EAF97

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Posts posted by EAF97


  1. Safe to say I finally finished my overhaul of the Dantooine NPCs for now although I may come back to it and reskin some of the Jedi later. Shen and Rahasia are now more distinct in their appearances (thanks to Dark Hope's textures), as are some of the others like Jon (the NPC who gives you the quest to kill the Mandos, shoutout to Effix for the head I chose to use), and Nemo (the Jedi who later dies while investigating the ancient ruins, shoutout to Kainzorus Prime for allowing me to use his custom head). Aside from the obvious, I was also successfully able to port in Administrator Terena Adare from Kotor 2 to replace one of the generic NPCs standing outside the enclave but more importantly the NPC she replaces has a VO which sounds a lot like her.

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    UPDATE: I went ahead and added Jedi Master Lonna Vash from Kotor II to the enclave on Dantooine by putting her head on a random female Jedi NPC who is shown patrolling the area. That Jedi doesn't really stop for a conversation but says things if you click on her, and her VO sounds pretty similar to Vash's. Overall I'd say this is a good fit. I'm happy to receive feedback on this

     

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  2. Finally got around to upgrading most of the human duelists (except for Deadeye Duncan, who already has his own unique appearance), as well as the nearby duel spectators in the arena area in the Upper City Cantina. Gerlon Two-Fingers, Ice, and Marl are now distinguishable.

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    • Like 2

  3. 12 minutes ago, heyorange said:

    That's why it looked so familiar) Good choice and as I understand there will be no "clone" problem for the player because you can't select this head when in the character creation screen.

    Exactly, although there's a mod which enables you to select it. There will also be plenty of player heads from the game itself that'll appear but  they dont repeat and are only used for very minor characters

    Anakin a.k.a. Kel Algwinn is feeling ambivalent about Korriban and the Sith because of all the sand there 😎

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    • Haha 2

  4. Greetings everyone, 

    My name is EAF97 and I have an exciting new and upcoming mod for those who wish to enhance the appearance of Kotor I in particular. I have taken the liberty to remedy the dreaded "clone effect" for many of the interactive NPCs which players meet in the game and am replacing many of the heads of these NPCs with Playable character heads from the game itself, as well as with PC heads which I have ported in along with some more minor but unique NPC heads from Kotor II and finally some custom-designed heads (with permission from their designers) as well in order to create more variety in the appearance for NPCs. Those who you don't talk to will still retain their generic appearance, but most conversational NPCs will indeed have more distinct appearances. This is what I have created so far and I am looking forward to releasing this project hopefully within the month. A big shoutout to any modders who agreed to allow me to use their work in this endeavor, especially to Effix for the great deal of advice and for Dark Hope in allowing me to use some amazing custom skins and textures and for the others who will be credited for allowing me to use their custom heads and skins. 

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    • Like 7
    • Thanks 1

  5. Would someone be interested in porting the Sith academy robes and assassin robes from Kotor II to Kotor I to replace both the clothes for both the Sith Academy students and the dark Jedi? The idea would be that the Sith Master Robes/Armour (the one on the left) would be worn by Yuthura Ban and Uthar Wynn while the assassins' robes (the one on the right) would be worn by most if not all the Sith Students in the academy like Mekel, Lashowe, Shaardan, Kel Algwinn, Dustil, etc. In both cases the idea would be that the NPCs would wear these robes *without* the masks. If someone would either be interested in taking this request or in explaining to me would would be involved in porting these robes in so I could work on it, please let me know and I would appreciate any help or advice which could be given.

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    • Like 1

  6. On 7/20/2018 at 4:33 AM, DarthParametric said:

    DarthParametric,

    I hate to necro this thread, but I was wondering if you would be willing to give me permission to use your port of this PMHC06 head (specifically the model with the fixes) in an upcoming NPC overhaul mod that I am working on. You would be given credit for it but if not, I'll respect your wishes. Please let me know either way.

    Sincerely,

    EAF97


  7. 13 hours ago, kallas_br said:

    ok, is it possible to have a mod that locks your alignment from the beginning of the game to full light or dark?

    that no matter your choices, the alignment doesn't change?

     

    this way you can make the choices you want without worrying about losing bonuses or accessing specific equipment,

    If you know how to enable cheats, you can simply go in the console and add large amounts of points either way so your alignment basically stays that way. If it starts to swing back, then add more points. Just type in "Addlightside [number of points]" or "Adddarkside [number of points]"


  8. I will be honest, I find the voices rather lacking for the Rakata and Selkath aliens in Kotor I. The Rakata have distinct voiceovers recorded for them but they simply sound like they're speaking Huttese or like Twileks. The Selkath voiceovers are even more aggravating to listen to and feel like they're conitnually blubbering through water whenever they talk. The voiceovers for both species are much more bearable in SWTOR but I am unsure as to how to get Mp3 files from that game to use to overwrite the vanilla VOs in Kotor I. Would someone be able to point me in the direction of where I should go for this?


  9. 3 minutes ago, N-DReW25 said:

    Porting Darth Sion is totally possible!

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    He's an NPC in my K1 Gameplay Improvement mod. I believe it would be possible to make him a player head, however, you wouldn't be able to visibly see Armor equipped on him unless someone was able to do additional work to separate the head from the body.

    That would be satisfactory in my opinion even if he couldn't visibly wear different armor. I'm currently putting together a mod that's intended as both an NPC overhaul and a bridge between K2 and K1. One component of this plan was to have the Mercenary leader Azkul from the Dantooine section of K2 ported in and have his appearance and name replace the Sith interrogator in the Academy. The other was to have Sion replace the Sith Duelist in the sparring room and/or also become a PC head and to then reskin him with Inyri Forge's "Sion Unwounded" reskin. I recall both those people were trained at the academy so it'd be an interesting addition if you'd be interested in helping port files for Sion to replace the Sith Duelist in that same room who is shown sparring when you enter. I am currently corresponding with Inyri Forge about permission to use his reskin but in either case I will do the work for that part myself


  10. Would it be possible for someone to either create MP3 files for or let me know how to make MP3 files for themes which I could add/replace the music with for Kotor 1 in these particular areas of the Leviathan?

    Insert the theme of Anakin's  March on the Jedi Temple from Revenge of the Sith, particularly the first couple of minutes or so of it, From the time the rest of the crew is freed until the point where the "Reveal" Movie/cutscene plays where different people are shown giving all the hints about Revan's identity

    Star Wars: Revenge Of The Sith: Jedi Temple Invasion March theme - YouTube

    Insert the first minute or so of Revan's SWTOR theme during the cutscene where Revan is shown taking off his or her mask and revealed to be the player all the way to after the cutscene/movie section where they escape  and have it cut off after that

    Star Wars The Old Republic Revan's Theme - YouTube

     


  11. 6 minutes ago, DarthParametric said:

    It's not particularly difficult if you know what you're doing, but it's not something you can expect someone with no experience to manage since you'd have to edit the full body model to do the head swap, then create a custom texture for the head. 

    Suppose I decided to go the easier route and had that texture put in without the hat, would a custom texture for the head still be necessary?


  12. 1 hour ago, DarthParametric said:

    Except that you are forgetting that Dodonna has a separate unique full body hologram appearance, because K1 doesn't do holograms the same way as TSL.

    Would a separate value need to be changed in appearance.2da for the hologram? If so, what would and would I need to add an alpha channel to make sure it stays transparent?


  13. Would someone be interested in making a mod that gives Admiral Dodonna the PFHC02 head from the game? Whether or not she can still have her hat on is of no difference to me although it would ideally be cool to have options for both if the face and hair could be combined with Dodonna's hat. Just thought it'd be interesting to see Dodonna with this head since that particular one has a stern "military" look about it which is perfect for her position

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  14. 1 hour ago, N-DReW25 said:

    I actually got started on the robes, I've been juggling through multiple other mods in development as well as Revenge of Revan development.

     

    I'll just go through the drive to find it and see what's left to do! 👍

    Thank you so much for this news, I estimate that it will greatly enhance the playthrough of Kotor I. Just out of curiosity, do you plan on including a patch for the robes given in the Brotherhood of Shadow mod? Every robe enhancement mod that's been released so far for Kotor I has played havoc with the models for those robes. in either case, please keep me posted on the progress of this mod, as I look forward to incorporating it into the game


  15. 1 hour ago, Effix said:

    Alright, I think this should do it for Belaya.

    Do note that it only works with a save in which you haven't been to Dantooine yet, so as late as right before you enter the Ebon Hawk to leave Taris.
    Otherwise appearances get "locked" in your savegame, a bit of a pain making, testing and using a mod, but that's how it is.

    Effixians PFHC07 from K2 to Belaya K1.zip 579.14 kB · 0 downloads

    Thank you so much, I greatly appreciate this. 


  16. On 8/21/2021 at 6:00 PM, Effix said:

    I need some more time to turn it into a TSL Patcher mod, but for now I have this:

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    p.s. the robe change is from "JC's Fashion Line I: Cloaked Jedi Robes for K1", I didn't want to uninstall it for a screenshot.

    This honestly looks perfect. Great job! Please keep me posted on this if possible! I'm currently looking to overhaul the appearances of a lot of the NPCs in K1 especially. Belaya was one of my top picks for this, as were the Sith acolyte Lashowe (replacing her head with the PFHC02 head from K2, ideally with dark-side corruption but just for the eyes) and the Hidden Bek sentry on Taris (whose voice sounds totally different from how she looks bc she sounds like a middle-aged Irish or British lady; I use VP's Helena Shan mod and so I was thinking of using Helena Shan's vanilla head to put as the Hidden Bek sentry's head, it actually fits perfectly).

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    Otherwise, please keep me posted on the progress with TSLPatcher for the Belaya mod.


  17. On 8/21/2021 at 6:23 PM, Effix said:

    If you don't know how to use KotOR Tool, the files involved and an image editing tool; probably hard.
    I can't really produce a mod for you out of this request, since it's not my work, you'd need to contact Kexikus and/or DarthParametric.
    I can possibly guide you through something for your own personal use, let me know.

    I would appreciate tips on how to personally use skins and models especially to redesign NPC characters that appear and also possibly for using them for playable characters. I would also appreciate tips on how to port some of these models from K2 to K1 and vice versa since I'm especially trying to custom overhaul the NPC appearances there using PC heads.


  18. I am aware of and have used Deadman's mods for Kotor 2 which have enhanced the appearance of both the Jedi robes and Mandalorian armor to make them appear closer to what they are in the movies and shows. However, I haven't seen versions of either mod (or of Mcfly's retexture of the Mandalorians accompanying it) made for Kotor 1 and I have tested these mods to confirm they are not compatible with it. Would someone (possible Deadman himself?) be interested in porting or making versions of those two mods for Kotor 1? They would definitely help enhance the visual and/or playthrough quality of the game.

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  19. A while back, Kexikus made a mod which added more Jedi Council Members to the holo-recording scene which the Exile views after leaving Telos on the Ebon Hawk. One of these was Vima Sunrider and an entire model and skin (including files) were made for her. Given that the model and skin and everything are there, how hard would it be to make this a playable skin?

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