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Everything posted by ebmar
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And the rest is history - as Darth Revan once again reclaim the mantle of Dark Lord from the Usurper, Darth Malak. I am so attached with this mod, and greatly appreciate how the main menu looks on my end having this installed! Many thanks to the author for this beauty. In-game screenshot Permanent spot in the mod list has been filled.
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After 86 hours-10 minutes of accumulative game time, 952 saves in a span of year and a half, I finally - legitimately - finished my Darkside K1 playthrough -- [!Spoiler Alert!] I've got mixed feelings about it, lol. I feel awesome, proud, crazy - all things 'bout, as this was the first time I finished the game legitimately; without skipping any of the dialogues, doing most of the side-quests and also - do most of the walking! Yeah, if not because ZimmMaster's Movement Animation Fix for both KOTOR and TSL I'd definitely not doing that, lol. So many mods from fellow modders I have used with the playthrough -- namely DarthParametric's, JCarter426's, Sithspecter's, Kexikus', Dark Hope's, xander2077's, VarsityPuppet's, Sith Holocron's, Inyri Forge's, jc2's, and I'm sure pretty much everyone I have used theirs -or at the very least, tested- on my end. I have to thanked them a lot for their awesome work which I learned along from as I did the playthrough. And If you're interested on seeing some of them in action while also following the journey you can take a look here at The Playthrough gallery. And not to forget I had to thanked the modding tools authors, namely Fred Tetra, TK102, stoffe, bead-v, ndix UR, Fair Strides, and anyone that is not mentioned - I am grateful to you all. So, what I've been waiting for all this time - as the next step will be playing TSL [legit for the first time - as earlier runs was me just running around the module and mod their stuffs], and if things went well then I will take a break this week to contemplate on what mods I will use with the playthrough - aside of TSLRCM and K2CP that comes in mind firstly. But I'd surely take different approach in how I will play it compares to K1. With previous K1-playthrough everytime I saw something that I don't like [or broken] I tend to go and fix them. Now I will enjoy TSL as-TSLRCM-K2CP-is and mind about my nitpick later. I think that pretty much sums it - and above all that I'll have to thanked The Almighty Force - which gave me chance to finish the playthrough, and both BioWare & LucasArts for developing one of -if not- the best RPG I've ever played. The game's awesome, many ups-and-downs - I like how I can blend with the main character and feels like I'm them. Granted, some of the player's response wasn't the best in the world but I am passionate on how the game was paced. All said and done - many thanks to you that have been reading this, and may the Force serve you well! -eb P.S. also on this break I will take a chance to review some of the mods I have used and do things that I should have done back then, lol [mod updates, patch-requests etc.]
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Greetings, thread master - and fellow Jedi as well! Salute for the progress made regarding the development of the tool, and recent discovery concerning script's decompiling -- a promising future in script-modding indeed. Not to being off-thread and hoped what I've got here can provide an insights more so to the tool's development [and/or discussion]. So I found another script that failed to be decompiled by DeNCS, it's k_creditsplay; a script that fires the lightside credit sequence fired in STUNT_57 RIM/module. It had these with the bytecodes -- which in NSS could be -- Meanwhile, the other script which is slightly longer; k_stunt_end -- fires the darkside credit sequence fired in STUNT_55a RIM/module, can be decompiled and had these with the bytecode -- which in NSS will be -- Therefore the question is -- Why two similar scripts had different result, as in one can be decompiled while other isn't? From my limited view and understanding, there's a difference in how the StartCreditSequence were called - observed by the bytecodes. k_creditsplay has -- 00000013 20 00 RETN 00000015 04 05 0000 str CONSTS "" 00000019 04 03 00000000 CONSTI 00000000 0000001F 05 00 0206 02 ACTION StartCreditSequence(0206), 02 while k_stunt_end -- 00000093 20 00 RETN 00000095 04 03 00000000 CONSTI 00000000 0000009B 05 00 0206 01 ACTION StartCreditSequence(0206), 01 That's only far as I can go with what I've got - and much thanks for considering this.
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playthrough Star Forge Deck III: Forge Droids
ebmar commented on ebmar's gallery image in Members Gallery
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playthrough Star Forge Deck III: Forge Droids
ebmar commented on ebmar's gallery image in Members Gallery
Cheers! 🍻 Yeah, what happened on my end were all started because some of the [Spyder] Droids had their SoundSetFile's assigned incorrectly. Granted, their template's naming convention gave it all - that perhaps they were meant to be different one to another, in regards to their type. So that's that, hahah.- 5 comments
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Various documentations of my past-present modded KotOR playthrough. With this album I wanted to say - Thank You to all KotOR modders (either here on this site and/or everywhere round the Galaxy! - both active and inactive) for giving me great time on playing this amazing game which was developed by BioWare and published by LucasArts. May the Force be with You all!
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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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Congratulations to the Winners - you guys deserves it! And -- - dang, those medals are hyper-cool! Happy that I got one, hahah. Looking very forwards to it, as there are really cool mods released back in 2019.
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Before [to even decide] downloading/using that mod I'd recommend you to see its prefix/tag... though I'd recommend you don't unless you're a Simpsons' fan, hahah. While at it I'd like to recommend you to use the latest version of KOTOR 1 Community Patch - if, you haven't used it before. The current version fixes lots of [previously-unfixed] bugs and significantly improve the gameplay's experience. There is also this mod that fix the missing lamps inside the Temple Main Floor, if - you want to see the Temple get its rock-sh#t together, lol.
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Greetings, mod's author - congrats with the release! I hope you don't mind me giving you a feedback or two. So, in the installation setup you were using -- [appearance.2da] ChangeRow0=modtyp [modtyp] RowLabel=40 modeltype=F That's OK, but the mod will only worked with Alien_Selkath_01 which is in RowLabel=40 while there are three variants [four, w/ Lite_Selkath_01 for whom using K1CP I'd gather] overall. Therefore, you may want to replace those with -- [appearance.2da] ChangeRow0=appearance_mod_alien_selkath_01_0 ChangeRow1=appearance_mod_alien_selkath_02_0 ChangeRow2=appearance_mod_alien_selkath_03_0 [appearance_mod_alien_selkath_01_0] RowIndex=40 modeltype=F [appearance_mod_alien_selkath_02_0] RowIndex=259 modeltype=F [appearance_mod_alien_selkath_03_0] RowIndex=260 modeltype=F To have that result you may want to use ChangeEdit's Compare feature which button looking like -- Also, you may want to take account of K1CP's user with your setup [and for those who don't it'll do no harm - benefits, even] by adding this following the above -- [appearance.2da] ChangeRow3=appearance_mod_lite_selkath_01_0 [appearance_mod_lite_selkath_01_0] RowIndex=323 race=N_Selkath walkdist=1.7 rundist=5.4 driveanimwalk=1.7 driveanimrun=5.4 racetex=**** modeltype=F Then, you will have your INI setup pretty much like -- And there you can update the INI of this awesome mod to be -humbly speaking- working optimally. I hope I did everything right there, as I wrote this after staying up all night, lol! Much thanks for considering, and may the Force serve you well!
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Who parties in heavy armour? Time to break out the bikinis. Although I guess the Rakata kind of already wear a one piece.
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If only I have more time [not actually planning this; working on it like half an hour ago and very much inspired by JC's Toolbox spawner], I'd have them punch their fist to the air a.k.a ANIMATION_FIREFORGET_VICTORY1, lol. And heavy armours is the new bikinis anyway, hahah.
Edit: now that I think of it - it shouldn't be that difficult. Could have them the same OnHeartbeat script spamming the animation like forever.
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View File [K1] Temple Main Floor - Missing Lamps Fix [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks 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 using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. 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. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! 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 /r/kotor -eb Submitter ebmar Submitted 12/31/2019 Category Mods K1R Compatible Yes
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Wow! Impressive progress on this one! Glad that I followed the thread [so that I can track this down], knowing that you don't/won't bother to update it with separate post for each of these updates. I haven't actually downloads any of these builds, but I'll try one later tonight. It looks very promising indeed!
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Version 1.0.0
14,145 downloads
[K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks 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 using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. 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. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! 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 /r/kotor -eb- 4 comments
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Here to confirm that it does working indeed - The animation went very smoothly and well timed. Cool stuff, @Alvar007! Thank you for the handiwork. Big thanks also to DarthParametric for compiling the supermodel and JCarter426 for the resource.
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Thank you much for the insights! Appreciated by a lot. Looking very forwards to make it useful.
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That sounds promising! So I looked at K1CP's k_pebn_remove which is Ebon Hawk - Unknown World crash-landing module's OnEnter, and saw this - PlayRoomAnimation("m12aa_01q", 7); and it looked like something that I'd need in conjunction with conditionals. Is that the right script to use with? And if I'm about to do that, would it be as simple-as-it-looks by changing the string SRoom with the custom skyboxes model?
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I have tackled that [and thought if there's any script function to change the LYT/model reference? That'd be wondrous], the problem is this - I don't know, I expected the way the NPC placed in B should be like it had to with A, just before entering C. I thought the game did it dynamically[?], or should I have a SAV edit having a copy of A's SAV as B's in the first place. Will try though. 🤔
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Greetings, and Happy Holidays, fellow Jedi! I have a question which - There is a custom module [B] which is copy-paste from vanilla [A], and the only difference is the skyboxes texture it uses [and that I assume no alternatives other than to make a custom module it based on]. I wanted the PC to warp to B from [C] -which is a custom module also- but upon arriving, the NPC placement is different from A and looks like it's having different state of boolean too. Can anyone help me with guessing what could be wrong or missing to make it work as expected? The procedure of warping should be something like this: A --> C --> B Much thanks for considering this.
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