JCarter426

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Everything posted by JCarter426

  1. Version 1.2

    18,814 downloads

    Summary This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people. I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. I've also included some alternate texture options: Brighter Green The Brighter Green alternate texture is more in line with Luke's lightsaber as it is depicted in Return of the Jedi. Darker Blue The Darker Blue alternate texture is more in line with the original game color and blue lightsabers as they are depicted in Revenge of the Sith. Heart & Mantle There are two for the Heart of the Guardian and Mantle ofthe Force colors. The default is my approximation of the original game textures, while the alternate option has them changed to look more like standard lightsaber blades since I had to do them anyway for the K2 version. Heart becomes orange and Mantle becomes cyan, if you choose this option. Installation Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files. Uninstallation Remove the installed files. Compatibility This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades. This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods. Credits KOTOR Tool – Fred Tetra Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON... Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  2. View File JC's Lightsaber Visual Effects for K1 Summary This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people. I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. I've also included some alternate texture options: Brighter Green The Brighter Green alternate texture is more in line with Luke's lightsaber as it is depicted in Return of the Jedi. Darker Blue The Darker Blue alternate texture is more in line with the original game color and blue lightsabers as they are depicted in Revenge of the Sith. Heart & Mantle There are two for the Heart of the Guardian and Mantle ofthe Force colors. The default is my approximation of the original game textures, while the alternate option has them changed to look more like standard lightsaber blades since I had to do them anyway for the K2 version. Heart becomes orange and Mantle becomes cyan, if you choose this option. Installation Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files. Uninstallation Remove the installed files. Compatibility This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades. This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods. Credits KOTOR Tool – Fred Tetra Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON... Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 07/14/2018 Category Mods K1R Compatible Yes  
  3. That sounds like a known problem with the Aspyr update and unfortunately there's nothing I can do about it. Also, v1.2 is up.
  4. Technical difficulties resolved. Progress continues.

    2mGOAvT.png

    These are my half-assed updates of the game textures for the new mapping. Not sure if I'll do brand new ones for K2, but I'll come up with four variants for the K1 port at least.

  5. Yeah, there's no real trick to it. They just need four animations: close, close2open, open, and open2close, and all you really need for that are two keyframes copied in different orders. But I agree - easier to use an existing one. And it should be particularly easy in this case because it's already set up that way. Nadd's sarcophagus is a combination of a door, dor_dxn04, with the actual sarcophagus part as part of the area geometry. I believe the ones on Korriban are set up the same way.
  6. Before and after attached. Only thing different should be the pivot of the Torso object. Changed its orientation from 180 to 0. PFBIM-kotormax_v4.mdl.ascii PFBIM-kotormax_v8.mdl.ascii
  7. It certainly did something - probably because I forgot to reset Xform. But it wasn't that that solved it. I just rotated the pivot point. Such a simple thing, yet such a big problem.
  8. Yeah I did try that but I'm always reluctant to because doing that means going out of the KOTOR safe zone of 3ds Max 8 and into a newer version. When I did try it yesterday, the abomination that resulted made me realize late night modeling is a bad idea. Figured I'd wake up to the brainstorming session here instead. Yeah, I just redid all the smoothing groups from scratch on mine. The male model's wasn't so good either. That did work! Crazy. So, while it would be super cool if this weird orientation weirdness were sorted out with a tool update, I know how to solve this now so I'm good. Thanks.
  9. Yikes. So, if I'm understanding this correctly, it's not a tool issue but rather an issue with this model - maybe it wasn't designed as neatly as it could be or maybe it wasn't decompiled correctly, but whatever the case, that does not look like normal normal behavior. If it's a probem on the model then it probably could be fixed but I'm not sure what the best way to go about that would be... unify the normals along the seams maybe? I'm worried about breaking all the skin data, though. I could get it back, but it's a pain to do that.
  10. Well, I'm back. The issue seems to be mesh-to-mesh smoothing again. Here's how it looks in game: Again, the preview is correct: I repeated all the smoothing logic that I used on the male model (which is working fine after the update) and I double-checked them all to make sure they did check out. And then I imported my ASCII and it was reading all my smoothing groups correctly. So I don't think it's anything I'm doing wrong. ASCII attached. By the way, ignore the hands - I know why those are wrong. PFBIM-kotormax_v4.mdl.ascii
  11. Current progress on the K2 models:

    5eRrjA7.png

    I can't stop fussing over the collar texture. I look at mine and think it's too flat, could use some work, and keep trying different things. On the other hand, I ask myself if it looks as bad as the original and... well, obviously. I don't know when to give up on it.

    1. JCarter426

      JCarter426

      Heh, but the masses have demanded cloaked robes. Gotta appease the proletariat first. Although, I did track down my animation library and if you want zombies in KOTOR I could probably make it happen.

    2. JCarter426
    3. ebmar

      ebmar

      Can't unsee the "samba dancing".

    4. Show next comments  111 more
  12. Male models all set:

    KW3yzje.png

    Now to prepare myself to repeat all this danged work for the female models.

    1. JasonRyder

      JasonRyder

      Alright. What is this you're working on though? 

    2. JCarter426

      JCarter426

      Not entirely sure yet. But replacing the player robes.

    3. L0ki194

      L0ki194

      K1 with actual caped and animated robes? Yes please. On a side note, do you plan on doing the council (aka, the one Nemo and some other jedi use) styled robe as well?

    4. Show next comments  111 more
  13. I've had that problem as well. Generally the inside of the mouth is a separate element, so I select that and then give it a new smoothing group (usually what it has +10). Have to do that for the inside of the mouth and sometimes the nostrils, and I do the tongue to be safe too. Same deal if you have a mesh with faces close together, like each side of a piece of cloth. I don't think any KOTORMax/MDLEdits are a priority here. It would certainly be more convenient if it actually got all the information on a decompile but I've gotten used to double-checking all the smoothing groups on the models because they often have bad smoothing from the start. No tool update will fix that.
  14. Hmm, if I remember correctly we only added three shots to the Korriban arrival. Most of the additions were from the K2 landing and I'm not sure how much sense it would be to add them. I guess it might be cool to see the Ebon Hawk fly through the valley though, when there's actually stuff there. To be honest, I'm reluctant to release the film version because I only see the parts I could do better now. But I have thought about replacing some of these videos before, and I guess there's at least a starting point here. But I've always held back because I don't have all the assets BioWare had. The Dreshdae that's in the videos is nowhere in the game files. There is one in the game, of course, and maybe I could make do there, but hurdles like that have kept me back until now. More severe examples would be Yavin Station and the Endar Spire escape pod sequence, for which some models are completely missing. Also, if you want to extend the scenes rather than just replacing the existing footage, there's the matter of the audio - new sound design for the ship sound effects and new music. I don't think SFX would be that much of a problem thanks to the Star Wars Soundboards, but the movie version uses music from Seven Years in Tibet, which I don't think would be allowed. Although, now that we have MMO music as an option, that might be covered too.
  15. She's not invisible, she's chilling out in space: That's part of the mod, don't you know? OK, this issue baffled me for longer than I'd care to admit and I eventually tried the modding equivalent of throwing the empty gun at the other guy and it worked. I don't know why I needed to do it, or why it worked, but it seems to have. While I only applied the true fix to S_Female03, I rebuilt all the others during an earlier, failed attempt. Security should be tighter all around, but do let me know if another problem arises. The new version also includes an alternate texture option for the outfit (see the new screenshot).
  16. Yup, I ported that for the movie. Those are the master robes from K2. Yce wanted Vrook to wear the same robes he wore in his films. That's not really in releasable condition - I don't remember if his cape even animated. I'm working on a proper robe port now, however.
  17. The need at all for this blog post blog post brings warm feelings to my heart. We’ve always had a decently-sized community, but we were always kind of under the radar of the modding community. I’ve had people who have known me for years as a modder tell me they were surprised to find out I was involved with the movies as well. But it’s true - I’m one of the animators for the KOTOR Movie Saga. More than ten years ago, I was inspired by the original KOTOR Episode I to make my own projects. I initially made some comics, which I’ve posted about here, and I later started my own movie adaptation of KOTOR II (which I still haven’t finished). The director of Episode I @KOTOR_Trilogysaw the work I was doing there and asked for help with Episode II to do a few things he couldn’t do on the Xbox version. I also worked with him to update Episode II when we screened it at MAGFest, and then we were asked to come back within a year for Episode III. At the time, @DarthYcey was working on his own KOTOR II films and he came on board so we could actually get the film done in time. We now consider his Meetra films as a continuation of the Loganverse trilogy in one shared KOTOR Cinematic Universe, but that’s a whole mess of a story that I won’t get into right now. Anyway, @Jenko also joined us and more recently directed the special edition of Episode I, which just had its birthday last Thursday. So that’s the four of us. Mr Director and his three animators. We’re currently in preproduction on two new projects: Revan, a prequel trilogy set during the Mandalorian Wars, and Heroes of the Old Republic, an anthology webseries of little side stories that wouldn’t fit in the films. Until now, all these goings-on have occurred in the shadows. We never drew any attention on LucasForums. I think I posted Episode III when it came out and nobody replied. If I had to hazard a guess, I’d put it down to LucasForums not having a very active fan media section. There were forums for for it, but not a lot happening in them. People went to the site for mods. On the other hand, a lot of Loganverse fans (myself included) discovered the movies because they were specifically looking for Star Wars fan films or new KOTOR content, and weren’t necessarily interested in modding the game. So there isn’t as much overlap as one might think. Recently, though, I’ve noticed we’ve started to attract more notice - or in more cases, actually, I’ve learned that certain individuals were already aware of the films and just never mentioned it to me (maybe because they didn’t know I was aware of and involved with them). Whatever the case, we’re out in the open now and while it wasn’t a big secret before, I’m now trying to be more open about my involvement and exactly what that entails. And that segue brings us back to the matter at hand. Lately, I’ve seen requests for some material from our films to be released as mods. I want to talk about why that hasn’t happened so much and what you can do to maybe change that. First, I want to point out that not a lot of our stuff would work as mods. The scenes in the films were recorded solely for film purposes and utilize a lot of camera tricks and editing that can’t be done in the game. Most of the scenes aren’t complete in-game cutscenes. Even when I do program an entire scene, I don’t input each specific camera angle in the dialogue file that you’d need to do for a mod. Instead, I record the entire scene from every camera angle and turn the footage into a multi-cam sequence in Adobe Premiere. I do it that way because the game generally forces you to change angles at the start of a line of dialogue, but we don’t always want to do that when editing a film. Mr Director even asked me about this one time - he was wondering if, provided they had all the right files, someone could execute a scene and essentially see the whole movie in the game. And I could probably do that, but it would involve a lot more work than is necessary to make the movie and I’ve only ever done what’s needed for the movie. Unless we specifically plan for a scene to be released as a mod, it’s not a realistic prospect. What’s more eligible for release would be the assets we use to create these scenes - characters, outfits, locations, that sort of thing. And there hasn’t been much of that - yet. We’ve had to hold ourselves back a few times when we thought stuff would be filmed on the Xbox and therefore couldn’t utilize any modded assets. A few times this wasn’t necessary, and if I could redo things with that knowledge, Episode III would look a fair bit different. Canderous wouldn’t wear blue armor and a lot of the characters on Korriban wouldn’t wear officer uniforms. There were only a few cases where we knew we would record on PC and could do whatever we wanted. The earliest such case I recall is the Sith outpost scene early in the film (the one recorded in the Vulkar base). Since Logan had changed so much between films, Mr Director wanted his outfit to change too. We knew that I’d be recording that scene and that Logan would change clothes early in the film, so it wasn’t a problem to give Logan a custom outfit there. I dug through my files and we ended up using a texture I’d made years earlier. Another one that stands out is the Zabrak character Kondor Moderro. I remember making that the night I got back from the Episode II screening. We had a creative meeting in Mr Director's hotel room; he told us his plans for the character and asked if it was possible to add a new alien to K1 since we’d have to record all Moderro's scenes on PC anyway, given that he was a new character. Bastila’s outfit was another addition and in that case it was actually because there wasn’t a mod for it. Again, we knew her scenes would be another PC thing (you can’t use the Xbox freecam during those duels) so Mr Director thought of changing her outfit. He saw something he liked online but the mod was never released, so I came up with an approximation to use for the film. Things have changed since then - from now on, we’re recording everything on PC and the new projects involve new characters and locations that most definitely will involve new assets. But from our past works, only a few isolated bits come to mind. And for those, the most common scenario is that it simply hasn’t occurred to us to release it. As I mentioned before, Mr Director is an Xbox guy, and of the animator trio I’m the only one who has released mods at all. I’ve been on the modding scene as long as I’ve been working on these movies, but the other guys only got into this stuff for the films. So the real question is why JC hasn’t released anything. Again, the usual answer is I didn’t think of it. I’m really bad at releasing things. I have tons and tons of unreleased material - unfinished or abandoned project, things I changed my mind about, or some stuff I just haven’t used yet. Logan’s Episode III outfit was one such case. That was one of a bunch of textures I made back in 2009 and I still haven’t used the others for anything. I have a backlog of useless assets and a lot of it I don’t think is worth releasing. Not necessarily because it’s bad (and a lot of it is) but because of the futility of it. “A bunch of robe recolors I made in 2009” doesn’t sound appealing for a mod. Plus there’s all the work required to test the mod (I don’t get much time to play the games these days) and write up a proper installer so it will be compatible with other mods (I usually manually edit my 2DAs and other files and have a totally garbage build with years of such clutter that barely works for recording purposes) and taking screenshots (I hate taking screenshots) and so on. The mods I actually do release are only released thanks to a focused, concentrated effort to release them instead of letting them sit on one of my hard drives forever. There’s more in there I’ve forgotten than I remember. My incompetence aside, there are a few cases where we’re specifically reluctant to release our assets. It’s not the case for everything, and we likely could be persuaded to release some things, but it’s an ongoing concern for us that our films contain a lot of new content and don’t come across as footage of a 15-year-old video game. We want everything we make for the films to look and feel new, and to release that content, if you could see all the same stuff outside of our films, there’s a risk it could detract from that experience. I don’t feel that way about everything, but I do have mixed feelings. And because I’m not working on these films alone, even if the material in question is something I made on my own, if it’s I made it specifically for one of the films then I wouldn’t feel comfortable releasing it without getting the other guys’ approval first. And even though I think they’d probably say yes for some of it, I haven’t done so because there isn’t anything I’m particularly motivated to release. I made all this stuff for the films, not as mods. That goes for a lot of my own stuff as well. Some assets I have made with several uses in mind, such as my head resource, which end up being used in the films but weren’t made with that specific intent. When tha does come to mind, I do set it aside for release. But most of the time, I’m in one of two mindsets on this. Film, or mod. I don’t usually think of doing two things. If there’s anything from our films that you’d like to see released as a mod, the most proactive thing you can do is let us know. We can only say no on a case by case basis and we have to know what in particular people want released. It’s not like we’re hoarding all our files, but even though we know that generally there’s probably stuff from our films that people would want, we aren’t inclined to upload anything in particular without some nudging first. We gotta know what you want then and you gotta make us let it go. So if you make a mod request for it, then we can address the matter. I couldn’t end this post without a little promotion. If you want to talk about the movies to us directly, you can join our new discord. And if you’re reading this but you haven’t seen any of our KOTOR movies, the best place to start is with the Episode I: A Familiar Path Special Edition.
  18. Hmm, I probably could give him a hood but I don't know how good it would look. It wouldn't animate (as much as Revan's hood doesn't animate) and the collar would have to be redone for it to connect. I'll think about it, though.
  19. Jolee's body is ready.

    RxPMVfH.png

    1. DarthParametric

      DarthParametric

      The collars on pretty much every single K1/TSL model are terrible because of the way they mate with the neck. They always look like some weird hump separate from the rest of the outfit. Like someone tried to approximate a scarf, but just gave up after 5 minutes.

    2. ebmar

      ebmar

      Quote

      The K2 robes look bad in K2. It's not an issue of which game or porting or anything else you mentioned. They're just bad to begin with:

      I have just realised that the hardest part of texturing are doing fabrics, as they can't get any "help" by getting details from implementing any CubeMap.

      As for metal based or anything that logically could reflect lights, their details can be enhanced by implementing "CM_Baremetal" or "CM_SpecMap". But as for robes, no- they need to be good to begin with just like you said. Two persons in mind that I believe are advanced on doing those details on fabrics are @Dark Hope and @redrob41; just like DP recommend. Hats-off. Hoping they are interested on doing some for Jedi robes especially. 🤞

    3. JCarter426

      JCarter426

      When I'm done with the models, I plan to release my fixed models as a resource like svösh did, with the actual model files as well as some guides for the new mapping. So those individuals and anyone else will be free to do so.

      ...For the K2 version, anyway. I still have to sort out how I'm going to handle permissions for mods with ported content.

    4. Show next comments  111 more
  20. You weren't wrong - there's one called Star Vader too. I remember that was the first one I used long ago. Star Jedi is an update with a larger character set, although I've found it still isn't really that good at the connecting and some of the letter shapes are a little wonky. I type stuff in it as a template and then manually adjust the letters as needed. That's for fancy stuff, though. If I were being lazy like for screenshots I would just use the font as is.
  21. The only two things I could imagine would crash your game are a) if you installed it for the wrong game, or b) you installed it on the Xbox or other weird setup (Steam, OS X, Linux). Or it's another mod?
  22. Thanks. I'm not sure... I guess? But the thing was you cold see the front of the skirt was visible from the front, and the back of the skirt was visible from the back, but the faces were very obviously single-sided. So from the front you could see no back of the skirt, and no front from the back, and depending on the angle it could disappear. That bugged me almost as much as the waist thing.
  23. That guy who's been making all the icons should get on that, whoever he is.... Yeah: The ridiculous waist thing was the primary motivation, but while I was in there I made some other adjustments to fit it to Bastila's proportions, using P_BastilaBB as reference. They might still be off compared to a human being, but I thought I got it fairly close to her body shape. Also, I forgot to mention in the readme that I duplicated the skirt so the cloth actually has a front and back. I forgot about that until I saw these images just now.
  24. I believe it's CSS now. I didn't actually edit mine, but I went in there and I was able to see the source code (leftmost button above the description panel). It didn't look like anything was broken, but again I didn't actually save the edit.
  25. View File JC's Slave Bastila for K1 Summary Early in the game, BioWare had Bastila appear in an outfit that's a homage to the infamous Slave Leia costume from Return of the Jedi. But it was just a retexture of her regular underwear. For the sequel, Obsidian made the same homage and included a more elaborate model that could be worn by most female members of the party once the item is acquired. This mod ports the K2 model to replace Bastila's outfit in K1. Note that this will not replace Bastila's easter egg appearance because that uses a different line in appearance.2da. That will have to remain a retexture of Bastila's underwear, unless one were to replace her underwear model with the dancer outfit entirely. Instead, this mod adds a dancer outfit item that Bastila can wear any time afterwards. It has the same properties as the item from K2 and can only be worn by Bastila. I've modified the dancer outfit model to more closely resemble Bastila's body shape. I've also changed the texture to match her skin tone and fixed a few minor errors I noticed. Finally, I've included an alternate texture that changes the outfit's color scheme from red to a sort of dark blue with gold flowers and a lavender trim. I was trying to match the color scheme of her original outfit. @Dark Hope has also made a new texture with that color scheme and it's a lot fancier. Note that if you want to use any other texture that isn't in a TPC file, you'll have to remove JC_SlaveBast01.tpc. Compatibility This mod is not compatible with other mods that affect Bastila's slave appearance. This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. This mod edits the script k_ptar_bastpart.ncs in tar_m03af.mod. If install another mod that edits that script after this one, then you won't automatically get the dancer outfit item, but all the other changes will still take effect. You can cheat the item in if you want. The item name is jc_slavebast. I've instructed the patcher to skip the file ia_cloths_255.tpc if it finds another copy present. If this file isn't installed, it will look like something else in the inventory but everything else will be as it should be. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides ERFEdit – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment. Permisisons I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers "We Beks don't believe in intergalactic slavery" but I guess they're totally cool with regular old domestic slavery? INTERGALACTIC SLAVERY NOT BELIEVED BY BIOWARE, OBSIDIAN ENTERTAINMENT, OR LUCASARTS. I was also going to make a "Song of the South" reference but I think anything I could possibly quote about that would be too offensive to be taken as a joke. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 07/05/2018 Category Mods K1R Compatible No