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Sith Holocron

Member Since 29 Jul 2010
Online Last Active Today, 09:08 AM

#55133 TSL Galaxy Map Fix Pack

Posted by Sith Holocron on 24 March 2017 - 04:30 PM

Before you ask:Yes, a K1 version is planned as well. Expect that one to be released by Kexikus.

  • jc2 likes this

#55059 Messing around with the appearance.2da speed setting

Posted by Sith Holocron on 20 March 2017 - 09:01 AM

You don't get much bigger than M4-78. LOL

#54941 KotOR - Ultimate by Thunder3

Posted by Sith Holocron on 15 March 2017 - 11:46 AM

Perhaps just having a checklist would be easier.

#54901 Quanons many projects.

Posted by Sith Holocron on 14 March 2017 - 04:00 PM

It's a new item for the player to find in the game. It doesn't replace Bandons skin. But it uses the same model.

Consider this the Dark Side version of my Praetorian mod I released.

Just checking.  I was wondering if I should be getting ready to find all of Bandon's lines to add a mask filter on them. LOL

#54888 KotOR - Ultimate by Thunder3

Posted by Sith Holocron on 14 March 2017 - 12:52 PM

I'm not sure how far off topic this will be - but what the heck, nothing ventured, nothing gained.  Would it not be easier to just go through the textures one by one in alphabetical order?  My reasoning is that so many of the textures are reused through out the game, you'd be restricting your effort to what needed to be worked on rather than having to repacking the textures by planet. (Trust me, I can see the other side of this but wanted to hear your opinion on it all the same.)

#54840 Combining Two Mods Into One?

Posted by Sith Holocron on 12 March 2017 - 10:44 AM

The only part I don't get is that if he's able to edit the textures on photoshop how can he not deduce by himself how to mix both mods

Therein lies the confusion!



After re-reading it, it's even more confusing as he's mentioning three different mods.  (One of which, he incorrectly attributed but I've corrected that.)  


I've added the hyperlinks to make our lives easier.

#54837 Combining Two Mods Into One?

Posted by Sith Holocron on 12 March 2017 - 09:38 AM

1. First of all welcome to Deadly Stream Forums.  As you're new, you'll want to acquaint yourself with our Forum Rules.
2. I'm not going to do my usual snarky comments on poor grammar or spelling as you may not be a native English speaker.  However, I will point out you should doing proper linking if you want folks to find the files you refer to in the future. For a clear explanation of how do this, please check this post. (Scroll down to the section called "Hyperlinks" in big bold, red letters.)
3. On to your problem: Let me see if I have this straight . . . you know the textures from these two mods because you've worked on them.  Yet you want to combine them into a new mod.  And these aren't your mods and you haven't sought permission to reupload them? I'm sorry my friend that just won't fly here. (See rule 19 in the rules I linked to.) You can't upload someone else's mods without their permission. But feel free to enjoy your retexturing on a personal basis. Might I suggest considering creating your own work without using someone else's work as a foundation?

#54732 [K1 & TSL] Fix Ebon Hawk shader and UVW issues

Posted by Sith Holocron on 07 March 2017 - 07:28 AM

Just going around fixing all of the Ebon Hawk issues :P

It's a beautiful thing!

#54590 [WIP] Bao-Dur Endgame Enhancement

Posted by Sith Holocron on 27 February 2017 - 09:37 PM

In the meantime, what lines do you think you might need for the TSF officers that find Bao-Dur wounded?

I'm not involved with this project so take what I say with a grain of salt. From what I've seen with any mod involving them, voiceovers should always be done last. Two points to consider . . .

- Lines change often: Volunteers that record one set of perfect recordings maybe not available down the road so it's best to record a part's lines all at once. Since dialogue (followed by voiceovers) tends to be the last thing to be finalized, that's why recordings tend to be done best when done last. Keep in mind, you might be available all the way through but I'm sure you are not the only part or actor under consideration.
- They aren't as important as the other parts of the mod: If you don't have everything else worked out in the model - cutscenes, character movement, etc - then voiceovers recorded early will emphasize that things were rushed.

TLDR: Think of voiceovers as the cherry on top of the ice cream sundae. You have to make the rest of the sundae before you put that cherry there.

#54582 KOTOR 2 Box Art

Posted by Sith Holocron on 27 February 2017 - 08:32 PM

I found a link to ordering it.  Here you go.

#54577 KOTOR 2 Box Art

Posted by Sith Holocron on 27 February 2017 - 07:03 PM

Damn, I was searching for an HD version of the OST cover for months.

I copied my own versions from another cover I've seen on the net.



#54420 A giant Rancor on the Unknown World

Posted by Sith Holocron on 24 February 2017 - 08:08 PM

Cut Selkath party member confirmed

Oh, you provocateur!

#54392 Download:KOTOR1 Canon Animated Galaxy Map

Posted by Sith Holocron on 24 February 2017 - 12:50 AM

Posted Image


File Name: KOTOR1 Canon Animated Galaxy Map

File Submitter: Sith Holocron

File Submitted: 23 Feb 2017

File Category: Skins

K1R Compatible: Yes


OK, this version is the non-screwed-up version of the mod. Previous version had a BMP instead of a TGA. It also had a bad TXI. That's fixed now.


The Galaxy Map texture of the Ebon Hawk was originally sized at 128x128. It is now sized to 512x512. In addition to the resolution bump, the actual texture is now animated.
As the texture tile is named the same in both KotOR games, the mod is usable in both games.


So . . . what’s different? The planets are now in the positions as laid out in Kexikus’ Canon Galaxy Map for KotOR 1 version 1.1


Not recommended for use in KOTOR2.


There are TWO different versions of the Galaxy Map texture that you can use!
- Version 1: The original planets as laid out in the original un-modded game.
- Version 2: In addition to the original planets, I've added Ord Mantell to the map.


Choose the version that bests suits your uses. Grab the files from that file folder and drop them into the following folder:




Take them out again.


Known Bugs:


None known at this time.


Legal Disclaimer:


All materials and copyrights belong to LucasArts, and Bioware Corp.


I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me.


I hereby state that I specifically do NOT wish this mod to be uploaded to Stream Workshop (in the event they ever make one for KOTOR1).


Kexikus: Help with putting together this mod.
LucytheAlien: Pointing out the issues with the previous version.
LSaberDuelist and OldFlash (of LucasForums) for their instructive discussion and tutorial at LucasForums.


Click here to download this file

#54373 [WIP] Bao-Dur Endgame Enhancement

Posted by Sith Holocron on 23 February 2017 - 08:48 PM

I can add the HK-type filter to any line you need for this project.

#54213 Response to Claims that Peragus' Purpose is Confusing

Posted by Sith Holocron on 21 February 2017 - 02:43 PM

In the "TSLRCM's take on Bao-Dur's endgame fate?" thread, this was brought up and I decided to respond to it in this new thread - rather than letting it continue in the other one. (It's really off topic.)

I feel like mentioning Peragus didn't make a lot of sense. Think about it, The Restoration of Telos was a Government funded project that can an impact on the Galactic Senate if it succeeds or fails (All of this was mentioned in game). So if taxpayer money was being put into such a project that was so important why would they use highly explosive fuel that blew a chunk out of a planet when people tried to mine it. Not to mention the Citadel somehow survives a space battle, Seriously being realistic one trigger happy sith fighter could take out Citadel with a stray missile if it's loaded with explosive fuel. (Not to mention the Citadel houses many important and innocent people so imagine the Citadel getting destroyed all thanks to its only fuel source)

Also, how did the Miners actually build the facility? From what we know that asteroid that the facility was on definitely had lots of fuel so how could they build a mining facility in an asteroid field in space without blowing the entire asteroid field up! If a blaster can make a big explosion I'm sure building equipment can! Also, how did no asteroids hit the actual facility AT ALL! If anything a rogue asteroid would crash into the command console room and ruin everything!

If I could I'd cut Peragus and move most of the Peragus stuff to M4-78 for example mining droids gone evil makes a lot of sense there and I'd start the game on Citadel where Atton and Kreia would be and you'd start the game there!

If you cut Peragus, you'd lose the following:
- The player's introduction to Kreia
- The player's introduction to Atton
- The player's introduction to T3-M4
- The player's introduction to the HK-50's
- The player's introduction to Sion
- The player's introduction to Admiral Carth Onasi
- The reason that Lieutenant Grenn has the authority to arrest you when you get to Telos Citadel Station
- The reason that G0-T0 captures you on Nar Shaddaa
- One of the reasons that Atris gets to berate you on the Polar Plateau (One the reasons that many characters throughout the game can yell at you actually)
If you pulled Peragus from the game, the game would make less sense.
If you feel that Peragus' purpose was vague, you'd want to add an explanation to Peragus, and not remove the whole section.