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Everything posted by ebmar
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MOD:Control Panel For Kashyyyk Shadowlands Forcefield
ebmar replied to DarthParametric's topic in Mod Releases
Greetings, Thread Master! Here to report that the installer seem to be invisible a.k.a there is no TSLPatcher included with the package. 😅 Looking forwards to constructive response of this report and many thanks in considering! -
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- hidden beks
- in-game
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Dark Stalker on Endar Spire - Revised.jpg
ebmar commented on Mephiles550's gallery image in Screen of The Week
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They all looked amazing! Well, Telos-wise; if I have to choose I'd choose V1 over V2 because I like the transition between the flooring with the sideways better. I also in favor for tone of the walls. Those subtle details on them were also playing an important part with the decision.
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At one point I was having this theory-
QuoteHow TSL applying the BGM as SoundFX is very intriguing; particularly with al_jazz- the BGM that played inside the NS' Entertainment Promenade. Definitely something that K1 don't have, and surely is an improvement from the former.
Seems I was wrong. K1 did actually had a BGM implemented as ambient sound/SFX. We could hear it in the Upper City - North Apartment module [tar_m02ad] particularly with the Yun Genda/Sarna's quest. The relevant SFX is al_en_emptybar located in the 'streamsounds' folder. Though, the execution is not as smooth as TSL's Ent. Promenade which having that virtual surround feeling but still- it is something that can be explore.
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Thanks for providing the Beta! I just have a quick test on it, and they sounds amazing! Even more with PFHC03 character's head, it fits the appearance very well! And so far with any action command available in the Endar Spire module, they're functionally working. Looking very forwards to this!
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MEDIA:[K1] PC Replacement Voices (Kira, DS Jaesa, LS Jaesa)
ebmar replied to Sith Holocron's topic in Mod Releases
Greetings, Thread Master! Here to report that dropping the contents to the 'Override' folder didn't work on my end. As quoted in the mod's description: On my end, they worked only when dropped to the 'streamsounds' folder and by proceed accordingly with overwriting the existent vanilla files. Not prevented by that- they sounds amazing. Undoubtedly an excellent addition the game. Looking forwards to positive response and many thanks for considering this report! -
You're very much welcome! Glad that it wasn't as bad as I expected. Thought it was a result of an incompatibility with K1R in the first place. Thank you for providing the fix in a relatively quick fashion; very much appreciated.
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Greetings, Thread Master! Here to report a missing VO particularly with this scene- There is no VO played here and the transition was so fast about only 1 to 1.5 seconds. Looking forwards to a constructive response for this report! Edit: If I'm not misread the relevant issue; the scene is linked to tar03_cand032.dlg. Apologize that I can't provide further details as I don't have an insightful knowledge regarding DLG stuffs. P.S. I had K1R installed for my playthrough.
- 11 replies
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comm_a_m Missing Letter(s) from Model's Node
ebmar replied to ebmar's topic in General Kotor/TSL Modding
Thank you for the insight! I noticed the differences soon after attempting to change the head trimesh of my requested "hi-poly L_commF and L_commM" model you posted here which is using the comm_a_m model as its head. But until the information above, I'm not really sure what is going on with the model with/without the change. Think now I'm convinced, thanks! -
Greetings, fellow Jedi! Hope y'all having a good time. I am here to ask; Are there any consequences for a model that is missing a letter(s) on its node? I'm pointing to the vanilla comm_a_m model which appeared in the game as Asian commoners head appearance. Particularly this variant: Big thanks to @Thor110 for referencing Simple Model Viewer on [WIP] Expanded Galaxy Mod thread; very helpful tool to provide quick-detailed screenshot for the model and its texture! Here's also a screenshot of the model's information, opened with MDLedit: As we can see there; usually in any other head models [including its counterpart comm_a_m2] they are written as eyeRA and eyeLA respectively, which leads me to asking the forum about the matter. I hope the information provided is sufficient, and many thanks for considering this.
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Chiming in to assist SH on this matter- I think it is OK only to hyperlink as references. Edit2: And as SH has suggest you too- it is necessary to provide any; as they will help others on troubleshooting the issue you're having. Seeing how IR77 sets up the labeling, I suspect that you should renaming Fens' Carth's texture to P_PCarthH for the texture to functioned properly. Edit: And yes, quoting from DP earlier- That is a valid point on addressing the issue you're having.
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What an ungratefuI sentient I am for including this excellent fix to the [soon to be updated] released mods without reviewing the source in the first place! Undisputedly one of the [if not the] best fix release in the past few months! Being the essential part of my mods particularly on their appearance; this mod do the things that was for me is impossible- thought the collar issue stays untouched and I personally accepting it as-is, lol. Thank you for releasing this fantastic fix and generously set it as a half enduser mod - half modder's resource. These fixes will be very helpful in the long run for end-users and modders around! All said and done - Permanent spot in the mod list has been filled.
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Well, you're absolutely right. That scene will never feel the same without this mod installed! So lucky just barely get my feet wet in the Lower City on my current playthrough- and without second thought, I downloaded and install this awesome mod minutes after its release! Lol. All said and done - Permanent spot in the mod list has been filled.
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baseitems.2da Item's Icon Not Showing Up
ebmar replied to ebmar's topic in General Kotor/TSL Modding
Many thanks for the promising feedback! I'm going to work on it. At a point I believe someone [I think it's FS] have mentioned about characters limitation, but I'm not having a slightest thought to take it into consideration while experimenting with this. Again, thank you for the details- them gonna helps for a long run! Appreciate the advice! Yeah, I don't have IF's permission to redistribute the content in any circumstances [which I thought troubleshooting could be an exception]. I've proceed accordingly with removing the attachment. -
baseitems.2da Item's Icon Not Showing Up
ebmar replied to ebmar's topic in General Kotor/TSL Modding
Thank you for the heads-up! Here's attached the modified mod for some troubleshooting. Looking forwards to a solution: [attachment_removed] Edit: For the test, I'm adding it via console/'giveitem' cheat. -
baseitems.2da Item's Icon Not Showing Up
ebmar replied to ebmar's topic in General Kotor/TSL Modding
Apologize again! That's the filename I use, I forgot to add another 0 with the post. Still, using the iw_Vbldeshort_001 the icon won't show up. And that's what leads me to ask in the forum- as I believe naming the icon similar to the model [with an "i" added] usually works. -
baseitems.2da Item's Icon Not Showing Up
ebmar replied to ebmar's topic in General Kotor/TSL Modding
Sorry for not providing this information earlier; taking sample from one of them, its icon's filename is iw_Vbldeshort_01. Edit: It should have written iw_Vbldeshort_001 earlier- sorry! -
Greetings, fellow Jedi! Happy New Year, and hope y'all having a good time. I need an assistance to solve this problem I'm having with newly added items to the game. In my current playthrough I'm looking to have inyriforge's "The Real Vibroblade" installed. But instead of replacing the Vibroblades model and 2DA row like her default mod did; I intent to add a new row to the baseitems.2da, so the original model still available in the game and at the same time adds a new weapon to choose for. So far in my attempt, the weapon is functioning nicely and works as intended as seen below in the screenshot: But yes, the icon wasn't showed properly- and that's what I'm about to ask. Below is a glimpse of view to the item's setup inside the baseitems.2da and on its UTI: I have tried with changing the 'defaulticon' value to almost anything but still the icon wasn't showed so, I think I'm stuck and is looking forwards to any constructive feedback I could have here. I hope the information provided is enough for a troubleshooting, and many thanks for considering this! Edit: For additional information; the icon texture is labeled as iw_Vbldeshort_xxx, and they're in DDS format.
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I was thinking the easiest route would be a different color mapping and a few texture job but still using the same c_drdastro model, lol. Hmm, but I think I will up to this challenge; by any chance I will look to have a surgery to the head part then. Can't expect anything fancy though! Hahah. And thank you for the references- that'll helps!
- 8 comments
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legends MOD:[K1] Janice Nall "Legends" and the Incomplete Droids
ebmar replied to ebmar's topic in Mod Releases
[Updated to v1.1.1: January 02, 2019] So, what's new in v1.1.1? Adds an additional installation targeted to earlier version user; which is a fix for Janice Nall's model provided by DarthParametric [Female Armour Collar Fix] The main installation option already include the said fix An additional texture option for Incomplete Droid; which texture now immensely have the look of C8-42-GE3 [Elise Montagne's personal-assistant droid] with unfinished paint jobs [carried from v1.1.0]- 1 reply
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- incomplete droid
- janice nall
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Many- many thanks for the step-by-step detailed tutorial, DarthParametric! I will look to take this into practice in every chance possible; this will be very helpful on a long run same as this tutorial here you've made earlier. I have trouble getting to know with gmax's interface which I believe pretty much stalled my development in general practice but still, I'm looking to progressing further on this case. At last, your effort and time on making this excellent guide is very much appreciated. Thank you very much. I was shocked at the exact moment; thought all is set and done only by vert snapping, lol.
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Ah I am late on noticing the latest reply- Thank you for the fix, DP! I have installed it to my game and them collars are look amazing now! By my perspective- better than vanilla setup for the collar. I am interested! As I believe to have gained a basic skill of vertex editing from the recent attempt, I think I can follow up a little bit more now. Many thanks for considering this.