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Member Since 26 May 2011
Offline Last Active Today, 04:48 PM

#51987 Anyone know where to get TOASTY FRESH's mod

Posted by Sithspecter on 11 January 2017 - 10:45 PM


#51745 [WIP] Color Loadscreens for KotOR

Posted by Sithspecter on 07 January 2017 - 03:15 PM

How does this look now?



#51708 [WIP] Color Loadscreens for KotOR

Posted by Sithspecter on 06 January 2017 - 05:53 PM

Back with a potential update to make the actual image larger, along with GUI changes:


Actual In-Game Appearance:



#51569 Crystal Cave Original Texture

Posted by Sithspecter on 03 January 2017 - 04:49 PM





See, it's real bad. lol


Wow, that is awful. Looks like a Xarwarz job to me.


If you remove LKO_cliff01.tga and LKO_moss01.tga from your override, it should fix the problem.

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#51543 New Area Knowledge Thread

Posted by Sithspecter on 03 January 2017 - 02:35 AM

Hey Guys.

I have just started working on some TSL mod, and i am testing new area on some box room. I have managed for now to do more or less everything wanted, except creating dynamic shadows. Can anyone tell me is this a common issue or it is maybe my version of software or OS or my steps are incorrect? 


what i am doing is applying aurora trimesh modifier to my room  model and there i enable shadows box and render box. as well in light prop. i enable shadows and dynamic light box... anything i am doing wrong?

more or less everything is working.. i tested walk mesh injector and its working like charm. no bugs there..


Any advice would be appreciated.  Thanks to developers for awesome tools, btw.

Cheers lads!


Zoranlakic, glad to hear that you are getting things figured out with area modeling. It's good to have a new face around who is interested in creating new areas. You are correct that the Aurora Trimesh modifier needs to be applied to the area models.


You probably have done this, but have you created an Aurora light? You will need to have one in order for dynamic shadows to be cast. You'll need to make sure that the radius is correct in centimeters, and that the light is linked to the Aurora Base of your model. You will also need to make sure that the pivot is centered on the light.

#51525 Mod of the Year Results!

Posted by Sithspecter on 02 January 2017 - 03:22 PM

Results for Mod of the Year 2016


For the first year hosting the Mod of the Year competition, we had an amazing turnout here on Deadly Stream. Almost 50 mods were nominated to compete! We also had an outstanding voter turnout, more than I ever saw at Lucas Forums. Thanks to everyone who made the amazing mods that were nominated, and thanks to all who voted! 2016's Mod of the Year competition was a rousing success, and I look forward to seeing what 2017 has in store for modding.


Now, onto the results!


Knights of the Old Republic:


Overall Mod of the Year Award:

  • High Quality Skyboxes by Kexikus

Best in Class Awards:

  • Content: Custom Class Items by Revanator
  • Fixes/Tweaks: Bendak Bounty Non Dark Side Option by Thrak Farelle
  • Models: High Quality Blasters by Sithspecter
  • Textures: High Quality Skyboxes by Kexikus


Knights of the Old Republic II:


Overall Mod of the Year Award:

  • Party Swap by Darth Tyren

Best in Class Awards:

  • Content: Party Swap by Darth Tyren
  • Fixes/Tweaks: A Darker Peragus REDUX by Malkior
  • Models: High Quality Blasters by Sithspecter
  • Textures: TSL Backdrop Improvements by Kexikus

Community Member of the Year:


Fair Strides



Congratulations to all who won awards, and thanks to all who made mods and participated!

#51110 Sleheyron

Posted by Sithspecter on 18 December 2016 - 06:48 AM


Why is there a republic trooper target practise on Sleheyron, are you showing off the sith base or a hutt palace who hates the republic?


The Hutts feel that the colors brighten up the place a bit.

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#51094 Sleheyron

Posted by Sithspecter on 18 December 2016 - 12:32 AM

Another update! Another area in the game, this time the most complicated one by far. I call it the complex complex...hehehe.


Anyways, building on the techniques I used in the last go around, I was able to design and construct the area in very good time. I improved upon a few of my techniques and took advantage of my new understanding of what makes walkmeshes work correctly. Another thing that I improved on was the use of AuroraDLights in the area (there are some 250 lights in the area).


Just letting you guys know that the work continues, and I'm working hard to make these things a reality. In other news, we have brought Snigaroo aboard as a story consultant, because he is a very good critic and is able to point out problems with plot, and provide solutions to fix them. We've already had some great talks with him and he has improved on several aspects of the story without changing things too much.


We are still looking for a dialog writer though! Someone with experience working with the Dialog Editor and putting dialogs into KotOR or TSL.


Now for the screenshots:











#50815 Quanons many projects.

Posted by Sithspecter on 06 December 2016 - 01:39 AM

Nar Shaddaa looks fantastic Quanon! Those lightmaps are really paying off!

#50485 Discoveries from SWKOTOR.com Archive

Posted by Sithspecter on 27 November 2016 - 08:39 PM

I've been looking at this thread since it opened but didn't download the music until last night. I'll listen to it once I get home from work. I'll have to add it to my KOTOR playlist and give it a new name. (Any suggestions, Sithspecter?)


"Inside the Hutt Fortress"

#50430 Discoveries from SWKOTOR.com Archive

Posted by Sithspecter on 26 November 2016 - 11:55 PM

The unused track can be found here under Area Theme 2. It has some similarities to a few in-game tracks, but is very different for the most part.

#50425 Discoveries from SWKOTOR.com Archive

Posted by Sithspecter on 26 November 2016 - 09:19 PM

I also found an undiscovered piece of original music for download, which I plan on using on Sleheyron. Check out what's left here. There are also a large number of screenshots from both the PC and XBox versions, which were too numerous to upload here.


I'm interested to hear the discussion and see what other people are able to glean from the site.

#50424 Discoveries from SWKOTOR.com Archive

Posted by Sithspecter on 26 November 2016 - 09:15 PM




















#50423 Discoveries from SWKOTOR.com Archive

Posted by Sithspecter on 26 November 2016 - 09:10 PM

I was also able to recover most of the concept art:



























#50422 Discoveries from SWKOTOR.com Archive

Posted by Sithspecter on 26 November 2016 - 09:03 PM

I also found old wallpapers, most of which I was able to recover: