LoneWanderer

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LoneWanderer last won the day on August 9 2023

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About LoneWanderer

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  1. @Vanguard2023Perhaps, after Saving Throw Fixes. But it would be better to ask the curator of the Mod Buils on Kotor Discord about whether any mods in the K2 Mod Builds modify "k_hen_heartbt01.ncs" script and, for "Force Amplification" option only, "k_sp1_generic.ncs", "k_sup_healing.ncs"
  2. @The_Chaser_OneYou omitted Brotherhood of Shadow: Solomon's Revenge mod, which is suggested in this guide. BoS:SR is big and good content mod, loved by most of the people who played it, and was considered to be the best content mod for KOTOR. If we add it to your formula, we get K1CP+RC-K1CP < K1R+BoS:SR. I'm very excited for RC-K1CP, but it alone is not enough and, moreover, is far from complete. It was a good attempt to get people on the K1CP side by introducing the Crashed Republic Cruiser mod in mod builds (even praising it as the best content mod), but K1R+BoS:SR is still intriguing combination. What kind of scary, game-affecting, unpleasant or at least noticeable glitches and bugs are we even talking about? Sure, KOTOR has serious issues nowadays, but they are hardware-related and can't be fixed by K1CP anyways. Not counting 'permanent status effects' bug, I remember Z-E-R-O bugs after a dozen of playthroughs in the past. K1CP fans love to brag about these supposed 'hundreds of various fixes and improvements' as if KOTOR is unplayable mess without them, like Gothic 3, Sacred 2 and Pathfinder: Kingmaker were on release. But this is not true. As Snigaroo wrote in a post below yours, KOTOR was not rushed, and even had an additional half-year of development time to iron out bugs, polish content and ensure that the game released in a completed state. And received 4 patches after. While some things K1CP fixes/edits are cool, others wiill only be noticeable to purists with microscope. Rotated NPC by 10 degree? Fixed incorrect battle soundset of some random thug? Good. How much will this improve gaming experience? Debatable. And younger gamers will still not be 100% satisfied, because KOTOR will never have graphic and animations like modern games. To say that I'm in awe of DarthParametric's titanic work, scrupulous determination and dedication is an understatement. But is such self-sacrifice even necessary when most people won't see a difference? K1CP is very popular in 2025, but the question is, how much of K1CP popularity is related to 2 things: Releasing/abandoning games with serious bugs became a norm, so gamers have learnt to seek Community Patches before playing a game (even older ones). They see the magic words: Community Patch, they download it without a second thought. A few influential individuals in Discord, Reddit communities, sing praises and actively advertize K1CP, include it in very popular KOTOR Mod Builds (even pointing out that bugfixes are important to KOTOR as much as TSLRCM to KOTOR 2, which is questionable statement, to say the least) and guide people looking for mods towards it, while simultaneously turning people away from K1R. If we aknowledge these factors, which one really comes first in terms of people's interest? Most likely Community Patch would win over Restored Content. Still, didn't N-DReW25 started RC-K1CP, because saw a big demand for K1R content? While technically correct, K1CP is still in active development (hundreds fixes throughout the game in each version), modders have to check their mods for compatibility every time a new version is released. Is a mod that was listed as compatible with K1CP 2 years ago and hasn't been updated since, still compatible? Who knows, probably not. K1R is, at least, finished. This is the guide specifically for K1R. So maybe it would be better to just correct Hraith by saying that K1CP isn't obsolette, but an alternative core mod, and leave it at that. P. S. This post is not directed against you, The_Chaser_One, but more like an explanation, why, in my opinion, K1CP shouldn't be aggressively adverized as an ultimate answer.
  3. Create a folder named after your mod. Put there TSLPatcher.exe file and a new folder named tslpatchdata. tslpatchdata folder must contain changes.ini file (which you created using ChangeEdit) and file info.rtf (you can leave it empty). So you have 3 diffrerent .utc files? I think you need to name files something like g_sithcomm003a.utc, g_sithcomm003b.utc, g_sithcomm003c.utc and put them in tslpatchdata folder. Then you should open your changes.ini and manually (because I don't think that ChangeEdit supports this feature) write the command for TSLPatcher to rename each .utc to g_sithcomm003.utc when it is added (or edit existing file) to .MOD file. I do not know the exact syntax. I hope other users will write it here.
  4. You need to create a mod that uses TSLPatcher/Holopatcher for installation. For 'module injection' the easiest way is to use 'ChangeEdit.exe' program. Download TSLPatcher from 'Modding Tools' section of the site, the archive will also contain ChangeEdit and instruction manual explaining how to create TSLPatcher mod. 1.Launch 'ChangeEdit.exe'. 2.Right-click on 'GFF Files' section and select 'Add GFF file...'. 3.Add your .utc file. It will appear inside 'GFF Files' section. Click on it. 4.Click 'Compare two variants of the same GFF file' button. Then choose original (unmodified) and your modified .utc files. 5. In Destination field write 'modules\X.mod', where X - the name of the module, where you want to put your modified .utc in. For example, 201tel, 306nar, etc.
  5. Use module injection: configure TSLPatcher/Holopatcher to edit and put .utc file inside required .MOD file (of the module you want to edit) and not to Override folder. This way characters in other modules won't be affected.
    Nice retexture. Good choice of color palette, and I really like how you made short sleeves with gloves. Looks much better than arms from the original texture.
  6. Once upon a time there were a pair of really good Revan's mask mods with custom models, of which I liked "Revan's mask plus" mod by t7nowhere (this is what the mask looked like). But they were hosted on now-defunct or forgotten sites and didn't include permission to post these mods on other sites. With their authors retired, good luck finding the mods nowadays. Still, I found a link to "K1 Items of Revan" by ZimmMaster that has the mask (but based on existing mask model, maybe even on Force Mask?), don't know if it's good though. Actually, the very same mask from "Revan's mask plus" mod is present in "Brotherhood of Shadows: Solomon's Revenge". You need files: I_Mask_075.mdl, I_Mask_075.mdx, t7_revan02.tga, t7_revan02.txi, ds_revan_mask.uti, ds_revan_mask2.uti, ii_mask_075.tga. To get the mask, use cheatcodes (my guess) 'giveitem ds_revan_mask', 'giveitem ds_revan_mask2'. For Darth Nihilus's mask, you can use 90SK's Nihilus Mask mod for K2. 90SK based the mask on the force visor model, just like how you suggest here. But I agree that we need modern mods for Revan's mask. Preferably with an open permission to use in other mods.
  7. Is this PFBH07 texture? I think it is unused in the first game. Maybe armor in mods use it.
  8. LoneWanderer

    #5: Lips

    @The_Chaser_One Lip Composer in Reone Tools is the more modern and easy-to-use solution you're looking for. Here are links to posts with instructions on how to use it: https://deadlystream.com/topic/10961-change-the-length-of-the-characters-lip-movements-in-the-dialogue/?do=findComment&comment=90686 and https://deadlystream.com/uploads/monthly_2023_12/reone_tools_1_0_beta1_lip.png.68c881304a8cca8404d79a92436f74e2.png (the list with phonemes)
  9. Maybe something is wrong with your .wok files? I was working on a Coruscant project a while ago (but it was left in beta state), and if I remember correctly had to delete objects with tags 'corcrate' and 'box1'. Try .wok files from this archive.952cor walls.7z Also, what is the endgoal of your project? I can help you with setting up map for 953cor module and some other things.
  10. Trying to add multiple additional player armor models in KOTOR and TSL almost always results in a mod conflict due to the limited number or body model slots/columns in appearance.2da and the game not recognizing new columns added to the table. Few mods, such as Jedi Hermit Robes by DarthParametric add new robes as disguises, but from what I’ve seen this method is not popular, because it requires creating .uti file and additional line in appearance.2da for each possible player/party member head - armor - texture combination. Most of the released ‘new custom armor’ mods for TSL replace models in the same body slots: the unused slot J (Revan / Star Forge Robes) and the underused slot K (Armored Flight Suit). Replacing the model in slot K means cutting out some of the content planned by the developers (namely Armored Flight Suit types of armor). Moreover, Kainzorus Prime’s Peragus Mining Gear mod uses Armored Flight Suit model from slot K for Miner Uniform and it looks more fitting and authentic than vanilla version. And for most people slot J is reserved for Jedi Journeyman Robes (Luke ROTJ Outfit) mod by Stormie97 or numerous Darth Revan Armor retextures. Therefore, I wanted to find a way to use other body slots to increase the number of armor mods players can install. Slot L Slot M The same approach can be used for Slot J and Slot B, although in slot B case some scripts, where party wear clothes, will need to be edited. Also, there is an issue with slot B: when Handmaiden wears disguise set to Slot B, her head and body will always use Light Side texture, regardless of her alignment. This is likely due to the way her appearance is set up in appearance.2da, but quickly changing values in her row didn’t help. What about KOTOR? My idea is to have a parent mod (not sure how to name it, ‘Underused armors as Disguises’ ?) that turns Dancer Outfit and optionally Armored Flight Suits and slot J armors into disguises (as described above) and then set of mods-companions that add new armor to these slots. For example, mysteriously absent from TSL Bioware’s KotOR robes or their cloaked versions to slot L and Jedi tunics based on Sith Assassins costumes to slot K. With all groundwork done in the parent mod, all that would be required from modders to make a compatible version is Rename custom armor texture and model files (including ‘model base’ and ‘anim root’ of the model) to the names specified by the parent mod, Create .uti files with descriptions and characteristics of custom armor items, If necessary, set a new baseitem type for custom armors, Preferably, to spawn the armor somewhere so that users don't have to use cheats to get it. The downside of this approach is that new heads will need compatibility patches to work with the mod. I’d like to hear thoughts about this idea, its potential, problems that weren’t addressed and what could be improved. TSL - Underused armors L and K as disguises v.a1.7z
  11. I was already suggested this on Discord, but I completely forgot to check it out. Thanks for reminding me! I think if we manually edit the flag in Notepad, MDLEdit will compile the model without any issues. After all, both KotORMax and MDLEdit import and export models from Blender with 'bumpmappable' flag intact. On inner level they understand that 'bumpmappable' is a property of the mesh. It's just that for some reason in their GUI, the 'bumpmappable' flag is bound to the texture. As for .pwk: All I have to do is import the model (.mdl.ascii + .pwk.ascii) and then export it (I usually export through 'Odyssey Base Params' section on the right, but also tested exporting once via the 'MDL Exporting' section on the left). Then compile the model using MDLEdit. Even without edting anything in KMax, .pwk becomes non-solid. When creating new .pwk in Max my steps are: 1.Create a shape from lines. 2.Select "Turn to Mesh" Modifier. 3.Add "OdysseyWalkmesh" Modifier. 4.Make it a child of OdysseyBase. 5.Select "Placeable (pwk)" in Walkmesh Type field. Edit: I think I'm using the updated odyssey_fn_import.ms script from DarthParametric post above because I found my old Discord post where I wrote about the error 'Odyssey Importer ScriptError when reading pwk file' and was linked to his post. Since I no longer have this error, I most likely installed the script.
  12. There is a small bug or oversight with the 'bumpmappable' flag in KOTORmax: if multiple meshes share a texture, and we enable/disable the 'bumpmappable' flag for one mesh, it is automatically enabled/disabled for others with the same texture. This becomes a problem when working with models that have meshes with alpha < 1 and use the same texture for all meshes, since mesh transparency does not work with the normal map. In MDLEdit, the 'bumpmappable' flag is also tied to the texture, rather than to individual meshes (as can be seen in the Textures menu). The 'tangent space (bumpmappable)' mesh flag in Blender works correctly and can be set individually for each mesh, even if they share the same material/texture. If we use MDLEdit to convert a Blender .mdl model to .ascii and then load it into KOTORmax, the flags set for each mesh will persist until we interact with them. Unrelated issue: When exporting a model with .pwk from KOTORmax, .pwk becomes non-solid (player can walk through placeable object). Import the same model into Blender, don't change anything, export, and the .pwk will magically become solid (impassable) again. Tested on many models. Here is custom g_wing model (from 501ond in TSL) with a non-solid .pwk. g_wing_custom.zip
  13. View File Airtaxi speeders placeables Modder's Resource Description: This modder's resource contains 6 air taxi speeders (5 from Star Wars: The Old Republic and 1 created by Viktor Trisjin), each with diffuse and normal map textures. It also contains an AI-voiced protocol taxi droid with a simple custom texture (taxi logo added) and an example dialogue file for him. If you want to use Airtaxi_lp model in your mod, then you must mention that the model was created by Viktor Trisjin and is licensed under Creative Commons Attribution. Acknowledgments: Thanks to DarthParametric for his help and advices. Airtaxi_lp model was created by Viktor Trisjin (https://skfb.ly/ozoLM) and is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter LoneWanderer Submitted 09/30/2024 Category Modder's Resources