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SithNadd

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Posts posted by SithNadd

  1. 1 minute ago, CapitaineSpoque said:

    Indeed! Fixing the models is the "easy" part, filling the area with npcs and exciting stories to be told is something else :p 

    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. :P

    • Like 1
  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. 7 hours ago, Zeoka said:

    Of course he meant that, haha. I'm not the sharpest tool in the shed. Well, that means the cat is out of the bag as well. My mod is a Jar Jar Binks face as a playable character for the memelords or those who just like Gungans.

    jarjarbinks_tex.png

    PMHA03.mdl 182.53 kB · 0 downloads PMHA03.mdx 52.05 kB · 0 downloads PMHA03.tga 204.37 kB · 0 downloads unit.char_jarjarbinks_cinematics_pre.dae 1.23 MB · 0 downloads

    Gungan2.blend 1.75 MB · 0 downloads

    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.

  4. 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
    • Submitted
      07/12/2025
    • Category
    • K1R Compatible
      Yes

     

  5. 3 hours ago, Salk said:

    What place is that?

    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.

    • Like 1
  6. 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.

  7. 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
    • Submitted
      07/01/2025
    • Category
    • K1R Compatible
      Yes

     

  8. The triggers have been placed in the game and I think the effect is about as smooth as I'm going to get it:

    Much happier with this iteration of the mod than I was the previous one, so I think this going to be the approach I go with for the final product.

    I've done a little play-testing to make sure cutscenes aren't broken by the doors stopping NPC's moving etc and it all seems to be ok. The triggers all work as they should. There might be the odd bit of jank with NPC's getting lost for a second and turning on the spot while they wait for a door to open,  but other than that, it's all good. Not that there are many proper cutscenes aboard the Ebon Hawk, anyway. At least not in ebo_m12aa, which is the only module I've added the doors to. The other stunt modules, I've left alone.

    I was mainly concerned that this would interfere with things like Sasha leaving the ship, but she just acts as above. Some of the doors go a little nuts if you try to follow her directly, as multiple creatures are entering/exiting the trigger areas at once, but don't do that it's fine. 

    Well, here it is! :)

     

     

    • Like 2
  9. 14 minutes ago, Salk said:

    Yes, I'm using myself a version of the autoclose on heartbeat in my modification, inspired by SpaceAlex's. It needed some tweaking. I extended this to practically every door in the game that can be opened.

    Every door? That must've taken a while! 

    I've set out all of the trigger positions in 3DS Max and used DarthParametric's MAXScript to get the vertex offsets I need for the trigger geometry, so it's just a case of plugging those into the .git file now and hoping it all decides to play nicely. I'm not such a fan of the Holocron Toolset module editor for this type of work, it feels a little too clunky and imprecise for my liking. Unless I'm missing a trick and using it incorrectly, obviously.

  10. 4 hours ago, Salk said:

    Hello!

    Question: what kind of issues have you encountered with the autoclose via heartbeat?

    The doors would sometimes stay open for an excessive amount of time after moving away from them and would sometimes snap shut as soon as they were opened.

    1 hour ago, N-DReW25 said:

    @SithNadd I believe the K1 Enhancement Pack contained a feature that allowed for this, since it is a modder's resource you can study how SpaceAlex made his doors work for when you make your own.

    I've had a look through the files and it looks like SpaceAlex did it in near enough the same way I did, give or take. It's pretty close to the effect I want, but there's still that little bit of jank and inconsistency which puts me off, so I think I'll still go for the triggers instead. The triggers will allow for a smoother and more consistent auto-open as well as the close too, since I think having to manually open all those doors every time you walk around the Ebon Hawk could get a bit stale after a while. 

    Good thinking, though! :)

  11. For reasons I can't explain, ever since I played TSL for the first time far longer ago than I care to admit, I've always wanted to have the interior doors in the Ebon Hawk in the first game. I noticed nobody else had added this feature in as of yet, so I decided to take a crack at doing it myself:

    BzRMFZX2_t.png

    All of the doors are added in and working, but obviously once they've opened, they stay that way. This feels like it makes the mod a bit pointless, so I'm currently working on a way to have each door automatically close once you move a certain distance away from it. 

    I originally planned to use an OnHeartbeat script attached to each door to close it once you move a certain distance away, but it didn’t come out as well as I’d hoped:

    It’s a bit janky and doesn’t always seem to work as intended, so I’m not sold on this method.

    I did try using a trigger instead, having the doors open/close using the OnEnter and OnExit scripts instead and it’s a LOT smoother, so I think I’m gonna switch to that. Setting all those triggers isn’t going to be the quickest process in the world though so… that’ll be fun!

    As you can see, since the doors were originally intended to only be seen from one side in TSL, so once you pass through, you can see some of the door geometry poking out the wall on the other side. I'm not too bothered with that though, since it's unlikely anyone is going to be stopping and turning around to look up every time they walk through a door. I did show it at the end off the video though, just as a point of interest.

    I’ll hopefully get all of the triggers set tomorrow, give it a thorough test and then maybe put up a new test video before I create an installer and package it up for release.

    • Like 4
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