JCarter426

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Everything posted by JCarter426

  1. It's not a finished mod. The assets were released as a mod resource, but it was never finished as an actual mod and it's not tested. You probably won't be able to play with it unless somebody finishes it. I can tell you though that the bug you mentioned occurs because of the file g_bandon001.utc. BioWare did a naughty thing and reused this file name for several different instances of Bandon in the game and so editing one of them and putting it in Override breaks all the others. Any edits to Calo will cause the same problem.
  2. I don't know. I don't use Steam and therefore don't test my mods on it.
  3. With one exception, all the others wear Dark Jedi Robes. The reason for this is that in the original game nearly all of them were wearing either basic clothing or nothing, which adds nothing to their defense scores. Robe items add a minimum of +4 to defense, and my intent for the changes was aesthetic, not mechanical, so I minimized the change by giving them the weakest robes. The Jorak Uln is the exception because he was already wearing blue Dark Jedi Master Robes. I've changed them to black for the mod, but left them as master tier.
  4. No problem. I thought about that, but decided to go with regular robes for the initial release. It didn't feel right for him to look exactly like Bandon or the generic armor-wearing Sith so I'll have to think about what he would wear.
  5. I figured somebody would. It looks to me like it's the stock scoundrel clothes (if they had been designed in the 90s) and I probably could make a variation of it with the Gran head and hands, but I don't have an extreme amount of interest in doing so at the moment.
  6. Thanks. As much as I complained about everything in my inter-chapter commentary and elsewhere, I do still think it's a decent format and I'd like to see more done with it. I'm sure I could manage better things with what I've learned both in the game and with importing the game models in 3ds Max. Or maybe someone else could do that and then I could read it instead.
  7. SpaceAlex included a Xor in the NPC Enhancement Pack: The mod was never completed but it was released as a resource. I'm not sure where it's hosted now, though.
  8. View File JC's Korriban: Back in Black for K1 Summary Almost everybody on Korriban wears the standard bland Sith officer uniform. This mod alters the look of almost everybody on the planet so they're dressed more appropriately. Czerka workers wear Czerka uniforms, Sith troopers wear Sith armor, Dark Jedi wear Dark Jedi robes. While I was going through all the files I noticed some other oddities and corrected them – things like missing items or misplaced files. See the change log for a full list of changes. Installation Note: It is recommended that you uninstall any previous versions of this mod before installing a new version. Extract files from the downloaded archive. Run Korriban_Back_in_Black_K1.exe. Select which version to install. If you have the KOTOR Community Patch installed, choose the KOTOR Community Patch-Compatible Installation option. Otherwise, choose the Basic Installation option. Click "Install Mod" and select your game directory (default name SWKOTOR). There are additional options for Uthar, Yuthura, and Tariga that you may install after the rest of the mod is installed. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod may be compatible with but will overwrite other mods that alter the appearance or equipment of characters on Korriban. It's safest not to use it with any other mod that alters the same characters. Some of the changes will take effect immediately, but for best results you should install this mod before visiting Korriban for the first time in your game. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 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 OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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 06/29/2018 Category Mods K1R Compatible No  
  9. Version 2.3

    48,851 downloads

    Summary Almost everybody on Korriban wears the standard bland Sith officer uniform. This mod alters the look of almost everybody on the planet so they're dressed more appropriately. Czerka workers wear Czerka uniforms, Sith troopers wear Sith armor, Dark Jedi wear Dark Jedi robes. While I was going through all the files I noticed some other oddities and corrected them – things like missing items or misplaced files. See the change log for a full list of changes. Installation Note: It is recommended that you uninstall any previous versions of this mod before installing a new version. Extract files from the downloaded archive. Run Korriban_Back_in_Black_K1.exe. Select which version to install. If you have the KOTOR Community Patch installed, choose the KOTOR Community Patch-Compatible Installation option. Otherwise, choose the Basic Installation option. Click "Install Mod" and select your game directory (default name SWKOTOR). There are additional options for Uthar, Yuthura, and Tariga that you may install after the rest of the mod is installed. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod may be compatible with but will overwrite other mods that alter the appearance or equipment of characters on Korriban. It's safest not to use it with any other mod that alters the same characters. Some of the changes will take effect immediately, but for best results you should install this mod before visiting Korriban for the first time in your game. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 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 OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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.
  10. Oh, yes. I actually posted about them some time ago but I guess I never mentioned it here.
  11. That's just part of the readme. It's not meant to be installed.
  12. As long as we're talking about NPC clothes, I'd like to point out there are two unused models: n_devaronian and n_malethug
  13. But if you ported just about everything else from K1 to K2, then those would be available.... All these things are possible and apart from the animation and sounds not even technically "porting". There have been a few mods that copied K2 Force powers before, though I don't recall any that did the specific ones you mentioned. There are some compatibility concerns with Force power mods, particularly older ones, primarily because all the Force powers in the game are executed through the same script and partly because TSLPatcher's functionality with dialog.tlk used to be more limited. The robes aren't quite so easy because they require new or edited supermodels for the cape and skirts to animate. I'm working on it, though.
  14. I will make it legal. (See the official news post.)
  15. JCarter426

    #3: Porting

    I hadn't thought of that. Which is strange, because I've considered the process before. I actually have MotionBuilder and I have a library of thousands of animations that I've collected from various free sources like Mixamo (RIP) and the Unity Asset Store. I intended to see whether they could be applied to the KOTOR skeletons so we could get new animations without having to make them by hand. I haven't had the chance to properly look into it. But I hadn't thought of putting the KOTOR animations on the MMO skeletons. That would definitely save us some trouble if it could be done. And if it could be done without breaking the rest of the rig, we could have a mix of both. Some sort of common MMO supermodel and then unique animations on whatever model that would have unique animations. For example, it would be nice to port some of the aliens that aren't in KOTOR, like the Selonians, and we'd likely want to keep whatever unique animations they have while still enabling them to use the stock KOTOR set. That would just be a matter of changing the animation names to pause or talk or whatever. But that depends on getting the animations to work at all. I haven't specifically tried it yet but I noticed Noesis wouldn't export any of the skeletons. In the meantime, I've been working on making this a thing:
  16. Not without making Mandalore able to use all lightsabers, no. But if you want to do that, you can use KSE or some equivalent.
  17. View File JC's Dense Aliens for K1 There are so-called "lite" alien models that are of lesser quality than most other models in the game. These include the Quarren and Gran species. Both aliens feature more prominently in the sequel and their models were given an overhaul. This mod ports the K2 versions of the models back to K1, improving the quality of models and creating a more consistent aesthetic. Submitter JCarter426 Submitted 06/25/2018 Category Mods K1R Compatible No  
  18. Version 1.0

    4,680 downloads

    There are so-called "lite" alien models that are of lesser quality than most other models in the game. These include the Quarren and Gran species. Both aliens feature more prominently in the sequel and their models were given an overhaul. This mod ports the K2 versions of the models back to K1, improving the quality of models and creating a more consistent aesthetic.
  19. You don't actually want to convert the models with KOTOR Tool (its version of MDLOps is garbage). You just want to exploit its feature of extracting all the textures with the models when you do so, that way you can easily find the file names. When you double click an MDL file in KOTOR Tool, you should see the option.
  20. If you convert the models with KOTOR Tool, it'll extract any textures that are on the model. Just turn off the "clean directory" thing before you do that or you won't be happy. They should all be on the heads for K1, but if they're not then you would have to check heads.2da. Also I'd suggest you still use the original TPC files and not whatever KOTOR Tool extracts.
  21. I don't believe you can stop the game from giving you XP or get negative XP. Your best bet would be to copy the scripts from the tomb.
  22. I saw people on Reddit suggesting that as well and I've thought about it and I don't really see the benefit in it. If it were actually done, yeah, there would be a few nifty things about it, but... well, it would be a lot of work for little payoff, and there are a lot of complications. So, first of all, you can't just copy all the files from one game to another. You can do that with some of them - all the items, characters, and placeables should be fine once the assets are ported and dialog.tlk adjusted. The module files can be copied over without much change, but the area models need to be converted and that's a bit of work. It may take some time, but that's something I could see happening and I'm planning to do some myself. Nothing ridiculous so far. Now, here's the problem. All of the audio is set up differently in K2. It's not a difference in format, but the file structure is different. In a worst case scenario, that means every single voice file has to be renamed and relocated in order to work in K2 and then every single dialogue file edited to account for the new VO file names. That's hundreds and hundreds of files. Additionally, K2's NWScript functions are changed from K1. K1 scripts might not necessarily execute properly in K2. Some of them will, to be sure, but I'd be surprised if there were no problems at all. You'd be looking at the same level of bug fixes that the restoration projects have faced - and we're still fixing bugs that even those didn't catch. Furthermore, we don't have access to all the source scripts, so some things that go wrong would have to be programmed from scratch unless a more reliable script decompiler were developed. When you add all those up, this would be the largest KOTOR mod ever attempted. Easily bigger than TSLRCM or any planet mod. About as much work as a total conversion mod and how many of those have you seen released? And as much as I'd like having access to K2's new script function and assets and all that good stuff for K1, I'm having trouble seeing the point of it all. I can think of some things that would be nice to have, but I don't know if they would really positively impact the gameplay. Some would be tricky to implement too. It depends on what specifically you want to apply to K1, though, and I'd be interested to hear what people are looking for. Take the prestige classes, for example. There's no way to utilize those in K1. The player can only have two character classes, so unless you change the game to start as a Jedi then that's not going to work. Maybe you could give them to the party members or maybe you could edit the feat gain so the regular classes get those things at high level. You also wouldn't have all six to work with anyway; I think half of them would have to be converted to Jedi classes. It's been a while since I looked at that, but I recall that the starting classes can't be changed and they're Jedi classes in K2 - so you'd have to un-Jedi those classes, but you can't add more Jedi classes, so there go half the prestige ones. And about the level - well, K2 doesn't have a level cap. You gotta work out what to do with that. Either by leaving it alone and just allowing some minor level gain after the Leviathan or Lehon or wherever you hit level 20, or adjusting the XP gain to allow for higher levels than normal. The enemies also scale by the player's level in K2, so you would have to work out how that would affect things and re-balance the difficulty of all the encounters. And you'd have to take into consideration the new Force powers and feats now available from K2, and the different upgrade system. A lot of playtesting would be required. The saber forms are another mechanic that would have to be tested a lot - and you'd have to figure out how to incorporate them into the game. Perhaps Vrook's lines from K2 could be reused and you could go see him after finding each Star Map? I've thought of adding an influence system to K1 - it could be done even without the port - but for it to have any impact on the game would require a lot of programming changes. There are a lot of potential improvements here, no doubt. There's a reason there have been a few lightsaber form and Force power mods and the like to mimic what was introduced in K2. But even if you managed to port the whole game to K1 and had access to the real thing, you'd still have a lot more work to do to make it count for something. The mechanics are done for you but that's not really the hard part - the hard part is the execution and you'd have to repeat what a number of mods have already done. Anyway, I'm not knocking the idea. I'd be very interested to see what one would do with it. But I'm not interested in that one being me. I'd rather spend all that effort on making new things.
  23. What is the "model name", though? Just the file name? It's definitely the base that the game looks at in many cases. For example, let's say you take a head or weapon model and give it new textures, but don't hex edit it to change the base name. If you load up your new head or weapon or whatever it might end up with the wrong textures. If there's an instance of the model you copied present, the game will recognize your new one as an instance of that model because they share the same base name, so your model will have the original's textures. As far as I can tell this is some sort of efficiency thing - the game stores in its memory how it should render a model and it catalogues everything by the base name. You can see the same sort of thing happen if you drop new versions of your MDL/MDX files in Override. The new version of the model won't be rendered until every other instance of it in the game world is replaced, because it's rendering from its old memory. Basically it learns how it should render a specific model and then keeps doing it until told otherwise. And the evidence suggests this is based on the base name and not anything else that might be more logical like the file name.
  24. It works! Thanks. Ah, I don't think it would've helped here either, but sounds useful. Filing this in my brain for future use. All the issues I reported are clear now. I was having some problems with bump maps seemingly not behaving with mesh transparency, but it was annoying me too much so I haven't properly investigated yet. Might not be an MDLEdit thing. You can't edit it currently? I see it as an editable value under Header, though I haven't tried editing it so maybe that would break it. I'd suggest either there or the root node right above it, which currently, which currently can only collapse or decollapse.
  25. Yeah, I don't know... I don't recall what models I was working with but I'm fairly certain I've seen it work before. I can't say the smoothing has been perfect but for the most part it has been fairly logical with KOTORMax/MDLEdit, reflecting what I input for the smoothing groups. The only issues that have arisen are when faces are either too close to each other (like each side of a cape) or the angle is too extreme (like the edge of a cube) and both those are cases of getting bad smoothing, not no smoothing. I'll go through my files to see if I have an example of mesh to mesh smoothing, though I'll have to remember what I was working on because I didn't release most of them. Yeah, they were definitely messed up just on import alone. I set them to what I thought would make sense - 1 for the hands and other accessories, 2 for the torso, 3 for the main cape and 4 for the other side of it. Just going by the smoothing groups alone that should be right and the smoothing preview is showing it as it's meant to be. No, that's normal. I redid the mapping there and actually the hands are from another model now. It's no longer mapped to the original textures, but that whole part is working fine (you just don't have the texture). I went around with the snap toggle on and moved all the cape vertices to the same coordinates as the robe vertices. That has worked on other models and I thought I had sorted that on this one, though I suppose I can't account for MDLEdit's precision or 3ds rounding errors or whatever. You mean the pivot point? How would I do that without messing up the skin? The littlest thing always breaks it.