Kaidon Jorn

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Everything posted by Kaidon Jorn

  1. Hey, anyone know if there's any sort of limit on how many cameras can be placed in a module?

    1. Fair Strides

      Fair Strides

      I wasn't being sarcastic...

       

      The value of the Camera ID field is an INT and if it's unsigned 32-bit (4 bytes) like a lot of the KotOR info, then the maximum value it can hold is 65,535.

    2. DarthTyren

      DarthTyren

      Wow, that's still a LOT!

    3. Kaidon Jorn

      Kaidon Jorn

      Ok, I was just making sure before I restarted my playthrough. But I figured out that I re-entered the Ebon Hawk too early so it still wasn't there.

    4. Show next comments  45 more
  2. Hey, Having a problem getting DeNCS to work after upgrading to Windows 10. I have tried different installs of Java, redownloaded Java JRE 1.6.0 (at least I think I have the right one) and installed it again but that didn't help. Not getting an option to run as administrator, as it's grayed out and not selectable. nwscript.nss is in the KotOR Tool folder (even though i cant see it) with DeNCS, and nwnsscomp.exe... It just won't start. Dont know what to do and if I can't decompile what I need...arrrgh
  3. It doesn't?? It should..Duplisaber runs off new base items..
  4. Uh, yeah. I assumed you had already mapped and skinned it. That's a whole 'nother tutorial, and I hardly remember how to do it myself.. but hitting 'm' should bring up the material editor..if that helps.
  5. I would start by downloading and exploring KotOR Tool. http://deadlystream.com/forum/files/file/280-kotor-tool/ Many tutorials to jump into http://www.lucasforums.com/forumdisplay.php?f=592 Don't know about model viewers, someone else might know. Also having something like Photoshop or Gimp might help. I would put a link down for Gimp 2.8, but it appears their domain is not active at the moment.
  6. Alright, here you go. It's definately not great - there's no sound since i dont have a mic or a headset or anything like that, but hopefully you'll get the jist. https://www.youtube.com/watch?v=CENPQCK099Q If you have any questions, I'll answer as best I can. Expand the "show more" drop down to read whats actually happening. And my Gmax went wonky way back when I reinstalled it on Windows 7. There are settings I had I don't remember, so when i select one viewport, the others go white. Don't know how to fix it...maybe someone here does, LOL.
  7. Which MDLops? You need 0.5. Not sure if nwmax 8 is an issue, but I guess we'll see. Uploading vidya to Youtube with an explanation. it'll be an hour and a half. Also, MDLops came with a written saber tutorial..were you aware of it?
  8. mmm, yeah I think I liked 7 better

  9. Ah ok, shouldnt be too different I guess. Do you have MDLops and NWMax? MDLops 0.5 is best for sabers. I'm using NWMax 0.7 I think
  10. What did you model it with? I could do a quick thing in Gmax, but I dont know how different that is to other programs. (Not to mention I probably still do it wrong)
  11. So you want to know how to rig a new model then? What did you create it with? Just curious. I could make a quick tutorial using Gmax but couldn't get to it today. I have the means now.. haha
  12. Hey this is probably completely unrelated but I need help with this one.. Just upgraded to Windows 10, got everything running fine, or so I thought. Then I was doing some work on a mod and was trying to use KSE to get the item to look at in game and get this message when trying to commit changes. (Got KSE from here, version 3.3.5) 8/5/2015--8:32:49= Tk::Error: Could not open C:\Program Files (x86)\LucasArts\SWKotOR2\saves\000019 - Game18\PARTYTABLE.res for writing. at /<C:\Users\Owner\Documents\TSLMODS\KSE335\kse_335.exe>Bioware/GFF.pm line 1212. Bioware::GFF::Struct::writeHeader2 at /<C:\Users\Owner\Documents\TSLMODS\KSE335\kse_335.exe>Bioware/GFF.pm line 1212 Bioware::GFF::write_gff3 at /<C:\Users\Owner\Documents\TSLMODS\KSE335\kse_335.exe>Bioware/GFF.pm line 217 Bioware::GFF::write_gff_file at /<C:\Users\Owner\Documents\TSLMODS\KSE335\kse_335.exe>Bioware/GFF.pm line 273 main::CommitChanges at kse_335.pl line 2150 main::__ANON__ at kse_335.pl line 4728 Tk callback for .button10 Tk::__ANON__ at /<C:\Users\Owner\Documents\TSLMODS\KSE335\kse_335.exe>Tk.pm line 251 Tk::Button::butUp at /<C:\Users\Owner\Documents\TSLMODS\KSE335\kse_335.exe>Tk/Button.pm line 175 <ButtonRelease-1> (command bound to event) So its saying it cant open the game's save game folder to write it into the partytable.res, correct? Umwhatdoido? Oh deerrrp /facepalm! Run as Administrator...shoulda known My bad nevermind
  13. Judging from the pic it looks like you didn't put all the files that came with the mod into Override folder. Looks like you left the actual model that goes with the skins out, so I would go back into the folder and re-copy and paste everything in it to the Override. And if you are playing the Steam version of the game you need to put them in the TSLRCM Workshop Override folder, from what I understand. Not positive cause i dont use Steam. If anyone would like to correct me feel free.
  14. Look what I found!....(that i thought I lost). Thaaaat's right, Bao-Dur's ElectroMesh Armor Mod! So that'll make it 5 mods or updates I'm putting out this year..
  15. If your slim blade mod never used any .txi's, and VP's does, just remove them from override and you should be fine. Just put your files in last and remove any txi's from Override.
  16. Yeah no really...I'm afraid to release anything else, but only since this damn Steam garbage came up.

    1. Kaidon Jorn

      Kaidon Jorn

      damn, been up all night. I should probably sleep huh?

  17. Please forgive my terrible descriptio writing skills, but it's the armors that count right? lol

  18. Sorceror Vestments View File Sorceror Vestments 1.0 ------------------------------------------------------- by Kaidon Jorn July 2015 These new armors will replace the Zeison Sha/JalShey Armors with a reskinned N_DarkJediHiM and N_DarkJHiF model. There are 6 armors with 6 new icons, and the mod will also remove the max dexterity bonus associated with the ZS/JS armors. This was just something I wanted to do for a long time but never got around to. But after deleting the first batch I came up with these rather quickly. Run the .exe to install Removal- delete PMBM01 thru 06, PFBM01 thru 06, PMBMM.mdl/.mdx, PFBMM.mdl/.mdx, a_robe06, 07, 11, 16, 20, 26 uti's. Replace baseitems.2da found in backup folder to override. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. Submitter Kaidon Jorn Submitted 07/31/2015 Category Mods TSLRCM Compatible  
  19. Version 1.0

    521 downloads

    Sorceror Vestments 1.0 ------------------------------------------------------- by Kaidon Jorn July 2015 These new armors will replace the Zeison Sha/JalShey Armors with a reskinned N_DarkJediHiM and N_DarkJHiF model. There are 6 armors with 6 new icons, and the mod will also remove the max dexterity bonus associated with the ZS/JS armors. This was just something I wanted to do for a long time but never got around to. But after deleting the first batch I came up with these rather quickly. Run the .exe to install Removal- delete PMBM01 thru 06, PFBM01 thru 06, PMBMM.mdl/.mdx, PFBMM.mdl/.mdx, a_robe06, 07, 11, 16, 20, 26 uti's. Replace baseitems.2da found in backup folder to override. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
  20. Part of it. it's how you get the Apostle saber now. Rather than just having it drop off of Gerevik.
  21. Yeah, I almost started on it. but as i sat there thinking about it, realized that the other models would be looking for a second texture. So you'd pretty much have to name the models that use 2 textures something unique. Oh well.
  22. Hey DP, I just thought of something while i was pondering the worth of 2 textures for one model. Wouldn't you have to name the model something else? Like it couldn't be PMBIM anymore because the multiple textures assigned to the same model would make the others conflict, no? So for say, PMBI06 and PMBI02 textures, you have to have 2 models renamed PMBIM06 and PMBIM02, so that the 2 textures (shiney and not shiney) would only be assigned to those models. Otherwise normal PMBIM would be looking for say, "marashred.tga" to have it on the "robe_Geo" part of the model, where normal PMBI06 would be the shine-a-fied texture on Torso_Geo, arms and so forth. Granted it could work if you were willing to have 2 textures for 2 new models, and that a numer could be assigned to those models. But while I've been typing this I've decided it's probably not even worth it. So I'll leave those 2 robes unshiney.