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Everything posted by InSidious
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Just a quick entry, with a tip I've recently rediscovered, namely: how to take screenshots without the GUI. All you need to do to take screenshots without the GUI visible in TSL is: 1. Activate free-look mode (default keybinding is caps lock); 2. open the console and warp to your desired area. This will load the area, but leave the console invisible. To make the console visible again, just enter and quit free-look mode again. On an unrelated note, I have the impression from some basic tests that the Steam version of TSL has deactivated the game's fog settings. Can anyone confirm/deny? It's a little frustrating if, like me, you use them to create an effect rather than to reduce draw distance.
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Was Force Fashion II ever actually released?
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- 7 comments
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- 7 comments
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- 6 comments
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- kotor drain life
- kotor lightning
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UTC+0 (GMT), and weekends would probably be best for me, too.
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180 downloads
Not really a mod, more of a modding resource. Here I've gathered the 7 most useful 'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially just room models in the game files. Why do I say 'most useful'? There are a few more - one of which is a slice of corridor, and several bits of the Unknown World temple-top, but none of these are much different or much more useful than the already existing modules, or the ones I have packaged here. Neither are they particularly exemplary. And so, here they are. I would guess that the modules' functions would be: In 2006-7, I found a variety of 'lost' modules in KotOR I, which I released as a pack. This consisted mainly of areas for which area models, walkmesh and lightmaps existed in the game files, but no module file. I complied these for use. Shortly aftewards I found around three others for TSL, which I intended to release around the time of my release of another mod of mine. The mod got delayed, and I forgot about the lost modules for a long time, until reminded by VarsityPuppet. Unlike the KotOR I set, these don't appear to have been made for areas which were then unused, but were probably for test effects, or similar purposes. They are: 000test - Empty, box-shaped room. The camera clips through the walls, like it does in most custom modules. 000trl - Small, empty area with a foggy floor. Perhaps has something to do with the main menu, when completed by a character with the Sith Lord prestige class? 999dia - Very large, flat plane, with walkmesh and lighting. Perhaps a test? Usage and credit I make no claim over usage - you may create and upload your own versions of this mod however and wherever you like - but please credit me appropriately. Please also do not upload or claim credit for an unmodified version of this mod elsewhere. It's just rude.- 7 comments
- 1 review
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File Name: [TSL] Lost Modules Pack File Submitter: InSidious File Submitted: 05 Nov 2016 File Category: Modder's Resources Not really a mod, more of a modding resource. Here I've gathered the 7 most useful 'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially just room models in the game files. Why do I say 'most useful'? There are a few more - one of which is a slice of corridor, and several bits of the Unknown World temple-top, but none of these are much different or much more useful than the already existing modules, or the ones I have packaged here. Neither are they particularly exemplary. And so, here they are. I would guess that the modules' functions would be: In 2006-7, I found a variety of 'lost' modules in KotOR I, which I released as a pack. This consisted mainly of areas for which area models, walkmesh and lightmaps existed in the game files, but no module file. I complied these for use. Shortly aftewards I found around three others for TSL, which I intended to release around the time of my release of another mod of mine. The mod got delayed, and I forgot about the lost modules for a long time, until reminded by VarsityPuppet. Unlike the KotOR I set, these don't appear to have been made for areas which were then unused, but were probably for test effects, or similar purposes. They are: 000test - Empty, box-shaped room. The camera clips through the walls, like it does in most custom modules. 000trl - Small, empty area with a foggy floor. Perhaps has something to do with the main menu, when completed by a character with the Sith Lord prestige class? 999dia - Very large, flat plane, with walkmesh and lighting. Perhaps a test? Usage and credit I make no claim over usage - you may create and upload your own versions of this mod however and wherever you like - but please credit me appropriately. Please also do not upload or claim credit for an unmodified version of this mod elsewhere. It's just rude. Click here to download this file
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I think it's a great idea. Where do I sign up?
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Just uploaded a video of the earliest (known) restoration of the Nihilus vs Sion scene to Youtube, possibly by Sikon:
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Blog #38 - Need opinion on possible Kaevee replacement [One Day only blog]
InSidious commented on Sith Holocron's blog entry in Sith Holocron's Blog
Still taking me to the main page. -
Blog #38 - Need opinion on possible Kaevee replacement [One Day only blog]
InSidious commented on Sith Holocron's blog entry in Sith Holocron's Blog
The link appears to just take me to the Fiverr main page. -
So, my WIP thread on LF died a death... as did LF. So here is my new WIP thread, featuring... the same old stuff I posted before, to be honest. 1. [K1] Tatooine Arena So far as I remember, loss condition scripts are done. I just need to get the victory conditions done, write dialogue, install a merchant, and add a way to get to the arena on Tatooine. 2. Rhen Var BITE OFF THE BONE, SUCK THE MARROW! Ahem. I mean. I've uploaded the 2006 trailer for Rhen Var to YouTube: Well. The mod is a bit different these days. More recent work has included updating the galaxy map icon to something that stands up (ish): And also getting 'frosty breath' into completed exterior area: And something I forgot to add last time, the datapad you can get on the history of the planet: And also producing new textures for the main part of the interior of the base, as well as implementing some of the less central plot features: Or at least, I was until KotOR Tool's map editor finally refused to keep working. We'll see when I get back to it. I've also been writing some dialogue for one of the next modules on the list: And doing less exciting stuff like consolidating files and harmonising filenames. That may not seem like much progress for two or three years' of modding, and it isn't. I've been busy IRL, and modding has had to take a back seat. 3.Other KotOR Modding Aside from things I've actually released lately, I've done one or two other pieces of modding as well, such as trying out my new KotOR II textures in KotOR I: Another project I've been on-and-off working on is attempting to make some new masks for KotOR/KotOR II, in the style of Mass Effect: To be honest, I didn't get very far with this, because I couldn't get them to sit right on all of the head models. I've released one of the lightsaber models I was working on, and the other I still need to re-export and hope the UV-mapping holds: And finally, have a little M4-78 Machinima. This was originally done on request for a project, but wasn't used in the end: I don't know when I'll next update this thread, but until then...
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ASSUMING DIRECT CONTROL.
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From the album: KotOR/TSL Screenshots
The original cut Sleheyron arena, with the bright cheat activated so you can see. -
What Planet/Area Would You Like to See in KOTOR/TSL?
InSidious replied to VarsityPuppet's topic in General Kotor/TSL Modding
Well, parts of it. Quanon has already made and released two to three areas, as I recall. -
Isn't there also a boss flying drexl model?
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View File Default Lightsaber Replacement This mod replaces the default lightsaber in the game. It is set up to work with the TSLRCM, in particular the bronze lightsaber restoration. *UPDATE v1.2* The mod now does replace short and double lightsaber hilts. To install, drop the contents of this archive into your override folder. To uninstall, take them out again. Particular thanks to everyone who provided feedback and comments on this model during construction, and who helped out with getting the mod to this stage, most particularly Fair Strides and VarsityPuppet. Submitter InSidious Submitted 10/24/2016 Category Mods TSLRCM Compatible
- 1 reply
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- kotor 2
- lightsaber hilt
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(and 4 more)
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Version 1.2
610 downloads
This mod replaces the default lightsaber in the game. It is set up to work with the TSLRCM, in particular the bronze lightsaber restoration. The mod does not replace the default double lightsaber models. To install, drop the contents of this archive into your override folder. To uninstall, take them out again. Particular thanks to everyone who provided feedback and comments on this model during construction, and who helped out with getting the mod to this stage, most particularly Fair Strides and VarsityPuppet.- 2 reviews
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- lightsaber
- replacement
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(and 4 more)
Tagged with:
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