JediArchivist

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Posts posted by JediArchivist


  1. „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?


  2. 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

    CatTex1.png.ee7f3708eae3b3895c0496ad0a9097c1.png

    cat.blend

    • Dark Side Points 1

  3. 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


  4. 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!

    CatTex1.png

    cat.blend


  5. On 6/26/2022 at 2:21 AM, seedhartha said:

    Fully custom models are possible, but it's not going to be that easy. At a minimum, to be able to export this, you need to:

    1. Create Empty object
      1. Under KotOR Model Node set Type to MDL Root
      2. Rename to match exported filename or it could crash
    2. Reparent your Mesh object to a newly created Empty object

    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


  6. 49 minutes ago, Stormie97 said:

    This is controlled via .txi parameters. Without looking at the file, I'd guess the mod uses the parameter "envmaptexture CM_Baremetal" to make certain parts of the texture map shiny. It's essentially the same parameter that gives the sith troopers their fake reflections.

    The parts of the texture affected by these paremeters is determined via the image's alpha channel. Basically, you would use an image editing software (e.g. Photoshop or Gimp) to paint out the areas of the image you want to be affected by the parameter.

    You can learn pretty much all there is to know about .txi parameters here:

     

    Thanks for the info, really helpful!

    I'll try it out and see what results I get...


  7. 11 hours ago, seedhartha said:

    Fully custom models are possible, but it's not going to be that easy. At a minimum, to be able to export this, you need to:

    1. Create Empty object
      1. Under KotOR Model Node set Type to MDL Root
      2. Rename to match exported filename or it could crash
    2. Reparent your Mesh object to a newly created Empty object

    Thank You very much for making it clear!


  8. 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!


  9. On 27 aprilie 2021 at 12:00 AM, the_g said:

    For me the Yavin IV didn't work. Or at least it caused the same missing texture issues already on the character creation screen. So I didn't try playing it further. Not sure why it would work for you but not for me... weird

    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.


  10. On 9 aprilie 2021 at 12:53 AM, the_g said:

    I installed K1 Restoration mod, BoSSR and Yavin IV using the provided installers and the game starts fine on the latest iOS. However the K1R mod causes some textures to be completely black, like for example the default scoundrel outfit and the outfit of the guy who appears at the first moment when you start a game. Haven't played past that moment though. Any ideas what causes this texture problem?

    I have no idea why the black textures occur, it must be because K1R overrides the default texture. I remember having the same problem when experimenting with the mod on my old iPad 3.


  11. On 8 decembrie 2020 at 6:46 PM, Vabulletizer said:

    @JediArchivistToday Aspyr announced official Kotor II port for phones, it will release december 18....

    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!

    • Like 1
    • Light Side Points 2

  12. 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!

    • Like 1

  13. 16 hours ago, Effix said:

    Did you reuse the same vfd? Steamcmd adds a line to the vfd after you publish a mod, "publishedfileid"        "1234". Perhaps that line was in your vfd, Steamcmd couldn't find the mod because you manually deleted it -> can't update item with that number.
    You can reuse the file to publish a new mod, just remove the line with "publishedfileid".

    13 hours ago, AmanoJyaku said:

    @JediArchivist

    Like @Effix said, check the VDF to see if "PublishFileId" is present. If the value is "2075761409" and it's failing, then change it to "0" or remove the line entirely.

    Thank you very much for your help, I changed the "publishedfield" value to 0 and it worked perfectly!

    • Like 1

  14. @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)".

    1.JPG.c1e1b5d7f40551ceebb3762d6b3a1fbb.JPG

    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?


  15. Is there any way to persuade the Republic Officer inside the "whimpering locker" found inside the Hrakert Rift base on Manaan to come out?

    The game gives you a dialogue option to [Persuade] him to come out when talking to him, but I allways fail to persuade him (my Persuade skill is too low).

    I also noticed that you have the option to kill him by poking your lightsaber into the locker.

    Is it possible to make him exit the locker if you have a very high Persuade rate, or does the Persuade action allways fail regardless of your Persuade score?


  16. The mod in now availlable on the Steam Workshop as well!

    It can be found here:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2089088310&searchtext=

     

    Please keep in mind that if You are playing KOTOR II with the TSLRCM and M4-78 mods, make sure to install / subscribe to the Mira Romance Mod last, after You installed / subscribed to TSLRCM and M4-78!
    Installing these mods after Mira Romance will remove her Entry from Your Quest Log!


  17. I got a fast response from Steam Support. They said that the Public option is not availlable because I need to turn on Steam Guard.

    image.thumb.jpeg.015a4f9b94a226400cdb521696e80b63.jpeg

    It seems You cannot do anything (I also cannot post comments or rate anything) without this annoyng feature activated (I find it really annoyng to have to wait for Confirmation Codes to be sent to my email - and they come very late and sometimes not at all, plus that i don't own a smartphone and I have to login to my email account every time I log onto Steam, not even my Bank Account has so many security features)!

    Anyway, I activated Steam Guard and after about 5 attempts I finally got a confirmation code, then I was able to set my mod visibility to Public, after which I disabled Steam Guard again.

     

    The mod is now online and can be found here:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2089088310&searchtext=

     

    To anyone else encountering this problem, you must have Steam Guard activated in order to be able to set your mods visibility to Public! At least this is what worked for me.

    • Thanks 2

  18. On 30 aprilie 2020 at 8:42 PM, AmanoJyaku said:

    Yes, try that.

    Also, you may need to wait. During my testing a few days ago I uploaded the VDF, but it failed because I deliberately didn't put any content in. Today, I logged into https://steamcommunity.com and saw a workshop item for the first time! So, even if it fails, if you get a PublishFileId (which I got despite the failure) then you have an item in the Workshop!

    You will find your mod at "Workshop Items" to the bottom-right. The direct link is https://steamcommunity.com/id/<custom_id>/myworkshopfiles/, where <custom_id> is your custom URL ID. Custom URL IDs are set in the "Edit Profile" section.

    The direct link to your mod should be at https://steamcommunity.com/sharedfiles/filedetails/?id=2075761409

    Thanks, I logged in onto the site instead of the app but there were no more EULAs to sign there unfortunately. I guess I'll just wait a week or so to see if the problem gets solved.

    Does the item You published to the Steam Workshop using the VDF file appear for Friends-only and there is no way to set it to Public as well, or do You get the option to set it to Public?

    On 30 aprilie 2020 at 11:24 PM, Effix said:

    BTW you can contact Steam through the Help menu item -> Steam support, just ask them what's up.

    Thanks for the tip, I did that yesterday and explained the situation to them. I hope i'll get a reply soon.