-
Content Count
32 -
Joined
-
Last visited
-
Days Won
1
SithNadd last won the day on July 13
SithNadd had the most liked content!
Community Reputation
25 Jedi PadawanAbout SithNadd
-
Rank
Jedi Apprentice
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
StellarExile started following SithNadd
-
Absolutely. As I believe a certain Jedi Knight once said: "This is where the fun begins..." Will the fixed area models be released as a modders resource similar to what you did with the Shadowlands module? I'm itching to start adding some content in myself now that there's a fixed set of models out there.
-
That Czerka depot certainly looks a lot better after a bit of TLC from you. Sorting that area out was one of the things on my 'things to do some day' list, but it looks like it can be crossed off now, which I certainly won't be complaining about! Big ol' area to fill with content though, so I look forward to seeing what you decide to fill it with.
-
Personally I prefer 3DS Max, but it’s just that. A preference. If you know Blender better than Max, use Blender. Both will work for this.
-
I just decompiled your game model and imported it into 3DS Max and there are a few issues. None of the meshes actually have a texture assigned to them. None of the meshes have any sort of UVW mapping applied, so even if a texture were applied, it wouldn't look as it should. Probably the biggest issue - all of the meshes are trimeshes. There are no bones in the model, just the meshes which make up Jar Jar's head. For the head to work properly in the game, you'd need to weight the head objects to a set of bones. Either a custom rig, or try and use one from the game, but none of them are particularly Gungan shaped, so you'd probably either have to make heavy modifications, or compromises.
-
-
View File Diversified Sith Academy Guards This mod adds unique appearances for each of the guards in the Sith Academy on Korriban. Each guard uses a modified version of the Sith Trooper model with the helmet removed and has a unique head ported from TSL. This mod will not work with saved games in which you have already entered the Sith Academy, as module data is stored within saves. You will need to use a save from before you enter the Sith Academy or a start a new game for the changes to apply. I’m aware that there was previously a similar modified Sith Trooper model which is no longer available, but this one improves on that by having a slightly nicer modification to the mesh itself and has the adjusted vertices re-weighted to prevent gaps appearing between the body and neck during certain animation. Installation Run the included installer and the mod will install itself. Submitter SithNadd Submitted 07/12/2025 Category Mods K1R Compatible Yes
-
Kebla Yurts store, I believe. I recognise the Taris textures and that’s the only place I can think of that has the armour models cut up and dotted around like that.
-
33 downloads
This mod adds unique appearances for each of the guards in the Sith Academy on Korriban. Each guard uses a modified version of the Sith Trooper model with the helmet removed and has a unique head ported from TSL. This mod will not work with saved games in which you have already entered the Sith Academy, as module data is stored within saves. You will need to use a save from before you enter the Sith Academy or a start a new game for the changes to apply. I’m aware that there was previously a similar modified Sith Trooper model which is no longer available, but this one improves on that by having a slightly nicer modification to the mesh itself and has the adjusted vertices re-weighted to prevent gaps appearing between the body and neck during certain animation. Installation Run the included installer and the mod will install itself. -
I’m not certain without checking, but I’m pretty sure the armour pieces are part of the level geometry and the metal boxes and kiosk are placeables. If so, the simplest solution would be to just move the placeables elsewhere, or take them out completely. Or you could modify the level geometry to remove the armour pieces or put them elsewhere and adjust the walkmesh to match. Either way, it’s definitely doable.
-
What does lookupgamefolder mean/do?
SithNadd replied to DarthJaegad's topic in General Kotor/TSL Modding
It seems I misread the original post then, I thought LookupGameNumber was what the OP was asking about. That’ll teach me to make sure I read posts properly. Good spot! -
What does lookupgamefolder mean/do?
SithNadd replied to DarthJaegad's topic in General Kotor/TSL Modding
I would assume you’re referring to the changes.ini file inside the tslpatchdata folder for most mods? The line to which you refer tells the installer which game the mod is for. A value of 1 is KotOR and 2 is TSL. -
View File Ebon Hawk Doors (K1) This mod adds interior doors to the Ebon Hawk, ported from the prologue in KotOR II. Each door has a trigger set around it which will cause it to open/close automatically as you approach/move away from it. Only the main ebo_m12aa are has the doors added in. The Ebon Hawk stunt modules where the Dodonna cutscenes etc take place remain unaffected. This mod will not work with saved games in which you have already entered the Ebon Hawk, as module data is stored within saves. You will need to use a save from before you obtain the Ebon Hawk or a start a new game for the changes to apply. Installation Run the included installer and the mod will install itself. Bugs No “bugs” as such to speak of, but there can be a little bit of funkiness during cutscenes/scripted NPC actions such as Sasha and Lur Arka Sulas leaving the ship. They will get a bit confused and turn on the spot in front of each door they pass whilst the door opens. The only way around this would be to go in and change the scripts for each “cutscene”, but I don’t personally feel it’s necessary. Submitter SithNadd Submitted 07/01/2025 Category Mods K1R Compatible Yes
-
Version 1.0
50 downloads
This mod adds interior doors to the Ebon Hawk, ported from the prologue in KotOR II. Each door has a trigger set around it which will cause it to open/close automatically as you approach/move away from it. Only the main ebo_m12aa are has the doors added in. The Ebon Hawk stunt modules where the Dodonna cutscenes etc take place remain unaffected. This mod will not work with saved games in which you have already entered the Ebon Hawk, as module data is stored within saves. You will need to use a save from before you obtain the Ebon Hawk or a start a new game for the changes to apply. Installation Run the included installer and the mod will install itself. Bugs No “bugs” as such to speak of, but there can be a little bit of funkiness during cutscenes/scripted NPC actions such as Sasha and Lur Arka Sulas leaving the ship. They will get a bit confused and turn on the spot in front of each door they pass whilst the door opens. The only way around this would be to go in and change the scripts for each “cutscene”, but I don’t personally feel it’s necessary.