Kaidon Jorn

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Everything posted by Kaidon Jorn

  1. Here is the small change I had made to Atton's Shadowblade texture that was supposed to be included in this version - but i accidentally deleted it when I reinstalled everything before releasing it. It's just turning the bottom pommel piece silver instead of black. shadowblade.tga
  2. Okaaay. I didn't install his mod. Copied the override stuff to override then found the Coruscant skyboxes and put those in by themselves. Guessing you have to install the whole mod?
  3. For the moment I'm just using the old Nar Shaddaa skybox we all know and love, (Sharen Thrawn's?) The landing pad texture is a polished granite I found online and I'm using it all over the place, but I wasn't even thinking about loading screens yet.
  4. Ok i got a preliminary reskin of DeathDisco's Jedi Temple mod. Still a few things to fix or add. Just wondering if I should release it or keep it to myself. Take a look. Let me know what you think...
  5. Yeah that does partially answer it. I was just looking for the red/silver rug design from the Jedi council chambers. But I may have something better than that already.
  6. KSR 2022 is what you are looking for. You will craft Revans TOR hilt as your personal hilt.
  7. Ok. Does anyone know where the actual textures for 950COR are? Think I'm going burgundy and gold regal look. Even if i started all white marble and brown polished granite.
  8. Alright cool. Thank you. I think i might have already downloaded the model viewer awhile ago so I'm going to go find it and give it a try. Also going to try to load one of the models into Gmax as well. Thanks! Edit: Making some good progress now with the model viewer approach.
  9. Ok I changed all the texture name prefixes to be COR_something. But I'm guessing Im nowhere near done. Still need .lyt's, .are's and .git's I suppose? And do I need to worry about changing all the (what I think are lightmap) files? Also do the .wok files need to be edited?
  10. Ok so if I just use MDLEdit to load in all the 952COR room models (there's 32 of them) and then renamed all the DAN/MAL/NAR/ TEL textures to be all COR_ textures and recompiled those models to binary then put them back in override that should work? Or no? So then I would have to rename all the textures that COR uses from other planets to also be COR texture......oh no my head just exploded.
  11. Wow ok. Now we're getting somewhere... Unfortunately there's no 953cor .mdl and .mdx, just the ones from 952 and 954. I will keep referring to this post and try to figure it all out So do I just decompile 610dan mdl/mdx? That and I don't have Blender installed because I still don't know how to use it🥴
  12. So Im getting sidetracked into retexturing Dantooine and Coruscant and need to know where the textures for Coruscant can be found so I can seperate them from each other. As you probably know, Coruscant is made from Dantooine enclave, so how could I rename Coruscants textures to make them "COR_" rather than "DAN_"?? Do I need to decompile the .mdl/.mdx??
  13. So can I remove my own mods from the site or do I need to request it?

    1. Kaidon Jorn

      Kaidon Jorn

      Because I don't want to try to support something that's 9-10 years old. 

       

    2. JDub96

      JDub96

      Oh! I thought you were getting rid of everything. I misunderstood.

    3. Kaidon Jorn

      Kaidon Jorn

      Oh no. Just consolidating a bit

    4. Show next comments  6 more
  14. View File Schematic Lightsaber Mod 2024 Schematic Lightsaber Mod 2024 (SLM 2024) =============================================================================================================== for TSLRCM 1.8.6 Author: Kaidon Jorn Date: Summer 2024 This is a large scale lightsaber mod which was built using TSLRCM 1.8.6. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.6 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION). In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. In this version I went back to the schematics being simple datapads that you must keep in your inventory to be able to build the lightsaber on the workbench. You won't be able to destroy these datapads since they are quest items that will show up in the quest items inventory. All saber hilt textures and their icons have been remade. There is also one quest to find the parts of a lightsaber with a uniquely colored blade which you can then build on the workbench. It begins in the Telos military base and ends in the Refugee Sector on Nar Shaddaa. The quest for the Acheron lightsaber has been removed. The rancor on Dantooine has been removed and the Eloquence saber has been moved to Dxun and you can fight Bralor in the Mandalorian Battle Circle for it. Huge thanks to Fair Strides and Darth Parametric for all their scripting help. Also thanks to Sith Holocron for providing all brand new crystal icons. Install by running the .exe file called "SLM 2024" Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's) Notes: Version 2024 *Some older hilt models have been replaced with some different ones. *All saber hilt textures have been redone to look a bit more realistic. *All blade textures have been remade into thick core blades with slightly colored cores for a more movie/tv show look. *All saber icons have been remade from scratch. *All new crystal icons have been provided by Sith Holocron - huge thanks! *Greatly expanded workbench dialog to include the breaking down of vanilla game lightsabers and retrieving their crystals. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed. *For companions like Visas, Mira, and Kreia, it's probably a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion doesn't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine))) Credits: Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models. Special thanks to SithSpecter for use of his unstable blade textures. Thanks to Darth Parametric, Varsity Puppet and Fair Strides (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off and providing the textures. Thanks to DeadlyStream for hosting my mods. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my undeniably expressed 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 09/02/2024 Category Mods TSLRCM Compatible Yes  
  15. Version 2024

    359 downloads

    Schematic Lightsaber Mod 2024 (SLM 2024) =============================================================================================================== for TSLRCM 1.8.6 Author: Kaidon Jorn Date: Summer 2024 This is a large scale lightsaber mod which was built using TSLRCM 1.8.6. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.6 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION). In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. In this version I went back to the schematics being simple datapads that you must keep in your inventory to be able to build the lightsaber on the workbench. You won't be able to destroy these datapads since they are quest items that will show up in the quest items inventory. All saber hilt textures and their icons have been remade. There is also one quest to find the parts of a lightsaber with a uniquely colored blade which you can then build on the workbench. It begins in the Telos military base and ends in the Refugee Sector on Nar Shaddaa. The quest for the Acheron lightsaber has been removed. The rancor on Dantooine has been removed and the Eloquence saber has been moved to Dxun and you can fight Bralor in the Mandalorian Battle Circle for it. Huge thanks to Fair Strides and Darth Parametric for all their scripting help. Also thanks to Sith Holocron for providing all brand new crystal icons. Install by running the .exe file called "SLM 2024" Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's) Notes: Version 2024 *Some older hilt models have been replaced with some different ones. *All saber hilt textures have been redone to look a bit more realistic. *All blade textures have been remade into thick core blades with slightly colored cores for a more movie/tv show look. *All saber icons have been remade from scratch. *All new crystal icons have been provided by Sith Holocron - huge thanks! *Greatly expanded workbench dialog to include the breaking down of vanilla game lightsabers and retrieving their crystals. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed. *For companions like Visas, Mira, and Kreia, it's probably a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion doesn't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine))) Credits: Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models. Special thanks to SithSpecter for use of his unstable blade textures. Thanks to Darth Parametric, Varsity Puppet and Fair Strides (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off and providing the textures. Thanks to DeadlyStream for hosting my mods. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my undeniably expressed 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.
  16. Maybe I don't know. Wasn't planning to make another KSR honestly. Going to be hella busy this fall and winter so if you wanted to make them compatible you have my blessing.
  17. Oooookaaay. Preview for a new Default Hilt Replacements... I am raping what's left of my TSSM sabers and HotOR 1.7 for this new version of that mod. There are still a few models people may have never seen or seen little of...
  18. No recent pics of me but this is maybe in the last 2-3 years. Had just bought that coat. Definitely before my oldest brother died. At my old buddy's woodshed where we hung out, drank and shot darts.
  19. Wait what? Whatever you said is what I want. The problem is it only really happens on green sabers and yellow. But yellow just has an awful green one, as pictured. I don't know if these new blade models use shaders at all, (don't think so, but I could be wrong) but yes I'm just using textures and I've taken out the blending additive line in the .txi's for the blade core textures. Want something completely different to what we all know, those contained glow cylinders around a saber blades core. Seriously want to get rid of that. Green blades work great for this concept.
  20. Ok well I'm still tweaking the actual blade textures, not sure if I'm going to de-level the glows around them of not, though i think I should. green is outta control, but cool at the same time. Colored GL and CR tex's, thick blades. Couldn't do what I wanted with them originally, so this is where I'm at. Aight. I honestly don't know what to do with this s***. Yellow is always a pain to deal with, and this time i have a green aura/glow around it I cant seem to get rid of. Any suggestions?
  21. So I have been playing with these blades as of late... ...what do ya think?