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Quanon

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Everything posted by Quanon

  1. Doing practice video recordings for tutorials.

  2. Mmm; looks like I have a very old version... V1.6? I did manage to start tweaking it a bit. But the effects are still waaaaay to strong. Nothing like what you guys have been showing the thread. But I guess, I better hunt down the latest FX and Reshade first
  3. So I had to try this out! But I don't get really nice results, on my first try, I have this really strong "noise" effect and the contrast is to hard to my taste. I then tried one of the downloads from this thread; Constars reshade settings. But then my whole screen got blurred out I'm an absolute noob, so how can I alter the looks, I've tried to get my bearings in the sweetfx and reshad files, but I don't really have an idea, what I can change for the best. How would I reduce the noise effect and have less harsh contrast?
  4. Yes, you can: look into the tslpatchdata folder. Allthough, if you have other mods that altered the looks of certain characters or armors, you'll need to edit the 2DA files found in your own Override folder yourself. If you don't have any such much mods, and say, just basic reskins; you can copy the 2DA files from this mod as well. But DO make a back-up just in case. What you need to copy, make sure you see file extensions in your folder, to get just the items: - i_mask_226.Mdl and Mdx - i_mask_227.Mdl and Mdx - i_mask_233.Mdl... etc Then all the skins/ textures: - J7_mask.tga - ii_mask_227.tga... etc All the .tga and .txi files. Next all the .uti files: - q_mask226.uti - q_darthdark.uti - q_praethelm.uti... etc I didn't list all the files, but you get the idea That should be all, you can then just use the chea code: giveitem q_darthdark or use KSE to get them into your inventory.
  5. All items start with a "q_" q_darthdark => Red/black armor q_darthmass=>Dragon knight armor q_darthlght=> Red/ white armor The helmets: q_mask226 => Alpha romeo assasin thingy q_mask227 => TSL lookalike assasin q_praethelm => Praetorian helm: one with the big crest on top q_spikehelm => one with the row of spikes and the "cross" visor q_masshelm => Dragon Age/ mass effect lookalike q_darkhelm => Red/ black knight helm; triangle looking one If you used the TSLpatcher all files should be at the right spot. KSE should show them in the inventory list. Scroll down to the bottom ;-)
  6. @SH I'll update the readme asap. Though not sure why this an issue really?
  7. Another mod released!

  8. Quanons & Djh269 Armor Pack View File Quanons & Djh269 Armor Pack This mod will install a unique set of armours for your Jedi Character. Nothing gets replaced, the armors work as a disguise. Like the Sith armor or the Tusken Raider clothes you find in the game. Because the armor works as a disguise you'll notice that the head of your character also changes. It will look like a black head; a very dark leather texture has been applied. Next pick, any of the helmets included with this mod. And your armor is now complete! To get the goodies, read on below 🙂 This mod will also change the encounters with the Sith you have on Tatooine and Kashyyk. Now each battle is unique, instead of being clones, all npcs have been made a little harder to beat. As a reward, beat the evil guys on Tatooine and somewhere in Anchorhead a container will be appear with all the nice new armors. To install: Use the TSLpatcher and it will apply all the needed changes to your game. Done! Compatible: This mod should not create any conflicts with most other mods out there. I still advice, to install it after bigger mods, such as the K1 restoration mod. Since that mod alters lots of files. Use the TSLpatcher to avoid bugs and problems 😉 Credits: Djh269: Setting up the TSLpatcher, altering the Sith parties, creating the scripts. Quanon: Models and skins; UTI files. Preview: Submitter Quanon Submitted 03/31/2017 Category Mods K1R Compatible  
  9. Version 1.2

    1,476 downloads

    Quanons & Djh269 Armor Pack This mod will install a unique set of armours for your Jedi Character. Nothing gets replaced, the armors work as a disguise. Like the Sith armor or the Tusken Raider clothes you find in the game. Because the armor works as a disguise you'll notice that the head of your character also changes. It will look like a black head; a very dark leather texture has been applied. Next pick, any of the helmets included with this mod. And your armor is now complete! To get the goodies, read on below 🙂 This mod will also change the encounters with the Sith you have on Tatooine and Kashyyk. Now each battle is unique, instead of being clones, all npcs have been made a little harder to beat. As a reward, beat the evil guys on Tatooine and somewhere in Anchorhead a container will be appear with all the nice new armors. To install: Use the TSLpatcher and it will apply all the needed changes to your game. Done! Compatible: This mod should not create any conflicts with most other mods out there. I still advice, to install it after bigger mods, such as the K1 restoration mod. Since that mod alters lots of files. Use the TSLpatcher to avoid bugs and problems 😉 Credits: Djh269: Setting up the TSLpatcher, altering the Sith parties, creating the scripts. Quanon: Models and skins; UTI files. Preview:
  10. Hello, fellow modders! I'm in need of some advice. Trying to get a script right for a container to appear on Tatooine anchor head. This script only needs to work once! It basicly spawns a container with goodies, I'm in doubt on where to put the script? On a dialogue or someplace else? So far this is what I got:
  11. Quanon

    Act 001

    It's the heavy Jedi squad in full action!
  12. No, it was found within one my J7 folders, it wasn't part of Scrapyard. Thanks for that little nugget. I always forget where that option is hiding Here's a quick look at the latest helmet in action in the game:
  13. Found another relic; I'm reworking the texture for it. But I might add more to the helmet.
  14. So the armor thing is growing into a slightly bigger mod. I made some helmets and a Bandon skin for J7. But that's a long while ago. And instead of letting that stuff collect dust I decided to make an armor pack. Every armor works as a disguise, but each armor has the same head. This is a head, Asian head 03 IIRC, with just a plain black leather skin. Like this the player can mix and match any of my helmets with any of my Bandon armors. Of course you can still use the helmets on any other armor of the game. I think this is the best option. Yes, using, just a visor on any of my Bandon armors will look daft. For best looking results use full face masks from the game or any of the helmets I created. The mod will include; so far: 3 armor Praetorian Darth Knight Mass Effect/ Dragon Age armor 5 helmets Sith Assasin mask Alpha Romea looking helm Praetorian helmet Darth Knight "shark" Mass Effect/ Dragon Age helm Possible one more helmet. I just need make a skin for it And I'll check another one of my external HDs. I might have a back up of other things on there. Quick peek at the things in action:
  15. Signing off, just had a good modding session. Check out my thread for the results so far!

  16. So tonight I was tinkering away at my knight mod. I've been trying a different method to get my helmet fixed on to a head model. But without the need of attaching it to the real head "skin" mesh (real skin not the texture ) of said head. I just basicly linked my helmet model to the g_head part of the model. This is more or less the "bone" that controls like 85% of the head, the other 25% goes to the eyes, mouth and facial animations. I didn't expect it to work, more like; a hard crash on exporting, crashing MDLops or crashing the game upon loading a test save. Did none of those. It went smoothly. Ofcourse in true Kotor style it was bugged like hell when I did a first test! The helmet was misplaced badly and after some long, going back and forth, MDLops and Modelviewer being constantly used, I got the helmet in the right spot. Did another test run, at first it looked perfect! But then I started to walk... And just had to laugh. My model looked fine, but somehow the head got badly disconnected from the body model. Bobbing and flying off in all directions. Rather hilarious, great ending to a nice long modding session. Did make a little video of it. As it already nicely shows how the end product might look like, minus the faulty animation business of course ;-) Enjoy!
  17. Yahoo, google saved me! Found a tutorial.

    1. Show previous comments  1 more
    2. Quanon

      Quanon

      That would be google :P

    3. jc2

      jc2

      Ahaha! What was the tutorial for?

    4. Quanon

      Quanon

      Adding extra geometry to a head model.

  18. And work grinds to a halt... Can't remember how this head stuff works anymore. :o

  19. The hilt is called the Tormenter or something; it's an oldy I made long ago. I believe it was released in a pack I did with Darth Marius... But I guess with Kotor Files gone, the mod isn't on the big internet anymore :-/ For the armor I had to switch back to an older file, but that was just Photoshop. The helmet you see in the screenshot is part of my Praetorian mod. It's a quick place holder. Just for testing. I can't seem to get my head/ helmet to work. MDLops refuses to compile it to a binary file. Not sure what I'm missing. Been awhile since I did this head+ extra mesh stuff...
  20. Today I put in the final touches on the armor for the Darth Knight I then did the hardest part for me: 2DA editing and fighting with the UTI files! It worked out, I got what I wanted. The armor is there, but I just need to create the correct head for it. So far the armor works as a disguise; just like the sandpeople attire or the Sith trooper uniform. Which means everything gets replaced, but you can still have all the perks/ buffs from a visor or other helmet. Ofcourse I will make the knight helmet as an item on its own. You can then match it up with any other armor from the game. I did a quick test run on the Tatooine dunes; the CM_Baremetal effect is a bit strong. Does anybody use my Praetorian mod? Do you have this "dark" effect as well on the helmet? I thought I got rid of that... odd...
  21. Quanon

    Yathura

    New upcoming mod by Cache71, Yathura never looked this good before
  22. Quanon

    mdlOPS 0.5

    I've got this pack, which has all the versions of MDLops. I often switch between different versions if some models don't work out OK. http://www.mediafire.com/file/86el1fo6vc87oov/MDLOPS.rar
  23. I could always, at sometime, do a Bandon reskin and give the dude a helmet Though I would like the helmet to fit the Star Wars era of kotor more. My own creations are just that; my own ideas, but it doesn't fit Star Wars very well, IMO. It's more for the fun of creating and then seeing it in action in a game. Also worked on the knight a little, minor tweaks... building it up.
  24. It's a new item for the player to find in the game. It doesn't replace Bandons skin. But it uses the same model. Consider this the Dark Side version of my Praetorian mod I released.
  25. Thought I had finished the knight looking Bandon skin. But it looks like I lost my latest photoshop file on that one. Had to start over with an older version. Very early WIP, keep that in mind folks!
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