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Found 30 results

  1. Ashton Scorpius

    TSL Malak Mouth Fix

    Version 1.0.0

    48 downloads

    This mod addresses several issues with Jedi Malak's mouth in KOTOR II. These fixes include getting rid of the white box in his mouth, correcting the texture used for his tongue, connecting verticies that had gaps, enlarging the upper & lower teeth, & adjusting the placement of all of the above. As pointed out by JC, Jedi Malak's model also used the wrong supermodel, which I've included as a fix in this mod as well. All seriousness aside, my intention with this mod was to ensure that Malak's mouth would only remain a disaster post-contact with Revan's lightsaber. Installation & Uninstallation To install this mod, drag the "Override" files to the Override folder located in your game's directory. If prompted, select replace. To uninstall this mod, delete n_jedimalek.mdl & n_jedimalek.mdx from your game's Override folder. Compatibility & Known Issues This mod will not be compatible with anything else that replaces this model. Known issues: When entering the Korriban cave tomb, Malak's tongue will appear half white. This is due to the lighting where he's standing & most likely can't be fixed. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Fair Strides, MDLOps Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Thanks to JCarter426 for the help/troubleshooting & ebmar for the enthusiasm! Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If granted, just make sure to add the proper credit.
  2. Ashton Scorpius

    MOD:TSL Malak Mouth Fix

    View File TSL Malak Mouth Fix This mod addresses several issues with Jedi Malak's mouth in KOTOR II. These fixes include getting rid of the white box in his mouth, correcting the texture used for his tongue, connecting verticies that had gaps, enlarging the upper & lower teeth, & adjusting the placement of all of the above. As pointed out by JC, Jedi Malak's model also used the wrong supermodel, which I've included as a fix in this mod as well. All seriousness aside, my intention with this mod was to ensure that Malak's mouth would only remain a disaster post-contact with Revan's lightsaber. Installation & Uninstallation To install this mod, drag the "Override" files to the Override folder located in your game's directory. If prompted, select replace. To uninstall this mod, delete n_jedimalek.mdl & n_jedimalek.mdx from your game's Override folder. Compatibility & Known Issues This mod will not be compatible with anything else that replaces this model. Known issues: When entering the Korriban cave tomb, Malak's tongue will appear half white. This is due to the lighting where he's standing & most likely can't be fixed. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Fair Strides, MDLOps Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Thanks to JCarter426 for the help/troubleshooting & ebmar for the enthusiasm! Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If granted, just make sure to add the proper credit. Submitter Ashton Scorpius Submitted 02/12/2019 Category Mods TSLRCM Compatible Yes  
  3. corpsecotillion

    A Better Mira

    Version

    702 downloads

    Have you ever noticed that Mira's poofy hair looks like a split top dinner roll? Her hairstyle in the concept art is wonderful and I always felt that her head model just kind of missed the mark. So I made some seriously heavy edits to the model and texture of PFHC05 until I came up with something a little more fitting for our friendly neighborhood bounty hunter. Her clothes have new colors to match the new vibe she's got going on also, and I reworked the neckline of her shirt a little. No .2da files in this so it's just a drag and drop installation. --corpsecotillion
  4. redrob41

    Party Model fixes and HD Bastila

    Version 1.0.0

    438 downloads

    The main purpose of this mod is to fix many of the party models that have uvw errors. Some of these errors may be too small to see in-game, but most become glaring when using some of the HD texture mods here on this site. The only HD texture that I have included here, is for Bastila Shan's head model (P_BastilaH04) which is now 2048x2048 pixels. I have tried to remain true to her original look. The models that I have fixed, and are included, are: default clothes models for Bastila Shan Canderous Ordo Carth Onasi Jolee Bindo Juhani Mission Vao HK-47's whole body model head models for Bastila and Carth HD head texture for Bastila head texture for Jolee (to fix the mustache) two additional clothes textures for Carth Each of these character's files can be used separately, so that the user has the option of mixing and matching with other mods. Many of the screenshots are animated with before/after scenes that flip every 7 seconds. There are included text files with much more detail as to what has been fixed in each. There are also a few files included that other modders can use for helping their own texture mods (some uvw maps and a few Photoshop psd files with multiple layers already separated).
  5. Ashton Scorpius

    TSL Twi'lek Male 3D Ears

    Version 1.1.0

    33 downloads

    This mod adds three-dimensional ears to male Twi'lek heads in KOTOR II. It'd always struck me as odd how male Twi'lek heads had ears that lay flat. For every other head in the game that has ears, those ears stick out. Even female Twi'lek heads have proper cones on the sides. After this detail bothered me for long enough, I decided to take a shot at fixing it. It may be a small-scale change, but given the frequency of Twi'lek NPCs, it's a nice visual improvement that keeps consistency with other character models in the game. There's also a KOTOR I version available here. Installation & Uninstallation To install this mod, drag the files located in "Override" to the Override folder located in your game's directory. If prompted, select replace, although you might want to back up any pre-existing duplicates beforehand. Optional: If you want Twi'lek corpses to have the ears too, then drag the optional files into your Override folder as well. To uninstall this mod, delete the files from the Override folder located in your game's directory. There's a list of files included in the download's readme.txt for reference. Compatibility & Known Issues This mod should be compatible with any other mod as long as they don't override the same files. Any Twi'lek male retexture mods should also work fine with this installed. Known issues: None as of this version's release. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Fair Strides, MDLOps Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If I give the go-ahead, just make sure to give the proper crediting.
  6. Ashton Scorpius

    MOD:TSL Twi'lek Male 3D Ears

    View File TSL Twi'lek Male 3D Ears This mod adds three-dimensional ears to male Twi'lek heads in KOTOR II. It'd always struck me as odd how male Twi'lek heads had ears that lay flat. For every other head in the game that has ears, those ears stick out. Even female Twi'lek heads have proper cones on the sides. After this detail bothered me for long enough, I decided to take a shot at fixing it. It may be a small-scale change, but given the frequency of Twi'lek NPCs, it's a nice visual improvement that keeps consistency with other character models in the game. There's also a KOTOR I version available here. Installation & Uninstallation To install this mod, drag the files located in "Override" to the Override folder located in your game's directory. If prompted, select replace, although you might want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete the files from the Override folder located in your game's directory. There's a list of files included in the download's readme.txt for reference. Compatibility & Known Issues This mod should be compatible with any other mod as long as they don't override the same files. Any Twi'lek male retexture mods should also work fine with this installed. Known issues: None as of this version's release. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Fair Strides, MDLOps Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If I give the go-ahead, just make sure to give the proper crediting. Submitter Ashton Scorpius Submitted 01/19/2019 Category Mods TSLRCM Compatible Yes  
  7. Greetings, fellow Jedi! May the Force be with y'all. I am here to request for a mod that will fix the misnamed bone inside the "comm_a_m" model, appeared in the game as Asian commoners head- particularly this variant: We can see in the screenshot below that usually in any other head models [and its counterpart comm_a_m2], the bone are written as eyeRA and eyeLA respectively: I've tried to rename the bone myself, but in the end resulting in a new problem: Both are results of the compiled binary; either using MDLedit or MDLOps, they leave behind a mark to both side of mouth area. While the new problem is there, the renamed bone resulting in an appropriate eye movement. I believe I have ran out of options to perform the proper fix myself; hence asking the forum a request is the best option it is. I hope the information provided was enough for an attempt, and many thanks for considering this.
  8. Greetings, fellow Jedi! Wish you all the best of time. I am here to ask; Is 'Rescale World Units' not available on gmax v1.2 [yes, the ancient ones]? Because the 'More...' button under the 'Utilities' tab is greyed out and inaccessible. If indeed it's not available, Is there any workaround? I am about to attempt on re-scaling a model/s using this post as a reference. Many thanks for considering this.
  9. Greetings, fellow Jedi! May the Force be with you. I'm opening this thread awaiting further discussion of fixing collar for PFBF model variant in particular- which me and @DarthParametric previously discussed here. So, continuing from where things left off- Does fixing the collar had anything to do with moving the model's vertex? I'm looking to have practice on fixing the issue personally. and also- It seems the large model which is the PFBFL variant have a similar level of worse too; as seen here: Was so damned as two of my released mods were using PFBF_ variant, lol Many- many thanks for considering this.
  10. Greetings, fellow Jedi! May the Force be with you. Along with the compiling-decompiling model attempt I have done recently, some discoveries were found regarding the end-result of using both MDLedit v1.0.3 and MDLOps v1.0.0. First, this comparison purpose is to give the potential user of both tools a preview of the compiled model using each of the tools mentioned. This also had no intention to show which tools are best and which are less; it's simply to share the discoveries been found. Here's a screenshot for details: Left image is TSL's n_quarren [Quarren's F model] model compiled using MDLedit v1.0.3 with tangentspace enabled by not ticking the bumpmap flag, but instead changing its value inside the ASCII file from 0 to 1 using a text editor. Right image is TSL's n_quarren [Quarren's F model] model compiled using MDLOps v1.0.0 with tangentspace enabled by changing its value inside the ASCII file from 0 to 1 using a text editor. As we can see there is a difference in the head part; which MDLOps version produce a noticeable line whilst MDLedit version isn't. This occurrence already emerging several times on my end; such with compiled TSL's n_commf model. I hope this discovery kind of helps with any future modding attempt, and gave an insight of what will and what won't regarding the implementation of the aforementioned method. Edit: Be advised that they had nothing to do with normal maps. It's a smoothing error, as informed by DarthParametric. The normal maps activation is just part of the compiling process.
  11. Greetings, fellow Jedi! Hope y'all doing fine. I have noticed a disturbance in the Force with the Ivy meshes; particularly inside m13aa_01a model [Dantooine's docking area]. My query/request are: [Query] Is that intended? Because I have roamed around the Enclave and every Ivy that are attached; they align perfectly and the only instance of disturbance is on that one. [Request] If it is not; I am hoping for a fix to the mesh/model because as we can see it shown on an important cutscene as seen in the screenshot above. So, I believe a fix would be necessary. Many thanks for considering this!
  12. Greetings, fellow Jedi! Hope you are doing fine. I am here to request for your help with inverting the panels particularly inside the m01aa_10 and m01aa_09 model: These panels noticeably looks inverted when using Dak Drexl's "Dak's Endar Spire Retexture". The inverted panels meshes is LHR_wall02. I believe they are still noticeable with the vanilla texture installed only by look at them closely, but by using Dak's texture the transition was quite significant. I have tried myself to "rotate" the panels but ends-up rotating the whole room. Many thanks for considering this, and may the Force be with you!
  13. Greetings, fellow Jedi! I am here to ask and to report; does bump-map breaks the animation of certain level geometry? It does occur with the m02ac_02b\Geometry\Box273 mesh on my end. Screenshot: Update: It does working now. I had just recompiled the m02ac_02b.mdl/mdx again and strangely enough it does working on another attempt. But still I don't know what's causing the animation to stop with the aforementioned screenshot. Screenshot of the working bump-map: List of tools which have been used on this attempt: bead-v's "KOTORmax" bead-v's "MDLedit" ndix UR's "tga2tpc" Fred Tetra's "KotOR Tool" Many thanks for considering this- and have a nice weekend y'all!
  14. Greetings, fellow Jedi! I am here to report that there is a great disturbance in the Force inside one of the Endar Spire's hallway; particularly the m01aa_03a model. There are missing panels there, which I believe are not intended, as they look too ugly to be intended by the devs lol. Screenshot: Yes, the Endar Spire is under attack and will have its panels broken anywhere, but I believe these are not part of them. I hope someone could fix this as I believe these are significant panels, as they were included in one of the early-important cutscene. Many thanks for considering this, and may the Force be with you all!
  15. Greetings, fellow Jedi! Is there any tools to easily locate the name of the area we were at? For example; I would like to know exactly what's the name of the area model where I am at right now without having to poke through every Dantooine area models [m13aa_xx] inside the extracted models.bif. ­čśü Screenshot: Many thanks for considering this!
  16. I always liked how Luke was dressed in Return of the Jedi, I think it might fit well for a Grey Jedi kind of playthrough. For those who played Jedi Knight : Jedi Academy, Toshi made a really nice model of that particular outfit. Here's the one I mean, as it is in EA's Battlefront 2. Someone else made a thread about it a while ago and had the original modder's approval. I figured with the new rules and modding tools, this might be a good time to make a new request for it.
  17. The Blue Short Lightsaber's model in Qui Don Jorn's Sabers 4.0 Conversion Mod does not display the proper model. Instead, the default short lightsaber model is displayed with the colors and textures of the upgraded short lightsaber model. Interestingly, this glitch only occurs with the blue short sabers for some reason. Here is a list of mods that I am using with this one: 1. Balanced Paz´╗┐´╗┐aa´╗┐k: https://deadlystream.com/files/file/1270-balanced-pazaak/ 2. Bastila Robe Replacement: ´╗┐https://www.nexusmods.com/kotor/mods/99´╗┐9 3. Bastila's Extra Dialog on Tatooine: https://www.nexusmods.com/kotor/mods/639 4. Bendak Bounty Non-Dark Side: https://deadlystream.com/files/file/880-bendak-bounty-non-dark-side-option/ 5. Canderous' Mandalorian Items(and the alternate textures): https://deadlystream.com/files/file/769-alternate-textures-for-sithspecters-canderous-mandalorian-items/ 6. Cassus Fett's Armor: https://www.nexusmods.com/kotor/mods/310/ 7. Custom Class Clothing: https://deadlystream.com/files/file/190-custom-class-clothing/ 8. Darth Bandon Head Reskin: https://www.nexusmods.com/kotor/mods/770 9. Darth Revan Texture for Star Forge Robes: https://www.nexusmods.com/kotor/mods/1143/ 10. Davik's Upgradable Armor: https://deadlystream.com/files/file/890-daviks-upgradable-armor-mod/11 11. Deadeye Duncan on Manaan: https://www.moddb.com/mods/deadeye-duncan-on-manaan/downloads/deadeye-duncan-on-manaan 12. Diversified Jedi Captives on the Star Forge: https://deadlystream.com/files/file/1199-diversified-jedi-captives-on-the-star-forge/12 13. Diversified Wounded Republic Soldiers: https://deadlystream.com/files/file/1179-diversified-wounded-republic-soldiers-on-taris/ 14. Female Dark Jedi Restoration 1.1: https://deadlystream.com/files/file/1080-female-dark-jedi-restoration/ 15. Female Mandalorians: https://www.nexusmods.com/kotor/mods/140 16. High-Quality Skyboxes: https://deadlystream.com/files/file/723-high-quality-skyboxes/ 17. Green Grass for Dantooine: https://www.nexusmods.com/kotor/mods/906/ 18. Helena Shan Improvement: https://deadlystream.com/files/file/1218-helena-shan-improvement/ 19. High Quality Blasters 1.1: https://deadlystream.com/files/file/861-high-quality-blasters/ 20. High Quality Cockpit Skyboxes: https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ 22. High Quality Starfields and Nebulas: https://deadlystream.com/files/file/491-kotor-high-quality-starfields-and-nebulas/ 23. Higher Quality Bastila: https://deadlystream.com/files/file/826-higher-quality-bastila/ 24. Invisible Headgear: https://deadlystream.com/files/file/690-invisible-headgear/ 25. JC's Blaster Visual Effects for K1: https://deadlystream.com/files/file/1271-jcs-blaster-visual-effects-for-k1/ 26. JC's Dense Aliens for K1: https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/ 27. JC's Republic Soldier Fix for K1: https://deadlystream.com/files/file/1180-jcs-republic-soldier-fix-for-k1/2 28. JC's Slave Bastila for K1: https://deadlystream.com/files/file/1299-jcs-slave-bastila-for-k1/ 29. Jedi Robes Council Style: https://www.nexusmods.com/kotor/mods/1011/ 30. Jolee in Unique Outfit Introduction: https://deadlystream.com/files/file/1298-jolee-in-unique-outfit-introduction/ 31. Juhani Catlike Head: https://deadlystream.com/files/file/351-juhani-catlike-head-mod/ 32. Armor Skins from the K1 Enhancement Pack 33. Party Model Fixes and HD Bastila(anything involving Bastila I did not use): https://deadlystream.com/files/file/1273-party-model-fixes-and-hd-bastila/ 34.K1 Underwear Pack: https://www.nexusmods.com/kotor/mods/832/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fkotor%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D832%26gid%3D234 35. Kill Marlena: https://deadlystream.com/files/file/1056-kill-marlena/ 36. Korriban Academy Workbench: https://deadlystream.com/files/file/375-korriban-academy-workbench/ 37. Leviathan Differentiated Dialog: https://deadlystream.com/files/file/895-leviathan-differentiated-dialogue/ 38. Movie-Style Dark Side Transitions: https://deadlystream.com/files/file/680-movie-style-dark-side-transitions/?tab=comments 39. New Baca Blade and Wookiee Warblade: https://www.nexusmods.com/kotor/mods/185/ 40. No Cross-class Skills: https://www.nexusmods.com/kotor/mods/1213\ 41. NPC Overhaul: https://deadlystream.com/files/file/410-kotor-npc-overhaul-mod/ 42. Party Clothing: https://www.nexusmods.com/kotor/mods/392/ 43. Remove Force-Alignment Restriction: https://www.nexusmods.com/kotor/mods/1132 44. Remove Restrictions of Force Powers by Armor: https://deadlystream.com/files/file/9-remove-res´╗┐trictions-for-force-powers-by-armors/ 45. Revan's Flowing Cape and Belt Fix: https://deadlystream.com/files/file/709-revans-flowing-cape-and-belt-fix/ 46. Revan's Hoodless, Maskless Robe for K1: https://deadlystream.com/files/file/1099-revans-hoodlessmaskless-flowing-robes-for-k1/ 47. Scoundrel Clothes with Scout Legs: https://deadlystream.com/files/file/962-scoundrel-clothes-with-scout-legs-for-k1/ 48. Selven "Legends": https://deadlystream.com/files/file/1308-k1-selven-legends/ 49. Shaleena Unique Apperance: https://www.nexusmods.com/kotor/mods/151/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fkotor%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D151%26gid%3D234 50. Sharina Fizark Restoration: https://www.nexusmods.com/kotor/mods/650 51. Shem's Character Reskin Pack: https://deadlystream.com/files/file/678-creature-reskin-pack/ 52. Sherruk Sabers: https://deadlystream.com/files/file/693-sherruk-attacks-with-lightsabers/ 53. Sith Soldier Texture Restoration: https://deadlystream.com/files/file/1289-sith-soldier-texture-restoration/ 54. Spectral Ajunta Pall Canon Appearance: https://deadlystream.com/files/file/1276-spectral-ajunta-pall-canonical-appearance/ 55. Taris Undercity and Gammorean Stronghold Restoration: https://www.nexusmods.com/kotor/mods/654 56. Weapon Base Stats Re-Balance for K1: https://deadlystream.com/files/file/1248-weapon-base-stats-re-balance-k1/ 57. Yuthura Sith Eyes: https://www.nexusmods.com/kotor/mods/52
  18. This has been driving me nuts for years. I've tried to do this several times but I've never been able to successfully pull it off. Simply put; I'd like my character to visually wear Atton's jacket. I think that jacket is the freshest piece of clothing in the Star Wars universe and possibly all of sci fi, and I wanna punch sith in the face while wearing it. I don't care if it's the actual item of Atton's ribbed jacket or another item being rigged to appear as the jacket; I just want my Exile to be able to wear it. There is a pitiful lack of information on the web about what values in the appearance.2da file correspond to, and I've been trying to change character models to no avail. I tried editing Atton's jacket to not be restricted to him, which works in a sense, but it shows up as the default jedi clothing on the player character which is obviously not I am going for. I'm not sure which entries in the appearance.2da refer to the player character models. I've set a TON of them to have their model B (which corresponds to default clothing, I believe?) appear as Atton's jacket model, but so far it has not worked. I need some help from someone who knows this stuff better than I do. Either a step-by-step guide on how to properly configure my appearance.2da or a straight up model replacement would be greatly appreciated.
  19. View File Party Model fixes and HD Bastila The main purpose of this mod is to fix many of the party models that have uvw errors. Some of these errors may be too small to see in-game, but most become glaring when using some of the HD texture mods here on this site. The only HD texture that I have included here, is for Bastila Shan's head model (P_BastilaH04) which is now 2048x2048 pixels. I have tried to remain true to her original look. The models that I have fixed, and are included, are: default clothes models for Bastila Shan Canderous Ordo Carth Onasi Jolee Bindo Juhani Mission Vao HK-47's whole body model head models for Bastila and Carth HD head texture for Bastila head texture for Jolee (to fix the mustache) two additional clothes textures for Carth Each of these character's files can be used separately, so that the user has the option of mixing and matching with other mods. Many of the screenshots are animated with before/after scenes that flip every 7 seconds. There are included text files with much more detail as to what has been fixed in each. There are also a few files included that other modders can use for helping their own texture mods (some uvw maps and a few Photoshop psd files with multiple layers already separated). Submitter redrob41 Submitted 06/09/2018 Category Skins K1R Compatible Yes  
  20. FF97

    HD Lightsabers

    Version

    205 downloads

    Hello everyone! This mod replaces the existing (and hopelessly outdated) lightsaber models with better new versions. In addition, the blade textures are replaced with flickering textures that are more similar to the original trilogy. NOTE: The models were created by ROOXON for Jedi Academy. I converted them to work in Kotor 2. ROOXON has given me permission to convert the models.
  21. FF97

    MOD:HD Lightsabers

    View File HD Lightsabers Hello everyone! This mod replaces the existing (and hopelessly outdated) lightsaber models with better new versions. In addition, the blade textures are replaced with flickering textures that are more similar to the original trilogy. NOTE: The models were created by ROOXON for Jedi Academy. I converted them to work in Kotor 2. ROOXON has given me permission to convert the models. Submitter FF97 Submitted 04/23/2018 Category Mods TSLRCM Compatible  
  22. ndix UR

    PMHC06 Fixed for TSL

    Version

    262 downloads

    Just a fix for the PMHC06 head model (Blond Guy with Bangs?). The model contained some bad node names/linkage which are corrected to match its supermodel, allowing this poor fool to now blink and move his eyes! Kind of a quick job, anyone that wants to do a better job is encouraged to do so, using my model as a starting point or not, as they prefer. Feel free to reuse, repackage, redistribute the contents of this package with or without attribution or notification. ************************************** Knights of the Old Republic II: TSL ************************************** TITLE: PMHC06 Fixed AUTHOR: ndix UR VERSION: 1.0 RELEASE DATE: 10/2017 FILENAME: pmhc06-fixed-tsl.7z A modification for Knights of the Old Republic II: The Sith Lords. -------------------------------------- INSTALLATION -------------------------------------- 1. Place ALL the files in the 'Override' folder of this package into your game's Override folder. -------------------------------------- DESCRIPTION -------------------------------------- This mod includes a new model for the Blond Guy with Bangs (PMHC06) model from TSL. It fixes the issues outlined in the following forum post: http://deadlystream.com/forum/topic/4610-renaming-bones-in-models The fixed model has eyes that move and can blink. Changes to the model: - Nodes renamed: eyelidL => eyeLlid eyelidL01 => eyeRlid eyeL => eyeLA eyeR => eyeRA teethUP => teethupper teethDWN => teethlower - Flipped normals on the right eyelid - Nudged the vertices under hair_front backwards a tiny bit Thanks to 1Leonard and DarthParametric for fleshing out the issues. Kudos to DP for the rerig attempt, but that is not the approach I followed. -------------------------------------- UNINSTALLATION -------------------------------------- Remove the added files from your Override folder. -------------------------------------- COMPATIBILITY -------------------------------------- This mod replaces the PMHC06.mdl and PMHC06.mdx files. It will not be compatible with other mods that do the same. -------------------------------------- BUGS -------------------------------------- Smoothing might not be perfect. -------------------------------------- LEGAL -------------------------------------- I place no additional restrictions on the use, distribution, etc. of this package and the files herein. THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & ? LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  23. corpsecotillion

    Carth Onasi 2.0

    Version

    194 downloads

    Carth and his weird head were due for an upgrade. Texture changes: -Higher resolution -New eyes -New eye color -New hair -New nose -New eyebrows -New and repositioned ears -Removal of forehead wrinkles -Overall adjustment of highlights and shadows Model changes: -Slimmed tip of the nose -Removal of double chin -Lip shape -Cheek shape -Chin shape -Jaw shape Drag and drop directly into override to install --corpsecotillion
  24. This is in regards to Biths in Taris cantina. Yah know, these dudes: Say I wanted this same model, playing music just like he is, but located on like the Star Forge or something. So far I've located the texture, mdl, and utc, but I'm not even sure where to go from there honestly. Any advice you could throw my way would be very appreciated!
  25. Okay, I've spent way too much time on this. All I'm trying to do is extract one god damn character model from KOTOR 2 and export it (the model *and* its textures) as a single .FBX file. To start off, I used the "KOTOR Tool" for extracting an .MDL, corresponding .MDX, and corresponding texture .TGA file from KOTOR 2. The files are p_hk47.mdl, p_hk47.mdx, and P_hk47_01.tga. I then used the "mdlops" tool to create an ascii .MDL file. Based on my experience, none of the available AutoDesk 3DS scripts (NWMax 0.8 or NWPlus) for ascii .MDL file importing are compatible with the currently available versions of AutoDesk 3DS Max (I've tried the earliest available, 2015, and the latest, 2018, version of 3DS Max; both student edition). The import scripts just give errors at startup and also when importing an ascii MDL file. So because 3DS Max didn't work, I moved to Blender version 2.69. I tried using the "Neverblender" addon to import the same ascii .MDL file as before. However, after I import the ascii .MDL file, the model isn't textured (though I can view this non-textured model once rendered). I then tried the "KOTORBlender" addon to import the same ascii .MDL file as before. However, after I import the ascii .MDL file, the model isn't textured, and the model is invisible upon rendering it. What am I doing wrong? This is insanely frustrating. I have zero background in 3D modeling.