heyorange90

[WIP] Kainzorus Prime's Robe Model Reskin Project and More

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Hello again!

Well, the best solution is without any doubt option 2 but if you are uncomfortable learning how to use the TSLPatcher (my own knowledge of it is very limited) I think you could go for option 1. Option 3 is a no no... 😄

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12 hours ago, Mutilator57 said:

Been watching your work from afar and I have to say, your latest update looks really cool!

Same here, I also admire your work here! Really goes to show that you don't need to make the next big total conversion 4K HD texture mod in order for your mod to be good.

 

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Speaking about the hats. Actually they're pain in the ass) Because they're a part of the head model, so I have several options here:

1. I can change Sith_Male_Albino model (the one which uses the head model with the head) to another one, without the hat.

2. I can create new heads in the appearance.2da which will be just recoloured  Sith_Male_Albino and  Sith_female_Albino head models

3. I can make masks which will be just  Sith_Male_Albino and  Sith_female_Albino head models with recoloured hat textures. And I can try to add them in the npcs inventory. But I guess it won't work. Because these head models aren't designed for that.

 

The easiest one to do is the first option. The second option is kinda tricky for me and it will definitely affect compatibility of this mod (This is my first mod so I'm not used to using TSLpatcher). And the third option may not work.

 

And what do you think, guys?

Here's what I think of your options:
 

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1. I can change Sith_Male_Albino model (the one which uses the head model with the head) to another one, without the hat.

As you are giving the Sith Uniforms a distinctive "rank" per uniform, I'm certain you're going to modify the utc files for every Sith 'Albino' NPC to change the NPC uniform via the "Clothing Variant" items, and it appears you'll be changing many of their names to match their corresponding rank such as "Sith Major" (as I've noticed in one of your screenshots).

 

So if you are going to modify the utc files, why not change the appearance of said NPC to a Sith Officer variant with a generic head instead of the albino hat heads. I'd say you should keep the albino hat head as a grey hat and keep the grey albino hat head for whatever rank the grey Sith Uniform is, for any Sith Officer who has a different colour of uniform, simply use a generic head without a hat.

 

I would advise this option!

 

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2. I can create new heads in the appearance.2da which will be just recoloured  Sith_Male_Albino and  Sith_female_Albino head models

It is possible, but would require a TSLPatcher for compatibility and a mod of this scale would be tricky to make a workable TSLPatcher which a new modder could make.

 

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3. I can make masks which will be just  Sith_Male_Albino and  Sith_female_Albino head models with recoloured hat textures. And I can try to add them in the npcs inventory. But I guess it won't work. Because these head models aren't designed for that.

As Salk said, don't even bother with this option.

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Thanks Guys!

9 hours ago, Salk said:

I think you could go for option 1

8 hours ago, N-DReW25 said:

I would advise this option!

It's decided then. I'll do the first option.

8 hours ago, N-DReW25 said:

Same here, I also admire your work here! Really goes to show that you don't need to make the next big total conversion 4K HD texture mod in order for your mod to be good.

It's very cool feeling when I see that someone likes what I'm trying to do.) In my case it's the first real mod I'm doing. I have several other ideas, but I want to finish this one before starting something new. 

 

Thanks again for your support and comments! 

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Option 1 for Korriban is Done

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Sith Patrol in the academy

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Another Sith Patrol

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Sith Guards are now Twi'Lek

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Sith Ensign without a cap

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Small update here!

After the creation of the archaeologist uniform I decided that tech girls on Taris deserve their own uniform.

So I made Private and Corporal uniform for techs aka Sith Engineer Regiment (The difference with ordinary uniform is only in the insignia)

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Senior Technician in the new uniform

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Ordinary Technician in the new uniform

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Plus I created 2 new uniforms - Captain and Lieutenant Korriban Sith regiment uniforms

Though, for some reason I encountered only 2 captains during battle through sith academy (maybe it's random)

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Sith-Captain.jpg

 

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So, it's time for the new update)

This time I made the new uniform for the admiral Saul. Never liked his vanilla uniform (it looked different from other sith officers uniform. I understand that he was in the republic navy, but even then he has too much of the red colour) 

Made his uniform more formal and more parade-like. Plus I used elements and colours from the other sith uniform that I made before. Moreover, I gave him a white belt, recoloured the hole uniform in black with red stripes and added a pocket with the security keys to his chest. And I replaced his strange insignia under the shoulders with the starforge one.

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Uniform4.jpg

The only issue is - what to do with the cap. Right now I'm thinking about two options, either I'll add the sith starforge insignia to the  front of the cap or I'll add it to the side of the cap. 

To add it on the front of the cap seems more logical because the uniform already has an insignia on both shoulders. But I feel like it looks less Star Wars .

On the other hand, on the side it looks more stylish but less practical. What do you guys think ?

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V1.jpg

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V2.jpg

 

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Hello Guys!

I decided to make some ajustments to sith caps after my manipulations with Admiral Saul, plus I changed the Saul's cap to look more like a sith cap. Basically I just added the starforge insignia to them.

So, here's the result:

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Male sith cap

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Female sith cap

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The Admiral's cap

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Plus here's Major Hurka from K1R in proper Major uniform

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image.jpg

 

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Small Update Here!

Found at least one problem. In the cutscene at the Leviathan bridge after the espace from Taris n_sithcomf001.utc and n_sithcomf002.utc should have friendly_1 property. But instead, because I used these npcs from the Taris Base, now all n_sithcomf001.utc and n_sithcomf002.utc have hostile_1  property. As a result other sith officers kills them right in the cutscene.

So, I decided that I need to make a thorough playthrough to check such things. I won't use this 2 npc files and I hope there will be no such problems in the other cutscenes.

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Hi guys!

While I'm still in the process of  testing the sith uniform mod, I made retexture (collar fix) for JC's Fashion Line I - Cloaked Jedi Robes for K1 by JCarter426

Original robe texture of the ported model

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My retexture

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PS Here're some more bright screenshots if for some reason contrast of your monitor doesn't let you see the details:

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