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Everything posted by ebmar
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Greetings, fellow Jedi! Hope y'all have a nice day. May someone confirm on their end that having a custom [placeables] model with custom name which injected to a module crashes the game only upon exiting the game? Looks fine when loading between saved game. Custom [placeables] model with vanilla name injected to the module didn't crashes the game at all though. Many thanks for considering this, and may the Force be with you all! Update: I can confirm on my end that this happens - I decided to move the crashed [placeables] model to Override and having the vanilla named custom area model which referenced the crashed [placeables] model injected to each modules [that shares the area model] The game doesn't crash [upon exit]. So indeed - on my end; having a [custom placeables] model with custom name on a MOD/module file, crashes the game
- 2 replies
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- general modding
- kotor
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And with inflated prices! In overall, I like N-DReW25's plot. That sounds wild! I like that! Though I like the idea that we are not wanted there in the first place, so we should got handicapped. Well, you could always add a your-everyday-antagonist a.k.a a local-reigning-champ-favorite who politically cheats their way having their own imbalance weapon smuggled to the ring for bit of spice as one of the scenario, hahah.
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Fantastic stuff, Sithspecter! Wow, for an arena that huuugggee I'd vote for a battle royal style. Like, there's a hostile_2 faction settings that makes a creature go hostile with anything that is in the same room as I recall. I think that'd be perfectly implemented with it! About death-match; I personally relish another underground death-match arena beside Taris' -as described by Ajuur the Hutt- and Sleheyron is the perfect place for that. Also I'm in for the idea that Sleheyron is the place to mine Dark side points. There's a conscious decision why our PC decided to go there in the first place.
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[Updated to v1.0.1: June 04, 2019] What's new? All texture now in native-TPC format. They should appear better in-game GUI - take a look and see for yourself Adds Heart of the Guardian and Mantle of the Force [vanilla color scheme] to the list as optional installation
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Good luck!
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I'm not so sure about that. By my understanding -such in general practice- once an [audio] file has been compressed -the BioWare/Obsidian way- the information/quality that were lost are not going to be brought back with anything. The only logic on having better quality -or in this case; higher bit-rate- is to use lossless source in the first place. Which I think grabbing ones from more technologically-advanced version will do, and that is TOR version. Whether they sounds better or not - that is your ears to decide.
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[Updated to v1.0.0: June 02, 2019] What's new? New texture which I envisioned now version fits better as an alphaghoul Tweak to the model which removing the antennas/danglymesh Hair for variety. And for bit of fan-fic element which was the effect of mutation to next-phase ghoul Fix the bumpmap/tangentspace flag on the model, so it actually is working now Complete [necessary] set of unique Sound-Sets Restore the Rakghoul Fiend's Creature Item which grants them +2 active Regeneration - Ooops Bump their attributes a little bit more - Ooops
- 3 replies
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- 3
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- alphaghoul
- overhaul
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First of all, props to all involved with the survey. It wasn't perfect, but it's nice - particularly for me -a KotOR modder/player/end-user/community member- to be participating. I haven't had much to share, though I'm going to break it down to several perspective - As a modder: DeadlyStream is the best place; to host my work, to engage with fellow modders either for troubleshooting and/or brainstorming ideas. Though it lacked chat feature that I think is necessary for more effective-and-efficient casual troubleshooting approach. I found no other platform as sophisticated as this though - as it showcased my work better than any other place I could find As a player/end-user/community member: nuff-said, I can't have any mods with more options, best quality and reliable support any other than on DS. It also fun to discuss here with fellow members, both in general or modding-specifics, with them fancy markdowns and emojis - hahah! though, I found the site lack attention lately - for example: the neglected MotY announcement/organizing, and lack of maintenance on featured mods and other feature on the site which I found them redundant Hope that the thoughts could work as constructive feedback for the site, to improve for the better of course. Last but not least - may the Force be with you all!
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Many thanks for compiling, @MilesTeg81 - much appreciated! Got all them links bookmarked already.
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From the album: The Playthrough
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From the album: The Playthrough
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From the album: The Playthrough
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It has the potential to be one of the most powerful KotOR-modding-tool for its versatility, if only it works without one major flaw. Currently it failed to save the module post editing -which luckily I made a backup earlier, just in case of-. But even then, having it paired with K-GFF does made my modding QoL improved! With the Toolset's friendly-and-easy-to-navigate UI and K-GFF effective-and-efficient worksheet, they get the jobs done quicker and precise than ever. Many thanks for creating and developing this tool, FS! In-app screenshot:
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- multi-tool
- beta
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Greetings, fellow Jedi! Have a nice weekend y'all. I'd love for a mod/resource which makes the big-screen inside the Manaan SB Training Room [Model Name: M27aa_20a] to have its Object306\LSI_lite08 showing the screen individually. Originally they went like this - I'm thinking that they could show something like this after the change - I could need only the the mesh split individually to make it possible to achieve the example above, and I'd love to work on the texture after that. Many thanks for considering this, and may the Force be with you. Update: with @DarthParametric's assistance on Discord > r/kotor I finally be able to edit the model. As reiterated from DP - what you'd want to do is only to adjust the UVs, without splitting the mesh. As the UVs are currently set to tile the image 9 times, 3 rows of 3. To edit with ASCII - It only has 4 texture co-ords, one for each corner tverts 4 -1.005 2.005 -1.00499 -1.005 2.005 -1.005 2.00499 2.005 Change that to tverts 4 0.0 1.0 0.0 0.0 1.0 0.0 1.0 1.0 In GMax the way you would do it is to add an Unwrap UVW modifier above the Editable Mesh, click the Edit button, the in Vertex mode enable snapping, make sure you have the UVW Move tool selected, then snap each corner to the outline of the 0-1 space (the thick outlined black box in the middle). Then Collapse To on the Unwrap UVW modifier to bake the changes. Result: Attached the BETA: [K1]_m27aa_TR_BigScreen_[BETA].7z
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- 5
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- manaan
- training room
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Greetings, fellow Jedi! Have a good day y'all. I have a question - just like the title says; What is clamp -in KotOR implementation- that were oftenly used with most player heads? I asked of this because earlier I fiddle around with LSP_planettari01* by using this parameter - blending punchthrough clamp 3 on the TXI and then the planet's gone. The alpha were applied appropriately, because later when I used only this - blending punchthrough the planet's there. Many thanks for considering this, and may the Force be with you! _____ __ _____ * Taris planet texture that were used in the turret mini-game backdrop
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How about the red one on the bottom right panel? 🤪
- 180 replies
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- star map
- work in progress
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Greetings, Mod's Author! Apparently it is possible to exploit EXP from downloading the archive in the embassies - particularly the Republic Embassy from my experience. Screenshot: Many thanks for considering this report, and looking forwards to a positive response.
- 13 replies
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Dang, it should have been the key to open the gate to the Unknown Region - straight from Manaan's Visitor's Hotel, lol! Anyway, Is than an Option A or Option B that was affected with the latest update? Because per mod's description the latter should removes security spikes from the game, replacing them with credits. Much thanks for considering this!
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Cool! Yes you can. You would name them as you wanted; just make sure to have - Cube 1 parameter on the TXIs. You better paste them into the Override folder. Black - as the more the opacity is the stronger the effects of the envmap/shader/cubemaps. Here's also a thread that can helps you understand more about cubemaps in particular.
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Just a simple information to share to save ones from getting burnt-out, lol. Why we don't want to use TPC format for lightmaps? It broke the maps When put into a module/MOD file, it crashes your game upon reloading and/or exiting the game Stick only with the TGA for that one...
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Glad that you got it working now! Though unfortunately I can't be any help for your Steam installation issue just earlier. Yes, you could use the tree to navigate through the game files. There are many threads here that can give you insights on understanding the game's structure but still - feel free to ask with anything! Edit: or to be more specific; these are two tutorials that explicitly use K-Tool on their practice. So you should definitely check them out: Rece's "Basic Modding Tutorials" Thor110's "KotOR Modding Tutorial Series"