DeadMan

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Everything posted by DeadMan

  1. I didn't made a K1 version, but if someone will want to convert this mod to K1 - be my guest. @djh269 I see you have a K1 version. Release it!
  2. Hi! IMO the best version for modding is the one from GOG. https://www.gog.com/game/star_wars_knights_of_the_old_republic_ii_the_sith_lords
  3. There is a K1 version:
  4. Armors which are already in your inventory will glitch. However, if you'll give yourself new ones (via cheats or KSE) they will work like intended.
  5. No. Malak is separate model and will need his own fix.
  6. You'll need to edit itemcreate.2da and itemcreatemira.2da. Just edit level column for pikesabers (dm_pikesb01 - dm_pikesb04).
  7. AFAIK, it's not possible.
  8. You must wear some clothes/robes/armor yourself when you ask her.
  9. I did not changed stats of vanilla robes. Armored robes are quite balanced IMO. Movie robes are overpowered, it's their original design from DKs' mod.
  10. Norris robe is not altered by this mod, it uses padawan-style model. Check your other mods.
  11. Nobody forces you to buy and use them. Or you can delete dk_windu.uti, dk_skywalker.uti, dk_anakin.uti and dk_kenobi.uti and they will not even appear in the store. I hate this term when it comes to mods. Especially for games which are this old.
  12. Restore backuped *.2da files (there should be a backup folder in same directory where you extracted mod installer), then delete *.wav files.
  13. I can confirm that replacing *.TPC with *.TGA without *.TXI works. I've got the impression that if you don't provide *.TXI the game will read that information from corresponding *.TPC. You can check it yourself with mods like this one. It has only *.tga files for saber blades, but *.txi instructions (blending additive and decal 1) are applied to them anyway.
  14. View File Darth Nihilus Animation Fix Update Darth Nihilus Animation Fix Update A long time ago, Ӄhrizby released Darth Nihilus Animation Fix 2.0. It was good, but had some problems - like saber swing sound were not playing, clipping in his running/walking animations, etc... I decided to try to fix it, and Ӄhrizby allowed me to release this as new mod. Features: Fixed sound issues Fixed clipping in walking and running animations Restored his unique walk and run animations for single saber Fixed some other problems (like his lower jaw was terribly deformed in some animations) Added camerahook, so your screen will not shake in combat BONUS: reverted model structure back to original. It means, that if you have old Avol's Darth Vader mod installed - Vader will have fixed animations too! I hope I fixed everything, but if I've missed something - let me know in support thread. Installation. Just drop all files to your Override folder. Permissions and credits. Huge thanks to Ӄhrizby for making original mod and allowing me to release this update. If you want to use it in your mods - ask permission from Ӄhrizby. If you get one - no need to ask me, use it like you want. Submitter DeadMan Submitted 12/24/2019 Category Mods TSLRCM Compatible Yes  
  15. Version 1.0.0

    1,067 downloads

    Darth Nihilus Animation Fix Update A long time ago, Ӄhrizby released Darth Nihilus Animation Fix 2.0. It was good, but had some problems - like saber swing sound were not playing, clipping in his running/walking animations, etc... I decided to try to fix it, and Ӄhrizby allowed me to release this as new mod. Features: Fixed sound issues Fixed clipping in walking and running animations Restored his unique walk and run animations for single saber Fixed some other problems (like his lower jaw was terribly deformed in some animations) Added camerahook, so your screen will not shake in combat BONUS: reverted model structure back to original. It means, that if you have old Avol's Darth Vader mod installed - Vader will have fixed animations too! I hope I fixed everything, but if I've missed something - let me know in support thread. Installation. Just drop all files to your Override folder. Permissions and credits. Huge thanks to Ӄhrizby for making original mod and allowing me to release this update. If you want to use it in your mods - ask permission from Ӄhrizby. If you get one - no need to ask me, use it like you want.
  16. You mean the one with sounds for various ranged weapons? Then yes, it's compatible.
  17. Install my mod first, then install Shem's (overwrite conflicting files). This way you'll have Shem's sounds for single sabers, and my sounds for everything else.
  18. You should be able to manually set path in KT. File - > Manage paths.
  19. My mod covers only vibroswords, IRoberts will also change vibroblades and vibro double-blades, so I say use his version. If you like my weapon skins more (look at screenshots) you can mix them - install my mod first, then his but do not overwrite conflicting files.
  20. This usually happens when you try to run TSLPatcher directly from the archieve. Try to extract all of *.zip content to some folder (not the game directory!) and run it from there.
  21. It's a Nihilus model fix I'm working on. I screwed something up, and now I need to move cutscene dummy up for 11 units in about 20k frames.
  22. Hello there! Is there an easy and fast way to change position for many key frames? I need to move one of the nodes up for a specified value. I've seen a "Mass key tweaker" instrument in KotORMax/NWMax, but I don't get how to properly use it.
  23. IIRC, you can add new 'regular' classes, but it's impossible to add new Force-user classes.