-
Content Count
242 -
Joined
-
Last visited
-
Days Won
15
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by EAF97
-
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.
-
I'd recommend either a fresh save or a clean install of the game. If that doesn't work, feel free to message me and I will try to re-test the mod. As of now I'm planning to make a version that only has Davik wearing the robe when the player first meets him but has him wearing the armor during the escape so it won't fully conflict with Dark Hope's mod. It wouldn't be hard since Davik has two different NPC files and another user had floated the idea
-
Awesome job with this. Since I recently made a mod for Davik's robe, I will make an option for people to only install Davik's new robe for when the player first meets him and then it'll show him wearing the armor when the player runs into him and Calo Nord and fights them later during the escape so that your mod won't conflict with mine and people can use both
-
Sorry I only just saw this. The screenshots I posted were from a test-run of the mod that I did to make sure it was working properly. I would start a new game and then use the console command "warp tar_m08aa" to warp/teleport straight to his estate in order to check quickly. In some cases it makes a difference if you installed the mod and went to a pre-existing save. You could also check to make sure you haven't installed another mod that uses the onderonian clothing.
-
Will this be compatible with Ashton Scorpius' mod for the male twilek heads that changes their necks?
-
Do you usually use 3dsmax and is there a way to convert the files on there?
-
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
-
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?
-
I will be sure to recommend this for players to use alongside my NPC heads mod when I release it
-
I apologize to anyone who has dealt with confusion or issues with the models for my recently-released 'Movie Mandalorians' mod that ported Deadman's Mandalorians to K1. I hadn't tested it enough and the model been imported incorrectly into Kotor Blender where I worked on it, which resulted in clipping issues between the arms and shoulder-plates. I didn't realize this until afterward and had to manually tweak and adjust the model in blender a few times before I could fix that in a way that gave satisfactory results. The issue seems to have been fixed, but please let me know if anyone who has downloaded it has run into any additional problems.
-
@DarthParametric I wasn't aware of this but I will definitely look into it. Having tested the mod numerous times there don't seem to be any performance issues that I'm aware of but it's worth examining
- Show next comments 3 more
-
-
- 1 comment
-
- restoration
- restored
-
(and 2 more)
Tagged with:
-
I will definitely be downloading this mod when it comes out and I will recommend it for usage alongside some of my mods. Well done!
-
From what I can see, the additional "bones" in the models that contain the shoulder pads and shoulder plates aren't loading into the game. If I open the texture tab in MDLEdit, it only acknowledges the "head" and "body" parts of the model since there are only two texture files ("head" and "body") for each Mandalorian model. If I could perhaps "add" those additional bones in MDLEdit, the issue would be solved. There does seem to be an "error" whenever I first open the models in that program before porting them
-
View File 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 EAF97 Submitted 10/09/2023 Category Mods K1R Compatible Yes
-
- kotor
- mandalorians
-
(and 2 more)
Tagged with:
-
Version 1.0.0
602 downloads
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. -
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
-
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?
-
-
I guess G0-T0 is a "real boy" now. Still not sure which NPC to assign this head to but it should be interesting (textures were partly re-used from one of Effix's mods for the skin).
-
I'd have to check, I made that post over a year ago and it was on some obscure site if I remember correctly.
-
Been a while but I have resumed work on my NPC enhancement mod for Kotor 1. I recently figured out how to port the models for DeadMan's Movie-Style Mandalorians into K1 so I will be releasing a mod for this at some point in addition to other things