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Kexikus

Member Since 14 Oct 2014
Online Last Active Today, 03:54 PM
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Full Jedi Council

17 April 2017 - 04:08 PM

http://deadlystream.com/forum/index.php?app=downloads&module=display&section=screenshot&id=1071

 

File Name: Full Jedi Council

File Submitter: Kexikus

File Submitted: 17 Apr 2017

File Category: Mods

TSLRCM Compatible: Yes

 

Have you ever wondered why for something as important as the Exile’s trial, only 5 members of the Jedi Council are present? Well, you no longer have to. This mod adds 7 additional Jedi to the trial scene in order to get a full council. These Jedi are master Vandar from K1, two humans, two Twi’lek, a Devaronian and a Wookie.

 

Installation:
Run TSLPatcher.exe and let it do its magic. It should find your TSL installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod.
For modders: I included the source script in the download in case you're interested. Ignore them if you only want to install and play the mod.

 

Uninstallation:
Delete jedi_001.utc to jedi_006.utc, jedi_vandar.utc, k_spwn_sit.ncs, n_yoda.mdl/.mdx and s_yoda01.mdl/.mdx from your Override folder. Then find the backup of 950COR.mod created during the installation of this mod (it is located in the backup folder that was created in the folder where you ran TSLPatcher.exe) and copy it into the Modules folder of your TSL installation, replacing the one already there. Note however, that this might screw up other mods that modified the same file and were installed afterwards!

 

Compabilitiy:
This mod should be compatible with everything except for mods doing the same thing and mods that edit Vandar’s model (texture edits are fine)

 

Credits:
Mod by Kexikus
TSL Patcher by stoffe

 

THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.

 

Click here to download this file


Making a character float

16 April 2017 - 10:59 AM

I'm currently working on a small mod where I want master Vandar to sit on a human sized chair. And while Vandar has a sitting animation, he's obviously way too short to sit on the chair. Instead he's in the chair.

 

So now I'm wondering if it's possible to have him float somehow and then use the sit animation. Simply changing the z-value in the .git file won't work as the game always places characters on the ground.

 

As an alternate solution I tried to edit his sitting animation so that he floats when using the animation but I haven't been able to edit that animation in any way (probabaly due to the fact that I'm editing the wrong animation?). The animation I use is ANIMATION_LOOP_SIT_CHAIR (36) and I figured that'd either be "sit" or "sitdown" from animations.2da so I tried adding a blank "sit" or "sitdown" animation to his model in order to override the one from the super model (Male02) but he still sat down even when using that edited model. So I guess that's not the correct animation.

 

Any help on how to make this work would be very appreciated. Thanks :D

 

Edit: The animation is actually "sitdown" as I expected. I just screwed up replacing it^^

So now I figured I'd copy the sitdown animation from Male02 to N_Yoda (Vandar model), replace Male02 with N_Yoda and then raise the z coordinate in all positionkeys to have him float when sitting. But even when I don't edit the z coordinates mdlops runs out of memory for some reason when trying to compile the model. Any ideas why?

 

Edit 2: The error I got there was probably due to the fact that I copied an animation from one model to another with different bones or something like that. So instead I just made a copy of S_Male02, renamed it to S_Yoda01 with the supermodel S_Male02 and used this as the supermodel for the actual model N_Yoda. Then I removed all animations from that model except for sitdown and edited the z-coordinates for all positionkeys in there. And when using these models ingame, Vandar will sit down floating in the air but then once he's seated he will "fall" back down to the ground. Maybe that's because "sitdown" is only the animation for sitting down but not the actual loop for sitting. However, I can't find any sitting loop animation in either N_Yoda nor the supermodels S_Male02 and S_Male01. There is one called "sit" in S_Female02 but S_Female02 is no supermodel of N_Yoda (the hirarchy is N_Yoda -> S_Male02 -> S_Male01 -> Null). Any ideas which animations I have to edit?

 

Edit3: Figured it out: "animloop01" is the looped sitting animation. Adding that to my new supermodel with changed z coordinates did the trick and Vandar is now properly sitting on a human sized chair. And while this may have worked this time it's not a very versatile solution. So, if anyone knows how to make a character float without having to edit the animations, please elaborate on it here :)


Download:K1 Galaxy Map Fix Pack

14 April 2017 - 12:05 PM

http://deadlystream.com/forum/index.php?app=downloads&module=display&section=screenshot&id=1068

 

File Name: K1 Galaxy Map Fix Pack

File Submitter: Kexikus

File Submitted: 14 Apr 2017

File Category: Mods

K1R Compatible: Yes

 

This is a combination of Kexikus' Canon Galaxy Map for KotOR 1 and Sith Holocron's KOTOR1 Animated Galaxy Map as suggested by bead-v.
Links to the original mods:
Canon Galaxy Map for K1
KotOR 1 Canon Animated Galaxy Map

 

Description:
The mod pack changes the positions of the planets in the galaxy map to roughly their canonical locations.
Additionally there's a new icon for the Starforge and the planet icons are enlarged to the same size as in KotOR 2: TSL.
The mod also fixes the planet locations on the Galaxy Map texture accordingly, and also animates it.

 

There are TWO different install options:

 

1. VANILLA: The vanilla planets will be placed correctly on the galaxy map and the galaxy map texture will show those planets.

 

2. ORD MANTELL: Additionally to the vanilla planets, Ord Mantell will also be placed correctly, get a new unique icon and show up on the galaxy map texture.
Use this option only if you have Red Hawke's Ord Mantell mod installed.

 

CLARIFICATION: With texture I mean the invariant texture of the Galaxy Map that you see on the Ebon Hawk before you have
actually clicked on the Galaxy Map. What appears on this texture is completely unrelated to what shows up on the Galaxy Map Screen
when actually clicked on.

 

Requirements:
ONLY for option 2 ORD MANTELL, you need to have RedHawke's Ord Mantell mod installed BEFORE installing this one.

 

Installation:
Run TSLPatcher.exe, choose your desired installation option and follow the instructions.

 

Uninstallation:
1. Remove the following files from your override folder:
- galaxymap_p.gui
- lbl_strfrge.tga
- LEH_scre03.tga
- LEH_scre03.txi
- lbl_live05.tga (if you chose the Ord Mantell option)
2. Copy any files with the above names from the backup folder created
upon installing this mod. The backup folder is created in the same folder
as this installer.

 

Permissions:
All materials and copyrights belong to LucasArts, Bioware and Obsidian
Entertainment Inc., we own none of the materials, and we are not making
any money out of this mod. It is to be distributed as-is without alteration,
unless by permission of the mod authors. This mod is not to be distributed
for profit, either.

 

We hereby state that we specifically do NOT wish this mod to be uploaded to
Stream Workshop.

 

If Kexikus is unreachable at any point, Sith Holocrons may give any permissions concerning Kexikus' mod on his behalf.

 

Credits:
bead-v: Suggesting this mod pack and inspiring me to create this mod in the first place

 

Thanks:
Fred Tetra: Kotor Tool
Stoffe: TSLPatcher
tk102: K-GFF GFF Editor

 

Contact:
Send us a personal message on www.deadlystream.com.

 

THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY
BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS
FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR
THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO
YOUR COMPUTER FOR THE USAGE OF THESE FILES.

 

Click here to download this file


Download:K1 Music Fix

14 April 2017 - 10:50 AM

http://deadlystream.com/forum/index.php?app=downloads&module=display&section=screenshot&id=1067

 

File Name: K1 Music Fix

File Submitter: Kexikus

File Submitted: 14 Apr 2017

File Category: Mods

K1R Compatible: Yes

 

THIS IS A UTILITY MOD: INSTALLING ONLY THE MOD ITSELF WILL NOT HAVE ANY NOTICABLE INFLUENCE ON YOUR GAME!

 

In KotOR, there are several completely unrelated areas that share the same music and even some areas that have no ambient music at all.
This mod allows you to fix this by giving each area (not module) a unique music file. However, those newly added files are copies of
vanilla music files, so you will not hear any difference in game unless you replace them with music of your choice. See the instructions
below on how to do that.

 

Note that you need to start a fresh game for this mod to work properly.

 

INSTALLATION:
Simply follow the instructions given. Afterwards follow the instructions for custom music files below if you want to apply any changes.

 

INSTALLING CUSTOM MUSIC FILES:
If you want to remove duplicated music or add music to those areas that were missing music in the vanilla game, follow these instructions
after running the TSL Patcher of this mod.

 

I added a .txt file called KotOR_Ambient_Music_Information.txt to the download archive of this mod that details which area uses which music
file and which of these files are duplicates of one another. Use this to find the files you want to add / replace and then do the following:

 

You can either use music directly from both KotOR 1 and it's sequel KotOR II: TSL or custom music. If you use music from the games, simply
rename the .wav file to the appropriate new name. If you use custom music, it needs to be a stereo .mp3 file for the game to recognize it.
If your file is no .mp3 yet, choose any audio file converter and convert it.
Then take your .wav or .mp3-file and place it into the "streammusic" folder in your Knights of the Old Republic installation.
That's it. Your custom music will now play ingame.

 

UNINSTALLATION:
Take the all the .mod-files from the "backup" folder created during the installation of this mod and copy them to the "Modules" folder of your
KotOR installation. If it exists, also copy ambientmusic.2da from the "backup" folder to the "Override" folder of your KotOR installation.
Note that if any other mod installed after this one also altered one of these .mod files you will uninstall those changes as well!
Optionally delete any music files this mod or you yourself placed in the "streammusic" folder. This is not strictly necessary for uninstallation
but it will clean up your game installation.

 

COMPABILITY:
Thanks to TSLPatcher this mod is compatible with everything that does not change the track name of the ambient music in the same areas this mod does.
It is compatible with mods that replace the actual music files.

 

CHANGELOG:
1.0 Initial release

 

CREDITS:
Mod by Kexikus
TSL Patcher by stoffe

 

THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE
ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.

 

Click here to download this file


[K1] Music overview (and warp code list)

07 February 2017 - 09:32 PM

Since I was checking K1 for modules that reuse the same music even though they are different places, I created a spreadsheet that lists all of K1's modules and their corresponding Day, Night and Battle music. Day and Night is always the same (with one exception) and I think the game actually only uses Day anyway. All tracks are listed with their number corresponding to their row in ambientmusic.2da, their file name and the name given in the KotOR Soundtrack playlist linked below.

 

You should hopefully be able to sort the spreadsheet by any of the values. To do so, click in the column you want to sort by, press Ctrl+A to select everything and then in "Data" select "Sort by Column XX...".

That's all there is to it. I don't know if anyone will ever use this but since I made it, I figured I might as well shart it^^ At the very least you can use it to get warp codes :D

 

Here you go:

 

K1 music overview spreadsheet

 

Note that most of the STUNT modules do not have any ambient music assigned. That does not mean that no music plays in this scene. Instead the music is most likely started by the script that controls the cutscene.

 

While building this list, I also found some music pieces that are not used in any of the game's modules. However scripts could still play them anywhere in the game. If you happen to know where exactly, please let me know and I'll add the information. Those are the following tracks (once again with the name for the linked playlist):

 

1 mus_gui_start (The Old Republic Theme)
That's the theme played in the main menu.

 

7 mus_theme_carth (Captured by the Leviathan)

This one is played in the cutscene where the Ebon Hawk is captured in the Leviathan's tractor beam.

 

33 mus_bat_out (The Temple)

 

45 mus_bat_valsith (Uthar Wynn's Trials)

 

46 mus_bat_sforge (Star Forge Battle (Not quite sure here as I haven't checked the game file))

 

And finally, here's the playlist.