ebmar

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ebmar last won the day on February 18

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788 Jedi Grand Master

About ebmar

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    Caffeinated Sith Lord

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  1. Basically you will want to look at the vanilla setup -- that's the best place to learn where to place them. But in short anywhere after/below the declared parent node where it hooked, that as I recall. As well the orientation and position must be spot on. I haven't fiddle with model-related stuff for months so I have forgotten lots of things likely. Anyway, this will be the last time I reply to the question regarding the hooks as it'll be way off-topics from what this thread was meant to. It's to inform anyone about this useful tool I found and if anything merely any discussion about it. Granted, it leave holes where it could potentially expand further but I wish it didn't have to. I suggest you to open a new thread -preferably on General Kotor/TSL Modding- about something like placing hooks to custom heads for example. I think that'd be great for you to find the appropriate answer and anyone in need of that specific presumably. Cheers! Hi, and welcome! As well for you I suggest to open a new thread in particular for the topic -- something like editing NPC attributes or anything alike. Reason's pretty much the same -- this thread isn't the best place to discuss on that matter. But short answer to your question - you'll want to use KotOR SaveGame Editor or look for any available threads or discussions specific to finding/editing save files. Best of luck to your attempt! 🍻
  2. I'm just going to be brutally honest but since your retirement from the staff the site/community gradually start fell out of place, and it gets worsen about a year or so ago. No moderation going like it used to, which I believe is important at some level of consideration. I tried several times as a community-member to take initiative to be involved in some mild-engagement-moderation though not so often recently as I should have to, probably -- but the amount of non-sense lately just overwhelming and bad at my part -- I start to ignore them.
  3. Thor110 might have best answers to resource in question [as the author], but in general perhaps this particular post can helps -- I believe that's somewhat relevant with what you're trying to do. Best of luck! 🍻
  4. ebmar

    Carth Onasi

    The jacket looks awesome!👍
  5. You mean the modules folder, right? The warning only trying to say that the patcher skip copying the module if you already have tat_m18aa.MOD in that folder, whereas if you didn't have the said file [such as a clean install] the patcher then will copy a vanilla-then-to-be-edited one taken from the mod's archive. The patching's still happening despite the warning though, so you should have nothing to worry about. But fair enough with that question, just something for you to remember. So in regard to that -- they're compatible.
  6. As for me -- you can always ask for permission from both the author for using the files/setup taken directly from them. I mean, since you already said that you have it from. Granted, it's not impossible for someone happened to create similarity to what others did, and for that I believe it's fine to release one [without direct permission] -- at least on modding practice, far as my concern. And that's from etiquette perspective. What makes them legit or not from what I see is whether they can provide support to their work. If they can, then it's good -- if not then they better don't. As from practical perspective I guess it'd be better if you create something that at least at the same level -- both in compatibility as well as quality -- as what it means here at least you don't make new problems that didn't occur previously. Lastly, consider releasing this or any of your mods using TSLPatcher as possible -- regardless of how difficult for you to pull that one off, you'll find it more rewarding than the other way around. Cheers, and good luck! 🍻
  7. TL;DR -- [Update: 05/10/2021/PM] The Sith Empire Name: Santilium [Darth Santilium] Level: 75 Class: Sith Warrior Advanced Class: Sith Marauder Discipline: Annihilation Status: Active Server: Satele Shan Name: Paramitha [Apprentice Paramitha] Level: 36 Class: Sith Inquisitor Advanced Class: Sith Assassin Discipline: Hatred Status: Active Server: Satele Shan Name: Jarrotth [Jarrotth, Hired Gun] Level: 36 Class: Bounty Hunter Advanced Class: Mercenary Discipline: Arsenal Status: Active Server: Satele Shan Name: Alyssdar'vathi'nayya [Cipher Agent Alyssdar'vathi'nayya] Level: 32 Class: Imperial Agent Advanced Class: Sniper Discipline: Marksmanship Status: Active Server: Satele Shan Name: Naga Massi [TBA] Level: 1 Class: Sith Warrior Advanced Class: Sith Juggernaut Discipline: TBD Status: On-hold Server: Satele Shan The Galactic Republic Name: Rin Jaani [Rin Jaani Knight of the Republic] Level: 33 Class: Jedi Knight Advanced Class: Jedi Sentinel Discipline: Watchman Status: Active Server: Satele Shan Name: Deadstream [Lieutenant Deadstream] Level: 31 Class: Trooper Advanced Class: Commando Discipline: Gunnery Status: Active Server: Satele Shan Name: Joleemia [The Outlaw Joleemia] Level: 21 Class: Smuggler Advanced Class: Gunslinger Discipline: Sharpshooter Status: Active Server: Satele Shan Name: Mintaram [Jedi Mintaram] Level: 21 Class: Jedi Consular Advanced Class: Jedi Shadow Discipline: Serenity Status: Active Server: Satele Shan Name: Kev Maravi [TBA] Level: 1 Class: Jedi Knight Advanced Class: Jedi Guardian Discipline: TBD Status: On-hold Server: Satele Shan Name: Turr Bao [The Outlaw Turr Bao] Level: 19 Class: Smuggler Advanced Class: Gunslinger Discipline: Sharpshooter Status: Active Server: Satele Shan Stay tune to be updated and/or make sure to follow the thread for notifications -- will be updating this post frequent as I could! 😁 Acknowledgement: @DarthParametric -- for guiding me since level 7 with my main Santilium, which all and all make it easier for me to likes the game even more @Sith Holocron -- for hosting this thread! 🍻
  8. [Update: 03/31/2021/AM] Just to let you know that the project's not dead -- well, it actually is a couple weeks back since I haven't touched it from when. 😂 Will want to keep it short here. So there's a change of concept to most -if not all- of the room. The central area that was planned to have fountains will be replaced by a field-sized lounge that has an island bar at the center -- The idea comes from @DarthParametric originally, and with thorough discussions as well of careful considering -- can say that this one's final [conceptually]. 🤞 Also with his generous help we can finally get a beautiful TOR-ported-own-modification island bar at the center there. There are changes follows with the then drinking-lounge/bar, so it is now will be a *cough* stripper-stage -- You can see there as well a new-sleek-table-lip again made by DP, to help Pazaakers or drinkers or whoever they will be to comfortably keep their hands on the table. There are also lightbeams from the lamp that we get the idea from Kashyyyk's to make this sleazy-dirty place prettier [and make some senses]. There are couple of changes made but I forgot which, but for sure they're an improvement from the former. Will get back to you soon with another update -- one with significant progress, hopefully. Cheers. That's all for today -- catch you later, and may the Force be with you!
  9. I mean if it's more like -- let's say someone edits a creature object/UTC or any template objects inside one module; so for the change to take place immediately that specific module should need to be loaded the first time before entering, and won't work if the change made from a load of an already saved game [inside that module]. But if you say it does its best to recreate behavior of the vanilla engine then it's pretty much similar I'd gather. 🤔
  10. Looks promising, and congratulations for reaching the milestone! 🍻 Just a question though the answer might provide anyone here with insights as well -- did you utilize modular setup for objects like they did in Odyssey or something more real-time?
  11. Try checking G_FinalChoice -- from what I recall they use it to determine which one is LS path [set to 2] or DS' [1]. As DP mentioned above they're triggered on the Temple roof, and from my documentation the LS one fired with k_punk_bastesc, while DS' with k_punk_bastjoin.
  12. And they seem to be only happening in TSL, as they are not there in K1's -- far as I can recall. Interesting -- have that noted to when similar problem arises on my end. Will see if it actually does something, cheers! 🍻
  13. Diggin' the new light panel at the base -- looks great! Curious with what's happening in the last picture -- where there's light sneaking from the inside... something's going on there, hahah. Edit: late to noticed that it's in your earlier screenshot posted here -- fancy!
  14. [Update: 02/24/2021/AM] Some progress made -- and yet again, still with the bar/drinking lounge, hahah. Guess I got a weird connection with this particular area -- Lately I've been interested in TOR world-design as well being influenced by it, and using some screenshots/footages around I decided to change the table-top to imitate what they did -- more/less. Though not that close, but this one'll do for me. However, I haven't really pleased with the bar/counter one -- guess will have to fiddle more to get the result closer at least with the tables. Some adjustments as well with the mark-out walkways, not really visible but it's there. The change will also be applied to all the tables in the module, and I'd probably add the mark-out walkways to the other rooms as I really liked the concept. Just hoping I could nailed it right, lol. That's all for today -- catch you later, and may the Force be with you!
  15. Looks perfect to me. Congrats for nailing it! You as well!