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Everything posted by DeadMan
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Animated Ebon Hawk Monitors (not including Galaxy Map)
DeadMan reviewed Sith Holocron's file in Skins
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- 9 comments
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- kotor2
- experience
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(and 7 more)
Tagged with:
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- 9 comments
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- blasters
- improvement
- (and 8 more)
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IIRC, it's not possible. Such things are hardcoded to the engine and we can't recreate them.
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I'd like to donate my TFU Lightsaber pike for this project. It's for TSL and only have 4 colors, but should be easy to convert to K1 and add more colors.
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This another option you mentioned is making a new baseitem for it? Then Force Jump won't work with new sabers AND they will not deflect blaster bolts.
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No, it's a column in appearance.2da.
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Technical Vertex Buffer Difficulties
DeadMan replied to Arson Hole's topic in Knights of the Old Republic General
This is most likely the main problem. In my experience, the game HATES integrated graphics; has issues with AMD cards and works fine on nVidia cards. -
Looks like saber blade textures or *.txi are messed up. Try to search your Override folder (both in main game folder and in Workshop folder) for w_lsabre*.tga and w_lsabre*.txi and remove them.
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Please fix/update the animations in these two mods
DeadMan replied to Dark_Ansem's topic in Mod Requests
I've got permission from Ӄhrizby to release fixed Nihilus I'm currently working on. I've already fixed sound issues with his model, now trying to fix clipping. Release date: when it's done. -
Retexturing Robes for custom robes(newbie)
DeadMan replied to DarthWren's topic in General Kotor/TSL Modding
No need for one. TSL master robe (body variation N) use same texture for both genders. -
There is one issue with *.uti replacement - if you already have these items in your inventory, the fix won't work. So swapping the actual icon files is the preferable way here.
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My recent selfies after "The Last Jedi"