats of class 5 armour.

    Carth will be wearing his uniform on the Endar Spire at the start of the game but will change into his Flight Suit after landing on Taris, so as to keep his allegiance hidden. All three of these new items will be present in your inventory when Carth joins your part, so it’s ultimately your choice what you want him to wear.

    This mod also gives Carth two of his own blaster pistols, rather than having just one of them alongside a regular blaster pistol.


    • Submitter
    • Submitted
      07/30/2024
    • Category
    • K1R Compatible
      Yes

     


  16. On 3/17/2024 at 8:53 AM, Salk said:

    @Marius Fett,

    thanks for providing a fixed version of the model. I was wondering if you may be inclined to check fix also the UV mapping for some of the items on the shelf. It's quite obvious to me that some sides are completely messed up.

    I hadn’t noticed, I’ll be honest. I sort of just fixed what I was asked to fix and left it at that. Pure laziness on my part. 
     

    I can’t remember the last time I did anything with these games, but I’m sure I can rustle something up next time I’m able to get to my PC. 

    • Like 1

  17. 21 hours ago, N-DReW25 said:

    I wouldn't say most players dislike K1's cut content, I believe that if the players have to chose between just K1 restored content and many bug fixes most players would rather play with K1CP and its many bug fixes. That is the reason why my most recent mods aren't compatible with K1R, K1R is buggy due to the Dev Team being non-existent in 2023 so I might as well stick with the big mod with an active Dev Team that most players already use.

     

    But with the release of the RC-K1CP mod, this won't have to be the case... if players want restored content they can now install RC-K1CP on top of the K1CP mod and get the best of both worlds without the hassle.

     

    Thank you, I shall get the integration out in the next update! :thumbsup:

    I think a lot of it is because K1 is basically a complete game already, whereas TSL was a completely different kettle of fish and TSLRCM is a very necessary modification.

    Most of the cut content in K1 is fairly unsubstantial in comparison and doesn’t really add that much in terms of replayability. The appeal of restoring K1 content and playing through it is more a novelty thing in my mind. 
     

    Not to discourage you obviously, if you can restore it all well and maintain the mod better than K1R has been then great, I’ll certainly be giving it a whirl! 

     

    • Light Side Points 1