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Found 8 results

  1. View File [K1] T3-M4 Custom Portrait [K1] T3-M4 Custom Portrait This is a T3-M4 custom portrait mod. The concept is much inspired by "Artistic Fanart Portraits [K1]", authored by Mutilator57. Base image was taken from here, with some edits then adding background for artistry purpose to better suit the playthrough experience. ------------------------------------------------------------------------------------------------------------------- There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] then hit the [Install Mod ->] button! You may want to remove any instance of TGA/DDS format of PO_pt3m3 in the 'Override', either before/after the installation. Make a backup if you want to Uninstallation: remove PO_pt3m3.tpc from the 'Override' and/or replace with the backup ones Compatibility: will not be compatible with mods that share the same scope with this mod This mod will have direct effect anytime and anywhere it had been installed The mod was play-tested with KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: you may distribute the mod; just don't claim it as your own, and give credits where it's due. At last, leave appreciation to BioWare & LucasArts with any inclusion of the assets. An appreciation to this lil' peasant's work here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played starwars.wikia for providing the base image Fred Tetra for the amazing KotOR Tool ndix UR for tga2tpc stoffe and Fair Strides for the magnificent TSLPatcher All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun - and inspiring! :jarjar: -eb Submitter ebmar Submitted 05/16/2018 Category Skins K1R Compatible Yes  
  2. Version 1.1.2

    92 downloads

    [K1] T3-M4 Custom Portrait This is a T3-M4 custom portrait mod. The concept is much inspired by "Artistic Fanart Portraits [K1]", authored by Mutilator57. Base image was taken from here, with some edits then adding background for artistry purpose to better suit the playthrough experience. ------------------------------------------------------------------------------------------------------------------- There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] then hit the [Install Mod ->] button! You may want to remove any instance of TGA/DDS format of PO_pt3m3 in the 'Override', either before/after the installation. Make a backup if you want to Uninstallation: remove PO_pt3m3.tpc from the 'Override' and/or replace with the backup ones Compatibility: will not be compatible with mods that share the same scope with this mod This mod will have direct effect anytime and anywhere it had been installed The mod was play-tested with KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: you may distribute the mod; just don't claim it as your own, and give credits where it's due. At last, leave appreciation to BioWare & LucasArts with any inclusion of the assets. An appreciation to this lil' peasant's work here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played starwars.wikia for providing the base image Fred Tetra for the amazing KotOR Tool ndix UR for tga2tpc stoffe and Fair Strides for the magnificent TSLPatcher All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun - and inspiring! :jarjar: -eb
  3. Greetings, fellow Jedi! Hope y'all have a nice day. May someone confirm on their end that having a custom [placeables] model with custom name which injected to a module crashes the game only upon exiting the game? Looks fine when loading between saved game. Custom [placeables] model with vanilla name injected to the module didn't crashes the game at all though. Many thanks for considering this, and may the Force be with you all! Update: I can confirm on my end that this happens - I decided to move the crashed [placeables] model to Override and having the vanilla named custom area model which referenced the crashed [placeables] model injected to each modules [that shares the area model] The game doesn't crash [upon exit]. So indeed - on my end; having a [custom placeables] model with custom name on a MOD/module file, crashes the game
  4. Greetings, fellow Jedi! Happy New Year, and hope y'all having a good time.  I need an assistance to solve this problem I'm having with newly added items to the game. In my current playthrough I'm looking to have inyriforge's "The Real Vibroblade" installed. But instead of replacing the Vibroblades model and 2DA row like her default mod did; I intent to add a new row to the baseitems.2da, so the original model still available in the game and at the same time adds a new weapon to choose for. So far in my attempt, the weapon is functioning nicely and works as intended as seen below in the screenshot: But yes, the icon wasn't showed properly- and that's what I'm about to ask. Below is a glimpse of view to the item's setup inside the baseitems.2da and on its UTI: I have tried with changing the 'defaulticon' value to almost anything but still the icon wasn't showed so, I think I'm stuck and is looking forwards to any constructive feedback I could have here. I hope the information provided is enough for a troubleshooting, and many thanks for considering this!  Edit: For additional information; the icon texture is labeled as iw_Vbldeshort_xxx, and they're in DDS format.
  5. Greetings, fellow Jedi! Hope y'all doing fine. I am here to ask for an assistance about: Is there any chance for custom music to be played at an exact cutscene in game? Edit: Not only cutscene to be exact; it will play along with the particular encounter and will stop soon as the encounter is done. And if it's possible; would ones mind explaining on how doing it? For an example; the tag of the music that would be playing is: mus_theme_legends Many thanks for considering this; and may the Force be with you!
  6. 1Leonard

    Kyle Katarn Head

    1,424 downloads

    This mod adds a head based on Kyle Katarn from the Jedi Knight series. The head itself is a heavily modified pmhc07 with a skin painted from scratch in a higher resolution. Installation: Press "Install Kyle Katarn.exe" and follow the instructions. Removal: Remove the relevant .mdl, mdx and .tga files and put back the .2da files stored in the backup folder _________________________________ I do not give permission for this mod to be reuploaded to other sites and/or sources without my knowledge.
  7. Hello! I'm new to the site and I'm new to modding, I've played kotor 1 and TSL for a few year's and I just got TSL on steam, I've been trying to make custom party member portrait's, I know you need to put them in the override folder but I'm not sure what size they need to be, I also don't know how to convert them to the .TGA format, help from experienced modder's and anyone who know's more about this stuff then me is welcome.
  8. Hey guys! I've got a bundle tutorial for you today. Although these two have nothing to do with each other, I wanted to bundle them together instead of just having two separate threads. Anyways, I'll be showing you two things for these tutorials: Creating a custom design with an armor plating for droids. Creating custom lightsabers that are also upgradeable. While everything is explained in these tutorials, I'll still try and put a little description for them here. For the first tutorial: In this video I'll be showing you how to put custom designs on droids via an armor plating, and appearance.2da. It's kind of hard for me to explain what exactly I mean, but have you ever wanted, say T3 to have a custom design when you equip a certain armor? Well, this will show you how. This applies to any droid, or well i guess any disguise. For the second tutorial: In this video I'm going to show you how to make custom Lightsabers for Kotor 1 and 2. Sorry if the tutorial kind of sucks at some points, I had to keep restarting certain parts because I messed up so much. Also, you don't have to listen to me about the whole "Don't use the same numbers that I use in my mod" I just say that so you can make yours compatible with mine. Anyways, hope this helps! Also, I follow the tutorial made by Achilles on how to create custom models for your lightsabers. I'll leave his text tutorial in case my video is too confusing (which it probably is). Achilles text tutorial: Resources that you will need to build your mod: • KotOR Tool – Used to locate and extract templates, models, and skins • GFF Editor – Program used to edit .uti (template) files. • Hex editor - used to modify .mdl (model) files. • Tpc2Tga.exe – Simple executable that will allow KT to automatically convert game images to convertible format • A file reference – used for identifying files in KT. I like to use http://www.goldensun-syndicate.net/kotor/codeFAQ.txt • Photoshop (optional) – used to modify game images such as saber color, robes, armor, etc. Files that you will need to extract using KT: *Note: xxx represents the model # Templates – Assign properties to the item(s). Use the file reference to determine what files you need. For instance g_w_sbrcrstl14 is the code for Blue Lightsaber Crystal. Knowing this information will help ensure that you extract the correct files. • g_w_sbrcrstlxx.uti <BIFs/templates.bif/g_w_sbrcrstxx.uti> • g_w_lghtsbrxx.uti <BIFs/templates.bif/g_w_lghtsbrxx.uti> Models – Used to render the image of your item in-game • w_lght_xxx.mdl <Bifs/items.bif/w_lght_xxx.mdl> • w_lght_xxx.mdx <Bifs/items.bif/w_lght_xxx.mdx> Images – used to skin the model in-game (ie they’re what make the blue lightsaber file appear as a blue lightsaber in your game) **Note: Rather than use the Extract button to save these files, you will double click them to open the Image Viewer window. Use the Write File button to extract the file to your save folder. ***Note: In KT open Tools<Options and set the program to automatically convert .tpc files to .tga format. Make sure that Tpc2tga.exe is in the same directory as KT for this to work. ****Note: If there are any “special instructions” in the Image Viewer window, you will need to copy them into a .txt file in your save folder. You will modify the format of this file later. 
iw_sbrcrstl_xxx.tga <ERFs/texturepacks/swpc_tex_gui.erf/iw_sbrcrstl_xxx.tpc>
iw_lghtsbr_xxx.tga <ERFs/texturepacks/swpc_tex_gui.erf/iw_lghtsbr_xxx.tpc>-w_lsabre<color>01.tga <ERFs/swpc_tex_tpa.erf/w_lsabreturq01.tpc> Other Files
 *Required* w_lsabre<color>01.txt – You should create this file in your save folder and copy the special instructions from w_lsabre<color>01.tpc into the body of the file. You will change this file later. *Optional* upcrsystals.2da <bifs/2da.bif/upcrystals> - This property table is used to make lightsabers upgradeable in-game. Although optional it is highly recommended that select this option. More details will be available later in this tutorial. How to build your lightsaber: Open GFF Editor and use File<Open to open g_w_sbrcrstlxx.uti. KT has it’s owned GFF Editor, but I’m used to using this one. Please note the following properties: • LocalizedName – this is the display name that the game uses when rendering your item in the gui (ie inventory screen). The # in STRREF box refers to the dialog.tlk file, but not to worry. Change this number to -1 and change Language to 0 and hit Enter. The box below should now be editable. Go ahead and enter a custom name for your crystal if you would like =) • ModelVariation - this number of the saber model. Referring back to our code resource, we see that the game already uses 01-19. You will need to pick a unique number between 20-99. *****Note: be sure that you do not use a number already taken by another mod that you plan on using. • Tag: change the number at the end of this name to the same number that you selected for ModelVariation • TemplateResRef: same steps as Tag
 • Save your file Open GFF Editor and use File<Open to open g_w_lghtsbrxx.uti • Follow the same process for LocalizedName, ModelVariation, Tag, and TemplateResRef as outlined above. It is HIGHLY RECOMMENDED that you create a custom name for your lightsaber. Not only does it help you identify it in your inventory, its fun! ##Note: It is very important that the unique number used for your crystal and the saber is the same (example 99) ####Note: This is also where you would modify the properties of your weapon, but that’s another tutorial. • Save your file Open your Hex editor and use File<Open to open w_lghtsbr_0XX.mdl. • BREATHE! • Use the Text Find function to locate the references to your w_lsabre<color>01 file. I usually look for “01” or the color (“blue, red, turq, etc) to ensure that I find it right away. • Very carefully change the 01 to 02 • There are 4 of these references. Find the other three and change them as well. ##Note: Double Bladed lightsabers will have 8 of these references. ###Note: changing only some of these references will result in a multi colored saber blade • Save your file Rename all of the files in your save folder, except w_lsaber<color>01.tga and w_lsaber<color>01.txt to reflect that model number that you selected. For example: • g_w_lghtsbrXX.uti => g_w_lghtsbr99.uti • g_w_sbrcrstlXX.uti => g_w_sbrcrstl99.uti • w_lghtsbr_0XX.mdl => w_lghtsbr_099.mdl • w_lghtsbr_0XX.mdx => w_lghtsbr_099.mdx • iw_sbrcrstl_XXX.tga => iw_sbrcrstl_099.tga • iw_lghtsbr_XXX.tga => iw_lghtsbr_099.tga Lastly, • Rename w_lsaber<color>01.tga to w_lsaber<color>02.tga (remember we changed the reference in the model using Hex editor) • Rename w_lsaber<color>01.txt to w_lsaber<color>02.txi (note that we changed the file extention here. You will receive an pop-up. Just click through it) All finished! Copy and paste all of these files into C:\Program Files\Lucas Arts\SWKotOR\Override, open your game, and enjoy =)