Ahsana

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About Ahsana

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  1. View File K1 Wookie Refurs (for K1) Included in mod: New fur for all five female wookies + one additional (n_wookiefred.tga) that can be swapped with any of the others New fur for three male wookies, although one of the furs is very similar to the original Grrrwahrr & Freyyr no longer have same appearance; Grrrwahrr is now the abominable snowman wookie while Freyyr looks similar to before Red male wookie (n_wookiem02.tga) = Gorwooken; the guard on the Great Walkway guarding way to Shadowlands; Rulan Prolik Swapped one of the male wookies in Rwookrrorro with a female wookie so that all five female wookies are present in the village Screencaps Files included to drop in override folder: N_WookieF01.tga n_wookief02.tga n_wookief03.tga n_wookief04.tga N_WookieF05.tga n_wookiem02.tga n_wookiem03.tga n_wookiem04.tga kas23_freyyr_01.utc kas25_freyyr_01.utc kas23_wookgem_04.utc (The tga files are the reskins; the Freyyr utc files switch Freyyr to a wookie that isn't identical to Grrrwahrr; the wookgem utc file switches a male wookie in Rwookrrorro with a female one.) ------------------------ Other mods you might notice in screencaps that I didn't create that are not part of this, but I thought I would advertise since they are still observable in the screencaps: Upper Shadowlands grass is from this mod (file: LKA_Grass.tga) by MadDerp but was recolored to be more silvery. Some of the wood, trim, lights, doors and bark is from this mod by Curtis1973. -------------------------- I don't know if this is K1R compatible or not... Submitter Ahsana Submitted 10/07/2019 Category Skins K1R Compatible Yes  
  2. Ahsana

    K1 Wookie Refurs

    Version 1.0.0

    17 downloads

    (for K1) Included in mod: New fur for all five female wookies + one additional (n_wookiefred.tga) that can be swapped with any of the others New fur for three male wookies, although one of the furs is very similar to the original Grrrwahrr & Freyyr no longer have same appearance; Grrrwahrr is now the abominable snowman wookie while Freyyr looks similar to before Red male wookie (n_wookiem02.tga) = Gorwooken; the guard on the Great Walkway guarding way to Shadowlands; Rulan Prolik Swapped one of the male wookies in Rwookrrorro with a female wookie so that all five female wookies are present in the village Screencaps Files included to drop in override folder: N_WookieF01.tga n_wookief02.tga n_wookief03.tga n_wookief04.tga N_WookieF05.tga n_wookiem02.tga n_wookiem03.tga n_wookiem04.tga kas23_freyyr_01.utc kas25_freyyr_01.utc kas23_wookgem_04.utc (The tga files are the reskins; the Freyyr utc files switch Freyyr to a wookie that isn't identical to Grrrwahrr; the wookgem utc file switches a male wookie in Rwookrrorro with a female one.) ------------------------ Other mods you might notice in screencaps that I didn't create that are not part of this, but I thought I would advertise since they are still observable in the screencaps: Upper Shadowlands grass is from this mod (file: LKA_Grass.tga) by MadDerp but was recolored to be more silvery. Some of the wood, trim, lights, doors and bark is from this mod by Curtis1973. -------------------------- I don't know if this is K1R compatible or not...
  3. Oh! I didn't realize that one had the mask/goggle hooks. Thanks!
  4. Hello, From looking around the forum it seems it would be really difficult to add mask and goggle hooks to the female twilek models for K1? But if it perhaps isn't and someone is able to, that would be wonderful. I've been trying to port the twilek head in this mod to K1, but can't get the head to sit right on the body and/or work with either its own animation or that of the body (as I was using P_BastilaBA/BB for the body models, I didn't want to port a TSL female twilek body). But if there was a way to port this head, since it already has mask/goggle hooks, that would basically accomplish the task. If anyone can help that would be amazing!
  5. bump (K1) I have been experimenting with feat.2da trying to set it so at the beginning of the game each class has all three levels of implants but it crashes the game. Per implant 01, 02, and 03 rows, I input the following: mincharlevel = **** scd_list = 3 scd_granted = 1 sol_list = 3 sol_granted = 1 sct_list = 3 sct_granted = 1 I noticed it did not crash when I did the same thing for armor (sans implant changes). But then I went through and massively edited the feats (still following the above pattern and trying to avoid ones that seem "special" like Scoundrel's Luck), and it is crashing again. Somewhere it is encountering fatal contradictions, but I don't know where... Speculations: perhaps I am not being careful enough with what numbers to plug in - as I am looking for most feats I'm altering being available in the beginning of the game, list=3 & granted=1 seems to be appropriate perhaps there is another 2da file that holds more class/feat information that is now at odds with my edits in feat.2da perhaps some of the feats are hard coded while others are not
  6. Oh I see... MDLEdit changes all the texture names for you! How handy. Okay now I believe this problem is solved for real. I'm going to summarize for any fellow n00bs who arrive in the future (however unlikely) using my n00b speak: The mdl file connects back to Mission's original texture files all throughout. For instance under Geometry, then (skin) head, then Mesh, it lists P_MissionH01 for Texture 1. This definitely has to be changed to NEW_MissH01. But fortunately, you don't have to change it, or go through and find all the other texture file names to change. Under Edit, then Textures, you can rename the textures used, click the checkboxes, and it will apply them throughout.
  7. Apparently I declared victory too soon. Unbeknownst to me, the game was still using P_MissionH01 for the head of my new Mission PC. I am flummoxed again. Summary of what I've done so far: ------------- Extracted all of Mission's texture files into the Override folder and named them: NEW_MissA.mdl NEW_MissA.mdx NEW_MissA01.tga NEW_MissB.mdl NEW_MissB.mdx NEW_MissB01.tga NEW_MissH.mdl NEW_MissH.mdx NEW_MissH01.tga ------------- Using MDLedit, changed the headings in the mdl files: For NEW_MissA.mdl Model Name: NEW_MissA Supermodel: NEW_MissB For NEW_MissB.mdl Model Name: NEW_MissB Supermodel: S_Female03 (unchanged--this was the default) For NEW_MissH.mdl Model Name: NEW_MissH Supermodel: NEW_MissB ------------- heads.2da has the following entry: NEW_MissH (for row 108 where the original mod has her head entry) ------------- appearance.2da row 510 (added for Mission PC) has the following entries: label: NEW_Mission race: P_MissionBB normalhead: 108 backuphead: ***** modela: NEW_MissA texa: NEW_MissA modelb: NEW_MissB texb: NEW_MissB ------------- The result is that although it is using the NEW_MissA and NEW_MissB files, it is still using P_MissionH for the head. Does anyone know why? I really appreciate any assistance!
  8. Thanks @Ashton Scorpius - it was the mdl/mdx files I was missing. It works now.
  9. Hello, This mod allows one to play Mission as a PC: https://www.gamefront.com/games/knights-of-the-old-republic/file/playable-aliens It makes changes to appearance.2da, heads.2da and portraits.2da - to just drop in override folder. Mission (and the other added PCs in the mod) each have an additional entry in each 2da file. I would like to play Mission with one color of head while the in-game NPC Mission has a different color of head (so they are not identical). I tried changing the name on the new entry for Mission in heads.2da and then renaming the head tga file to match. This however left my Mission PC with no head at all. What am I missing? Thanks!
  10. Hello, I've been using Bastila's underwear P_BastilaBA01 as the main underwear of many characters in the game but if I use it for the PC and/or NPCs other than Bastila, it will of course affect Bastila as well (e.g. now her skin below the head might be green). I'm trying to basically figure out if it's possible to create more than one P_BastilaBA so that one character can have one version and another can have another (but without trying to use the Bastila slave outfit). I've noticed some mods that might be doing something like this that just create a random name for race, model a and texa a (like P_Bast88 instead of P_BastilaBB/P_BastilaBA). However if I try something like that and rename P_BastilaBA01.tga to P_Bast88.tga in the override folder, it freezes the game. I'm guessing this is because it's more complicated than just renaming the file and making these changes in appearance.2da. I mean, arbitrarily defining a new race and model just in appearance.2da that has no original file but just an override entry, seems like something that would indeed crash the game. It's confusing (if I imagine myself as the game). What am I missing?
  11. This makes sense - the brown is probably just "off-red" in the same file. I also wonder if the white light is in there too as often times white remains after a simple hue/color adjustment.
  12. Ah. Man. That is the one I found. I was hoping it was only the tip of the iceberg haha. I edited it by adjusting the hue and color balance in Photoshop and changed it to reddish. This made the entire floor and walls red, though there seems to be still another file with a brown pattern affecting some of the ceiling that I can't find yet. I wasn't planning on being particular about the details of files, but just using Photoshop to adjust hue and color balance, e.g. currently the dueling arena is red instead of white. The details of the map I will leave alone as there is no way I can fathom how that works and wouldn't try to.
  13. Hmm. I guess the other question would be if the lightmap files for lighting can be renamed and dropped in the override folder (trade them out)?
  14. Hello, I've recently been able to use the KOTOR Tool and it is just so exciting. I'm really interested in adjusting the lighting and colors in the Taris dueling arena because the overall feel/atmosphere just seems too sterile to me and I want to create a particular atmosphere/vibe/feel with lighting/color (even though I haven't decided exactly what kind of atmosphere yet). I found this fascinating mod by @DarthParametric which gave me some clues about where to find some of the files that control this. The tga files in Lightpack 2 seem to all change different aspects of the upper cantina aesthetics (like the wall colors and what not), and I found one that changed much of the dueling ring colors on the floors and walls (so exciting). Questions: 1. I was wondering if anyone has any knowledge about the files that control the texture/light/colors in the dueling arena and which ones control that overall? For the time being, I'm mainly only interested in TGAs as I can edit those. 2. Does anyone know what files control the lights in the arena? The dueling arena has ceiling lights, wall lights, and lights behind the audience, which are all white-ish. It would be great if I could change those to red lighting or something like that. I would really appreciate any help figuring out which files are which, and how the lighting works. Some of the cantina lights are colors and they blink, which would be fascinating for the dueling arena as well. (I don't know where the cantina light files are either.) If I finish the arena I'll upload it to share!