eNoodles

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Everything posted by eNoodles

  1. I'm really confused now. You "took out" the head's txi file? Why would you take it out? And exactly what txi file did you take out? I did not provide a txi file with my mod. Again, sorry about being dumb, I just really don't understand the whole txi thing.
  2. Ok, I think I can confirm that the invisible assassin glitch is isolated to you, @ebmar. Just tried it out on a separate clean install of the game I have with only K1R installed. Manual tweaking for K1R compatibility aside, everything worked as intended. So until you tell me what I should add for a .txi file, I don't see anything else that needs fixing. Will do the 2DAMEMORY thing, but that's not exactly an issue.
  3. I deleted my files in Override and installed Option 2 with my TSL patcher, and everything seems to working on my end (regarding the invisible assassin). It's probably the 1.0 version without the textures. Sorry 'bout that. Of all the mistakes I could've made... Also, could you elaborate on what you mean by "fill the gap" for the head texture txi parameter? Sorry if I'm being dumb, but everything seems to look fine. Even with combat animations I haven't noticed any visible gaps or issues with transparency.
  4. I don't know how txi files work, but I will look into it. As for the invisible assassin, that might be because you have the 1.0 file, where I forgot to place the textures into tslpatchdata like a complete idiot. Thank you for your feedback though! I'm totally new to modding, and I'm still learning a lot. I just figured out what 2damemory is used for in tsl patcher, so I'll be able to improve compatibility. And as previously stated, I will also look into the txi files.
  5. I'm such a dumbass. Thanks for letting me know
  6. View File Mira-INSPIRED Default Clothing Reskin for Mission Vao It's a bit of shame that the first mod I ever actually release had somewhat of a controversial origin, but oh well. This mod was requested by @SithTrooper, however the original idea sparked quite the discussion and the thread was ultimately locked. I have kept that discussion in mind and altered certain parts of Mira's original outfit to be more appropriate for Mission. Basically, this mod allows Mission to wear Mira's jacket and pants. Underneath the jacket are basically Mission's vanilla undergarments, as seen when you unequip anything from her body slot. Hopefully nobody finds this offensive, as I do not want to start anything or continue the original thread. This mod should be compatible with anything that doesn't edit Mission's appearance.2da row (specifically model and tex b). So it *should* be compatible with K1R. Oh, and yes, this is technically a port. I recall reading somewhere that this fact must be mentioned. Credits: Obsidian Entertainment (Mira body model) Bioware (KotOR) Fred Tetra (KotOR Tool) JCarter426 & Darth Parametric (helping me figure out porting between K1 and TSL) SithTrooper (the original, somewhat controversial idea) bead-v (MDLedit) The GIMP Development Team Stoffe (TSL patcher) Submitter eNoodles Submitted 07/23/2018 Category Skins K1R Compatible Yes  
  7. View File Sith Assassin Ambush This mod was requested by @Spectrometer. This replaces part of the trio of Dark Jedi that ambush you on Tatooine and Kashyyyk with Sith Assassins from TSL. You have two options: 1) The two Dark Jedi by the sides are replaced with Sith Assassins 2) The leading Dark Jedi is replaced with a Sith Assassin Personally I would go with option #1 because in #2 the Sith Assassin will be the one speaking to you, while in #1 they will silently stand by the side. I doubt Sith Assassins would waste time on pointless conversations. But it's your choice, otherwise I wouldn't have made it Note: If you go with option #1, you will make the fight slightly easier. This is because one of the Dark Jedi had a Dark Jedi Knight robe, which I had to remove because it obviously looked weird with the new model. I might address this in the future. Installation: Run TSLPatcher.exe, choose which option you want from the dropdown menu, and select your main game folder. You will get 4 warnings if you install one of the versions when you already had the other installed. Uninstallation: Remove n_darkjh01.mdl/mdx, n_darkjlowm.mdl/mdx, tat17_darkjedi01-03, N_DarkJLowM01.tpc, and N_DarkJH01.tpc from your Override folder. Replace your appearance.2da and heads.2da with the backup that was generated. This is a port from TSL. I'm not sure if I have to clarify that, but just in-case. Compatible with any mod unless for some reason it uses the Sith Assassin TSL models/textures (n_darkjlowm.mdl/mdx, n_darkjh01.mdl/mdx, N_DarkJLowM01.tpc, and N_DarkJH01.tpc) Credits: Obsidian Entertainment (Sith Assassin model/texture) Bioware (KotOR) Fred Tetra (KotOR Tool) JCarter426 & Darth Parametric (helping me figure out porting between K1 and TSL) Spectrometer (original idea) bead-v (MDLedit) Stoffe (TSL patcher) Submitter eNoodles Submitted 07/26/2018 Category Skins K1R Compatible No  
  8. If anyone's wondering it's up on the nexus. Still pending approval here.
  9. Version 1.2.0

    1,562 downloads

    This mod was requested by @Spectrometer. This replaces part of the trio of Dark Jedi that ambush you on Tatooine and Kashyyyk with Sith Assassins from TSL. You have two options: 1) The two Dark Jedi by the sides are replaced with Sith Assassins 2) The leading Dark Jedi is replaced with a Sith Assassin Personally I would go with option #1 because in #2 the Sith Assassin will be the one speaking to you, while in #1 they will silently stand by the side. I doubt Sith Assassins would waste time on pointless conversations. But it's your choice, otherwise I wouldn't have made it Note: If you go with option #1, you will make the fight slightly easier. This is because one of the Dark Jedi had a Dark Jedi Knight robe, which I had to remove because it obviously looked weird with the new model. I might address this in the future. Installation: Run TSLPatcher.exe, choose which option you want from the dropdown menu, and select your main game folder. You will get 4 warnings if you install one of the versions when you already had the other installed. Uninstallation: Remove n_darkjh01.mdl/mdx, n_darkjlowm.mdl/mdx, tat17_darkjedi01-03, N_DarkJLowM01.tpc, and N_DarkJH01.tpc from your Override folder. Replace your appearance.2da and heads.2da with the backup that was generated. This is a port from TSL. I'm not sure if I have to clarify that, but just in-case. Compatible with any mod unless for some reason it uses the Sith Assassin TSL models/textures (n_darkjlowm.mdl/mdx, n_darkjh01.mdl/mdx, N_DarkJLowM01.tpc, and N_DarkJH01.tpc) Credits: Obsidian Entertainment (Sith Assassin model/texture) Bioware (KotOR) Fred Tetra (KotOR Tool) JCarter426 & Darth Parametric (helping me figure out porting between K1 and TSL) Spectrometer (original idea) bead-v (MDLedit) Stoffe (TSL patcher)
  10. I decided to add an option for either having the two at the side or the leading Dark Jedi become a Sith Assassin. I might add the stealth thing sometime later. Will upload soon, just need to make some screenshots.
  11. Oh, sorry, thanks for reminding me about this. It was more of a learning experience for me, and after the controversy of a recently requested mod I made (which still hasn't been approved here on deadlystream despite my alterations), I've been thinking about other things and almost forgot to release this. Shouldn't take long though, I'll pm you later today.
  12. Version 1.1.0

    1,251 downloads

    It's a bit of shame that the first mod I ever actually release had somewhat of a controversial origin, but oh well. This mod was requested by @SithTrooper, however the original idea sparked quite the discussion and the thread was ultimately locked. I have kept that discussion in mind and altered certain parts of Mira's original outfit to be more appropriate for Mission. Basically, this mod allows Mission to wear Mira's jacket and pants. Underneath the jacket are basically Mission's vanilla undergarments, as seen when you unequip anything from her body slot. Hopefully nobody finds this offensive, as I do not want to start anything or continue the original thread. This mod should be compatible with anything that doesn't edit Mission's appearance.2da row (specifically model and tex b). So it *should* be compatible with K1R. Oh, and yes, this is technically a port. I recall reading somewhere that this fact must be mentioned. Credits: Obsidian Entertainment (Mira body model) Bioware (KotOR) Fred Tetra (KotOR Tool) JCarter426 & Darth Parametric (helping me figure out porting between K1 and TSL) SithTrooper (the original, somewhat controversial idea) bead-v (MDLedit) The GIMP Development Team Stoffe (TSL patcher)
  13. Heys guys, just for clarification, I figured things out. Well, I didn't figure them out in MDLOps, but everything works fine with the supermodel in MDLEdit. Thanks for the help.
  14. Just because sh#t happens irl doesn't mean it's acceptable, or for that matter morally justified to replicate in a video game. And dude, do yourself a favor and try not to overthink it. I recently made that mistake. Honestly, there's a lot of people nowadays who would get offended by the way Mira is dressed in-game, even though she's depicted as a mature adult. Of course, that's not gonna stop any of us from taking a moment to check her out, but some things just push the limits of decency. Even lore-wise, like Sith Holocron said, Mission is referred to as a kid. There's nothing outright explicit with Mira's outfit, but making it for Mission could make some people mistake your intentions for those of a pedo.
  15. Ah sh#t, that really puts my comment in a bad light. HK-47- Defensive objection: It was only an observation, of course, that various meatba- biological species age at different rates. On a serious note though, I'm sure certain parts of Mira's default outfit could be altered/replaced to be, well, more appropriate for MIssion.
  16. Hey, who knows what the legal age of consent is in star wars...
  17. Thank you, I finally understand what you guys were talking about with the supermodels. However, I tried compiling with both the k1 and k2 S_Female02.mdl/mdx, but neither fixed the animations. I also didn't see any mention of S_Female02 when MDLOps was reading/writing. What file should I be selecting in MDLOps for the compilation? Right now I'm using the ascii assassin model.
  18. Got the head working- https://drive.google.com/file/d/1r-Th9HOmeez_fGZyQl9jB6c04KfANbBB/view?usp=sharing Except the animations are even more messed up with it. I didn't really understand everything you guys said here. What exactly is a supermodel as opposed to just a model? Am I supposed to have the ascii model in override as well? Why would that be necessary? Just using the mdl/mdx files from TSL and placing them into K1's override crashes the game when they get loaded. Is that what you meant or am I misunderstanding?
  19. Assuming I understood everything you just said, I'm pretty sure that's how I did it. What exactly are you talking about when you say "source"? As in for the conversion in MDLOps?
  20. Ok, thanks for the explanation, but that leaves the head issue unsolved. MDLOps. I did have the binary and ascii models in the same folder, and I didn't get any warnings. Everything went smooth.
  21. B. I dont know what that does, so I decided to leave it be.
  22. I know, I have. I added a new row with it's own head label and everything. And I added the head into heads.2da Wait, so if the supermodel is the mdl/mdx, then what is the actual model? I'm a bit confused. I have the converted mdl and mdx in my override, as well as the texture ofc.
  23. Well, I was able to port the model of the sith assassin's body over, but for some reason doing the same steps for the head does not work (although it doesn't crash, it's just invisible). There are also "problems" with the animations of the legs and left arm, and by problems I mean lack thereof (probably because the anims are labeled differently in TSL or there's simply more of them). I don't have any experience with modeling and animations so I'm kind of stumped. https://drive.google.com/file/d/17_pB4PhKlujmXWUFKypD9ELwaBPeA0NI/view?usp=sharing
  24. Yep, that's what I did. I just thought they would be using some kind of default dark jedi utcs but so far it seems like it's unique to those two encounters (tat17_darkjedi01 is in anchorhead and the great walkway).
  25. Ookay, I don't know how to port models properly from KotOR 2 to 1 without crashing the game. I could retexture an existing model to look like a sith assassin, but that'll take a bit of time.