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Everything posted by JediArchivist
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„The Twin Sun outfits replace the first five variations of the default clothing, though only for the main character. Wouldn't do to see half the refugees on Nar Shaddaa dressed like that, would it?„ Actually, it sounds lots of fun to see the refugees dressed like that! :giggle: Can someone please tell me what file I should copy and rename, and what to rename it to so that all variations of clothes are replaced by the Twin Suns outfits?
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MOD:Five Twin Suns-esque Outfits For Female PCs
JediArchivist replied to Empeor Devon's topic in Mod Releases
„The Twin Sun outfits replace the first five variations of the default clothing, though only for the main character. Wouldn't do to see half the refugees on Nar Shaddaa dressed like that, would it?„ Actually, it sounds lots of fun to see the refugees dressed like that! :giggle: Can someone please tell me what file I should copy and rename, and what to rename it to so that all variations of female clothes are replaced by the Twin Suns outfits? -
Hello everyone! Can someone please help me with my Companion Cat mod? I just need someone to export my model and its respective texture as .MDL and .MDX files for both KOTOR I and II, as I have tried alot already but I either can't wrap my head around it (i have zero knowledge of Blender or any other 3D modeling tools) or there is a problem with my blender version or kotorblender plugin. I know the model is not rigged, and that it would take a tremendous amount of work to properly rig it, so I am not asking anyone to do anything like this! This is why I kindly ask You to just leave it unanimated, as is, just floating around over ground level! I would be very happy just with this result! I have attached the model .blend file and the accompanying texture below. I am kindly asking You to just export the model and texture as KOTOR I and II .MDL and .MDX files! Many thanks in advance and have a great weekend! @seedhartha cat.blend
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Help needed - Cat model and texture in KOTOR I and II
JediArchivist replied to JediArchivist's topic in Mod Requests
I downloaded it about 2 years ago when I first considered this project, and had it left sitting on an external HDD ever since, so I don't recall the website precisely, but I think it was this one: https://www.turbosquid.com/Search/3D-Models/free/cat It is the only texture version I know of, but I believe it can be scaled to a higher resolution using an AI-assisted tool. I understand you can't make it walk like a cat, but can you at least make it "float" above ground level, I would be very happy to have it just like that! Many thanks in advance! @DarthParametric- 6 replies
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Help needed - Cat model and texture in KOTOR I and II
JediArchivist replied to JediArchivist's topic in Mod Requests
Yes, I downloaded it from a site hosting multiple free models and assets for Blender.- 6 replies
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Help needed - Cat model and texture in KOTOR I and II
JediArchivist replied to JediArchivist's topic in Mod Requests
Thanks for the reply! The model is animated, it has walk, run and death animations.- 6 replies
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Hello, I've been fiddling around in Blender, attempting to export a custom model as .mdl and .mdx files for a mod I've been working on. Unfortunately I have no knowledge in using Blender or any other 3D model editor! Could someone please properly rig and export my custom model and texture? Attaching .blend file and texture. Any help would be much appreciated, many thanks in advance! cat.blend
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I did what You recommended, now I can export the .mdl and .mdx files, but ran into another issue. If I open the file again in Blender, nothing shows at all (my model is absent). Also, when i try to use my model to replace another one from KOTOR nothing happpens, the regular model remains. cat.blend cat.mdl cat.mdx
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How to make PVC (shiny) robes / clothes
JediArchivist replied to JediArchivist's topic in Mod Requests
Thanks for the info, really helpful! I'll try it out and see what results I get... -
Can anyone please tell me what software tools I need (I have GIMP installed) and the exact steps needed in order to obtain this shiny PVC - like result as seen here: https://deadlystream.com/files/file/787-pvc-bastila-clothes/ Many thanks in advance!
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Thank You very much for making it clear!
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cat.blend
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KotorBlender won't export my .mdl file. When i click on Export/Kotor Model (.mdl) and click Export KotOR MDL nothing happens, no .mdl file is created in the source folder. I can import files just fine, but cannot export new files...
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How to install my mod in four easy steps: 1. Download the mod files from https://deadlystream.com/files/file/1686-k1-recruit-selven/ by clicking on the "Download This File" button. 2. You will get a .rar file where you chose to download the file (usually on your Desktop or in C:\Users\<username>\Downloads). 3. Unzip the RAR archive to your desktop. 4. Run the TSLPatcher.exe file and follow the directions within. After TSLPatcher is done installing the mod you should see the results in-game!
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Did You rename all the mod's filenames to lowercase only? If not, that might be the issue for your missing textures, because IOS is case sensitive, and does not "see" the textures because they have uppercase characters in their filenames! Batch renaming all the files can be easily done using a Windows tool like MultiFileRenamer or Bulk Rename Utility. https://sourceforge.net/projects/multifilerename/ I succesfully used MultiFileRenamer to get Yavin IV to work and the other mods to work partially.
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I'm working on adapting the mod for the Mobile version of KOTOR 2. If all goes well there will be a release soon!
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I've seen this and it makes me verry verry happy! :D Now my ongoing work to port K2 to K1 becomes redundant, so I will close / delete everything related to the port.... A moderator please lock this thread, thank you! A huge thank you goes to everyone that has offered me precious help and advice with the project! I will instead choose to focus my energy to try to make Aspyr's KOTOR II Mobile compatible with TSLRCM and M7-48!
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This is awesome, I always wished for a KOTOR 3! The work you have put into this project so far is tremendous! Don't get dissapointed that there is no one collaborating yet, as soon as you will have a playable Beta I'm sure it will draw lots of interest and people will want to help! I can't wait to see how it progresses. I really hope you get many people to work with you on this great project! Thanks for sharing your progress with us! Kindest Regards, I wish you all the best and may the Force be with you!
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Thank you very much for your help, I changed the "publishedfield" value to 0 and it worked perfectly!
- 26 replies
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@Effix @AmanoJyaku I realised that when I uploaded the mod, I forgot to make a "movies" folder and move the miraromance.bik video there, instead i left it in the "override" folder (because they were all in the same folder when they were being installed with TSLPatcher). This would make the video not to trigger anymore, so I must correct this. I decided to delete the mod from Steam Workshop and upload it again. I deleted it, and when attempting to reupload, i get the error: "ERROR! Failed to update workshop item (File Not Found)". The problem is that there is no workshop item to update, because I deleted it. SteamCMD must make a new workshop item entry, not update the old one. I do not want to update an existing mod, i want to create a new one! Why does SteamCMD keep telling me that there is a mod and it must update it, when i deleted the mod? Does it take some time after deleting the mod to get it completely wiped out from Steam Workshop? I could not find any useful info on the internet. What can I do to fix this?
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