CapitaineSpoque

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About CapitaineSpoque

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  1. Ho j'ai juste mis directement les textures de kotor 2, j'ai pas pensé à convertir les fichiers. Si jamais tu peux utiliser TPCView, tu prends le fichier et tu le déposes dans TPCView en maintenant alt et ça les convertira en TGA
  2. I don't have the time to playtest it atm but i'll do it and tell you if it works. I'm pretty sure the IncreaseDamage function does not work in K1 but i'll double check this
  3. View File Gran reskin from K1 Gran reskin from K1 =============== By ZobiZob ------------------ Description A small mod that edits the Gran TSL texture to make it look like the Gran from K1. K1 model was very low poly, i figured i would try to mimic it using the higher quality model from TSL. Only 2 things are missing: The bracelets and the arm stripes. Installation and use You can have different uses for this file: - Drop it to K2 TSL override to replace the Gran appearance - Delete N_Gran.tpc from K1 override and drop my files instead after installing K1CP to replace TSL skin with mine - Use it as a modder ressource to make a new gran appearance somewhere You have 2 options, 1 is a shirt completely orange, the other one has grey "bracelets" stuff. There is a .jpg to preview. Known Bugs and Incompatibilities Everything should be fine. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures. Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. Submitter CapitaineSpoque Submitted 04/29/2025 Category Skins TSLRCM Compatible Yes  
  4. Version 1.0.0

    5 downloads

    Gran reskin from K1 =============== By ZobiZob ------------------ Description A small mod that edits the Gran TSL texture to make it look like the Gran from K1. K1 model was very low poly, i figured i would try to mimic it using the higher quality model from TSL. Only 2 things are missing: The bracelets and the arm stripes. Installation and use You can have different uses for this file: - Drop it to K2 TSL override to replace the Gran appearance - Delete N_Gran.tpc from K1 override and drop my files instead after installing K1CP to replace TSL skin with mine - Use it as a modder ressource to make a new gran appearance somewhere You have 2 options, 1 is a shirt completely orange, the other one has grey "bracelets" stuff. There is a .jpg to preview. Known Bugs and Incompatibilities Everything should be fine. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures. Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either.
  5. Je t'en prie! Ca fonctionne niquel de mon côté, si ça déconne ce serait une erreur de ma part dans les fichiers que j'ai envoyé. A priori c'est tout bon, redis moi si tout va bien
  6. View File [K1] K2 swoops to K1 Swoops from K2 to K1 =============== By ZobiZob ------------------ Description A small mod that changes your swoop model while racing. Either you keep the vanilla model, and it only adds a shield effect when you take damage (extracted from K2), or you can completely replace the vanilla K1 model with the one from K2 and all its animations. You have the choice between the 3 skins that there are in TSL (Classic, black, beige). There is a folder with the screenshots to see the K2 model and the different skins. Installation 1) Use Holopatcher.exe and choose one of the installation option. If you are not satisfied, you can restart the launcher and chose another option. Known Bugs and Incompatibilities Everything should be fine as long as you do not replace the model file from the swoop with something else of course. The model on the ebon hawk will still be the vanilla one. Permissions You are free to incorporate this into any of your work without asking, just credit me. Acknowledgements All materials and copyrights belong to LucasArts, Obsidian and Bioware. This mod is not to be distributed for profit, either. Submitter CapitaineSpoque Submitted 04/28/2025 Category Mods K1R Compatible Yes  
  7. Version 1.0.0

    9 downloads

    Swoops from K2 to K1 =============== By ZobiZob ------------------ Description A small mod that changes your swoop model while racing. Either you keep the vanilla model, and it only adds a shield effect when you take damage (extracted from K2), or you can completely replace the vanilla K1 model with the one from K2 and all its animations. You have the choice between the 3 skins that there are in TSL (Classic, black, beige). There is a folder with the screenshots to see the K2 model and the different skins. Installation 1) Use Holopatcher.exe and choose one of the installation option. If you are not satisfied, you can restart the launcher and chose another option. Known Bugs and Incompatibilities Everything should be fine as long as you do not replace the model file from the swoop with something else of course. The model on the ebon hawk will still be the vanilla one. Permissions You are free to incorporate this into any of your work without asking, just credit me. Acknowledgements All materials and copyrights belong to LucasArts, Obsidian and Bioware. This mod is not to be distributed for profit, either.
  8. Hello there! This mod looks promising, i was wondering if the IncreaseDamage function that you used was actually working, as it is broken in other instances of the game like the combat adrenal? Cheers,
  9. View File [K1] Swoop platform model repairs Swoop platform models repairs =============== By ZobiZob ------------------ Description There are notoriously some problems with most of the levels geometry, models and textures. They are not ultra noticeable, but once you see it, you can't unsee it. As i am working on a custom module using the swoop platform geometry, i decided to fix some of these problems, and also add numerous details like venting effects, animated light and distant swoop riders with upscaled textures for their bikes + different colors for riders. The full pack also displays your swoop in the module. Installation 2 options, either the full pack with the swoop you use during the race displayed, or not. 1) Use the holopatcher.exe included and you're ready to go. If you're not satisfied with an option or the other, you can always come back and reinstall the desired option. Known Bugs and Incompatibilities Everything should be fine. If you replace the m03af.git file after installing the doors that i added in the distance will disappear. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures (swoop riders, swoop bikes). Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. Submitter CapitaineSpoque Submitted 04/26/2025 Category Mods K1R Compatible Yes  
  10. Version 1.5

    27 downloads

    Swoop platform models repairs =============== By ZobiZob ------------------ Description There are notoriously some problems with most of the levels geometry, models and textures. They are not ultra noticeable, but once you see it, you can't unsee it. As i am working on a custom module using the swoop platform geometry, i decided to fix some of these problems, and also add numerous details like venting effects, animated light and distant swoop riders with upscaled textures for their bikes + different colors for riders. The full pack also displays your swoop in the module. Installation 2 options, either the full pack with the swoop you use during the race displayed, or not. 1) Use the holopatcher.exe included and you're ready to go. If you're not satisfied with an option or the other, you can always come back and reinstall the desired option. Known Bugs and Incompatibilities Everything should be fine. If you replace the m03af.git file after installing the doors that i added in the distance will disappear. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures (swoop riders, swoop bikes). Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either.
  11. Hum this is the one you introduced with the diversified jedis on star forge right?
  12. Thank you very much for this i'm gonna try this out today. EDIT = It works well ty. I'm gonna try to reduce the hand/head size in the following days/weeks and see how it goes.
  13. No worries, you've pulled out a very fair amount of modding content for both games. Ty for your answer, i'm still new to all of this but i'm gonna try to do my best with your advices.
  14. Hi there! I am trying to add as much appearances as possible to K1, and I saw this awesome mod by DarthParametric that adds a female rodian npc model to TSL : I tried to convert this work to K1, but the model just bugs out. So I figured i would do this myself, inspired by DP's work. So via Blender, I used the PFBBS model as a base just like him (the female scoundrel model), I deleted the human hands from the left and right arms. Then, I replaced both hand geometry + the neck geometry in the scoundrel cutscene dummy with the ones from the N_Rodian model. Then i deleted the arm/forearm from the rodian arms to keep only the hands, and i moved them from the rodian model to the scoundrel model. I did the same for the head model from the rodian to the scoundrel model. I of course changed the supermodel from the scoundrel model from S_Female03 by N_Rodian to have the animations. Until this part, everything is doing kinda fine. Now the part where i struggle is to rescale and reposition the hands and the head, because they're too big and they're not located at the right place. I linked both screens, this is the result in Blender and in game. So as you can see i still need to move + rescale the head, both the model and from the cutscene dummy, and same for the hands. If someone has any insights about this, because atm everything i've tried lead to cursed results. Ty!