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Fair Strides

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Everything posted by Fair Strides

  1. Quanon: Other people are able to upload their mods again, so try again with this one.
  2. Really sorry that no one has replied to you yet. When you say "NPC" and "change appearance", do you mean a random NPC or a party member? Whole body or just the head? There's functions to do both, but each requires specific info to get the ball rolling.
  3. Not sure if me not remembering is good or bad, but what did I help out with again?
  4. Editing KotOR models themselves is hard to do as a tutorial since it's just general modelling work with vertices, edges, and polygons. I'm not saying it isn't possible, but it'd be more of a long list of how to do specific tasks, I think. As for exporting the models, that's easier to handle. When you import a KotOR model into 3DSMax, you'll see a green wire-frame rectangle in the scene, usually centered around [0,0,0]. This will be named the same as the model you imported and is called the Aurora Base, from which everything else in the model is linked/a child of. When you click on the Aurora Base, a lot of stuff can show up in the pane on the right-hand side of 3DSMax depending on which tab you're in. If the right-hand pane is in the first tab, you'll be able to just change the model's name. If you're in the second tab (should be called "Modify"), you'll have a lot more options, such as animations, export directory, and export options. There should be a checkbox in the export options that says something about sanity checks. Make sure this checkbox is turned OFF. Then there should be two export buttons if memory serves. One exports the model and the animations, if any, and the other just exports the model. Pick whichever one is appropriate.
  5. I've never heard of that issue before, but you might try moving the "mymods" folder to your desktop and accessing from there. And it's doubtful, but you might check your Folder Options and make sure you can see file extensions for known file types and to show hidden files and folders. And if none of that works, there's always trying to run KotOR Tool and stuff as an admin.
  6. Not quite. You had it right up until the IF part. I'm going to quote something from this pinned thread: "Porting K1 to TSL and TSL to K1 is not allowed unless the asset is present in both games files." So when I said "same files Silveredge used as a base are in K2's files (allowing me to use the ones right from BoS:SR with no porting concerns)" I was saying the following: "If Silveredge made custom textures I can just grab those. If he based textures off of vanilla textures, I'll need to see if those vanilla textures are in K2's files. If they are, then i can grab the textures from BoS:SR and not worry about porting issues. BUT if the textures are based off of files that aren't in K2, I'll need to get creative and/or work up an alternative to avoid porting."
  7. If it's just skins with no custom models, I can either see if the same files Silveredge used as a base are in K2's files (allowing me to use the ones right from BoS:SR with no porting concerns) or use files from K2 as a base to make something approximate.
  8. I'm sorry for not replying to you originally. When it was posted, I was away from the forums and by the time I was able to get online, it had been long enough that I wasn't sure if you still needed help or had given up on it. I'm not all that familiar with Mac, but it sounds like you're having access issues. If the Mac has anything of a read-only setting, I'd remove that from the entire unpacked K1R setup and then I'd try running the installer as an administrator if you can. That's usually what gets the best results.
  9. @Quanon: If it's alright with you, I might be ripping off the mod info from Nexus Mods and having someone upload the mod to Deadlystream so I can change the author to you afterwards. This is until Tyvokka can try to track down the problem.
  10. No, but counting you, that's the third person to be stopped from uploading because of this. I'll bring it to Tyvokka's attention. I tried uploading the same mod in .rar, .zip, and .7zip and tried messing with the filenames to no avail.
  11. It's probably the shape of the eyebrows. @Quanon: In the second picture in the in-game previews, in the upper-right panel, is that blue where her teeth/tongue/inside of the mouth should be? Also, what is the exact error message when you try to upload the file? "No file was selected for upload."?
  12. Besides a battle with the formatting engine, I'm glad we got the information up there...
  13. Did you by chance follow the steps needed when talking to the Handmaiden at the Polar Academy? The Handmaiden For Females doesn't just give her to you, as I recall.
  14. There is no lightsaber included in this mod. To get the robes, the code is "st_exilerobe01". And the dancer's outfit is just the normal one, so that's "g_danceroutfit" I believe.
  15. The only things I want from a possible update: 1. Widescreen so people can stop hacking their .exes. 2. Implement the GUI scaling that Obsidian did to KotOR 2 (for the love of god, THIS right here, please!) so I'm not looking at a 640x480 square on a 1280x1024 game... 3. Access to the model formats? (Eh?! )
  16. You're perfectly fine as long as you aren't trying to upload them. And if worse comes to worst, you can list the mods you have in the Mod Requests thread (check Miles' signature) or add them to your signature and tell people to PM you if they want them.
  17. Apparently you can map the dialog 1-9 keys to be anything you want with a little .2da edit. I mapped them to the number pad because I'm lazy. :D

    1. ZM90

      ZM90

      Interesting. Could come in handy in the future. :)

    2. HK-47

      HK-47

      Statement: Oh cool. I got so used to TOR using keypad that I forget it doesn't work in KotOR by default.

  18. I believe I might have his email address around somewhere, but if not, I think I recall his real name and can track down his personal website again. I imagine he will give me permission to make this mod, and it should probably be a quick mod. I forget if Matilda had custom models, but if it's just skins, it's much easier to work with for KotOR 2. That being said, I'd have to do something about her underwear for a K2 version, since I'm 90% sure she uses either Bastila's underwear model or a modified version of it, which simply does not exist in K2's files to use as a source material.
  19. I never wrote up anything special on this (like I probably should have), but I've found the following: The games' vanilla files (I can't speak for the vanilla files for the updated Steam TSL) are compressed .mp3 files renamed to be .wav files. In contrast, the audio in sounds.bif (footsteps, soundsets, weapon and menu sounds, .etc) are uncompressed (RAW) .wav files... To get working audio in-game, I believe you can do one of three things: 1. Produce an uncompressed (RAW) mono .wav file. 2. Produce a compressed .mp3 file. 3. Copy the approach of the original audio noted above. And I'm not sure, but I believe I recall sometimes having to have a file be less than 16 characters long.
  20. That'd be an interesting idea... a Toydarian party member, complete with different armor models... so freaking tempting.
  21. Would probably require a new row in appearance.2da and then a .utc edit of either Quello or Fassa to use the new row, but it'd be entirely possible if Malkior wants to do a second version of clothing.
  22. This does not work on KotOR 2, since there are slight differences in the format, but mostly the bones/rigging.
  23. I never did reply to the PM and I apologize for that. Can you re-send it or make up a new one? Also for anyone that really wants it, here's the file for Shaleena from K1R with the appearance changed back. I really don't think there were any other changes, but grabbing the file from K1R is safer since I don't know: (Just unpack it and move the file to the Override folder) tar04_shaleena.7z
  24. In vanilla, Shaleena had the generic dirty asian commoner appearance, whereas there was a Unique Shaleena appearance in the appearance.2da that was unused. This is basically the same thing as the Saedhe head debate in TSLRCM (Saedhe is the guy investigating the swoop on Dantooine which leads into the Atmospheric Sensors quest; in vanilla, he was black).
  25. The mod changes things in the .ini file from the videoquality.2da file. Basically, when you change your graphics level, .ini settings are switched up, such as lighting and shadows. Here's the comparison between vanilla and the mod, with the vanilla on the left:
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