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Everything posted by Marius Fett
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If you download MDLOps, this will be very straightforward for you to do. Just decompile the model to ascii and then recompile as a K1 model. Just make sure you have the supermodel in the same folder as your ascii. You can extract it with KotOR Tool or whicever toolset you want to use. You may need to use JC's ported TSL supermodels, but I don't think so. Give it a go and see!
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Why thank you, kind sir! ☺️ Adding those blades to my hilts has been a VERY popular request. I'll get to it at some point in the near future! 🤣 Yeah, it's AVol's model from TSL ported over. It's a bit of a mashup of the Nihilus model and the Malak model (which itself is based on the Nihilus model. The helmet was modeled by Gsccc and as far as I know, the chest plate etc was done by AVol himself. Just ported it over to K1 for a bit of fun to be honest. Looks good with all the animations fixed, though! 😆
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No real updates to speak of at the moment, but I'm busy busy in the background fiddling with 'under the hood' stuff which isn't very visual. I'm going to hold off on doing any more with my Mandalorian recruitment for now, as an opportunity to collaborate with an 'old-school' modder from back in the day has come up, so I'd like to see what comes of it. They're finishing up another project right now, so I'm just getting some of the prep-work done. On a totally different subject, you know that empty landing pad on Taris outside the Military Base? The one with no walkmesh? You'll never guess who I found down there!
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Mobile tslrcm kotor 2 with npc over haul compatibility
Marius Fett replied to Revanbeta50's topic in Mod Requests
Probably time to wrap this conversation up lads, everyone’s here to have fun, so let’s not start arguing, yeah? Revanbeta50, the advice which you’ve been given is completely sound. As N-Drew said, if you have a PC, you have everything you need to be able to modify the file in question yourself. Posts such as the above add no value and come across as very childish. People have lives to live outside of this forum as well. If nobody has taken up the request for you, that’s an indicator that nobody currently using the site has an interest in undertaking the project. Learning how to make the changes yourself will benefit you in the long run and will mean you don’t have to rely on others with potentially no interest in the project. -
Oh Christ, now that’s a blast from the past! I remember playing through that the day it was first released! Many moons ago! 😆 Definitely the most comprehensive recruitment that’s been done to date, Inyri really went all out on that to be fair to her.
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Any thoughts on this HD-ified and recoloured Mandalorian? Just want to know if the texture is detailed enough in terms of emphasising scratches in the armour and what-not. This particular skin is for the recruitment I mentioned above, but I can jazz up the vanilla Mandalorians in the same way, if there's any interest.
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Why, thank you! Those are all mods I still use for every playthrough, too! 😊 Update time! …sort of! After slamming out a good few lightsaber hilt mods over the past week or so, I’d like to move on and try something else. I’d like to sink my teeth into some ‘proper modding’ in the near future, so I’m thinking of starting work again on a Mandalorian recruitment for K1 which I worked on before I left. I made pretty decent progress back in the day and I recently found all my old notes again, so I may well start that afresh in the near future. In the meantime, I have one more lightsaber mod on the way which is Darth Nihilus’s lightsaber for TSL. I’d also like to give some of my older mods a little update/HD-ification, if you will. That’s going to be my next focus. Rather than releasing the updates individually, I’ll likely release a skin pack for TSL with updated HD versions of things like the Atris to Jocasta Nu mod, Quello to Watto and possibly my Disciple and Visas reskins as well. My Wearable Atris Robes mod could use some work too, as I recently became aware that with the way I set the mod up, it’s actually impossible for female Exiles to acquire them without cheats, which I find quite amusing. Clearly something I overlooked in my youthful foolishness all those years ago! I’ll also be updating my Master Vandar Revisited (Yoda skin) and my Master Uthar Revisited mod for K1 as well. The Uthar skin in particular needs an update badly. Anyway, that’s enough rambling for now. Any input/thoughts/suggestions are always welcome! 😊
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Great to be back! Do you mind if I ask which ones? Some of my earlier work is horrifically bad looking back! 🤣 Something of an update: I've made a start on a new mod for TSL today which I'd like some input on. Basically, it's a 'beefed up' version of the old 'Remote Tells Your Influence' mod by tk102. It does exactly what the original did but includes extra functionality which allows you to not only check your influence with each party member, but also increase/decrease it.: The above mentioned features are all but complete save for the options to decrease influence, which I'm currently in the middle of doing. Also, as you can tell by the screenshots above, you get the option to add/remove influence points in set amounts depending on which option you choose. This was originally planned to be a feature of the vanilla game but for some reason was removed. In the normal game, any influence gain/loss is always 8%. This mod takes a 'large' gain/loss as 12%, moderate as 8% and small as 4%. This should allow you a little more control over your influence points in case there are any specific cutscenes you want to trigger but haven't got the necessary points through normal gameplay. This mod won't affect the rest of the game in terms of influence gains/loss, as I'm not sure what repercussions there could potentially be in terms of affecting your ability to train your party as Jedi, but if you wanted to try it, it would just be a case of copy/pasting and renaming two scripts. I'm pretty sure there's a mod out there already that does just that anyawy, but this one would only affect itself, if that makes sense. ANYWAY. I'm looking for suggestions/input in terms of what else I could add to this. I'm thinking I could make the Remote into a mobile workbench/labstation, maybe? There are so many possibilities, but I don't want to go into the realm of overkill and make the thing ridiculous. All thoughts welcome! 😁
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Could you list off any mods which you have installed that affect that part of the game? An 'explanation' that vague isn't likely to attract much help.
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Update time: All of the lightsabers work perfectly in TSL and have now been placed in the game: The crystals to create these lightsabers can be found in the Onderon Palace Museum in TSL, or can be pried from the cold dead hands of various NPC's across Dantooine, Manaan and Korriban in K1. Just need to get the TSL Patcher set up for the TSL version and I'll upload both at the same time. Anyway... back to it!
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Good to be back! So many changes and new possibilities! On the subject of the JK Hilt Pack, I've taken some ingame screenshots of the models. Give the thumbnails a clicky to see them in full size and see what you think! Each lightsaber can be upgraded at the workbench and they're placed in game now too, so it's just a case of getting TSL Patcher set up and we're good to go!
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So! I've caught the modding bug again recently and I've been fiddling around with various bits and pieces. I don't have any of my old files anymore. so everything I'm working on now is totally new and created from scratch. Something I've been fiddling with since I came back is a lightsaber hilt pack containing the hilt models from the original Jedi Knight game. I found a brilliant pack of hilts for Jedi Academy created by a modder called Plasma and he's kindly agreed to let me release any of his models which I port over to KotOR. I've ported the seven hilts below already and they work perfectly in game: I've got them all working in K1 and am just working on placing them in the game at the moment. A version for TSL will follow on if there is any interest in it. In game screenies to follow later on today! I've also been working on porting Kyle Katarn's body model over from Jedi Academy as well, but body modelling is a completely new area for me, so progress is slow whilst I'm still learning.
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You're very welcome! No problem at all, hit me up on the DeadlyStream Discord and we can arrange something. All for helping learn to do this stuff themselves!
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Here you go. I've included the option to select Kreia as your PC's appearance to get you started. mf_kk1p_1.0.zip
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SWTOR Revan & Hilt Port to KOTOR 1 &2
Marius Fett replied to I Am The Real Revan's topic in Mod Requests
I have the Ven Zallow hilt model ported over already, I use it to replace the vanilla hilt for green lightsabers in K1. I've attached it in case you want to have a look. Just drop the files into your Override. mf_vzglsr_1.0.zip -
This mod was hysterical when it first came out and it’s still amazing now. Good to see you’re still around and haven’t lost your sense of humour!
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SWTOR Revan & Hilt Port to KOTOR 1 &2
Marius Fett replied to I Am The Real Revan's topic in Mod Requests
I’d be happy to take this on. I have the models already, so getting them set up to use in KotOR and TSL would be simple enough. Don’t have much spare time during the week these days so you might need to wait until the weekend, but I can certainly do this for you. Things like placing them in game and having them be upgradable/available in different blade colours would take a bit too long for me to commit to at the moment, but I’ll certainly put something up which makes each of them available in at least one colour and available via cheats. -
Having lurked around the forums a fair bit as of late following a lengthy absence from the community, I've decided to dip my toe back into the waters of KotOR modding. Seeing all of the innovations and changes over the past few years in terms of what we're able to achieve has really given me the itch again! For my first contribution, i've decided to publish this tutorial which I wrote more years ago than i'd care to admit which focusses on the correct way to recruit a new party member and build your own custom dialog tree and quest line for them. I did publish a tutorial soley on the dialog tree aspect of this on LucasForums many moons ago, but I later wrote this more fully fleshed out tutorial and fell off the map before I got around to publishing it. I've gone back to polish this off and tweaked/refined it a little to make things more readable and easier to follow, so hopefully it should be easily understood. I've tried to keep my naming conventions for things as close to the existing ones in the vanilla game files for consistency and so that game files can be easily examined whilst following along if need be. Admittiedly this will mostly be useful to people who are not so familiar with modding the KotOR games and possibly people who are experienced in other areas of modding but haven't dabbled in scripting or anything yet, so if you're already a reasonably well rounded modder in terms of breadth of experience across different areas, this may not be for you. That's enough waffling anyway. Enjoy! Step 1 - Preparing your NPC template: The most logical place to start in my opinion is by creating the template file which contains all of the vital information which the game needs to know about our new party member. Personally, I would start off with the .UTC file from an existing party member and modify it to suit. I personally like to go old school and use K-GFF to modify template files, so the field names I use here may not match whatever is in KotOR Tool, but they'll be similar enough for you to work out which is which. The vast majority of the fields in KotOR Tool or whichever editor you are using are completely self explanatory, so i'll just go over a few of the ones you may not be too familiar with. Here we go: IMPORTANT: When it comes to editing the new party member's scripts, you will need to ensure that the below fields match the values I have given. When it comes to setting your new party member's tag, you need to remember to use the tag of the vanilla party member you are replacing. DO NOT use a custom tag. The vanilla tags are as follows: The TemplateResRef is the unique identifier we assign to the party member's template so that the game can refer to it. In my case, I set it to "p_yuthura" and named the file "p_yuthura.utc" to match. Step 2 - globalcat.2da entries: For this step, all you'll need to do is add a couple of lines to globalcat.2da so that the game can track your progress through your new dialog tree/quest. For my example, I added two new rows: The K_SWG_YUTHURA global will essentially track which stage of the quest you have reached whilst the K_SWG_YUTHURA_LEVEL one will keep track of your PC's level as you progress through the quest. Their values will both be checked and modified by scripts whenver you reach a new stage in the tree, but more on that in the next step! Step 3 - Recruitment: This stage will cover the process of actually recruiting your new NPC and adding them to your party. This tutorial assumes that you will speak to Yuthura Ban in the Dantooine Courtyard before you recruit her. In order to have the conversation end and have Yuthura immediately available for selection, you would use this script: //recruit.nss void main() { RemoveAvailableNPC(5); AddAvailableNPCByTemplate(5, "p_yuthura"); DelayCommand(1.5, ShowPartySelectionGUI()); } If you follow it line by line, it's very simple to follow. It removes whichever NPC is currently occupying slot 5 in your party selection screen. It then adds a new party member to that slot based on the template you have specified. In this case, we have gone with p_yuthura because that's the template we created in Step 1. There will then be a short delay of 1.5 seconds before the party selection screen appears, just like when you recruit a new party member in the vanilla game. This line can be left out if it doesn't suit what you're trying to do. Obviously the number for the party member slot will change depending on which party member you are replacing, so here the different values for each slot in the game: Simply attach this script to an appropriate conversation node in your dialog file and you're good to go. In this case, since we are recruiting an NPC which we have physically encountered, there will now be a duplicate of your NPC still in the location you met them, even if you have recruited them already. This is very easily solved with another simple script attached to the final node in the recruitment dialog: // destroy.nss void main() { object oYuthura = GetObjectByTag("dan13_yuthura"); SetGlobalFadeOut(1.0, 0.5); DelayCommand(1.0, DestroyObject(oYuthura)); DelayCommand(1.0, SetGlobalFadeIn(0.7, 0.0)); } Again, very easy to understand if you go through it line by line. The SetGlobalFadeIn() and SetGlobalFadeOut() commands are used here to fade the screen to black and back to normal again with the disappearance of the NPC taking place in between the two. This adds a nice polished appearance to the affect. For a barebones recruitment mod, you could just stop there. If you've followed everything so far, you'll have a new party member join you and they'll work exactly as any other party member would, just without any sort of quest to follow. Step 3 - Dialog Tree: This is the step where you really flesh out your mod and give your NPC some life. Adding a new quest line based around your new NPC is a great way to not only add exciting new content to the game, but also to bring your new content more in line with the experiences players have with the vanilla party members. This is nowhere near as difficult as you might think when you start out. I'm certainly no programmer, but with a little common sense and applied logic, this who process becomes very simple. The first script we create here is the one which checks whether or not Yuthura's quest line has started yet: //k_swg_yuthura01.nss #include "k_inc_debug" int StartingConditional() { int nResult = GetGlobalNumber("K_SWG_YUTHURA") == 0; return nResult; } As you can see, this script checks that the currently set value of the K_SWG_YUTHURA global we created earlier is 0. If the current value of K_SWG_YUTHURA is indeed 0, then the value of nResult will be positive and the dialog node which this conditional script is attached to will be available. If the value of K_SWG_YUTHURA is anything other than 0, the node will be ignored and the game will move on to the next note in the tree. Once the initial conversation has been completed, we'll need to increase the value of K_SWG_YUTHURA so that a different conversation option becomes available next time. We achieve this by attaching the following script to the final node in the conversation tree: //k_swg_yuthura20.nss #include "k_inc_debug" void main() { int nPlot = GetGlobalNumber("K_SWG_YUTHURA"); int nLevel = GetHitDice(GetFirstPC()); SetGlobalNumber("K_SWG_YUTHURA", (nPlot + 1)); SetGlobalNumber("K_SWG_YUTHURA_LEVEL", nLevel); } Once again, this is simple to follow. We start by assigning values to nPlot and nLevel so that we can reference them later in the script. nPlot is assigned a value equal to the current value of our K_SWG_YUTHURA global and nLevel is assigned a value equal to the PCs current level. K_SWG_YUTHURA then has its value increased by 1 and K_SWG_YUTHURA_LEVEL has its value set to the PC's current level. Moving on to the second stage in the quest/conversation is really simple. All we do is attach this script to the relevant node in the dialog file: //k_swg_yuthura02.nss #include "k_inc_debug" int StartingConditional() { int nResult = GetGlobalNumber("K_SWG_YUTHURA"); int nLevel = GetHitDice(GetFirstPC()); int nLastLevel = GetGlobalNumber("K_SWG_YUTHURA_LEVEL"); if ((nResult == 1) && (nLevel > nLastLevel)) { return TRUE; } return FALSE; } A little more going on here at first glance, so let's break it down. We start by assigning values to nResult, nLevel and nLastLevel. Here, nResult is the current value of K_SWG_YUTHURA, nLevel is the PC's current level and nLastLevel is the current value of K_SWG_YUTHURA_LEVEL. If the value of K_SWG_YUTHURA is 1 and the players current level is greater than the stored value, then the conversation node will be available. You can basically copy and paste this script to cover the rest of the quest line, just by altering the nResult value which the script checks for. Every time you advance a stage in the quest, you increase it by 1. Summary: All in all, this is a fairly simple process to go through and doesn't take too long at all when you consider that the majority of the conditional scripts for your quest are going to end up being copies of eachother with just that one value changed. I've attached my example scripts to save you needing to copy/paste them if you want to use them as a basis for your own. Of course, there's still so much more you could do with your mod to make the experience even more immersive. In terms of dialog, you can make certain conversation options available only if other conditions are met, like needing to have collected a certain number of Star Maps to have been collected or needing to have reached a certain point in another quest. There are so many possibilities and the vast majority of them can be implemented using the same principles outlined in the tutorial above. Get creative with it! mf_recruitment_scripts.zip
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[KotOR] Restricting items to specific party members
Marius Fett replied to Salk's topic in General Kotor/TSL Modding
I did exactly what’s being described above in my Carth’s Republic Uniform and Flight Suit mod a few years back. I added a new feat to Carth so that the item was restricted to him and couldn’t be used by anyone else. The mod is still available in the downloads section if you want to pick it apart and see how it works. -
MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
Marius Fett replied to JCarter426's topic in Mod Releases
Looking good, JC! So many more possibilities these days now that the rules around porting have changed, it’s giving me the itch to give this modding business another shot! -
If I remember rightly, there’s a column in appearance.2da which controls that. It’s been years since I touched either of these games and I don’t currently have either installed, but i’m 90% sure that it’s as simple as that.
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You in the US? If so, then BAM: http://www.lucasarts.com/support/update/kotor2.html You be elsewhere? BOSH: http://www.lucasarts.com/support/update/kotor2int.html Do enjoy yourself, madam!
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First of all, congratulations on one of the best usernames I have EVER seen. Secondly, if you add 'EnableScreenshots=1' under 'Game Options' in your swkotor.ini/swkotor2.ini file, you'll be able to take screenshots directly from the game, which will be saved in the game folder as .tga files. Or you could just use FRAPS, which is my personal favourite way of doing it.
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Given how simple it is, i'm surprise how few custom placeable models we've actually seen over the years. So, i've written up a little guide on how I do it, so that anyone who wants to try it but doesn't know how can give it a try! DOWNLOAD