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EwokKotor

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Everything posted by EwokKotor

  1. As the title says I am currently trying to work on a playable Jawa mdl and am having problems with the weapons in game placement specifically when in combat animations. Essentially my ,admittedly convoluted, process was that I scaled down pfbcs.mdl/.mdx to the size of a jawa in blender, scaled down the animation to match, and applied all transformations excluding rotation. I then exported that, used MDLedit to batch an ASCII file from the export, then with the supermodel in the same folder using MDLedit batched it back to Binary. Regular animations such as walking and combat stances work fine with no stretching, but the problem is I think the weapons seem to still be spawning in the original location from before scaling down. In Blender I tried creating a custom scaled down supermodel, I even edited the hand hooks placement for the g2r1 (which from what I could tell was the idle mele 1h animation) in the graph-editor panel in the animation section, and tried compiling the player character again using that as the supermodel but it didn't seem to work. I am thinking that maybe the game is drawing the weapon placements from the hooks in the actual main supermodel in the game files? Anyways I am kind of at a loss. I am thinking maybe this might be fixable by editing the ASCII file, but if it IS just pulling from some global animation array regarding the weapon hook placement I don't think it would be. But am honestly running out of ideas and any help would be much appreciated. The steps adding the actual Jawa mesh I did after and it seems to be working ok but the part I have described is what produced the bug. Anyways any help or feedback would be great thanks, for your time.
  2. EwokKotor

    Kotor Ewok

    Just to reiterate slightly. This mod utilizes a modified asset from the community-maintained SWBF2 Mod Tools SDK 2020 available at ModDB, alongside original assets from Star Wars: Knights of the Old Republic. Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). To expand upon this the .msh and .tga were obtained from SWBF2 Mod Tools SDK 2020 available at ModDB, which was from my understanding derived from vanilla assets from Star Wars Battlefront II 2005. the .msh was then modified in a process as documented in the posted YouTube video, the original skeleton being stripped away and it being parented to an existing Kotor mdl's bones and being weighted accordingly. There are also several more steps such as editing the .ascii file, and editing the hand hooks slightly. Anyone who would like to use this mod in their projects has my permission. I have just submitted an update that should fix the above mentioned bug that caused parts of the character model the appear invisible. I am not sure what to do about the clipping through the floor upon death for now though. But update should be live soon. I do not have KOTOR 2 rn so cannot be much help with issues regarding porting between the games unfortunately.
  3. View File Kotor Ewok This Kotor 1 mod adds a playable custom ewok mdl that can be placed into the override folder to replace some npcs or used in conjunction with KSE as a playable character with combat animations. No 2 hand mele combat animations at this time. This .Zip file contains a ReadMe.txt a brief tutorial.txt on how to recreate the mod process, the custom .tga files for the textures, and finally the custom .mdl and .mdx files that can be dropped into override following the instructions in the ReadMe file. I also included a link to how to recreate the process incase anyone is interested. Disclaimer: This mod utilizes a modified asset from the community-maintained SWBF2 Mod Tools SDK 2020 available at ModDB, alongside original assets from Star Wars: Knights of the Old Republic. Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). This is a strictly non-profit, fan-made educational project intended exclusively as a technical proof-of-concept demonstrating asset handling for the KOTOR modding community. Furthermore, I do not own or claim rights to any of the third-party tools used or described in this project; all rights belong entirely to their respective developers Submitter EwokKotor Submitted 06/09/2026 Category Mods K1R Compatible No  
  4. https://www.nexusmods.com/kotor/mods/1807 While my submission is pending approval, in the meantime if anyone is interested I created a mod that adds a playable ewok. The above link is to the nexus download which is live now.
  5. EwokKotor

    Kotor Ewok

    Version 2.1

    14 downloads

    This Kotor 1 mod adds a playable custom ewok mdl that can be placed into the override folder to replace some npcs or used in conjunction with KSE as a playable character with combat animations. No 2 hand mele combat animations at this time. This .Zip file contains a ReadMe.txt a brief tutorial.txt on how to recreate the mod process, the custom .tga files for the textures, and finally the custom .mdl and .mdx files that can be dropped into override following the instructions in the ReadMe file. I also included a link to how to recreate the process incase anyone is interested. Disclaimer: This mod utilizes a modified asset from the community-maintained SWBF2 Mod Tools SDK 2020 available at ModDB, alongside original assets from Star Wars: Knights of the Old Republic. Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). This is a strictly non-profit, fan-made educational project intended exclusively as a technical proof-of-concept demonstrating asset handling for the KOTOR modding community. Furthermore, I do not own or claim rights to any of the third-party tools used or described in this project; all rights belong entirely to their respective developers
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