-
Content Count
321 -
Joined
-
Last visited
-
Days Won
14
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DeadMan
-
[TSL] Is it possible to add new classes by modding?
DeadMan replied to Display Name's topic in General Kotor/TSL Modding
IIRC, you can add new 'regular' classes, but it's impossible to add new Force-user classes. -
Doesn't look so. At least I still see them
-
If they were upgradeable you may become very overpowered too early in the game, and I don't want to completely ruin games already crippled balance. Another option is to make them upgradeable, but make them available much later in game, and I don't want to do so. It's a matter of personal preferences. I never considered Royal/Shadow guards a 'proper' Force/lightsaber users. In my book, 'real' Jedi use one single-bladed lightsaber ;-) If anyone want to modify this mod to make them upgradeable (or anything else) - be my guest. I have no desire to do it myself, it is already like I wanted it to be.
-
Hello there! This is definetely a mod conflict. For some reason, the game uses new textures, but old models. Usually this happens when you have TSLRCM installed from Steam Workshop. In this case you need to install my mod not to the Override, but to TSLRCMs Workshop folder and overwrite conflicting files.
-
- 13 comments
-
- quarterstaff
- weapons
-
(and 2 more)
Tagged with:
-
You have mods from Workshop installed, that's the cause of conflicts. I believe TSLRCM have modified vanilla master robe models. In this case, you must install mods to TSLRCM workshop folder (overwrite conflicting files), and not in game folder Override. Or you can just search through Workshop folder and delete PMBNM and PFBNM mdl and mdx files.
-
Scripting Issue with a New Function File
DeadMan replied to HarIII's topic in General Kotor/TSL Modding
Try to put it in same directory with your source script. -
Alternate game installation location other than C drive?
DeadMan replied to Mellowtron11's topic in General Kotor/TSL Modding
Any location other than Program Files and root directory on any drive will work. I have my games (GOG version) installed in D:\Games\SWKotOR and D:\Games\SWKotOR2.- 1 reply
-
- 1
-
TSL music "darkside" & "darkside_short" replacement issue.
DeadMan replied to Omega1's topic in General Kotor/TSL Modding
The "Dark side points gained" music file is mus_s_darkshort.wav. Replacement should go to Override. The one I use is PCM 44100 Hz, 1411 kbps, stereo (I can send it to you for testing). Note that I'm using GOG version of the game. I can confirm that it also works in original 4-CD version. I believe I've read somewhere, that Aspyr's patch broke something in the game and it cannot play custom WAV files anymore. If it's the case, then reverting to the Legacy PC version should fix it. -
-
This is definetely a model problem. In fact, female padawan robe model was always known to have issuises if it were compiled with old MDLOps versions (I have no idea how it works with new ones or MDLEdit). Like @ebmar said, try to remove PFBIM.MDL and PFBIM.MDX from your override and see what happens.
- 3 replies
-
- 1
-
- troubleshoot
- mod help
- (and 6 more)
-
Mod Setup Failure for the (10th or more) time, somehow.
DeadMan replied to JordanB500's topic in General Kotor/TSL Modding
In TSL, if you store files from different mods in different sub-folders, the game will load the ones which it finds first. So, load order is Override -> Sub-folder 1 -> Sub-folder 2, etc. -
Or update your WinRAR/7zip.
-
Have you seen it already? I REALLY like how it turned out.
-
-
-
Also, you may try to change your %TEMP% path to something like C:\Temp. I had similar issuises (with another software) with default path when I had my username in non-English characters.
-
Anybody still playing it? I've recently returned. I'm on Darth Malgus.
- 116 replies
-
- SW:TOR
- Old Republic
-
(and 1 more)
Tagged with:
-
Visibility of names and descriptions of modded items
DeadMan replied to lr1504's topic in General Kotor/TSL Modding
You can edit items name and description in corresponding *.uti file. If you already have this item in your inventory you will not see the changes, but if you find a new one (or give it yourself via cheats or KSE), they will appear in game. -
If you (or anybody else) will want to port my Movie-style Jedi Master Robes to K1 - no need to ask me for permission. I stated years ago that all my mods can be used by everyone in their own projects (I'm only against uploading my mods to Steam Workshop, but that's a different story). I didn't had time to check your K1 supermodel, but if bones match their TSL counterparts it should be pretty easy to convert my models for K1.