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Found 9 results

  1. I want to know how to add items to containers in KOTOR. Specifically I want to add items from other mods and custom items that I created to the first footlocker on the Endire Spire. I cannot get them to appear in the custom items in the Inventory Editor of KOTOR Tool as shown in the image below. This way I can get them in the game itself without having to use a cheat code or the Save Game Editor. Please help me do this and provide all details. Thank you in advance.
  2. Greetings, fellow Jedi! Have a nice weekend y'all. I am here to request for a mod that spawn a Pazaak Deck particularly the plc_pazaak2 placeables, specifically at this marked location: The relevant module is Javyar's Cantina [tar_m03ae] and as listed above, the particular Pazaak Deck variant/model is plc_pazaak2. I have tried myself with trying to spawn the PLC either with using the script [via its on-enter which I assume is k_ptar_a03ae_en? Which is doomed to failed by my own attempt...] or attaching the PLC model to the room model but is having KOTORmax failing to load the placeables' ASCII. The background of this request is because I can't stand to watch Uriah [the NPC] fiddle around with exactly nothing... I hope the information provided above is enough for an attempt, and many thanks for considering this request. Edit: An additional information: The co-ordinates of the PC is:
  3. [Updated: December 10, 2018] Greetings, fellow Jedi! Hope you all doing fine. This will be an archive-thread-miniwiki to accommodate my curiousness in some aspects from KotOR; either with placeables, textures , models, anything- which is too valuable to lost for just a status update but is too exclusive for each of them to have a single thread, in my perspective. I have archived some past random questions with its essential responses, should their information would be useful and will be easy enough to have access to: [August 14, 2018] PlasticCrate_cylinder [August 16, 2018] LTS_Rwall01 [August 19, 2018] PLC_Statue2 [August 24, 2018] Taris' Upper City Cantina Entrance Wall Panel [August 28, 2018] Taris' Upper City South Fountains [M02ac_02b_02e] [August 30, 2018] Ebon Hawk's Unique Cubemaps [CM_eh] [September 12, 2018] Locate Area Model [September 12, 2018] Sith Soldier Bump Map Restoration [September 17, 2018] Bump-map Breaks Level Geometry Animation? [December 10, 2018] Jedi Enclave's "Unused" Bump-map ____________________________________________ That was some questions-responses that I thought would need a proper archiving should they delivered any useful information for future modding attempt. Also, I'm taking this opportunity to ask to the forums too. Will it be possible to change that grey area in the center of Taris' city-walk to some kind of a mini-pool with water model/textures in it? One example in mind that could be used as a reference is this mini-pool inside Davik's estate: Many thanks for considering this!
  4. Greetings, fellow Jedi! Hope y'all doing fine. I am here to ask for an assistance: How to place a custom placeable(s) to a [custom] module? Many thanks for considering this!
  5. Greetings, fellow Jedi! Hope y'all doing fine. It's me again; try to get the stream goin', lol- pardon my curiousness. This one is a request rather than a question which is: I would like to request an attached version of commoner's head model to commoner's body model so it'd be an F type model, and then the model be renamed to l_commM for "Sitting Commoner's Male" and l_commF for "Sitting Commoner's Female". On my attempt, it actually is possible to make two low-poly commoner's that were playing Pazaak in Taris' cantina to uses hi-poly model [N_CommM/N_CommF] but on my end they lost their head as only the body model that was applied. I have no specific preference of which heads on this request [but low-key hoping at least 2 or 3 Comm's heads be fulfilled 😂]. I believe it'd be an unique addition to K1; particularly- as it'd complete one aspect of the game. I think TSL uses UTC/script? as their sitt-comms are interactive, and I can't find any instance of them inside its placeables.2da. Many thanks for considering this!
  6. Version 0.1.0

    202 downloads

    This mod replaces the vanilla and/or the installed placeables texture with the specularity-tweaked vanilla placeables texture. # Background # The primary motivation of this mod is to get the most of vanilla textures, by tweaking their alpha channel to have them showing their best shades and reflections. # About this Mod # Inside this version are 13 specularity-tweaked vanilla placeables textures. # Final Remarks # This mod performs at best with the vanilla state of the game, particularly with area textures. As all the assets inside this mod are using vanilla textures that was extracted using the KotOR Tool. Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: I suggest you to manually removes any TGA/DDS files inside the 'Override' folder that are using the same name with the files that comes with the mod first. Because if they're on TGA/DDS, the installer can not patch them. But if they were on TPC or you are running a clean install playthrough, you could just run the installer straight-forwardly [TSLPatcher.exe]- as any files with the same name will be backed-up automatically. Uninstallation: Remove the installed files from the 'Override" folder or replaces them with the files stored in the 'Backup' folder [if generated]. Compatibility: Will not be compatible with any mods that using the same name for the assets. This mod perform at best with the vanilla state of the game, particularly with the area textures. As all the assets inside the mod are using vanilla textures that was extracted using the KotOR Tool. Redistribution: You can redistribute this mod or re-release it on any website; you don't have to ask for permission, but I do appreciate all the good intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare & LucasArts, as inside this mod are their base assets. Anyway, a credit to me is always a welcome, welcome. Credits: DarthParametric for the past-present knowledge which allows me to create any customs for the game. Fred Tetra for the 'amazing' KotOR Tool. bead-v and ndix UR for the MDLedit. ndix UR again, for the tga2tpc. stoffe and Fair Strides for the TSLPatcher setup. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. DeadlyStream for a place to hangout and to discuss. -eb
  7. View File [K1] Placeables Specularity Tweaks This mod replaces the vanilla and/or the installed placeables texture with the specularity-tweaked vanilla placeables texture. # Background # The primary motivation of this mod is to get the most of vanilla textures, by tweaking their alpha channel to have them showing their best shades and reflections. # About this Mod # Inside this version are 13 specularity-tweaked vanilla placeables textures. # Final Remarks # This mod performs at best with the vanilla state of the game, particularly with area textures. As all the assets inside this mod are using vanilla textures that was extracted using the KotOR Tool. Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: I suggest you to manually removes any TGA/DDS files inside the 'Override' folder that are using the same name with the files that comes with the mod first. Because if they're on TGA/DDS, the installer can not patch them. But if they were on TPC or you are running a clean install playthrough, you could just run the installer straight-forwardly [TSLPatcher.exe]- as any files with the same name will be backed-up automatically. Uninstallation: Remove the installed files from the 'Override" folder or replaces them with the files stored in the 'Backup' folder [if generated]. Compatibility: Will not be compatible with any mods that using the same name for the assets. This mod perform at best with the vanilla state of the game, particularly with the area textures. As all the assets inside the mod are using vanilla textures that was extracted using the KotOR Tool. Redistribution: You can redistribute this mod or re-release it on any website; you don't have to ask for permission, but I do appreciate all the good intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare & LucasArts, as inside this mod are their base assets. Anyway, a credit to me is always a welcome, welcome. Credits: DarthParametric for the past-present knowledge which allows me to create any customs for the game. Fred Tetra for the 'amazing' KotOR Tool. bead-v and ndix UR for the MDLedit. ndix UR again, for the tga2tpc. stoffe and Fair Strides for the TSLPatcher setup. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. DeadlyStream for a place to hangout and to discuss. -eb Submitter ebmar Submitted 09/01/2018 Category Mods K1R Compatible Yes  
  8. While trying to install a mod that added entries to placeables.2da, I came across a relatively severe limitation in KotOR that I feel should probably be known to anyone attempting to make or use large-scale or placeable mods. Maybe this is known or was documented on lucasforums, but I didn't find it anywhere. Unique placeables defined in placeables.2da are limited to 256 (0-255). If you use a value higher than 255 for 'Appearance' in a UTP file, it rolls over. So 256 = 0, 257 = 1, etc. That might not sound like a big deal, but the vanilla game already has 232 placeables, which means that there are only 24 placeable slots available for use by modders. K1R adds 8 placeables, so if you're using that, you have 16 slots available. BOS:SR 1.5 adds 21 placeables, so if you're using that, you have 3 slots available. And if you're using both of those mods you're already over by 5. So people using K1R and BOS:SR can't use any additional placeable mods (and should experience some visual errors in-game from getting the wrong placeables). This seems like key info for users to be able to evaluate what mods they want to try and use based on how many placeable slots they use. It is also among the first things to check if you have any problems with placeables not showing up or showing up as the wrong thing. I am wondering if any experienced modders know or will be able to think of viable workarounds for this? I've tried putting placeables.2da into module files (and removing it from Override/), but that doesn't seem to work. My only other thoughts have been: Making certain placeables characters instead of placeables? You lose any walkmesh related functionality like blocking line of sight... Combining certain placeable models and using animation states to swap out the mesh that is showing. For example, BOS:SR includes 6 rock placeables, could it be 3 if one rock was the 'on' state and another was the 'off' state? Baking placeables into area geometry? This is more work, harder to make fine adjustments, and you can't interact with the objects at all. It would have the advantage that you could 'easily' lightmap 'each instance' of the placeable though. Now that we have advanced model compilers this is at least a more viable option than in the past... I can say that this definitely applies to the GOG and Mac Aspyr versions of K1, I don't know about others. FWIW, this limitation doesn't seem to be present in TSL as its vanilla placeables.2da file has more than 300 rows (thanks DarthParametric for checking that).
  9. I decided to dig deep into this map editor thing and can confirm the editor works. It allows you to input creatures, doors, encounters, merchants, placeables, sounds, triggers, and waypoints. I was able to tweak the module lighting different colors. and select day or night cycle option or both not sure if that works. Now for the interesting part the map files themselves 1st I look at how the names were structured in the map folder of existing maps 2nd I i created a simple blue 512x512 image saved it as jpg, then gave it a name of a module that didn't have a map. 3rd I opened up the jpg image in a text editor the re saved it in the .map extension and put it into the module folder. 4th Opened up the module editor selected open module project and pointed it to the newely created blue image i made. Results the map loaded the editor accepted the map and i was allowed to use all functions...So the map extension wasn't a mystery after all it just took some determination to figure out. Now new maps can be created for all the levels... Id appreciate all who can help with this. Important. you must use th K-Tool to extract the module you want to edit into a folder FIRST as the module editor needs it to load all the dump files into the map editor. This is so everything already in the level can be in its positon. Solved invisible issues thanks to the suggestion by Sithpecter about Z coordinates.. What i did was take a z coordinate from a model that was on the map like this one 10.19682...then i simply change the the last number 2 to a 5 i realized it was important for every model to have its own Z coordinates. Now all models show up where ever placed Now all there is to do is create maps for the Levels http://www.mediafire.com/view/c1ie1c...K2_00009_1.png