-
Content Count
113 -
Joined
-
Last visited
-
Days Won
6
Lewok2007 last won the day on April 12
Lewok2007 had the most liked content!
Community Reputation
72 Jedi MasterAbout Lewok2007
-
Rank
Jedi Padawan
- Birthday 11/29/2007
Profile Information
-
Gender
Not Telling
-
Location
Pizza the Hutt's Pizza hut
-
Interests
Kotor Modding
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Juhani looks way better now. Less uncanny like the CATS musical. This little area by the ear is cut off a tiny bit abruptly although you did say this image is before some fixes were done so maybe that cut off isn't there anymore. I think the ponytail looks fine but I don't know if it looks better than the dark ponytail or if I feel the same about either type.
-
Juhani has a hairline now 🥀 I think the face looks alright although that hairline is very off putting. Probably because of how the AI would reinterpret the parts in the UV which led to that. I think you'd need to manually edit the texture and have part of the texture that is for the top of her head blend more with the fur of her face. There is also something a bit uncanny about her now. Like a cat from the cats musical 😭 Might be something more like a Horse's mane maybe where the hair's different pigment and length is normal for them.
-
"Talented, Brilliant, Incredible, Amazing, Show-stopping, Spectacular, never the same, totally unique." - Lady Gaga I swear I'm not glazing when I say this mod made me feel something different and spectacular as I was watching the endings play out. For just a few minutes, it adds a lot. It felt very cinematic and well done too, I think this has to be one of my favourite mods I've ever used just because of how amazing it was. Yes I sound like a glazer, yes I might be glazing, download the mod anyway, it's great.
-
10/10 mod, the Sith Assassin's won't have an embarrassing resume after TSL's story now. The Sith Assassin's on Malachor are now a challenge which is great. They're not overly difficult on Normal difficulty but they require you to use energy shields and many medpacs. Although they can be obnoxious attacking you in big groups. I think this mod is very important because it makes the Sith Assassins no longer just obstacles you strike down in a couple hits and you have to be careful if you're surrounded by too many assassins or by some assassins and other enemies.
- 5 comments
-
- 1
-
-
- sith assassins
- difficulty
-
(and 5 more)
Tagged with:
-
What are the redistribution rules for Worn out Mando Armor? I'd imagine using it as a base and then modifying it to also have different colors of mando armor for different pieces or maybe even non mandalorian armor pieces (like chest pieces or leg pieces) would look quite good, but using it as a base wouldn't be possible if the redistribution rules say no to modifying it for your own mod releases.
-
- 6 comments
-
- miner uniform
- peragus
- (and 8 more)
-
- 6 comments
-
- miner uniform
- peragus
- (and 8 more)
-
KotOR III: The Jedi Masters Textural Reinterpretation Mod
Lewok2007 reviewed Sith Holocron's file in Skins
Sith Holocron's TJM Textural Reinterpretation is necessary, if not highly recommended, for playing Trex's The Jedi Masters mod. With The Jedi Masters, it re-used environments from vanilla TSL, only modifying textures or adding in different models from modules to make the areas feel different. A specific example would be Etti IV, which reused Nar Shaddaa modules. The modules were retextured, having that yellow and orange accent with the gears (so many gears...). Sith Holocron reinterprets those textures in a way that looks different and unique from TSL Nar Shardaa while not being overly chaotic or off looking, which Etti IV definitely was. The 2 major changes I'd say, were on the sith ship and Etti IV, although the screenshots posted do very well at showing off the many changes Sith Holocron did. Even the more minor changes, like on your ship (The "Eagle") add to the environment that improves it, making it feel more unique and overall more cohesive. Not to mention, the texture interpretation upscales a lot of the environment textures. I personally really like the changes done to the Sith Ship. I never really disliked the retexture in base TJM for that Ravager module, but Sith Holocron made such a major improvement. The original TJM textures were very repetitive and had so many symbols/runes. The marbles and stones Sith Holocron has done feel more fancy in a way that I'd say changes how the brain processes and feels about the ship. Rather than a tomb or a stone monument, you're in a space ship crafted to be the syths(?) main headquarters. Originally, the marble texture didn't have an alpha layer or a .txi, which I found to make it feel flatter and not like marble at all, which normally has a shine to it. I recommended the shine in a .txi/alpha layer and I think it made it feel much better. While I'm sure people will love Sith Holocron's Texture Reinterpretation, I would recommend you commenting/putting in a review what you want to criticize and feel could be improved. While I'm sure I particularly feel like the Retexture is completed and doesn't need much more work. I can't say how Sith Holocron particular feels, but I know he'd like to receive feedback if people could provide some. Additionally, other people might catch something other people haven't or SH didn't find or I didn't see in my beta testing, which I am sure would help Sith Holocron. -
-
I think if you categorized it by Primary, Secondary, and Tertiary, it could be less complicated? The primaries would be Proper Peragus Corpses, Peragus NPC Overhaul, and Tiered Peragus Miners which would be the most 'desirable.' Then you'd have the head changes and beta changes as Secondaries where they're still relevant and mostly within the desirability but may not be what people are fully interested in compared to the 'Primary' changes. Then the Tertiary would be No Destroying Terminals, Lootable lockers, and Vibrocutter Swap as more like "area addons" which people can install if they really wanted to but it's kind of out of range of the main focus people might want with the NPC changes. Could either have that as different archives on the download page or as subfolders in a single archive. I don't know if that helps? But i definitely did feel a bit 'overwhelmed' reading all those 9 mods and then categorizing them kind of helped me after.
-
- 3 comments
-
- customization
- hk-47
-
(and 1 more)
Tagged with:
-
I can make install versions where on would replace them with Short lightsaber versions and another install for double bladed. But specifically for the Assassins on the Harbinger, I believe a script is used to give them their weapons when they spawn in (for whatever reason). Most what I can do is just change the appearance of the weapon and adjust the stats, but it isn't actually a lightsaber item they would have.
- 8 comments
-
- mods
- sith assassins
-
(and 1 more)
Tagged with:
-
-
- 75 comments
-
- 1
-
-
- story
- expanded universe
-
(and 1 more)
Tagged with: