-
Content Count
1,197 -
Joined
-
Last visited
-
Days Won
45
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by ebmar
-
Reskinning Armors using SpaceAlex's K1 Enhancement Project.
ebmar replied to JasonRyder's topic in General Kotor/TSL Modding
It's worth all the trouble. -
Create an end-result folder anywhere you see fit and save every stuff you worked on below to that folder Open DeadMan's Quarterstaff model - w_Qtrstaff_003.mdl with MDLedit I do - ignore the "vertex normal calculation settings" error message Proceed Change the target game to KOTOR1 Within the Header node change the Model Name reference to w_Qtrstaff_001 by right-clicking the node and advance accordingly Save the binary Change the icon reference - iw_qtrstaff_003 to iw_qtrstaff_001 Put these files to the Override folder: w_Qtrstaff_001.mdl w_Qtrstaff_001.mdx dm_qrtstaff_002.tga dm_qrtstaff_002.txi iw_qtrstaff_001.tga I'm quite sure that should work - just let me know at which area the problems should occured.
-
Cool! Glad to hear the good news. Few were intended to have CM_Baremetal or such, just make sure that with B model type [separated head - body model such as playable characters] they're all set as DEFAULT. You'll figure it out eventually. Presumably you're using Seikan's armor mod I believe you'll need TXI files for each texture to accommodate the removed shader. You can make one by generating a TXT [notepad/text] file, change the extension to TXI, open it with Notepad++ or anything similar and insert this: envmaptexture CM_Baremetal - save it and rename to match the texture's name, so now they go as pair whenever you install them [e.g. PMBJ02.tga - PMBJ02.txi].
-
You could take a look at row 148, 149 and 150 there - on their envmap column what they're set to? They should be as DEFAULT to have the alpha/blending punchthrough for the head part and/or appropriate armor shader to work properly.
-
Hello, friend! Thanks! Much appreciated. Yeah, I admit to had been overlooked the Dantooine's development, as been spending thoughts on the playthrough lately. I'll look to revisit it when chances're arises. Thanks for the feedback! Yes, that's an oversight by design from me. I envisioned her to draw the blaster when things go hostile [with "Kill Marlena" installed] at first, but with recent test it seem she's not going hostile so the blaster only act as a looted item. Come to think of it I'm gonna make her equip the blaster by hand with the next update - I mean; it'll make much senses as she was supposedly going "hunting" from going to the desert. Yes, it wasn't an extreme change like putting her on a different area or such. In vanilla she's positioned in vertical straight line from the module's [tat_m18aa] spawn point, and now with the mod installed she'll be moved for a few coordinates to the right as well as an orientation change.
-
[WIP] Kainzorus Prime's Robe Model Reskin Project and More
ebmar replied to heyorange90's topic in Work In Progress
Exactly! What I was pointing is to use the UTI for game-files' basic clothing/g_a_clothes01~09 which can allow us to have 8 different body textures presently. I might as well recommend this, even so you'll need extra tools to work with the custom model and having extra models to accommodate different body textures. Though presumably this is the better choice because you'd have to add custom heads eventually, and they need new appearance.2da entries to have their functioned. -
[WIP] Kainzorus Prime's Robe Model Reskin Project and More
ebmar replied to heyorange90's topic in Work In Progress
Hello! And it paid well in the end! They're great and looked well-executed. The concept looks interesting and fits my preferences. I'd love to have them installed and see the improvements directly! You can have up to 8 different body textures, by utilizing g_a_clothesxx UTI for each specific commoner which're referenced on appearance.2da. And for their new head you'll need to add 2 new entries to heads.2da, because as far as I know there's only 1 Sith officer head model that wear cap, I think? But to adequately answer your question; yes, there definitely is a way. -
Well, physics gets the best of my hard-drive, but luckily I managed to rescue most of the important stuffs [dang, so this is how it feels, hahah]. At one point - the engine's will fired up again; wish me luck!
-
That S.M.A.R.T. stuff sounds convincing! Yeah, I do notice of its presence but not sure of what that is the earlier, and now surely will take that useful information into account. Thanks!
-
https://en.wikipedia.org/wiki/S.M.A.R.T.
HWiNFO is a good comprehensive monitoring suite - https://www.hwinfo.com
- Show next comments 42 more
-
-
Why does Visas survive?
ebmar replied to Spectrometer's topic in Knights of the Old Republic General
That last page - finishing words, just thrills me. I haven't read much novels and/or comics but that supposedly one of the best plot [twist] I've ever seen/heard. Thanks, Sith Holocron - for sharing! -
Apparently something borked my K-Tool's "Text Editor" which makes it cannot compile a script. Having breakdown for a long-while... then I found a light at the end of a Kinrath cave which is this awesome - lite - and user friendly tool that works like a charm! Though if possible - an export compile directory feature could be added in the next update by the author. Many thanks for creating this!
- 2 comments
-
- 1
-
Version 4.1.19f.0075
288 downloads
Tach's Grunt Readjustments This mod made readjustments to Tach's taunt/grunt heard in the Upper Shadowlands and Lower Shadowlands. ------------------------------------------------------------------------------------------------------------------- There's always room for an improvement so - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] and then hit the [Install Mod ->] button Uninstallation: put its backup back to the streamsounds folder. Overwrite when prompted Compatibility: will be compatible with mostly anything This mod will have direct effect anytime and anywhere it is installed This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them Redistribution: you can redistribute the mod and/or get creative with its content as you see fit - just don't sent them to Disney... Credits: All of ya! Special Thanks: DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method Fred Tetra for the 'amazing' KotOR Tool stoffe and Fair Strides for the most useful "TSLPatcher" and "ERFEdit" DeadlyStream for being a home; a place to hangout - to discuss and hosting my work Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb- 2 comments
-
- 2
-
- sfx
- readjustments
-
(and 5 more)
Tagged with:
-
Super-cool! Thank you for this.
-
- 2 comments
-
Hi, Mod's Author! I have been using two version of this mod, and there're definitely an improvement for the ears. But I noticed one thing that is lacked off and makes it inferior to vanilla model particularly for that one specific area, which is a smoothing group issue [I think] around the edge of the mouth. The vanilla model did not have the issue which at some angle - especially when the lighting gets to the spot - the mangled texture of your model is noticeably seen. Many thanks for considering this, and looking forwards to a positive return.
-
From the album: The Playthrough
-
- companions
- role-play
-
(and 4 more)
Tagged with:
-
From the album: The Playthrough
-
From the album: The Playthrough
-
From the album: The Playthrough
- 2 comments
-
- 1
-
eXtensive Dialog Overhaul -beta- for KotOR 1.03
ebmar replied to Gimmick5000's topic in Work In Progress
Thank you for the information - that sounds promising! It certainly helps on working with either audio files or PC's response. -
Yes! And particularly this one - That's the answer for my earlier bug with them which "forces" me to take the Dark Side path, hahah. Looking very forwards to another update/s - and best of luck with the development!
-
Star Wars - The Old Republic - Maelstrom Prison - c - View from Hangar
ebmar commented on Sith Holocron's gallery image in Members Gallery
-
This mod brings out the best of Dark Side out from the main character. Granted, its Light Side wasn't the best of work but who picked this mod in the first place for a LS content?! 🙃 Hahah - though I only had limited choices of dialogues on my end [yeah - that said how my Force Power build goes], but this convo wins it - [-] HK-47 how would you go about dealing with... this inconvenience. [-] Advisement: Evisceration works well. Electrocution and blunt trauma also work well, I understand. [-] Let's try electrocution! [-] Commentary: Yes, master. Did I ever tell you how much I enjoy killing for you, master? This edgy content will always have a place, for - Permanent spot in the mod list has been filled.
- 17 comments
-
- 1
-
- toddhellid
- k1
-
(and 6 more)
Tagged with:
-
Thank you for the feedback! I was working on it! Hahah. 🤪 OK - here let me take a look.. hmm... where is it... ah, there you are - That was part of its earlier attempt. The grand idea was for him to wear a breath mask to accommodate his filtered voice [dang, wish there's an unfilter plug-in, lol] and far I remember there's a bug which makes NPC not wearing the equipped mask that bothers me back then. Though lately I "found" its cure which is just reload the game and it'll appear again, hahah - something that can be tell to end-user though with a possible release. I was about to ask redrob41 for permission to have his outstanding "Bendak Starkiller Emblem Armour" texture included with the development but apparently there's a change of direction. If I'm working on this again perhaps there'll be major change, definitely. Favorably I'm leaning towards using his default full-mask Neo-Crusader armor [n_mandalorian] as the base, and perhaps adding his own personal Vibroblade to complete it. More customized blaster also possible - though I'm not getting the idea on top of my head now. We'll see. 🤞
- 37 replies
-
- k1
- modified content
- (and 4 more)
-
View File [K1] Marlena Venn "Legends" This mod made readjustments to Marlena Venn, both her appearance and positioning on the Dune Sea - to further improve the gameplay aspects from encountering her, and bring a fresh-new experience with her new looks and some other stuffs! # Background # When I met Marlena the first time I know that she's special - in a mysterious way, lol. Yeah, I catch her mysterious side so I did a makeover of her - appearance wise. About the positioning - it bugged me where she was placed so I moved her. Particularly when the conversation was initiated, so with her new placement it looks like she did make the conversation first. And that's how I see the encounter should start. # About this Mod # This modification makes unique appearance for Marlena Venn of Dune Sea [Tatooine], also reposition her to a new spot and replace her recorded voice with the filtered version so it sounded like an actual playback straight from a droid. GIT positioning preview: Encounter quick-preview [Outdated - v1.0.0]: Ah-ha! It also makes Marlena equip a Blaster Pistol, some Credits, and a Repair Kit. Here's a breakdown of why's: Blaster Pistol: because she was "through planning", she wants to make sure of everything Credits: well, she planned on going shuttle somewhere - it just makes sense for her to carry some Repair Kit: some leftover from earlier tinkering with the droids Those new content was made to connect with jc2's "Kill Marlena". I have tested them together on my playthrough and they work like a charm! A truly-fun content worth installing for you - Dark Siders! Just make sure to install this mod last of them. Without it there'll be no change of plot whatsoever and those additional stuff wouldn't have effects. # Final Remarks # There's always room for an improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] and then hit the [Install Mod ->] button. Uninstallation: replace the installed files with what was stored inside the generated 'Backup' folder. Particularly tat_m18aa.mod; put that file back to 'modules' folder manually and overwrite when prompted. To uninstall the Voice Over simply put back its backup to streamwaves \ m18ab \ 10wi06 folder - overwrite when prompted. Compatibility: will be compatible with mostly anything, including jc2's "Kill Marlena" - just make sure to install this mod after every mods has. Though haven't being tested with Kainzorus Prime's "[KotOR] NPC Overhaul Mod" and N-DReW25's "K1 Gameplay Improvement" installed, presumably they'll be compatible. But be advised that compatibility issue of this mod working along with them is not yet confirmed. Will not be compatible with any mods that force-overrides tat_m18aa.mod or messing with this mod 2DA entries. For this mod to be effective you should at least load a saved game before entering the Dune Sea - Tatooine [tat_m18aa] module This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them Redistribution: I'm asking you not to redistribute this mod - I'd like to stay in touch with them so I know where to provide support. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to give credits to SpaceAlex, BioWare & LucasArts with the release - particularly with the inclusion of this mod assets. An appreciation to this lil' peasant here is a very warm welcome, welcome. Credits: The Almighty Force which gave me the chance to finish the mod SpaceAlex for "Modder's Resource: K1 Enhancement Pack" which base cloth texture included with the development of this mod DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method jc2 for "Kill Marlena", which a factor for this mod to be developed ROTNR for "Creating Module Files in KotOR" which guides me on packaging the custom module Fred Tetra for the 'amazing' KotOR Tool TK102 for K-GFF stoffe and Fair Strides for the most useful TSLPatcher and ERFEdit VarsityPuppet for 2DA Editor Alpha bead-v for MDLedit and KOTORmax ndix UR for tga2tpc Werner Rumpeltesz for PlainEdit.NET Notepad++team for Notepad++ Adinos for "Simple Model Viewer" which very helpful to provide a quick preview of potential appearance for used model and texture All the Tool Makers wasn't mentioned - can't make it without you! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb Submitter ebmar Submitted 03/23/2019 Category Mods K1R Compatible Yes
-
[Updated: March 23, 2019] One of its entries has been submitted and awaiting Mods' approval. Here's a sneak peek of what's coming: And another one has been revisited - a quick look to it: Things has been going on backstage regarding the series, but currently they were in development state. As my playthrough goes I want to learn more about the game, so as expected - few changes were made from earlier version, as seen from the spoiler above. That's all for a quick brief of this project development. Many thanks for being here! Update: Marlena Venn "Legends" has been released. Thank you Admins & Mods for the approval - and hope y'all enjoy it! Any updates of current development will also be posted in thread's introduction post.
- 37 replies
-
- 1
-
- k1
- modified content
- (and 4 more)