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06-29-2009, 07:29 PM
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#1
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Veteran
Join Date: Jul 2007
Location: Edmonton
Posts: 834
Current Game: Skyrim
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Playable Alien Species (Beta)
This is a quick & dirty / bare bones alien mod. I've added a few unique skins, but mostly they have in-game models and appearances. At any rate, you'll be able to play as a few different aliens.
Download at FileFront.
I've split the files up into two groups. The first group of nine is more stable, and consists of:
Bith, Duro, Rodian, Trandoshan, Aqualish (Walrusman), Nikto (Swoopgang), Iridonian (Spaceman), Frogling (Yoda species), & female Sand Person.
The second group of eight is not as stable, but I threw 'em in there anyway:
Gamorrean, Ithorian, Jawa, Rakata, Selkath, Quarren, Chadra-Fan & Gran.
All the details as to why and how are in the read-me.
I highly recomend my Species Specific Feats mod and my Soundset mods to complete the alien experience  .
I'll add more screenshots after I've unpacked my computer from the moving boxes.
Last edited by redrob41; 07-02-2009 at 11:04 AM.
Reason: DL link is working now
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06-29-2009, 07:34 PM
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#2
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Chaotic Neutral
Join Date: Apr 2009
Location: The Club
Posts: 1,631
Current Game: The Game
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Nice! I hope those server issues are fixed soon. I also didn't know that the Gran models were available in K1...
I, for one, approve of the Ewoks. They're a fine representation of the primitive natives doing better in their own environment than the invading white man. 
Take that, Avatar.
"Welcome to The American Political System, where everything's made up and the votes don't matter!"
America: Where you have the freedom to express your opinions, and I have the freedom to hate you for it.
*dons stetson and putters away on the motor scooter of patriotism*
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06-29-2009, 08:34 PM
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#3
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Obusha
Join Date: May 2006
Location: My own personal Hell
Posts: 6,529
Current Game: Batman: Arkham City
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OK, this is really cool. Hopefully you'll eventually get it all working normally because this is a great idea.
"Mind your wants, 'cause someone wants your mind." -George Clinton
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06-29-2009, 09:27 PM
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#4
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The Writing Writer
Join Date: Aug 2007
Location: The Desert
Posts: 284
Current Game: KotOR II
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are you going to do mandalorians? and i am looking forward to Quarrens i always did like them especialy Darth Maleval
My Mods
“You needn't die happy when your time comes, but you must die satisfied, for you have lived
your life from the beginning to the end and ka is always served.”
― Stephen King, The Dark Tower
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04-09-2011, 01:36 PM
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#5
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Rookie
Join Date: Mar 2011
Posts: 53
Current Game: Kotor 1
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Would it be possible to add a Codru-Ji
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04-11-2011, 02:50 AM
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#6
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Veteran
Join Date: Jul 2007
Location: Edmonton
Posts: 834
Current Game: Skyrim
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Quote:
Originally Posted by Latios6222
Would it be possible to add a Codru-Ji
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with four arms? Sorry, but that's next to impossible given the editing tools available. The animations would be too hard to do.
All of these Beta species are using only existing in-game models. All I've really done is re-skin them so that they'd be different from the NPCs.
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04-11-2011, 02:49 PM
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#7
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Rookie
Join Date: Mar 2011
Posts: 53
Current Game: Kotor 1
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Would it be possible to make a Togruta, Bothan, and Sullustan.
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04-11-2011, 05:30 PM
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#8
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Veteran
Join Date: Jul 2007
Location: Edmonton
Posts: 834
Current Game: Skyrim
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Quote:
Originally Posted by Latios6222
Would it be possible to make a Togruta, Bothan, and Sullustan.
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well, I'm not gonna say that those ones are impossible. There is an outside chance that someone could do it, since all three of those species could use the standard body models. The problem is that the amount of work that would have to go into making the heads is too huge, there's a lot of hex editing guesswork involved, and too many ways for it to get messed up along the way.
I'm not gonna take the time to try it. You could do a search for a tutorial by Miro42, for some insight into adding verticies to head models.
I hope I haven't completely dashed your hopes  . Basically, the easiest aliens to make are near-humans. Most of the time, they just need a re-skin. Sometimes you can re-shape an existing head model, and use Taina's replacer tool method to get it in game. That method will work for simple changes like pointy ears, empty eye sockets, simple horns (they don't usually look that great), or slightly out of proportion faces.
The most ambitious heads I've tried are cat-like Cathar, Sith species, and they're disasters. I did have some success with a Duros head (Nindo Bahr a character in RoR), cat-like Juhani (see jonathan7's random tinkering thread), and a pair of female Devaronians (also for RoR as PCs; the third one was a failure). So you see, it's still hit-or-miss with alien heads.
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04-12-2011, 12:18 AM
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#9
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Rookie
Join Date: Mar 2011
Posts: 53
Current Game: Kotor 1
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Quote:
Originally Posted by redrob41
well, I'm not gonna say that those ones are impossible. There is an outside chance that someone could do it, since all three of those species could use the standard body models. The problem is that the amount of work that would have to go into making the heads is too huge, there's a lot of hex editing guesswork involved, and too many ways for it to get messed up along the way.
I'm not gonna take the time to try it. You could do a search for a tutorial by Miro42, for some insight into adding verticies to head models.
I hope I haven't completely dashed your hopes  . Basically, the easiest aliens to make are near-humans. Most of the time, they just need a re-skin. Sometimes you can re-shape an existing head model, and use Taina's replacer tool method to get it in game. That method will work for simple changes like pointy ears, empty eye sockets, simple horns (they don't usually look that great), or slightly out of proportion faces.
The most ambitious heads I've tried are cat-like Cathar, Sith species, and they're disasters. I did have some success with a Duros head (Nindo Bahr a character in RoR), cat-like Juhani (see jonathan7's random tinkering thread), and a pair of female Devaronians (also for RoR as PCs; the third one was a failure). So you see, it's still hit-or-miss with alien heads.
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Where can i get those devaronian heads at?
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04-12-2011, 02:22 AM
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#10
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Veteran
Join Date: Jul 2007
Location: Edmonton
Posts: 834
Current Game: Skyrim
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Quote:
Originally Posted by Latios6222
Where can i get those devaronian heads at?
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You'll have to wait until Revenge of Revan is released. I might not have them all finished before the demo is ready, because I'm still struggling with making a third female head. There is already a Devaronian male head in TSL, but none in Kotor.
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04-13-2011, 05:30 AM
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#11
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Rookie
Join Date: Mar 2010
Location: Switzerland
Posts: 111
Current Game: KotOR, KotOR2:TSLRCM
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Quote:
Originally Posted by redrob41
well, I'm not gonna say that those ones are impossible. There is an outside chance that someone could do it, since all three of those species could use the standard body models. The problem is that the amount of work that would have to go into making the heads is too huge, there's a lot of hex editing guesswork involved, and too many ways for it to get messed up along the way.
I'm not gonna take the time to try it. You could do a search for a tutorial by Miro42, for some insight into adding verticies to head models.
I hope I haven't completely dashed your hopes  . Basically, the easiest aliens to make are near-humans. Most of the time, they just need a re-skin. Sometimes you can re-shape an existing head model, and use Taina's replacer tool method to get it in game. That method will work for simple changes like pointy ears, empty eye sockets, simple horns (they don't usually look that great), or slightly out of proportion faces.
The most ambitious heads I've tried are cat-like Cathar, Sith species, and they're disasters. I did have some success with a Duros head (Nindo Bahr a character in RoR), cat-like Juhani (see jonathan7's random tinkering thread), and a pair of female Devaronians (also for RoR as PCs; the third one was a failure). So you see, it's still hit-or-miss with alien heads.
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Please let me know, if you found out anything useful about the hexing part.
I managed to detach the head from the Weequay-model and have him in place on top of a human body, even with dangly hair, ... all working exept for the facial animations. I'm absolutely positive that I can do the same with every other alien full-body model that makes sense (Yoda-species, Chadra-fan, ect. don't really, but Quarren, Duros, Sullustan, ect. all go well. Reshaping the body-model a bit should be doable).
But after hours and hours of hex-trials without any success, I'm just too frustrated without any new hint of something that might work  .
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04-13-2011, 12:27 PM
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#12
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Veteran
Join Date: Jul 2007
Location: Edmonton
Posts: 834
Current Game: Skyrim
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Quote:
Originally Posted by Bob Ta'aar
Please let me know, if you found out anything useful about the hexing part.
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nah, just what I learned from Miro42. It's all trial and error after that.
Quote:
Originally Posted by Bob Ta'aar
I managed to detach the head from the Weequay-model and have him in place on top of a human body, even with dangly hair, ... all working exept for the facial animations. [snip] But after hours and hours of hex-trials without any success, I'm just too frustrated without any new hint of something that might work  .
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I had similar problems when trying to merge Bastila's head model with another (for different hair). I noticed that on top of the hex editing issues, that the model also lost some of the bone weights, which caused a loss of facial animation. I tried fixing the weights, but I never did get it to work. The tutorials I followed are in the modelling section, threads started by Kha and Jolly Boots.
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12-31-2011, 05:23 PM
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#13
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Banned
Status: Banned
Join Date: Dec 2011
Location: Wouldn't you like to know.
Posts: 16
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I clicked the installer, specified the game folder but it says it can't find dialog.tlk and closes when I can clearly see it there. Any idea what's going on mate?
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02-17-2012, 03:00 PM
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#14
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Rookie
Join Date: Feb 2012
Location: Nar Shadaa
Posts: 123
Current Game: KotOR 1 and 2
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Pretty good mod. I always like having alien party members, but having an alien PC is even better.
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