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Files posted by CapitaineSpoque
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[K1] Swoop platform model repairs
By CapitaineSpoque in Mods
Swoop platform models repairs
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By ZobiZob
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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.
Fixed music changes from 1.5 with version 1.6.
Installation
3 options, either the full pack with the swoop you use during the race displayed, no swoop bike displayed and also an option without the doors.
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.
The upscaled textures only affect the swoop bikers and won't change the textures for Niktos/swoopgang creatures.
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.
43 downloads
0 comments
Updated
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Gran reskin from K1
By CapitaineSpoque in Skins
Gran reskin from K1
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By ZobiZob
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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.
15 downloads
0 comments
Submitted
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[K1] K2 swoops to K1
By CapitaineSpoque in Mods
Swoops from K2 to K1
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By ZobiZob
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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.
20 downloads
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Commoner's texture pack v1.0
By CapitaineSpoque in Modder's Resources
This mod is a modder's ressource, nothing will be introduced in game.
Hello there ! As i am working on NPC diversity with the Kotor Expansion Pack, i am providing my ressources. In this pack there is around 70 new textures for commoners, it is overkill but at least you can choose from a variety of things.
TSL had a specific texture for both male and female commoner that was exclusive to this game, however there was only 1 color for each gender (light blue and dark blue). I brought a lot of color variations for female, and some for males.
I also provided some sleeveless variants, among them is the female czerka uniform with the signature czerka bars on the arms.
The textures have been reworked from ShiningRedHD upscaled texture, so everything is in high quality.
You can use anything from this pack as long as you credit myself and ShiningRedHD.
49 downloads
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Kel Dor severed arm model - Modder's ressource
By CapitaineSpoque in Modder's Resources
Description
This mod is a modder's ressource, and will not include anything in game.
Thx to @DarthParametric kel dor modder's ressource, this mod is possible.
I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties.
This ressource contains a completely kel dor appearance/head, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game.
So you can do a lot of thing with this, make a new playable character or bring new npc appearances.
The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell) because the uv maps are different from vanilla models. They are 2048x2048.
Video showcase
Disclaimer :
There are few combat animation glitches, the weapon in the right hand will be slightly off, the robot arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy armors especially. Otherwise after playtesting everything else seems fine.
Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell.
Obviously models have unique names to prevent conflict with other vanilla models in game and between each other.
The default head has jaw animation, but theyre a bit too much imo. I couldnt fix it, so i provided a head model without the jaw animation in the ressources.
Installation and how are the files ordered :
- The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head
inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear.
- The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will be bad interactions regarding alpha layers and .txi i attributed.
- The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures.
- The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02.
- The texture for bao dur arm is provided aswell in a single folder.
- The "No animation jaw" folder contains the head model without the jaw animation.
- The "base texture" folder contains the texture with only bao dur arm and default kel dor hand.
Credit:
@DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource.
Kotor discord channel for insights on developping mods for this awesome game.
Permissions:
Feel free to use my work, just a simple credit.
9 downloads
0 comments
Updated
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K1 Severed arm male body model - Modder's ressource
By CapitaineSpoque in Modder's Resources
Description
This mod is a modder's ressource, and will not include anything in game.
I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties.
This ressource contains a completely new male body appearance, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game.
You can tie any head to the model aswell. So you can do a lot of thing with this, make a new playable character or bring new npc appearances.
The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell). They are 1024x512 to allow the arm uv mapping into a single texture.
Atm the textures are low res, im gonna update this someday, at least to 2048x1024.
Video showcase for the ressource
Disclaimer :
There are few combat animation glitches, the arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy armors especially. Otherwise after playtesting everything else seems fine.
Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell.
Obviously models have unique names to prevent conflict with other vanilla models in game and between each other.
Installation and how are the files ordered :
- The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head
inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear.
- The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will
be bad interactions regarding alpha layers and .txi i attributed.
- The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures.
- The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel
to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02.
- The texture for bao dur arm is provided aswell in a single folder.
Credit:
@DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource.
Kotor discord channel for insights on developping mods for this awesome game.
Permissions:
Feel free to use my work, just a simple credit.
9 downloads
0 comments
Updated
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Merged Visor Models - Modder's ressource
By CapitaineSpoque in Mods
This mod is a modder's ressource, it does not introduce any item into the game, there is not item sheet related to the models, there is no custom skin for the models.
Description and content
This mod packs 71 mask model variants, merging the vanilla visors from the game as best as possible. Every models bear the vanilla textures and should not conflict with any items in game.
There is no icons provided. Every models are referenced in a specific folder and inside the folder is a .Jpg that you can open to display the model.
I packed every vanilla textures for the masks as an additional folder.
How to use this
Here is my video tutorial about modeling, very basic but it might help you out : Basic model merging and editing tutorial
- You can make them a brand new items in game, modifying the model variation and adding a custom icon.
- You can make customized skins with the provided textures, by modifying the texture names related to the models using Blender or other softwares.
- You can use them, either to make them placeables, or add them to npc models using Blender or other softwares.
- Anything that comes to your mind if you have the abilities !
Feel free to use anything from this mod, this is extracted from the base game and this is my own edits. Just credit me somewhere.
Disclaimers
- I tried to make sure every geometry pieces from every masks had unique names, so they shouldnt conflict with anything and between each other at 95%. However,
this is a lot of visors and i might have forgotten some, so it might be useful to double check before using one with Blender.
- My modeling abilities are limited, so be forgiving about the models i pulled out. I tried my best so they look as fine as possible in game,
but there might be some clipping or other visual artifacts i may have missed.
- I do not know how animations and animation roots work, so there might be something wrong here even though everything display fine in game still.
Credits
Every kotor members that helped me during the modding journey.
Bioware for their work and base game models.
64 downloads
0 comments
Updated