SithNadd

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Everything posted by SithNadd

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. SithNadd

    Odds and Ends

    A few random bits and pieces from my tinkering sessions.
  6. From the album: Odds and Ends

    Refined the mesh a bit, so the large triangle faces with the self-illumination on no longer include part of the metal casing and are just the 'glass' parts.
  7. From the album: Odds and Ends

    Early stages test of a model replacement for the Sith Holocron in the Korriban Academy. Ported over a Holocron model from TOR to replace the behemoth statue model that was previously used and moved it up on to the little table. Also moved Bastila's spawn point a touch closer and adjust some of the camera positions to suit. Still plenty to do on this, but as a quick and dirty first test, I'm quite pleased.
  8. From the album: Odds and Ends

    Early stages test of a model replacement for the Sith Holocron in the Korriban Academy. Ported over a Holocron model from TOR to replace the behemoth statue model that was previously used and moved it up on to the little table. Also moved Bastila's spawn point a touch closer and adjust some of the camera positions to suit. Still plenty to do on this, but as a quick and dirty first test, I'm quite pleased.
  9. From the album: Odds and Ends

    Early stages test of a model replacement for the Sith Holocron in the Korriban Academy. Ported over a Holocron model from TOR to replace the behemoth statue model that was previously used and moved it up on to the little table. Also moved Bastila's spawn point a touch closer and adjust some of the camera positions to suit. Still plenty to do on this, but as a quick and dirty first test, I'm quite pleased.
  10. From the album: Odds and Ends

    Well, this turned out better than I expected. Ported over from SWTOR. Not sure if I should remove the piece that goes over the top of the head to reduce clipping on other heads, though. Could look a bit odd without something there to physically attach it to the head.
  11. From the album: Odds and Ends

    Quick test of a two new placeable models for TSL. Final location will be inside Ludo Kressh's tomb, but used the Valley of the Dark Lords area for convenience when testing it out. Interacting with the sword will add it to your inventory and the placeable object will then be destroyed, leaving just the corpse behind.
  12. From the album: Odds and Ends

    Decided to use the TSL underwear, since I like it a little better. Changed the colour of the cloth and tweaked the skin tone to better match the head and did a little UV tweaking, as the bottoms of the feet were badly misaligned. The small, medium and large sized underwear models all work fine, so just portraits left to make and that'll be that.
  13. 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  
  14. From the album: Odds and Ends

    Pretty sure I'm all done with this. Smoothing issues resolved and the skin weights are as good as I think I'm going to get.
  15. That only applies if you're playing certain non-English version of the game which has both a dialog.tlk and dialogf.tlk file, from what I can gather. I'm using an English version with just the one .tlk file and it works perfectly:
  16. 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.
  17. 34 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.
  18. From the album: Odds and Ends

    Going through and giving a unique appearance to each of the guards in the Sith Academy on Korriban, using a Sith Trooper body model I modified and a mixture of K1 and TSL heads for a bit of diversification. The lite models used in the original game were awful, so hopefully this looks a bit better. Should be fine to use with K1CP too, which is nice.
  19. From the album: Odds and Ends

    Going through and giving a unique appearance to each of the guards in the Sith Academy on Korriban, using a Sith Trooper body model I modified and a mixture of K1 and TSL heads for a bit of diversification. The lite models used in the original game were awful, so hopefully this looks a bit better. Should be fine to use with K1CP too, which is nice.
  20. From the album: Odds and Ends

    Going through and giving a unique appearance to each of the guards in the Sith Academy on Korriban, using a Sith Trooper body model I modified and a mixture of K1 and TSL heads for a bit of diversification. The lite models used in the original game were awful, so hopefully this looks a bit better. Should be fine to use with K1CP too, which is nice.
  21. From the album: Odds and Ends

    Going through and giving a unique appearance to each of the guards in the Sith Academy on Korriban, using a Sith Trooper body model I modified and a mixture of K1 and TSL heads for a bit of diversification. The lite models used in the original game were awful, so hopefully this looks a bit better. Should be fine to use with K1CP too, which is nice.
  22. 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.
  23. From the album: Odds and Ends

    Going through and giving a unique appearance to each of the guards in the Sith Academy on Korriban, using a Sith Trooper body model I modified and a mixture of K1 and TSL heads for a bit of diversification. The lite models used in the original game were awful, so hopefully this looks a bit better. Should be fine to use with K1CP too, which is nice.
  24. 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!
  25. 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.