Marius Fett

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Everything posted by Marius Fett

  1. View File 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 Marius Fett Submitted 07/30/2024 Category Mods K1R Compatible Yes  
  2. View File 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 Marius Fett Submitted 07/30/2024 Category Mods K1R Compatible Yes  
  3. 161 downloads

    This mod makes a small change to the PLC_Kiosk2 model. It replaces the R2 unit-esque head with a T3 unit style head which is more accurate to the time period in which KotOR is set.
  4. 103 downloads

    This mod makes a small change to the PLC_Kiosk2 model. It replaces the R2 unit-esque head with a T3 unit style head which is more accurate to the time period in which KotOR II is set.
  5. 89 downloads

    This mod is a port of the G0-T0 droid model from KotOR II, repurposed as a replacement for Davik’s Torture Droids in his estate on Taris as a sort of not to the droid used by Darth Vader to torture Princess Leia in Episode IV.
  6. 109 downloads

    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.
  7. 62 downloads

    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.
  8. 49 downloads

    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.
  9. 47 downloads

    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.
  10. 80 downloads

    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.
  11. Just as a point of interest, these assets were created at a fairly early stage in development when they were working at a slightly larger scale of about 33% larger than what they went with in the final game. I’ve played with these models myself previously for shits and giggles and rescaling to 33% smaller seemed to work the best and had everything a lot closer to the final game areas in terms of proportion.
  12. 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.
  13. Weeeeell, he’s a scruffy looking bugger, so it’s half way towards being right. 😂
  14. Once again nothing particularly impressive, but I thought about doing this literally years ago and the idea came back to me this afternoon:
  15. In the appearance.2da row for the character you’re using, which value is the envmap column set to?
  16. Nothing overly interesting, as I haven't really done much modding over the past few months, but I did do this: Proper torture droids as a bit of a nod to ANH courtesy of G0-T0.
  17. 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!
  18. Christ, I haven’t seen that mod in years! It was also hosted on LucasFiles when that site existed many moons ago and I always assumed it was lost for good when the site went down. Great find!
  19. Presumably you’ve installed a mod which alters the appearance of the workbench incorrectly. You should know by now which questions you’re going to be asked. List the mods you have installed and actually look in your override folder to see if anything in there changes the workbench. Considering the performance you put on in your other thread about think people dislike you, you’re not making like easy for yourself. There are some great people here who’re always happy to help, but none are mind readers and none have infinite patience.
  20. I’ll be totally honest, I’d never noticed! I’ll have a look once I’ve convinced my evil offspring to go to bed and see what I can do. Sounds like a quick five minute job!
  21. Can you post a screenshot of what you mean? I can’t think off the top of my head what you mean.
  22. Deleted for now. I am in the process of creating a more detailed version of this tutorial, so check back soon for the updated video.
  23. Is the program you’re using to open it rotating it or something? I’m sure I’ve come across that at some point. When I was using GIMP, if memory serves.
  24. That's not a bad idea at all. I'd never noticed that! I'll add it to my list of annoyances to fix!
  25. Whipped up a really quick little mod this morning that changes a few things about the Secret Tomb on Korriban in TSL which bothered me: Malak now uses a lightsaber with a longer blade as per K1 when you fight him at the start of the level and the evil Kreia apparation now attacks with a red lightsaber rather than the random blue one she had before (which I'm assuming was due to laziness/an oversight by whoever created the fight originally). Any suggestions for further such tweaks, anyone? As far as I'm concerned, this is how it should have been from the beginning! The upload to DeadlyStream is currently pending and in case anyone is wondering, this is fully TSLRCM compatible, as it uses module injection rather than hard overwriting any files. Just make sure TSLRCM is installed first.