ebmar

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Everything posted by ebmar

  1. [Updated to v1.0.2: September 12, 2019] What's new? Included the model fix kindly provided by the infamous Dark Lord of the Sith, @DarthParametric. It's a fix for holes in the meshes of the hilt which causes artefacts with the shadow casting Using higher-resolution to improve details in the textures. It is now scaled twice the size of the former The texture now is in native in-game TPC format for better performance and efficiency, with zero-to-none quality differences to the former TGA * Restructure to the mod's figure and is using MOD/modular install for the appropriate GFF, and utilize patching for the Override install The blade model is using variation 37 now to match the module numbering [korr_m37aa] Tweaks to the model selfillumcolor, so it now illuminates 100% white glow color for the blade part, whilst the former was set for about ~75% green [left-over from the original green vibroblade used as basis] [Updated to v1.0.2b: September 12, 2019 - 07:11 PM] New! - * Restructure to the mod's figure and is using MOD/modular install as a whole New! - Added Compatibility Install and Uninstall option exclusively for VarsityPuppet's Spectral Ajunta Pall Canonical Appearance and Rece's Ajunta Pall's Swords Revamped users
  2. That test 3 looks amazing, DP! Everything feels great and flawless. Though my nitpick about the participant animation is having Mission a TALK_FORCEFUL with the initial node - that should show her emotion better, I think. And I'd definitely second this idea - - that'd be awesome!
  3. Thank you for the clarification. That does answer my curiosity. Looking forwards to the update, and your positive feedback is greatly appreciated. Update: got the full feature working now, @Tyvokka! Very nice - and thank you, for the recent update. May the Force be with you. 🙏
  4. That sounds pretty neat. The credits should be addressed both to - A Future Pilot as the writer of the instructive tutorial, and DarthParametric for the very useful tools that everyone's going to need in the long run Make sure to have the end-result as [in-game] WAV using the WAV converter that is provided in the tutorial. Avoid using MP3 extension with the game -either for BGM, voice-overs and/or SFX- as from recent studies it causes issue for the area music is not looping their audio as it should. Looking forwards for updates of the project! :cheers:
  5. It can read the WAV only if you change the extension to MP3 first, then drag-and-drop the file to the playlist section. You may visit this tutorial for that - Recreating The Sith Trooper Voice Effect - https://deadlystream.com/topic/6414-recreating-the-sith-trooper-voice-effect/ There you will find some very useful tools you'll need to properly decompress the fake-header WAV that the game uses originally.
  6. Oh! That was close enough then, hahah. So, you can access the layout/LYT of the relevant module [m40ad] through here - Kotor I \ BIFs \ layouts \ m40ad.lyt If you need the VIS file you can also grab that here - Kotor I \ BIFs \ lightmaps12 \ m40ad.vis By name they should match - though in [in-game] application it could have been something else. I recall two of them modules did that. The definitive answer lies within the first few words there... Hahah, JK - may the Force serve you well, and looking forwards for an update from your mod! :cheers:
  7. The prefix you find for is LSI_XYZ and LZZ_XYZ. Leviathan and Sith Base -both Taris and Manaan- share the same textures for their areas. You will need [KotOR Tool] (https://deadlystream.com/files/file/280-kotor-tool/) to extract them from the game files. Edit: in case I catch you wrong - if you mean by map is the mini-map shown in the GUI/game menu, you may want to access them through this path: Kotor I \ ERFs \ TexturePacks \ swpc_tex_gui \ L \ lbl_mapm40ad This seem to be the right place. :thinkingface: - well, as long as you get this thread updated with progress report of your WIP - that's how I see it, hahah.
  8. Greetings, Mod's Author! and congrats with the release. :cheers: I'll have a TSL playthrough in near time and planned on playing as a female main character, and apparently this mod released at the right time. I'd definitely take this into account with the forthcoming mod's build. I have looked at the raw texture/TGAs and indeed admittedly careful attention has been put into them - appreciate it. Though I may reduce the size to preferably x1024 for my playthrough because 4K is just too much for my end. Nevertheless, appreciate that you provided the source at its maximum state, and even when it gets downscaled, the quality is still there. Though, there are few points that I want you to consider in future attempts/updates: The game optimally works with texture resolution that is "powers of 4"; such as x256, x512, x768, x1024, x1536, x2048, and x4096. I saw one of yours scaled at x3080 [if I recall it right?] and others at x3096 which I suggest round them at x4096 instead, if you want to go the HD/4K route You may want to archived/zipped them to one compressed package to reduce the size significantly. I think it's good either for you as the author/uploaders and for end-users/downloaders Also you may consider to move it to the sub section, preferably under SKINS - so people here can leave comments and reviews to your work Many thanks for considering this - and looking forwards to seeing your other work. :cheers:
  9. Greetings, Admins/Mods! Hope y'all having a good day. :cheers: In last few weeks I noticed that I've limited feature [as site's member] on my typing/posting box, such as this - Also, the emoticons are not available [yup, just like the opening line above]. Though, if I logged-out from the site and typed as Guest, the full feature are shown as seen here - I'm not sure if this issue is local on my end or it does applied to every other members here. I'm looking very forwards to have this issue resolved and back to enjoy the full feature the site has pre-maintenance like few months ago. Many thanks for considering this. :cheers:
  10. I'd love to see this gets implemented! I wonder - will it work with having the closing animation removed from the placeables models? So we shouldn't have to dig through every UTPs of the relevant containers/boxes in every single module and having their [presumably] scripts condition edited? Update: it does working! Inside the Footlocker model which is plc_footlker there is Animations node labelled as open2close which control the closing animation from open state to closing state. Having the said node deleted removes the closing animation which makes it permanently stays open. Try this with putting them in the Override - [K1]_Permanent_Open_Footlocker_[BETA].7z Update2: though, the application is not very ideal as it still plays the closing sound, and if gets interacted it'd play the opening animation/close2open [from previously open state].
  11. Yeah, definitely fit my preferences and I'm digging it too. I expect the movie to be as intense as the poster. I've been waiting for a Star Wars movie that is full of Force Powers' battles and lightsabers' clashes. If they don't put that down then they better watch out, lol.
  12. They were updates for mod's screenshots. Before this some mods were missing their screenshots, so Mods/Admins doing some BTS stuff to make them back; hence the notification. Though some are doing actual update to their content, and one might look at the changelog to see what's going on with them.
  13. It is nice to see all the mods here having their personalized screenshots back. Strolling through the Downloads section had never been better now! :cheers:

    1. Sith Holocron

      Sith Holocron

      When did they go away? (Haven't been looking lately as I am still stuck using my phone for viewing.)

    2. ebmar

      ebmar

      > When did they go away?

      Way before this some mods were missing their screenshots, presumably from migration of the old site to the new one. Now everything had their screenshots back; and even some [I suspect] are new! :cheers:

      It's kind of refreshing, I think.

    3. Sith Holocron

      Sith Holocron

      I don't think any of mine went missing (at least recently) so I must've corrected the issue of my mods on my own if it was site wide. 

  14. [Updated to v1.0.3: August 17, 2019] What's new? Added 150 left-out TXIs which makes this version [legitimately] covers ALL the creatures and armors [including player heads] in vanilla setup Merged folders into one `to_Override` folder
  15. [Updated to v1.1.1: August 17, 2019] What's new? Reconfigure the installer Recompose mod contents
  16. Try this - [K1]_LSI_box01_x512.7z One is a standard x512 upscale and the other one is an experimental x512 [normalmap baked diffuse with some retouch - can to you it'd be useful somehow]. Preview:
  17. Greetings, Mod's Author! Apparently we can pull of the power even on Paralyzed state - such been strucked by Carbonite Projector Mark II*. That shouldn't be proper, though - how are your thoughts on that? Many thanks for considering this. =========================== * Description:
  18. Cool - nice to hear that. Feel free to report if there's still any.
  19. Not likely, unfortunately. The closest thing that might happen is updating/upgrading this mod though.
    I'm a regular user of Valor and Speed so anything that combines them is very much welcome. So, focus on how the mod is - Functionally - the mod works like a charm; what you see in the description is what you get Not much to add other than looking forwards to another mods from the author. Permanent spot in the 'Override' folder has been filled.
  20. Much thanks for the heads-up! I re-downloaded the mod [not the attached script above - regardless of that, thank you for attaching one though] and replace the former with the new one - and it works like a charm! The blur effects does working, and all there is matches with what's in the description. If there's one area that needs to be improved [at least for me] is the description format. Perhaps you may want them to be like this - to match with the rest of them K1's style. Nevertheless, a neat update there - and many thanks for considering this.
  21. I'd definitely go for the second. It looks more lively to me. And with that as the loading screen I wouldn't mind if it takes 10 mins for the game to load, lol.
  22. Looking forwards to this part of progress! I may have an idea with that but ain't gonna get on your toes for now - bit of hint though; "Gladiator of the Week" 😬 And bit of information regarding * gladiator fights*, SS -in case you didn't know- that in streamsounds there's Sleheyron's stinger/sbat but apparently it's labelled wrong [mus_sbat_sleyhey]. It doesn't matched with what's in the ambientmusic.2da [mus_sbat_slehey]. It makes the stinger didn't played with the assigned battle music. And @DarthParametric - that's one of the best application of alpha-masking I've ever seen, lol.
  23. Many thanks for the nice words, also the acknowledgement - JC! Much appreciated.
  24. This mod looks promising! I'm a fan of new contents, and anything that enhances combat aspects are greatly appreciated. I hope you don't mind that I share the color readjustments for the FP's icon so it matched K1's color scheme - FEP_ColorReadjusted_ip_frcenlight.7z Screenshot: If you like it you can include the icon with the next update; I'd be happy for that One may remove the former TGA first, and replace it with this. That's all - looking forwards to another mods of yours, and much thanks for considering this. Edit: oh! Any chance could you make an optional version which enables the blur effects? Yeah, I'm one of those that enjoys it quite much, lol. 😛