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Everything posted by Lewok2007
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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.
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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.
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"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.
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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
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- sith assassins
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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.
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- 6 comments
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- miner uniform
- peragus
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- 6 comments
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- miner uniform
- peragus
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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. -
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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.
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- 3 comments
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- customization
- hk-47
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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
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- mods
- sith assassins
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- 73 comments
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- story
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Mod is amazing. Some things were a little janky, but overall the mod was really great. - I didnt encounter any major bugs, and the minor bugs I encountered weren't too frustrating. - The new campanion is interesting, and fills the spot of an existing campanion that's already pretty useless in a base game. - The story feels pretty authentic to the first kotor, having that tiny goofy factor but being solid enough. - I haven't completed all of the side quests but from what I've seen of the quests I didn't do, they're pretty interesting. - I really like the new modules. SAO used a technique in the new modules that uses pre-existing models but the module layouts are all new. and of course, I can't forget:
- 73 comments
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The dialogue not always having voices is normal. They'll most likely add in the rest of the voices when the full mod is completed. But so far only side characters are voiced with AI.
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You've selected the steam version of Kotor 1. This mod is for TSL. You'll need to locate it to SteamLibrary\steamapps\common\Knights of the Old Republic II
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ROR Dev Diary 1 - Main Menu & Character Creation
Lewok2007 replied to N-DReW25's topic in Revenge of Revan
Yeah everything did feel already very diverse when I played. Now that I've played I'm a bit indifferent on the npc player head issue. I think it'd still be cool to have the player heads but if it's already feeling diverse I don't think it's too much of an issue. Although this isn't really certain since there could be an area on Nar Shardaa that isn't diverse and would need those player heads. -
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ROR Dev Diary 1 - Main Menu & Character Creation
Lewok2007 replied to N-DReW25's topic in Revenge of Revan
I love how the UI is unique and stands out from the original versions of the games and other mods while still looking good. It looks more like a pomegranate colour than orange, but I think that works well. I think it would be nice if a version of the UI was released standalone. Personally I think it's easier on my eyes and looks better than the TSL green ui. I think your idea works the best. I'm assuming the way the pc characters as npcs would work is like the guy who claims ownership of the ebon hawk on NS in TSL, where he has 1 default head but if the player has the same head he uses another. I think removing the pc characters as npcs would be a bummer and not be as immersive. I don't think the vanilla clothing would necessarily fit for RoR. The potato robes the player wears for clothing always seemed to be something inconspicuous the exile wears to blend in with crowds and something cheap/basic. RoR is looking good though. Looking forward to reading the next Dev Diary. -
I thought I fixed the bug in the namespaces.ini, but I'll take a look again. Originally I used TSLPatcher which wouldn't do this from what I thought, and I wasn't entirely sure what Holopatcher did for backups either. Good to know I uploaded a new version a little bit ago that fixed some XP issues but I guess when I made those changes I didn't use the most up to date version. (that is with the namespaces.ini issue) Sorry for the difficulties. If you have downloaded the mod previously, download the new version and that should work.
- 8 comments
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View File Vibrocutter changes Description: This mod can make different changes to the vibroblade in TSL, such as moving it, removing it, or replacing it. Installation: Note: There are different methods with installing this mod! First Method. (Quick Install, Mod Build Recommended Method.) - Open up Holopatcher.exe - Open up the first scroll down menu and select "Location and Medpac" - Select your kotor directory where swkotor2.exe is located. (i.e. folder named swkotor2 or Knights of the Old Republic II) - Click Install and wait for the mod to finish installing, then close the window when it is complete. If you would like to have no medpac on the corpse with the above method: - Open Holopatcher.exe - Select "Corpse has nothing" - select the kotor directory where swkotor2.exe is - Click install and wait for the mod to install, then close the window when it is complete. ^^^ Note: This may inflict more difficulty for your playthrough. Second Method(s) (More seperate installs, Mod Build compatible although not recommended.) Note: Can be used over top the first method but NOT recommended for balancing reasons. (Advisories included in square brackets) - Launch Holopatcher.exe and select ONE of these 3 installs in the first drop down menu: "Medpac Replacement" (Replaces the vibrocutter with a Medpac) - [Usless with First Method Install, already included] "Vibroblade Replacement" (Replaces the vibrocutter with a vibroblade, pre tslrcm.) - [You would have a Vibroblade on the regular corpse over top First Method Install] "Corpse has nothing" (The corpse will not contain any items.) - [Already told in First Method install] - Select the kotor directory where swkotor2.exe is. NOTE: Choosing another one of those 3 after installing another WILL overwrite the changes made by the previous one installed. - After installing ONE of those options, install "Location Change" IF you want the vibrocutter to appear in the locker in the security room. - [You would get a second vibrocutter over top the First Method Install] Instructions are DONE INCOMPATIBILITES: - Incompatible with NDrew's Peragus Miner Overhaul, Use the vibrocutter changes install included with his mod if you're using his mod. DO NOT install my mod over NDrew's mod. Tools used: Holopatcher - Cortisol Holocron Toolset - Cortisol and th3w1zard1 I ask that my mod is not uploaded anywhere else by other users. I will upload it somewhere if I think it should belong there. Submitter Lewok2007 Submitted 03/01/2025 Category Mods TSLRCM Compatible Yes
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Version 1.1.0
27 downloads
Description: This mod can make different changes to the vibroblade in TSL, such as moving it, removing it, or replacing it. Installation: Note: There are different methods with installing this mod! First Method. (Quick Install, Mod Build Recommended Method.) - Open up Holopatcher.exe - Open up the first scroll down menu and select "Location and Medpac" - Select your kotor directory where swkotor2.exe is located. (i.e. folder named swkotor2 or Knights of the Old Republic II) - Click Install and wait for the mod to finish installing, then close the window when it is complete. If you would like to have no medpac on the corpse with the above method: - Open Holopatcher.exe - Select "Corpse has nothing" - select the kotor directory where swkotor2.exe is - Click install and wait for the mod to install, then close the window when it is complete. ^^^ Note: This may inflict more difficulty for your playthrough. Second Method(s) (More seperate installs, Mod Build compatible although not recommended.) Note: Can be used over top the first method but NOT recommended for balancing reasons. (Advisories included in square brackets) - Launch Holopatcher.exe and select ONE of these 3 installs in the first drop down menu: "Medpac Replacement" (Replaces the vibrocutter with a Medpac) - [Usless with First Method Install, already included] "Vibroblade Replacement" (Replaces the vibrocutter with a vibroblade, pre tslrcm.) - [You would have a Vibroblade on the regular corpse over top First Method Install] "Corpse has nothing" (The corpse will not contain any items.) - [Already told in First Method install] - Select the kotor directory where swkotor2.exe is. NOTE: Choosing another one of those 3 after installing another WILL overwrite the changes made by the previous one installed. - After installing ONE of those options, install "Location Change" IF you want the vibrocutter to appear in the locker in the security room. - [You would get a second vibrocutter over top the First Method Install] Instructions are DONE INCOMPATIBILITES: - Incompatible with NDrew's Peragus Miner Overhaul, Use the vibrocutter changes install included with his mod if you're using his mod. DO NOT install my mod over NDrew's mod. Tools used: Holopatcher - Cortisol Holocron Toolset - Cortisol and th3w1zard1 I ask that my mod is not uploaded anywhere else by other users. I will upload it somewhere if I think it should belong there.