EAF97

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Posts posted by EAF97


  1. Academy Attire: K2 Sith Pack for K1 Korriban Academy


    Author: EAF97

     

    Description:

     

    Most of the Sith students, teachers, and workers at the Sith academy on Korriban in K1 will now wear Dark Jedi robes according to rank and ported in from K2 that are worn by the Dark Jedi at Trayus Sith Academy on Malachor V in K2. Visually-speaking, this mod is meant to make the same appearance enhancement for Korriban Sith that JCarter426's "Cloaked Jedi Robes for K1" makes to Jedi robes with ported K2 models and could also be installed over JC's "Back in Black" which edits the NPCs' equipment (and which this mod itself doesn't do).

     

    -There will be two main options for installation: Version 1 installs both the clothing overhaul and gives unique heads to several of the NPCs who have direct conversations with the players such as Kel Algwinn and Dak Vesser, while Version 2 only overhauls the clothing.

     

    -Lashowe, Mekel, Shaardan, and other students will wear “low” robes

     

    -Yuthura and other teachers will wear “mid” robes

     

    -Masters (just Uthar) will wear “high” robes.

     

    -Students and teachers who are out working in the valley will wear darker variants of Dark Jedi Padawan and Master robes, respectively, with the ported player and companion robe models from K2

     

    -Those who are dueling or practicing combat skills will wear “training” outfits (K1-style “tunics”) from Unused K1 Tunics for TSL

     

    -Captives will wear “prisoner” outfits

     

    -Workers (Tariga, Adrenas) will wear a darker variant of Onderon commoner clothing from Effixian's Zeison Sha/Jal Shey to Onderon Clothing

     

    -All of the “Lite” NPCs will be upgraded based on the new heads and gender given to them in K1CP but will have the new clothing.

     

    -A compatibility patch for K1CP will be available for both versions to give Tariga (the Huttese-speaking human NPC who gives directions to the Valley) a female appearance.

     

    -There will be an optional add-on to install the female variant of the Trayus-style Dark Jedi “Master” robes for Yuthura which I decided to include since nobody else wears it.

     

    -Sith guards, troopers, soldiers, and archaeologists will NOT be affected. I would **strongly** recommend installing K1CP **before** this mod in order to get a full overhaul of NPCs in the area but it isn’t necessary in order for the mod to work and the base installation will assume that K1CP isn’t installed

     

    -Equipment of NPCs will NOT be edited, this is purely a **visual** overhaul but is compatible with any mod that edits the NPCs’ equipment such as “Back in Black” by JCarter426

     

    -Aside from any Sith students or teachers who are encountered in Dreshdae, the "Prospective" Sith students as well as Czerka employees and other civilians in the area will NOT be affected. I would recommend some of the other NPC overhaul mods listed below for enhancing those characters. For the most part, this mod mainly aims to change the Sith students, teachers, and staff at the Academy itself

     

    -Any Sith or Dark Jedi outside of Korriban will NOT be affected and there are multiple mods (listed below) which sufficiently enhance them and which I would recommend to be installed along with this mod.

     

    Installation:

     

    Just run the TSLPatcher the direct it to your game file. If you plan on using this mod alongside K1CP, I'd recommend installing K1CP **first** if you haven't already.

     

    Install either Version 1 (Clothes & Heads) OR Version 2 (Clothes Only) and then install either version of the Tariga patch for K1CP based on whichever version of the base installation was chosen (basically gives Tariga a female appearance in line with K1CP's changes that also adds the changes made to other NPCs in the main mod).

     

    To Uninstall:

     

    Remove the files from your Override folder and add the backup .2da file to it

     

    Credit:

     

    Special thanks to Effix, 90SK, Dark Hope, Laast, and ShiningRedHD for allowing me to use some of their models and textures, to N-DReW25 for advice given on the mod, and to JCarter426 whose work with porting Jedi robes from K2 inspired this mod

     

    Recommended Mods to accompany this one:

     

    "Kotor 1 Community Patch" by A Future Pilot:

    https://deadlystream.com/files/file/1258-kotor-1-community-patch/

     

    The following mods by JCarter426:

    https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/

    https://deadlystream.com/files/file/2309-jcs-czerka-business-attire-for-k1/

     

    "Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)" by DarthParametric:

    https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/

     

    The following mods by N-DReW25:

    https://deadlystream.com/files/file/2469-czerka-redux/

    https://deadlystream.com/files/file/2310-k1-clothing-pack/

    https://deadlystream.com/files/file/1109-sith-stalkers-k1/

     

    The following mods by Dark Hope:

    https://deadlystream.com/files/file/2316-sithcom-dh/

    https://deadlystream.com/files/file/2164-darth-bandon-hd/

    https://deadlystream.com/files/file/2042-sith-soldier-hd/

    https://deadlystream.com/files/file/2188-war-droid-mark-i-hd/

     

    "K1 Better Male Twilek Heads" by Ashton Scorpius

    https://deadlystream.com/files/file/1430-k1-better-male-twilek-heads/

     

    The following mods by Leiluken:

    https://deadlystream.com/files/file/2228-kotor-1-twilek-male-npc-diversity/

    https://deadlystream.com/files/file/2179-kotor-1-twilek-female-npc-diversity/

     

    Compatibility:

     

    If you're using any mods that change the appearance of NPCs in the Academy or on Korriban generally such as K1CP, I would recommend installing them BEFORE installing this mod.

     

    If you're using Leilukin's "Belaya's Unique Look" for example, install this mod AFTER it; it uses the same unique head for the character that Leilukin's mod uses and sources it from SpaceAlex's "K1 Enhancement Pack" modder's resource but also gives Belaya the same clothing overhaul as the others at the Academy if she appears.

     

    This mod should also be compatible with JCarter426's "Back in Black" mod (and I would even recommend using it alongside mine but it isn't necessary in order for my mod to work), but should be installed AFTER JC's mod so that the appearance overhaul in this mod won't be overwritten.

     

    Compatible with both K1CP **and** K1R but I would **strongly** encourage using it alongside K1CP. However, neither one is required in order for the mod to work

     

    COPYRIGHT

     

    I used the models from JCarter426's modder's resource "JC's Cloaked Jedi Robes & Supermodel Port":

    https://deadlystream.com/files/file/1379-jcs-cloaked-jedi-robes-supermodel-port-for-k1/

     

    I have also utilized the following mods in my work with general permission (given in their "read me" files) from the authors to use their mods as long as they are given credit:

    "New Male Caucasian Bearded PC Head" by SHB:

    "You may use these skins etc. in your own mods without my expressed permission, as long as the original files stay intact, and proper credit is given."

    https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/new-male-caucasian-bearded-pc-head

     

    "Character Overhaul -Redux-" by ShiningRedHD:

    "You are allowed to use the assets in this file without permission as long as you credit me"

    https://www.nexusmods.com/kotor2/mods/1060

     

    Legal:

    THIS MODIFICATION 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
    • Submitted
      11/10/2024
    • Category
    • K1R Compatible
      Yes

     

    • Like 2

  2. 1 hour ago, StellarExile said:

    This is a massive improvement over vanilla.

    I hope you will do NPCs for the rest of the game like Sunry, Elora, Sandrals etc. The clone effect has got to go!

    That's the plan. I was originally going to release this as a single NPC Overhaul a few years ago but decided to break it up into multiple mods for the sake of time.

    • Like 1

  3. Made some changes after doing some additional testing on the mod. Lashowe, Mekel, Shaardan, and Jorak Uln will now keep their original unique heads and will merely get upscaled textures. Some additional errors with texture-assignments for models were corrected so it should be ready soon. 

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    • Like 7
    • Thanks 1

  4. 1 hour ago, N-DReW25 said:

    Instead of giving those NPCs a new head, why not use those heads for other NPCs without a unique head instead?

    There aren't many mods available which heavily enhance the head appearance for Lashowe, Mekel, Shaardan, or Jorak Uln's heads so these are just "stand-ins" for now. I'm also not giving unique heads to **all** of the NPCs, only to the ones with which there's a cutscene or more direct conversation like Dak Vesser or Kel Algwinn

    1 hour ago, N-DReW25 said:

    Are there any issues with the K2 ported heads? I know I tried to port Dak Vesser's head myself and the jaw and the hair ended up breaking, as it quite common when you're straight up converting from K2 to K1 via MDLEdit.

    This was courtesy of Effix. I was having issues porting that head both through MDLEdit as well as through Kotor Blender. In most cases if I had issues porting a head, I simply switched it out for something else. It was a matter of trial and error.

    1 hour ago, N-DReW25 said:

    JC's Back in Black, Shem's old Sith Student mod, Heyorange's Sith Uniform Reformation mod, Kainzorous Prime's Old K1 NPC Overhaul, the K1 Enhancement Project... there are quite a few mods that did change the Sith Academy students.

    Whilst I understand why you wouldn't like this mod on the grounds you've listed, I don't think that should be a deterrent for EAF97 to stop making this mod. By having a variety of different mods available, players will pick and choose what they want to play with and I'm certain many players would love to play with the K2 Sith Uniforms.

    Correct, giving players more options has been the idea. My main goal has been to give ported K2-style Robes and appearances to the Sith on Korriban similar to how JC's "Fashion Line" mods did for the Jedis' robes, which was indirectly an inspiration for this. As a side-note, JC's Back in Black actually shouldn't be incompatible since it mainly edits the NPCs' equipment and mine is mainly aesthetic (correct me if I'm wrong). The unique heads were a separate idea that I decided to combine with this.

    As for the "ranked" robes, people here are actually dressed somewhat according to rank based on if they're students, teachers, or masters. 

    4 hours ago, Thor110 said:

    The screenshots look good! But I have to say this block of text is an abomination.

    It might be worth adding some line breaks.

    Understood. Just edited it.

    • Like 1

  5. This will hopefully be the first of a few mods which I will be developing to enhance the atmosphere, visuals, and overall experience of Korriban. There are already some great mods out there which improve or upscale the appearance of commoners and others throughout the game but one section of the game and its characters always stood out to me as rather "unpolished": the Sith on Korriban.

    Out of all the planets, I always felt that Korriban was one of the most neglected in both K1 and K2 when it came to visuals in particular. There were even multiple mods which improved the appearance of Czerka employees, including those on Korriban, so it only felt appearance to do the same for the Sith students, teachers, and masters.

    This mod will port the robes from the Trayus Sith Academy on Malachor V on K2 and many of the Sith will be wearing them according to rank: students will wear "low" robes, teachers (including Yuthura) will wear "mid," and Master Uthar will wear the "high" or "Dark Jedi Master" robe as shown. All of the "Lite" Sith NPCs will also be upscaled and given the same heads as they are given in K1CP which I would highly encourage players to install before installing this mod but it won't be a requirement; similarly all of the Lite NPCs who are switched to "female" based on their file names in K1CP will be given the same treatment here but with the clothing overhaul as mentioned above.

    There will be two main options for installation: "Clothes Only" which will only change the NPCs' clothes but have them all keep their vanilla heads, and "Clothes & Heads" which will give unique heads (many of which will be ported player or minor character heads from K2) to all of the NPCs whom the player more directly interacts or converses with. Sith who will be out studying or excavating in the Valley will be wearing the "Dark Jedi Padawan" robes which use the player robe model from K2.

    Most of the textures used will be from a combination of mods by @Effix, @Dark Hope, and @90SKand I would like to thank them for their willingness to allow me to utilize their mods for this project. I should hopefully be able to finally get the project released within a weak or so.

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    • Like 4

  6. 7 hours ago, ARandomMechPilot said:

    Yeah I'm still having issues with it, I kind of put my whole playthrough on pause anyway because I honestly dread the idea of having to find and reinstall all the mods again...

    Understood. Part of the issue is that the original author of the mod doesn't seem to have been on in years and didn't leave clear copyright rules on what could be done with their work or if it could be "remade" or "redone."


  7. On 6/1/2024 at 8:39 PM, ARandomMechPilot said:

    Sorry for the Necro but uh so dumb here (me) has Tatooine Job Office installed and you all are so far the only people I can find that have a fix to get Griff and Helena to spawn, problem on my end is that I can't find those two scripts so something happened to them and I am too stubborn to just end the run and reinstall everything. Do y'all have either those files on hand or a fix for the (most likely abandoned at this point) mod? I'm at my wit's end here so I figured here is the best ask for help.

     

    So uh again, sorry for the necro but you guys seem to be the most knowledgeable I can find at the moment and the most likely to be able to actually help me.

    If you're still having issues with this, I will likely look at that mod again at some point. Depending on the author's terms, I may try to "remake" the mod or heavily overhaul and add things to it or at it to a larger "mod" build like I'm tentatively planning to do with things on Korriban.


  8. On 5/10/2023 at 4:05 PM, Snigaroo said:

    I am lucky enough that I believe most modders are aware of what the mod builds are, and are broadly supportive of them and their objectives. I want to lead with saying I'm extremely grateful for the support that the mod community has consistently shown me; the builds wouldn't be where they are now without the cooperation of so many modders. But I think the builds can be better still, and it's time to start working towards that.

    Back-Porting of TSL Areas to K1

      Hide contents

    This is an extremely general category because I don't necessarily have amazing ideas for it myself, and is included at least partly for brainstorming purposes. There are areas in KOTOR 2 (such as the Enclave sublevel, or Ludo Kressh's tomb on Korriban) which are inaccessible in the original game but could be ported over, potentially with great benefit. Revan entering Kressh's tomb could, for instance, force the player to confront jumbled and amorphous threats from their past, both as Revan and as the programmed identity the Jedi gave them--a hint that not all is what it seems. And, while the player wouldn't be able to take loot from the same containers the Exile can loot in K2 (unless the Star Wars universe comes with spontaneous item genesis), Revan could at least get to Kressh's actual burial chamber and do something there to leave an echo of themselves, something that would--implicitly--explain the vision of Revan the Exile encounters there years later.

    That's just one suggestion, but I think reusing these areas in careful and intentional ways would be a great way to expand the game's content while keeping the quality high.

     

    Not sure how relevant this would be to your request here but I am currently working on a mod which ports the closed off areas of Korriban into K1 for Revan to access. The rooms in the academy are ported in (thanks to @Thor110) and I will be adding Sith holocrons and possible info into the computers on Sith history, as well as a couple of side quests--one involving retrieving holocrons that were stolen by Jorak Uln after he was ousted (which means you'd have to kill him to get them) and one that involves hunting the hssiss lizards for a reward which appear on Korriban in K2 and which will be ported in. Ludo Kressh's tomb might be open as well (although it hasn't been ported yet) and I'm planning for Revan to probably run into a "vision" of Kreia/Arren Kae (who [SPOILER ALERT] is Revan's former master) that he'll end up fighting. There will also be a clothing overhaul and all the Sith students and teachers at the academy will be wearing robes ported in from K2 that the Sith at Trayus Academy on Malachor V wear. All the NPCs who the player has actual conversations with will also be given unique heads ported in from K2 and/or re-using existing player heads. There will also be at least three "cameos" from K2: Jana Lorso, the female Mirialan Czerka rep from Telos in K2, will replace the Czerka rep at the desk in their office (I've already used ElevenLabs to generate replacement VO lines what were converted from the original; the Twin Suns from Nar Shadaa will be there and are shown as having come as prospective students but they got "bored" and decided to pursue a life of crime instead and will be in Czerka's office. Also, the Sith trooper guard outside will be replaced with Azkul and have his head (I'll be using a modder's resource that has a non-helmeted Sith trooper suit for him). 


  9. 33 minutes ago, N-DReW25 said:

    And do know the "core" of my NPC Overhaul revolves around the NPC Diversity Pack, without the other mods of this series I'm sure you can see how it's quite basic in how it achieves its overhaul ("Basic" in comparison to what you're planning, that is).

    Fair enough on all points. It should be noted that my mod is more selective and thus wouldn't edit as many NPCs as yours would. Aside from the Czerka rep which I mentioned earlier, I don't plan to overhaul or change anything with the Czerka workers at all and will probably just recommend your "Czerka Redux" mod. The prospective students will also not be covered in the main part of the mod and there will merely be an optional "patch" to install on top of it, as well as the optional "cameo" of the Twin Suns that I plan on implementing. At its core, the main goal of my mod is to give ported K2 Sith robes to the Sith at the academy itself and some of the ones like Dak Vesser who are hanging around outside. Everything else beyond that will be an additional optional thing in the menu that players can choose to either use or not, depending on their tastes 


  10. On 6/7/2024 at 4:16 AM, N-DReW25 said:

    I am still planning out the Sith mod, other NPC mods are also in development and will be released before the Sith mod. But I can say the following about the Sith mod.

    The "Prospective Sith Student" NPCs shall be renamed to "Sith Hopefuls" as many other NPCs refer to them as "Hopefuls" and not "Prospective Sith Students". These Hopefuls are the ones begging the other Sith Students for a medallion so that they can enter the Academy.

    Above the Sith Hopefuls in rank are the characters Lashowe, Shaardan, Mekel and Hijata. Whilst their in-game names won't be changed, they'll become the new "Prospective Sith Students". As Uthar says in-game, none of them are "true" Sith yet.

    Most mods that covers the Sith Academy will give these NPCs Dark Jedi Robes, they do this because the player cannot wear the Sith Officer uniform they wear... but even if these NPCs wear Dark Jedi Robes there is nothing forcing the player to conform to their uniform policy. In my mod, these NPCs will wear the Armor items they drop, for example, Lashowe drops Echani Light Armor... so she'll be wearing that. By having the Prospective Sith Students wear random armor, it makes sense as to why the player might be wearing Jedi Robes or armor... there simply isn't a set uniform policy for the Prospective Sith Students.

    Once a "Prospective Sith Student" earns their prestige and finishes the final test, they would become "Sith Students". These NPCs are the generic Sith Students you see in the Academy and will wear Dark Jedi Robes.

    I am planning to release an NPC Overhaul mod sometime in the next few weeks but will do what I can to ensure compatibility with this. My mod will basically port the three main "ranks" of Sith robes from K2 in the Trayus/Malachor Academy: students will wear the "low" robes, teachers (including Yuthura) will wear "mid" robes, and Uthar will wear "high" robes.

    Sith workers in the Valley of the Dark Lords (NOT the guards or archaeologists) will be wearing the black Sith variant of Onderon commoner clothing from Effix's Zeison Sha/Jal Shey to Onderon Clothing mod which I've ported while Tariga & Adrenas (the two Huttese-speaking human workers who state that they "serve" the Sith but aren't Sith themselves) will be wearing commoner clothing but have unique heads. There will be separate options on the menu to make Tariga male or female (gender is swapped in K1CP) as well as an option to restore Hijata as a human wearing a Sith robe for those who've installed K1CP or to allow him to remain an alien by not installing that option if K1CP is installed. 

    There will be a few "cameos" from K2 with models and textures ported in and some minor K2 characters replacing various NPCs: Azkul will replace the Sith torturer in the interrogation room and will be wearing Sith armor (thanks to Marius Fett's modder's resource and N-DReW25 providing it after it was taken down), the Twin Suns will replace two of the prospective students and the player can "Force Persuade" them to talk about themselves and reveal that they came initially as prospective students but were disillusioned with the disciplines of the Sith and the Academy's application process and changed their minds and are hanging around near Czerka's office considering doing "dirty work" for them as hired thugs/assassins. Jana Lorso from Telos in K2 will replace the Czerka Rep in their office and I used ElevenLabs to distort/change the voice for the Rep's lines to sound similar to Jana's. I thought it'd be interesting to add her in since on Telos it appears she's got a couple of Sith statues so perhaps she was stationed on Korriban before?

    Again, each of these changes will be **optional** and will be a separate section of the mod that can be installed **separately** after the main part that adds Sith robes to teachers and students at the academy itself.


  11. 9 hours ago, seedhartha said:

    Out of curiosity, are you going to train voice models on sound files extracted from the game?

    I am toying with an idea of a tool that would automate that training, and generate speech / LIP files.

    What software are you using? How does it compare to something like flowtron?

    For now I've paid for a subscription to PlayHT but I may change to a different program that's similar since this one requires a subscription and doesn't seem to have an option to just buy it with a one-time payment. The VOs on there that I've tested are the best quality too

    https://play.ht/

     


  12. I have recently purchased some software to generate AI voices and lines (including the tone, pitch, and inflections) and I've started work on a side project to potentially add lines and voiceovers for certain characters. More specifically:

    1) I've considered programming lines for some of the aliens to speak basic and replace the generic gibberish they usually speak. This wouldn't be for ALL of them but only for some of the ones who feature more prominently or have lines that talk about crucial plot points. I've considered doing this for some of the Twi'leks like Komad on Tatooine as well as some of the Selkath.

    2) I will have a series of upcoming mods which will feature "cameos" of characters from K2 appearing in K1 and was considering making voice-overs to give them additional lines if I am able to make voice-overs that sound close enough to the original.

    I would like to hear thoughts on this from the community. I understand it wouldn't be for everyone and that people have their own preferences but I would be interested in pursuing this.


  13. 18 minutes ago, DarthParametric said:

    You're asking about basic character skinning/rigging. That's the sort of thing you'll need to watch some tutorial videos on Youtube about. Especially for Blender. I only use it for level model stuff. I know nothing about how the character side of stuff works.

    What software or method would be good then for converting the files from gr2 format to mdl format? That's been the primary issue at this point since the gr2 file is treated as a separate "layer" from the mdl file, the skeleton of which I'm trying to combine it with


  14. On 10/14/2023 at 6:41 AM, DarthParametric said:

    The same thing that usually happens. I got bored and did something else.

    I downloaded and installed the Slicers' GUI program that you recommended for extracting SWTOR files. I'm currently testing one of them and was able to successfully find the model and texture for rakghouls (the standard creature/version). I also installed a plugin which enabled me to import the models, which are in .gr2 format, into Kotor Blender as shown below. However I've been unable to get it to transfer into or show up in the .mdl file when I try exporting it into that file. In the upper right-hand corner it treats the imported TOR model as a separate "layer" and doesn't incorporate it into the .mdl file. I've tried testing it by importing the standard rakghoul model into the same file and super-imposing the TOR model over the skeleton and deleting the rest of the vanilla version, however in-game the Rakghouls just show up as invisible. How would I go about fitting the ported TOR model to a Kotor skeleton for this?

    Screenshot (360).png


  15. Movie Mandalorians: From K2 to K1


     

    UPDATE: Shoulder-plate clipping issue with the model has been fixed!

    Description:

    I've always been a fan of Deadman's "Movie Mandalorians" mod that was released for K2/TSL and I loved the aesthetic of it, but was disappointed that no equivalent was released for K1. I have ported his models for the three main ranks of regular Mandalorian NPCs that appear in-game for K1 (Mandalorian "warriors" in blue, "captains" in yellow, and "elites" in red), and have used the alt textures for them created by Mcfly because I felt they were closer to the original textures. However I've included the actual textures from Deadman's original mod as well, for anyone who would prefer to use them. To be clear, the models and textures for specific NPCs such as Canderous and his rival Jagi, as well as additional weapons added in Deadman's original mod, are not included in this mod. For now I would recommend using other mods for those things.

    Installation:

    Just run the TSLPatcher the direct it to your game file. To install the original textures used by Deadman, install the main mod with TSLPatcher first and then just copy the files from the "Deadman's Original Textures" folder and paste them in the "Override" folder.

    To Uninstall:

    Remove the files from your Override folder and add the backup .2da file to it

    Compatibilities:

    This mod will be incompatible with any other mods that edit the textures and/or models of the armored Mandalorians but otherwise there shouldn't be any issues.

    Permission & Distribution:

    Anyone is welcome to use my models and textures, just please ask first and be sure to give me credit.

    Thanks to:

    Deadman for the models and Mcfly for the textures, which I've always preferred since I felt they were closer the the ones used in-game, and Effix, Thor110, and DarthParametric for giving me advice from time to time concerning the porting of models and assigning of textures, as well as additional modding advice from N-DReW25.

    Legal:
    THIS MODIFICATION 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
    • Submitted
      10/09/2023
    • Category
    • K1R Compatible
      Yes

     


  16. 1 hour ago, N-DReW25 said:

    Though after investigating the files of the Sharina Fizark mod... it should be a LOT easier to use the source files and remake it from scratch (my point about directly using their files outright in my mod still stands, recreating the content from scratch is the way to go).

    From what I could see, it would just involve checking which files were extracted from Kotor Tool by the mod author, extracting those same ones manually from the game's files using the tool, and then recreating the one script file that seems to have been made from scratch (in this case it's the "helped_sharina.ncs" file in that mod, the rest of the files were just extracted manually from either the danm13 or tat17_aa modules). 

    helped_sharina.ncs

    helped_sharina.nss k_pdan_13_area.nss

    • Thanks 1

  17. 18 minutes ago, N-DReW25 said:

    I could... though if I were to just take the files from the Gamefront mods I'd need permission from their original mod authors to add them to the RC-K1CP.

    Were some of those files custom-made by the mod authors who posted them or would they just have been extracted from the game's hidden files using Kotor Tool?