Lewok2007

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Everything posted by Lewok2007

  1. View File PFHB01 Adjustment A couple months ago I started a random TSL game using the PFHB01 head as my player. I really liked her appearance, but felt like it was lacking by a lot too. I started reskinning her head textures, changing details that I felt looked better. Main overview is: - It looked like she had some very subtle yellow-ish green eyeshadow on, I changed it to be a brighter green. I think it looks nice. - Dark Side transitions have yellow sith eyes, instead of the milky low-saturated eye colour. - Dark Side transitions have a much more smoother vein details and a different gray tone. It looks less like they're about to burst open from all the dark side force energy. - I felt like the forehead to hair area was very bland and wasn't really smooth, I added in some hair coming down from the hairline, like short and baby hairs are glued on her forehead, which I think fits her hairstyle. - Her hair ends are no longer a flat stop. I edited the hair to look more jagged, like hair naturally looks. - I adjusted the lip colours on the dark side textures to be more saturated and pigmented. Like shes wearing lipstick. - I redid her eyebrows. I felt the vanilla eyebrows looked like she shaved them off and drew on some fake ones, which I think is fine to do, but I don't think it fits her. - I made her eyelashes on her eye look more like individual strands instead of them being flat. - I edited her hair, primarily where her scalp is showing through, to look less like shes balding. - New portraits to fit the head retextures. I think they are a bit tacky, although they were my 4th attempt at making new portraits. In my personal opinion, I think it makes sense for her makeup to still be applied to the characters face. She may be evil but she'd still have some sort of routines staying after the zombification. I also think this makes sense with some of the dialogue lines you can say to party members about you being fine despite looking like a zombie. To use the reskin, just download the .zip file download, extract it, and copy the files from "override" into the override folder in the TSL directory. Delete any other file types with the same names as the files from this reskin. Detailed file names are in the readme.txt I used Holocron Toolset by Cortisol to extract the texture files from TSL and GIMP to edit the textures. I also used various free stock images from the internet to add certain details. Should be compatible with almost everything except other mods that edit PFHB01 textures. Some model replacements might cause the texture to not apply properly though. Submitter Lewok2007 Submitted 11/07/2025 Category Skins TSLRCM Compatible Yes  
  2. Version 1.0.0

    0 downloads

    A couple months ago I started a random TSL game using the PFHB01 head as my player. I really liked her appearance, but felt like it was lacking by a lot too. I started reskinning her head textures, changing details that I felt looked better. Main overview is: - It looked like she had some very subtle yellow-ish green eyeshadow on, I changed it to be a brighter green. I think it looks nice. - Dark Side transitions have yellow sith eyes, instead of the milky low-saturated eye colour. - Dark Side transitions have a much more smoother vein details and a different gray tone. It looks less like they're about to burst open from all the dark side force energy. - I felt like the forehead to hair area was very bland and wasn't really smooth, I added in some hair coming down from the hairline, like short and baby hairs are glued on her forehead, which I think fits her hairstyle. - Her hair ends are no longer a flat stop. I edited the hair to look more jagged, like hair naturally looks. - I adjusted the lip colours on the dark side textures to be more saturated and pigmented. Like shes wearing lipstick. - I redid her eyebrows. I felt the vanilla eyebrows looked like she shaved them off and drew on some fake ones, which I think is fine to do, but I don't think it fits her. - I made her eyelashes on her eye look more like individual strands instead of them being flat. - I edited her hair, primarily where her scalp is showing through, to look less like shes balding. - New portraits to fit the head retextures. I think they are a bit tacky, although they were my 4th attempt at making new portraits. In my personal opinion, I think it makes sense for her makeup to still be applied to the characters face. She may be evil but she'd still have some sort of routines staying after the zombification. I also think this makes sense with some of the dialogue lines you can say to party members about you being fine despite looking like a zombie. To use the reskin, just download the .zip file download, extract it, and copy the files from "override" into the override folder in the TSL directory. Delete any other file types with the same names as the files from this reskin. Detailed file names are in the readme.txt I used Holocron Toolset by Cortisol to extract the texture files from TSL and GIMP to edit the textures. I also used various free stock images from the internet to add certain details. Should be compatible with almost everything except other mods that edit PFHB01 textures. Some model replacements might cause the texture to not apply properly though.
  3. I think it all looks good but Im not fond of the Nar Shaddaa skybox. Imo it could use more flat parts and roof angles like the Vanilla skybox had. I find it looks more like something that would fit in on coruscant instead of Nar Shardaa. I think it also looks harsher in contrast with the level design of the 3D area of Nar Shaddaa.
  4. Aspyr Broke fog in their update for TSL. You can use J's 3CFD Patcher or revert to LegacyPC before the Aspyr Patch to fix the Fog in TSL.
  5. Can Galaar also smell cancer or is that a talent he doesn't have in exchange for his many other? This mod sounds very cool, and I like that the Maalraas has their own identity. I like Mandalore having his own "Man's Best Friend" (which is also his little evil mean puppy probably). However, my exile will definitely be that one family member that somehow has a better connection to the animal than the person it lives (or in this case surrounds themself ig) with.
  6. 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.
  7. 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.
  8. 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.
  9. Lewok2007

    Bith HD

    Big glowup for the Bith's. Amazing work DH.
  10. The latter. The computer goon and regular goon have the corpses swapped at each others positions. Brown hair guy's corpse is where Black hair guy is standing in the hologram, and the Black hair guy's corpse is roughly where the Brown hair guy is standing in the hologram.
  11. In the final room of the Dormitories Section, it looks like Coorta's goons have the wrong body appearance (beta instead of Heavy mining) and their locations are incorrect. The terminal guy's corpse is where the other goon dies and vice versa.
    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.
  12. Amazing Icon 10/10
  13. 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.
  14. Would this mod be compatible with Visually Repair HK-47? I'd assume not for now because of how VSHK47 works but it'd be neat if they could work together.
  15. 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.
  16. I've used it with the mod build and it works fine.
  17. Loved the mod. Looking forward to a version that's compatible 🙏
    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:
  18. 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.
  19. 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
  20. 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.