PapaZinos

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Everything posted by PapaZinos

  1. That makes sense, it's open to our interpretation. The grass made more sense to me in the upper Enclave, at ground level with the open sky rather than in the underground, but I think you could go either way. The trick would be to make it look less like weeds.
  2. Thanks guys, glad to hear it's useful for you. Looking forward to hearing any future updates on the project.
  3. I'm not sure what the current status is for this project on restoring the parts of the module that are still damaged-looking from TSL, but I just made some cleaned-up versions for Thor110's Expanded Galaxy Project which I figured I would post independently here as a modders' resource. If it would help your project out at all, feel free to make use of it.
  4. View File Restored Enclave Sublevel This is a modders' resource -- not intended for general use. It includes alternate versions of the four submodules in the enclave sublevel from TSL that had damage baked into their room models, now restored to their pre-bombing condition. That includes removing rubble, replacing flickering/dead lights, and cutting back on vegetative overgrowth. Lightmapping looks good too. I've exported the models in both K1 and TSL formats, default is TSL because I made this for Thor110's Expanded Galaxy Project, but K1 versions are in a subfolder. I've also included a VIS file for the module which is a merge of Thor110's additions for Visibility File Fixes with new edits of my own, particularly to compensate for the removal of some rubble in the rotunda with the glass dome which at least partially obscured submodules getting unloaded. I would use the exact same VIS even for the vanilla module, though. Usage: Just add the included models to your mod project. I did include versions for K1 ports, which you can find in the "K1" subfolder. Don't forget the VIS. You don't need to ask for permission to use these, just give credit in the description/readme. Included Files: Acknowledgments: Thanks to seedhartha for making modeling for these games simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. I would also like to thank Thor110 for buffing up the module's vis for his Visibility File Fixes mod, and allowing me to include those edits in this version. I also want to shout-out his Expanded Galaxy Project, the reason I made these in the first place. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. Submitter PapaZinos Submitted 05/02/2024 Category Modder's Resources
  5. Version 1.0.0

    44 downloads

    This is a modders' resource -- not intended for general use. It includes alternate versions of the four submodules in the enclave sublevel from TSL that had damage baked into their room models, now restored to their pre-bombing condition. That includes removing rubble, replacing flickering/dead lights, and cutting back on vegetative overgrowth. Lightmapping looks good too. I've exported the models in both K1 and TSL formats, default is TSL because I made this for Thor110's Expanded Galaxy Project, but K1 versions are in a subfolder. I've also included a VIS file for the module which is a merge of Thor110's additions for Visibility File Fixes with new edits of my own, particularly to compensate for the removal of some rubble in the rotunda with the glass dome which at least partially obscured submodules getting unloaded. I would use the exact same VIS even for the vanilla module, though. Usage: Just add the included models to your mod project. I did include versions for K1 ports, which you can find in the "K1" subfolder. Don't forget the VIS. You don't need to ask for permission to use these, just give credit in the description/readme. Included Files: Acknowledgments: Thanks to seedhartha for making modeling for these games simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. I would also like to thank Thor110 for buffing up the module's vis for his Visibility File Fixes mod, and allowing me to include those edits in this version. I also want to shout-out his Expanded Galaxy Project, the reason I made these in the first place. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  6. I'll have to double back and check. There were a couple modules I did some more work on but never got the chance to update the mod for, and admin was one of them. I remember a lot of fiddling with the scrolling text portion of the display, not sure about the rest. Not sure what the timeframe will be either, but I will post an update.
  7. Sweet, glad to hear it. I'll update the mod description
  8. Version 1.3 is out, new and improved! Here's what's new: -- All included models are now slightly higher-poly to make some of the blockier-looking parts look more consistent with the rest of the model. You can see this in the newer pictures around the boots, knees, and shoulders -- The base game female robes had their own unique idle animations so as to reduce clipping, but a bug caused some weird arm twitching. I've fixed the animation to get rid of the twitching while still keeping the clipping adjustment -- Fixed some issues with clipping while running for thick female robes and while dual-wielding for thin male robes -- I have added a compatibility patch for any mods using svösh's Robe Collar version of the robe models. Because the UV changes were pretty minor, I have merged all edits by me to the models with theirs, including the higher-poly parts, animation and clipping fixes I can't confirm whether or not the models are the same, but there is now a compatibility patch for svösh's Robe Collar. You could try and see if it works for Achilles' mod. I haven't heard back from them yet, so if there are any differences I can't make a patch for Achilles' mod as of yet.
  9. Former now has a compatibility patch, latter maybe in the future.
  10. No problem, the cutscene's complexity does demand a lot of precision. Best of luck getting your mod working, let me know if I can help you out some other way.
  11. My bad for not including a source folder with the install, I'll include that next time I update the mod. All included scripts had edits by me, I'll attach a source folder for you below. For anyone else reading this: if you are having any issue with the mod please feel free to message me about it, it's probably something as simple as an incompatible mod installed. I'm happy to help out. source.7z
  12. @Sith Holocron Not sure, I'll make time to look into this sometime this week. I recall there are a few odd behaviors with the different floating planes on that monitor that were tough to iron out, so I will be interested to see what's up.
  13. It is now, just updated it. You will find a subfolder for anyone using that mod as well.
  14. View File Robes With Shadows For K1 (JC's Port) I have created a simple mod that adds the shadows for robes used in Robes With Shadows For TSL to your K1 game, for those using any of JC's robe mods that adds TSL-style cloaks. Having at least one of the mods listed below is a requirement for this one, and they must be installed beforehand. This is compatible with all included versions of the mods by JC, and any textures you are using with it. 1. JC's Fashion Line I: Cloaked Jedi Robes for K1: for those who want to use the more classic looking Jedi robes of TSL in their K1 game. 2. JC's Fashion Line I: Cloaked Hybrid Robes for K1: for a blend of the K1 and TSL style. 3. JC's Fashion Line I: Cloaked Party Robes for K1: for party member specific robes. Installation: First, install at least one of the mods listed above if you have not already. This mod is specifically for people using one of those mods. If you would like to create backups of that mod's original files, just create a copy of the files listed below, before installing the versions that come with this mod. To install this mod, download the 7z file and unzip anywhere on your computer. You can extract 7z files with native programs like Archive Utility on macOS, or with free programs like PeaZip on Windows and Linux. Once the files is unzipped, find the subfolder with the name corresponding to which JC mod you are using, and copy all files within to the override folder of your game, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\swkotor\override". When prompted, overwrite the versions of the files currently in your override with the new versions. Uninstallation: Remove the files in the Included Files list below from your override. Which files you have can vary by which JC mod you are using. Included Files: -PFBIL.mdl -PFBIL.mdx -PFBIM.mdl -PFBIM.mdx -PFBIS.mdl -PFBIS.mdx -PMBIL.mdl -PMBIL.mdx -PMBIM.mdl -PMBIM.mdx -PMBIS.mdl -PMBIS.mdx -JC_BastilaBI.mdl -JC_BastilaBI.mdx -JC_JoleeBI.mdl -JC_JoleeBI.mdx -JC_JuhaniBI.mdl -JC_JuhaniBI.mdx Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. Texture mods do not typically pose compatibility issues for mods like this. This mod requires either JC's Fashion Line I: Cloaked Jedi Robes for K1, JC's Fashion Line I: Cloaked Hybrid Robes for K1, or JC's Fashion Line I: Cloaked Party Robes for K1 to be installed first. Acknowledgments: Big thanks to JCarter for his port of TSL robes to K1, and for giving the community permission to work with his models. The robes included here are just the ones from his mod with edited skeletons, so most of the work here was done for me. I also want to thank Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, modeling work would be much tougher without you guys. I would like to thank Salk as well, for suggesting this mod. This modification is not supported by Bioware, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. Submitter PapaZinos Submitted 08/25/2023 Category Mods K1R Compatible Yes  
  15. Version 1.2.0

    540 downloads

    I have created a simple mod that adds the shadows for robes used in Robes With Shadows For TSL to your K1 game, for those using any of JC's robe mods that adds TSL-style cloaks. Having at least one of the mods listed below is a requirement for this one, and they must be installed beforehand. This is compatible with all included versions of the mods by JC, and any textures you are using with it. 1. JC's Fashion Line I: Cloaked Jedi Robes for K1: for those who want to use the more classic looking Jedi robes of TSL in their K1 game. 2. JC's Fashion Line I: Cloaked Hybrid Robes for K1: for a blend of the K1 and TSL style. 3. JC's Fashion Line I: Cloaked Party Robes for K1: for party member specific robes. Installation: First, install at least one of the mods listed above if you have not already. This mod is specifically for people using one of those mods. If you would like to create backups of that mod's original files, just create a copy of the files listed below, before installing the versions that come with this mod. To install this mod, download the 7z file and unzip anywhere on your computer. You can extract 7z files with native programs like Archive Utility on macOS, or with free programs like PeaZip on Windows and Linux. Once the files is unzipped, find the subfolder with the name corresponding to which JC mod you are using, and copy all files within to the override folder of your game, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\swkotor\override". When prompted, overwrite the versions of the files currently in your override with the new versions. Uninstallation: Remove the files in the Included Files list below from your override. Which files you have can vary by which JC mod you are using. Included Files: -PFBIL.mdl -PFBIL.mdx -PFBIM.mdl -PFBIM.mdx -PFBIS.mdl -PFBIS.mdx -PMBIL.mdl -PMBIL.mdx -PMBIM.mdl -PMBIM.mdx -PMBIS.mdl -PMBIS.mdx -JC_BastilaBI.mdl -JC_BastilaBI.mdx -JC_JoleeBI.mdl -JC_JoleeBI.mdx -JC_JuhaniBI.mdl -JC_JuhaniBI.mdx Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. Texture mods do not typically pose compatibility issues for mods like this. This mod requires either JC's Fashion Line I: Cloaked Jedi Robes for K1, JC's Fashion Line I: Cloaked Hybrid Robes for K1, or JC's Fashion Line I: Cloaked Party Robes for K1 to be installed first. Acknowledgments: Big thanks to JCarter for his port of TSL robes to K1, and for giving the community permission to work with his models. The robes included here are just the ones from his mod with edited skeletons, so most of the work here was done for me. I also want to thank Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, modeling work would be much tougher without you guys. I would like to thank Salk as well, for suggesting this mod. This modification is not supported by Bioware, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  16. The gist of it is very easy. Once you have the model loaded into Blender, select the object in question, then find the "Diffuse Map" box in the right-hand side bar and type in the new texture name you want to use, then export. Depending on what texture you are using, and how you may want it to look, you may have to edit or redo the UV map, the difficulty of which is highly situational.
  17. View File Spark Effect - Ebon Hawk Something's gone wrong with the Ebon Hawk. Not only are sparks flying out of its panels every which way, but those sparks look less like sparks and more like Pac-Man's power pellets. Most likely because the spark objects in the local geometry are not making use of the same effects technology the rest of the game's sparks are, namely motion blur for that streak look. This mod takes fixes up the sparks used in the game's prologue to use the same technology as the rest of the game, for a stronger look more consistent with the rest of the game, while retaining all of the same intention as the original ones. For clarity, this is not a texture mod, but a model one. It is compatible with any texture mods of your choice. Check out the included video below to see the differences. spkeff.mp4 Installation: Download the .7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". You can open .7z files with programs like Archive Utility on macOS, or by downloading free programs like PeaZip on Windows and Linux. Uninstallation: Remove the folder "Spark_Effect_v1.0" from your override. Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the files listed below. This mod is compatible with "Ultimate Ebon Hawk Repairs". You can also check out ShiningRedHD's "Ebon Hawk HD - 4x Upscaled Texture" on NexusMods for a high definition version of the exterior of the ship. Dark parts of the ship's map bothering you? Check out "TSL Ebon Hawk Downloadable Map" by Ashton Scorpius. Included Files: -001ebo17.mdl -001ebo17.mdx -002ebo.mdl -002ebo.mdx Acknowledgments: Thanks to Cortisol and Fred Tetra for making file extraction easy with the Holocron Toolset and KotORTool, respectively, and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I would also like to give a big shout out to ConansHair for the idea for the mod, and for lending me his thoughts. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. spkeff.mp4 spkeff.mp4 Submitter PapaZinos Submitted 06/07/2023 Category Mods TSLRCM Compatible Yes  
  18. Version 1.0.0

    322 downloads

    Something's gone wrong with the Ebon Hawk. Not only are sparks flying out of its panels every which way, but those sparks look less like sparks and more like Pac-Man's power pellets. Most likely because the spark objects in the local geometry are not making use of the same effects technology the rest of the game's sparks are, namely motion blur for that streak look. This mod takes fixes up the sparks used in the game's prologue to use the same technology as the rest of the game, for a stronger look more consistent with the rest of the game, while retaining all of the same intention as the original ones. For clarity, this is not a texture mod, but a model one. It is compatible with any texture mods of your choice. Check out the included video below to see the differences. spkeff.mp4 Installation: Download the .7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". You can open .7z files with programs like Archive Utility on macOS, or by downloading free programs like PeaZip on Windows and Linux. Uninstallation: Remove the folder "Spark_Effect_v1.0" from your override. Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the files listed below. This mod is compatible with "Ultimate Ebon Hawk Repairs". You can also check out ShiningRedHD's "Ebon Hawk HD - 4x Upscaled Texture" on NexusMods for a high definition version of the exterior of the ship. Dark parts of the ship's map bothering you? Check out "TSL Ebon Hawk Downloadable Map" by Ashton Scorpius. Included Files: -001ebo17.mdl -001ebo17.mdx -002ebo.mdl -002ebo.mdx Acknowledgments: Thanks to Cortisol and Fred Tetra for making file extraction easy with the Holocron Toolset and KotORTool, respectively, and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I would also like to give a big shout out to ConansHair for the idea for the mod, and for lending me his thoughts. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. spkeff.mp4 spkeff.mp4
  19. Harbinger's Arrival Performance Enhancement for TSLRCM v1.1 is now available for download! The update improves the lighting for the cutscene, and now includes the same room model created for the new version of Ultimate Peragus Models Repair, so you don't need to install a separate mod for the lighting fixes. Install process is the same for those updating and first-timers.
  20. Version 1.3 is out! Lots of new fixes in this one -- I added the dormitory section to the list of modules to fix up, from gaps in geometry to texture and light mapping. Lots of light mapping fixes to the administration level and asteroid exterior as well, on top of one small fix for the fuel depot.
  21. Now available are some alternates for the TSL Ebon Hawk cockpit that use the K1 model exterior out the window. This creates TSL compatibility for K1 mods that offered higher resolution versions of the texture that K1 used, which previously could not be used in the second game because of the vastly different mapping.
  22. Version 1.0.1 is out! This adds new fixes to Zaalbar's model, including some fur on his legs that was missing texture on its backside, and an issue with a strange polygon on his back that ConansHair pointed out to me (so thank you to him).
  23. I have now added a No Animation version of Ultimate Ebon Hawk Repairs for K1, which removes the blinking light animations for the various monitor buttons around the ship. Compatible with the same number of texture mods -- feel free to follow the link to the original mod for more info.
  24. Version 2.0.0 is out! It is a pretty hefty update, bringing a lot of what I did for version 2.0.0 of TSL's Hawk to K1, so here is what's new: -- The Ebon Hawk's computer panels now have geometry cut to its actual textures, such that buttons blink, but no longer large sections of the walls around them. These new fixed animations are catered to the vanilla textures by default, and the mod also includes an even higher-quality version for users of the textures found in Animated Ebon Hawk Monitors (not including Galaxy Map) or More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map) by Sith Holocron, Dark Hope, Xarwarz, and ebmar, which I highly recommend. See the Installation section for details. -- Functioning lights for characters have been added to the cargo hold and certain hallway lights where they were missing. -- A whole host of improvements have been made to the light mapping throughout the ship, all by adjusting the actual mapping itself. Those light seams over the hallway lights are now a thing of the past, along many of the other lighting seams throughout the ship. -- A slew of new texture mapping improvements have been made to various computer panels, pipes, doorways, walls, floors, and ceilings throughout. As always, these mods are made for and tested on PC -- so if you are using them on another platform and experience any inconsistencies with how it looks on PC, feel free to shoot me a message and we'll sort it out.