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PsiKnife

Latest Posts

Page: 2 of 2
Nevermind that last Q. I just found it in the 2da editing section. here: http://www.lucasforums.com/showthread.php?t=149992 Thx -...  [Read More]
first of all, I'm kind of surprised you have 3dsmax if you're a noob at modeling, didn't that cost you quite a bit? Anyway, if all you want to do is reskin an existing head model, all you would need to do is find the model which you want to reskin a...  [Read More]
Example: Let's say I want to change an existing PC head to Anakin Skywalkers but without adjusting poly anchors in a 3D app. Couldn;t I simply find a way to wrap/stretch a custom Photoshop surface (a painted photo of Anakin Skywalker) over that PC's...  [Read More]
I found this through a rather obscure link, yet it's more deserving recognition than some of the other's I've found at bigger sites IMO. Much props to Nequam for this pro repaint of the party HK. http://publish.uwo.ca/~achan37/kotor.html I just dow...  [Read More]
Posted in: Kotor II TSL - Possible to play entire party?
 PsiKnife
07-31-2006, 12:39 AM
#4
damn! I fgured as much. Not that you'd need to or anything, and I'm sure the screen would get pretty crowded in a hurry as well it being tough to find someone to fight in the thick of that kind of action, just thought it might be fun to add a couple...  [Read More]
Posted in: Kotor II TSL - Possible to play entire party?
 PsiKnife
07-30-2006, 11:06 PM
#1
All 10 players possible? Or at least more than 2 slots? Any mods exist that allow for this? Is it even possible without breaking the game? Just curious....  [Read More]
Posted in: appearance.2da merge Help
 PsiKnife
07-30-2006, 6:55 PM
#10
The problem is that BaoDur's head isn't rigged like the normal human heads for some reason. If you stick his head on a human body it will seemingly levitate above the body as the neck will end before reaching the body. You'd need to use BaoDur's body...  [Read More]
Posted in: appearance.2da merge Help
 PsiKnife
07-30-2006, 9:16 AM
#8
The 2DA file in the MaulMod is in a space-separated plaintext 2DA format, and not the binary 2DA v2.b format that KotoR/TSL normally uses, which would be why KotorTool can't handle it. This 2DA file contains 4 changes: At line 136 it changes the val...  [Read More]
Posted in: appearance.2da merge Help
 PsiKnife
07-30-2006, 6:04 AM
#6
Ok I get what you're saying but there were issues. 1. The Darth Maul Skin appearance.2da wouldn't open with Kotor Tool 2da editor. Kept getting an error. I tried the NWN .2da editor and it said it wasn't a valid .2da file 2. The All-in-One PC Head...  [Read More]
Posted in: appearance.2da merge Help
 PsiKnife
07-30-2006, 3:58 AM
#3
For starters, you'll need to download Kotor Tool. Once you've done that, open it up and click the 2da button. Once the 2da editor pops up, open both of your appearance.2da files, and paste the rows from one of them to the other. (It doesn't matter wh...  [Read More]
Posted in: appearance.2da merge Help
 PsiKnife
07-30-2006, 1:26 AM
#1
Dilemma: (KotoR II TSL apperance.2da merge) I have the All-in-One PC Head Mod appearance2.da in my Override now.http://www.lucasfiles.com/?s=a6edd32172b65&action=file&id=1121&PHPSESSID=a6edd32172b65 I want to add the Darth Maul Skin ap...  [Read More]
If anyone can help I'm trying to get my hands on the KotoR II TSL - Darth Maul skin from pcgm. The info is as follows when I ran a search and checked the google cache: ------------- 15546 Mod Name: Darth Maul Skin Mod Game: KOTOR II Section: PC Au...  [Read More]
Posted in: Removing Item Restrictions...?
 PsiKnife
08-01-2006, 2:17 PM
#63
I guess its something from NwN, NwN items have a cost and we could not bypass a +10 cost when creating items (I sure HotU raised that limit a bit) without they became "illegal" items. Actually when "ubering" you could. We changed...  [Read More]
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