As 2018 draws to a close (damn, time flies), I thought I'd share an update on the project.
Unfortunately, there won't be a trailer anytime this year -or, what's left of it- like I was hoping. It simply isn't in a state to be shown off yet, nor is enough done to warrant a trailer of any kind. But, with that said, the film is coming along really, really well. The story arc for all three films has been in place for about a year now, and thanks to some people, particularly @Sith Holocron, I now have a complete visual look for the film nailed, as well as a soundtrack. It's shaping up to be quite the challenge, adapting K1 in a manner that stays faithful to the game whilst still feeling connected to my TSL quadrilogy is no easy feat, but I'd be lying if I said I wasn't enjoying it.
Outside of that, I am a lot more busy now than I ever was during production of my TSL films. Between a very exhausting Master's degree and a job, I don't have a lot of time free. I'm even starting to (hopefully) branch into freelance video editing as a career, but more on that next year. For now, rest assured, the film is coming, and you can expect the title and your first look at it early next year. I have no release date in mind, but, a late spring/early summer 2019 would be ideal. We'll see.
That's all for now, work is slowing down for the year now as we enter the holiday period, think I need a bit of a break from it all, too! I went into pre-production only two weeks after TPK released, so a week or so off to spend time with family (and of course, more uni work) is needed. I plan to start releasing snippets of the soundtrack in January, so you can look forward to that before getting a real look at the film. Attached to this post are a few sneak-peek screen shots of the film...
Hope you all have a great Christmas, everyone, and a happy new year! I love being on this site and a part of this community.
EDIT: Apologies if some of the screenshots appear a bit dark...that's Premire's doing, not how they will look in the finished film. Colour grading will be the last thing I do!
I'm not necessarily proud, but excited to share a gameplay trailer I worked on. I hope it gives you a visual understanding of what to expect from LME, of course, about 60% of the mod isn't included in the trailer, simply becuase it would have dramatically increased the trailer's time.
But to reiterate, LME seeks to create an altered main quest, that forms a triangular effect. Side with Mandalorian Faction, defeat both Rakatan Factions. Side with the One, Black Rakata, faction, and defeat Mandalorian, and Elder Rakata factions. Side with Elder Rakata, and defeat Mandalorian, and the One, black Rakata, factions.
What's shown in the video: Main Quest triangle, Mandalorians speaking Mando'a, voice acting, battles, loot, quest logs, and a fan made Mando'a soundtrack by SazMando, which will be included in LME.
What's not shown in the video: 3 sidequests are included if you decide to work with the Mandalorians. Party interactions, from the following list of companions: HK-47, Canderous, Juhani, and Zaalbar.
Wearable Mando'a armor, stats of Mando'a weapons, increased difficulty of enemy foes (footage was taken on easy, impossible difficulty is intense in the added battles), oppotunities for LS and DS points, NPC interactions with Mandalorians, and some other secrets that the PC will be able to experience if particular choices are made.
I plan to release LME relatively soon, but with finals nearly upon me, finishing work (such as typos, slight adjustments to different things ... etc) may make this a mid December release.
Thanks for reading and watching!
I've got two missions that I'm having difficulty completing in SWTOR and I'm looking for folks that might willing to join me on these missions so I can finally be done with them. Both of these missions are on a Republic character on the "Star Forge" server. On with the mission descriptions!
1) The Shroud Revealed
"The Shroud Revealed" is the final mission in the Republic line of the Macrobinocular Missions. In it, you finally take on the character called the Shroud personally.
BTW: Yes I know it isn't "the final time" that you deal with the Shroud as I do know all about the HK-55 bonus mission but let's move along to the topic at hand . . .
Due to the way this mission is set up, you have to have 4 people to take part in this mission. That's because the players have to press buttons to access certain areas. It's a puzzle oriented mission with some combat thrown in. Sadly enough, I technically completed this mission yesterday morning but the folks I was playing it with were skipping the conversation cut-scenes. I was recording the mission. As I want those cut-scenes in my recordings, I didn't wind up turning in the mission so I still have it active.
If you're interested in assisting me, you'll need to read the guide listed in the link above. You'll want a well geared character.
Why I want to finish this mission: I don't even care about the what pitiful gear they offer for the mission. It's mostly for the achievement. And this achievement needs to be grabbed so I can grab another one on the Star Fortress.
Speaking of the Star Fortresses...
2) Defeating the Voss Exarch in the Star Fortress
I've beat all of the Exarchs - the final boss on the Heroic Star Fortress - except the Star Fortress above Voss. Quite frankly, this guy is a pain in the ass. This is the Exarch of the Voss Star Fortress: Andur Melor.
He hits like a truck and spams heals . . . a lot. If you want to know more about the whole Star Fortress line of missions, you should probably consult this page on Dulfy's site for a general overview. As I'm a healer, I suppose I'm looking for tanks on this one. If you're interested in assisting me, you'll need to read the guide listed in the link above. You'll want a level 70 character and that character should be well geared.
Why I want to finish this mission: Though I want to beat this guy partly for the achievement, it's mostly so I can acquire the last of the Star Fortress companions.
This is a piece of cut content that was not restored in TSLRCM. This feature is probably unnecessary thus why it was cut, for anyone who is interested this blog will read out how this section of cut content was going to play out (I may, at times, need to guess what was going to happen to make this make sense as this is content clearly unfinished).
In Vanilla and TSLRCM, Bao Dur found the location of Atris' academy through a computer terminal on the landing pad. Through the terminal, he was able to hack into the Force Field Network. In this cut content, the terminal is not on the Landing Platform but rather it is the terminal in Chodo Habats office. Once you defeat the mercs and go onto the empty landing platform Bao Dur's dialogue would go something along the lines of
Bao Dur: "The freighter's not here. We'll have to enter the underground ruins and look for the military escape shuttle. The entrance is at the south end of the compound."
Player: "How do you know the shuttle will be there?"
Bao Dur: "I don't, but that's not going to stop me. I'm getting back to Citadel Station if I have to build a new ship myself."
If you spoke with Bao Dur after this he'd reply with
Bao Dur: "We can talk later. Right now we've got to find a way back to Citadel Station."
The Military Base would play out normal, the player would take the Shuttle from the Military Base back to the Hangar of wherever you left whether that be the Ithorian or Czerka Hangar (Please note there is no movie for a Telos Shuttle landing on the Citadel, if someone did make this a mod it'd have to reverse the takeoff video to make it appear as if it is landing though then an NPC in the background of the video would walk backwards though this NPC "may" be able to be edited out). As the player would have no idea where the ship is this is why they'd come back and not to the Polar Region. On the Citadel you could, if you wanted to, talk to Grenn where he'd say his vanilla "So you have returned" lines though only this time he'd say them much earlier than in Vanilla as you return earlier. When you arrive at the Ithorian HQ Chodo would have some new lines if Bao is in the party, without him in the party you'd be stuck until he is in the party.
Chodo: "Ah, Bao-Dur. I heard you'd returned. This pleases me."
Bao Dur: "Good to see you again. Have you already heard about Czerka's operations on Telos?"
Chodo: "I had. Moza has been in session with the Telosian Council regarding some Czerka files your new companion helped us acquire."
Chodo: "Dol Grenn interrupted with news of what you'd encountered, and Moza sent word immediately. It seems that Czerka's days here are finally at an end."
Bao Dur: "I would hope so."
Bao Dur: "Come. The Ithorian's computer system is hooked up the Restoration Zone Grid and shield network. Let's find your ship."
Presumably, if you helped Czerka Chodo would deliver some news along the lines of "things are going bad" and "we can't seem to be able to stop Czerka". None of the Czerka dialogue was written as it's all incomplete, whilst Chodo would dislike a Dark Sided Exile Chodo would still tolerate his/her presence in his own HQ, especially if his own friend Bao-Dur is with him so I have little doubt that a Dark Sider would still need to come back to Chodo to gain access to the shield network (The other only alternative is Jana Lorso as one can assume she has access to the Czerka controlled restoration zones herself, however, in vanilla Bao-Dur shows distaste for Czerka and in cut content Jana Lorso betrayed Bao-Dur and almost had him killed, this cut dialogue will be released in one of my upcoming mods). Once you interact with the terminal Bao Dur would have his dialogue with the terminal about finding the power interference in the Polar Region minus the dialogue of having to go into the Military Base as in vanilla on the landing platform. Once you had completed this you were then meant to return to the shuttle either in the Ithorian or Czerka Hangar. It is a possibility, yet unconfirmed, that once you finished up with the terminal you would hear an announcement over the loudspeakers from Jana Lorso.
"Attention, Citadel Station. This is Jana Lorso, your Czerka branch's Executive Officer."
"As you may know, Republic negotiations with Onderon have deteriorated of late. Czerka entered Citadel Station in the hopes of resolving the situation for the good of Telos."
"I regret to inform you that the Telosian government, with the aid of the Ithorians, has entered an anti-Republic treaty with Onderon."
"In order to protect the Republic's investment in Citadel Station and for the betterment of Telos, Czerka has been forced to assume command of the station."
"Until Republic forces arrive to formally depose the Telosian Council and restore order, Citadel Station will remain under Czerka control."
"This should not affect your daily affairs. Please go about your business as usual. Thank you for your cooperation."
This is related to another piece of cut content I will detail in another blog as I have no reason to confirm or deny that this would happen right now during this section of cut content. This could of, for all I know, happened once you finished Telos completely and if you helped Vaklu on Onderon. Once you leave the station the HK-50 droids would arrive in the Bay Control area and presumably kill the Ithorian or Duros inside and have the exact cutscene as they have in the Military Base aka they send a squad out to the Polar Region to kill you. If the Ithorian is killed in the Bay Control you won't be able to talk to him if you want to steal the Prototype shield for Samhan Dobo (Despite this, you will still be able to complete the quest).
And that is the "Bao-Dur's return to Citadel Station" cut content. Feel free to leave opinions on this down bellow (how you feel about the content, was it a good idea to have this cut, should TSLRCM include this, should this be it's own mod) and also let me know whether or not I should write up any more explanations for cut content.
For this blog, I’m not covering other larger mods and their compatibility patches. These will be simple quality of life selections that will – in my humble opinion – enhance your play-through. As this section is essentially an opinion piece, your mileage may vary. This section covers the first part of the game, namely the Peragus Mining Colony and the Harbinger. All mods of the mods listed are compatible with TSLRCM.
Peragus Tweak 1.4 by VarsityPuppet
Adds dead miners to replace the burned and desiccated corpses usually found around the Peragus levels.
Peragus Mining Gear 1.01 by Kainzorus Prime
This mod changes the miner uniform found in the Peragus tunnels into gear that both looks fitting for space mining, as well as slightly boosting its stats. However, it also requires proficiency in light armors to be used now.
Peragus Medical Monitors and Computer Panel by Sith Holocron
This mod both increases base resolution of both the medical monitors (as seen when your character first wakes up on Peragus) and the various computer panels seen around the Peragus levels.
Peragus Large Monitor Adjustment by Sith Holocron
This small mod collection replaces textures for the large monitor seen on Peragus that overlooks the asteroid field. I wasn’t crazy about the low-resolution images in the smaller boxes off to the side so I decided to take a crack at it. I’ve kept to general idea of what were originally shown in those boxes so this difference won’t be too drastic. In addition, that old low-resolution asteroid animation just had to go. It has been replaced as well. Finally, that scrolling text box can now be read. Since the original text box was illegible, I decided to make my own. Whether you use this mod or not, I highly recommend using the next mod in this list to go with it.
Peragus Administration Level Room Model Fixes by DarthParametric
This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway.
“Replacement Peragus II Artwork by Trench” uploaded by Sith Holocron
If you use my “Peragus Large Monitor Adjustment”, you’re going to want to use this upgrade that increases the quality of the Peragus II model. (That’s the texture of the planetoid with the exposed glowing core which miraculously hasn’t immediately cooled after being exposed to space?) This mod changes the texture of the planet inside the station, outside the station, and on the Large Monitor screen. There’s even two varieties of the planetoid to choose from.
A Darker Peragus REDUX 1.0 by Malkior
Peragus seems like it was supposed have more of a haunted house feeling, doesn’t. It being an area that’s seemingly abandoned with dead folks littering the ground, wouldn’t it help matters if it was a little darker to accent the creepiness of it all? This mod fixes that by editing the lightmaps and darkening all of the placeable items in the Peragus, Peragus Spacewalk, and Harbinger portions to match the darker lightmaps.
Peragus Mining Laser by e-varmint (https://www.dropbox.com/s/2ss4lzd77k4yb0a/e-varmint%20-%20Peragus%20Mining%20Laser.zip?dl=0)
Your first ranged weapon in the game – provided you’re not cheating – is likely to be the Pergaus Mining laser. Wouldn’t it be nice if that laser actually looked like a tool that a miner would actually use? This mod fixes that. Luckily, I still had this in my archive so now you can use it too! Here’s a short video so you can see a closer look at the model before you download.
Harbinger Hull Fixes 1.1 by DarthParametric
The Harbinger is apparently the Swiss cheese of spacecraft. It has more holes in it than a damn sieve. This mod is a combination and extension of my previous separate mods fixing various geometry and model issues with the Harbinger. Geometry has been tweaked or added, UVs adjusted, model hierarchies re-ordered, etc. where appropriate to remove gaps, fix incorrect light-maps, or address other problems.
Improved Peragus Asteroid Fields by Vasilii Zaytsev
It takes the default 2D asteroid field texture used in the Peragus asteroid fields in the tutorial/prologue and outside of the Ebon Hawk hangar bay, and replaces them with much nicer ones.
HD Cockpit Skyboxes 2.0 by tjsase
When you land the Ebon Hawk on a planet, you are able to look out of the cockpit and view the landing platform. This is achieved by a cylindrical texture. Since the vanilla textures were low res, inaccurate, and desaturated, tjsase recreated the platforms in Maya and rendered them to look as they do in-game. The main planets, including M4-78, are all remastered in 4096x1024.
Replacement Loading Screens for KotOR2: Original Pack (with or without TSLRCM) - Part 1 by Sith Holocron
Were you ever dissatisfied with the low-resolution loading screens when the in-game footage looks so much better? What if there was a mod that took care of that for you? Psssst . . . it’s this mod!
Part 1 of this set covers the loading screens for the following areas: Peragus, Harbinger, Citadel Station, Telos IV, and the Ebon Hawk. This version of the mod covers the areas in the normal “vanilla” game and for some of the areas added/restored by TSLRCM.
Fixed Hologram Models and Admiralty Redux for TSLRCM 1.6 by DarthParametric - This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself.
Do you think I may have missed anything? Leave your thoughts in the comment section below.
*Looks around cautiously*
Well, I seemingly escaped my cyrosleep that I took for reasons I can't recall. I'm so ecstatic to see all the improvements to ease the process of modding, and the new possibilities unlocked.
What, Jolee? You don't think that portrait matches you? A relatively "small" project I may do is porting the K1 player heads into K2. My first step will be seeing which heads Obsidian didn't remove from the game assets, and then go from there.
On another note, I confirmed that I did lose all of my files for Echo of the Force (my previous WIP TC for KOTOR II)...except...I did apparently retain most of my notes. The downside is I have to redo everything from scratch. I'm slowly restarting it, but it may take some time to get back to where I was at before. Here's my first stab at recreating one of the NPC skins I had previously done.
Anyways, until my next entry, may the Force be with you.
These are just some ideas that I wanted to write down after going through the end game sequences again. I was using the Extended Enclave mod as well as TSLRCM, and overall I think it is better than normal TSLRCM, there is still some things that I think could work better.
First thing, I would have the Nihilus/Tobin cutscene trigger during your next space flight after completing Onderon, instead of when entering the enclave. It disrupts the flow of the sequence a bit where it is now. Handmaiden confronting Kriea and finding out she is Sith before the trial is awesome, and makes the whole scene way better. The scene where Visas confronts Kriea seems redundant though. I imagine it would be good if the player was female, but with Handmaiden already there it is sort of odd.
Everything else with the masters is awesome, and I really like having the Genharadan explosion stuff here. It fits pretty well, but it could use some more editing. The Sion/Nihilus fight is perfect, and I love having it here. The conversation with the party on the Ebon Hawk could use some retooling though. Handmaiden's "come with me" line added by Extended Enclave is totally out of place. It can just be removed, she doesn't need to say anything and they can cut straight to the ship. I'm fine with having Handmaiden not immediately trying to take Kreia to Atris. She seems pretty OK with her being a Sith in the first conversation, and doesn't stop her from killing the Jedi masters. The only thing that bothered me was Visas being here after confronting Kreia. If the earlier scene with Visas confronting Kreia was removed this would be fine.
I think the order of events could use some adjustments. There really should be a scene of Kreia knocking out the Handmaiden if she's the one that took her to Atris, so there is a reason why the fight with the sisters occurs after Kreia gets to Atris. Once Atris is dealt with all the attack space battle cutscenes should play out and we can have our conversation with Grenn, where he brings up Bao-Dur and HK-47 being missing. After this line is when the HK factory stuff should start. It doesn't work nearly as well right now, occurring after the factory is already over. You could then have the shuttle flying cutscene, come up with some excuse for Bao-Dur to die (shuttle crash maybe :), and have HK do the factory as normal.
I'm not sure how you could fix the weirdness that goes on with the Ravager. The shuttle boarding on the station is written so that Mandalore, Visas, and the Player are all together, and makes perfect sense. But the second they get on the Ravager, the player clearly shouldn't be there until after all of the proton cores are placed. I'm not sure if there is a satisfactory solution to this. Restoring the Citadel Station destruction ending would be cool, and I don't think it would be that much of a stretch to just show the shuttle leaving the Ravager, and then cut to the Ebon Hawk leaving from the polar cap instead of the station.
Many thanks to:
This instructive topic
Fred Tetra's "KotORTool"
Chuck Chargin Jr./ndix UR's "MDLOps"
JCarter426's "JC's Cloaked Jedi Robes & Supermodel Port for K1 - Supermodels"
stoffe/Fair Strides' "TSLPatcher"
and DarthParametric's past-present modding knowledge
, My first ever porting attempt went a success!
I remembered back then; the very first thing I wanted to do with modding is on doing this, which ends-up me going nowhere with the attempt lol. So, although I'm not actually "create" one, it is always a pleasing feeling to see an effort comes to fruition. Again, credits to the aforementioned folks; as only because of their effort, the dream isn't just a dream.
May the Force be with you all!
For this blog, I’m not covering other larger mods and their compatibility patches. These will be simple quality of life selections that will – in my humble opinion – enhance your playthrough. As this section is essentially an opinion piece, your mileage may vary.
1) M4-78 Movies Remade - Provides higher resolution versions of the landing and take off cut scene movies that are currently in the mod.
2) Console M4-2K - It's the console from M4-78. A high-res, animated take on the vanilla version. Includes an updated model for illuminated surfaces, non-mirrored screens, and restoration of two surfaces that were maybe originally intended to be screens but ended up as flat metallic surfaces. Also includes non-animated options.
3) Droid Testing Console Texture Upgrade - I was dissatisfied with the textures that I made for the Droid Testing Consoles. The Droid Testing Consoles are seen near the end of the Industrial Zone on M4-78, just before you get to the Industrial Zone Archon Chamber. One of the textures had a Galaxy as the background and the other had a game map on it. In addition, I thought I could come up with better animations in the smaller boxes. I decided to take action and change that.
4) KotOR1 War Droids Textures (https://www.dropbox.com/s/lyunh4do2aylpne/KotOR1%20War%20Droids%20Textures.7z?dl=0) - Some of the war-droids in KotOR2 used a lower quality texture than the one in KotOR1. Drop these files into your Override to get a better-quality war-droid for your game. (C_DrdWar01, C_DrdWar02, C_DrdWar03, C_DrdWar04, C_DrdWar05 and C_Drdmkone02.tga)
5) Refurbished Astromech Droids - This provides a higher resolution for some of the astromech droids seen on M4-78 and elsewhere in the game. The textures use a recolored version of Darth_Sapiens' excellent T3-M4 texture.
6) Protocol Droids by Vurt Version - Speaking of droids, some of the protocol droids could also use an upgrade as well. I recommend the following files from this pack: C_DrdProt02.tga, C_DrdProt03.tga and N_Czerka_Droid.tga. However, you may decide to use them all.
7) HD Cockpit Skyboxes 2.0 - When you land the Ebon Hawk on a planet, you are able to look out of the cockpit and view the landing platform. This is achieved by a cylindrical texture. Since the vanilla textures were low resolution, inaccurate, and desaturated, the author recreated the platforms in Maya and rendered them to look as they do in-game. The main planets, including M4-78, are all remastered in 4096x1024.
Did I miss any you think I should have included? Add it below!
8 - Fixed Hologram Models and Admiralty Redux for TSLRCM (mod version 1.6) by DarthParametric - This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself. This fix includes scenes of holograms of Vash and Kaah.
As of a few days ago, I entered FULL PRODUCTION on the first in my upcoming prequel series to my TSL quadrilogy, tackling K1 itself. The first film in the series, (name to be announced), is looking better than anything I've ever done before, as I am now shooting in full 1080p widescreen whereas with K2 I used to shoot in 1280x720 and upscale it to 1080p. Stupid, I know. But this is how you learn from your mistakes. In addition to this, I am using a plethora of visual upgrade mods to give the film as fresh a look at possible. This is a time before Darth Revan returned to power, so it expect it to look and feel very different to my original films, but unmistakably still feeling like it belongs in the same universe. Expect more humor, more exciting action and a very different in personality protagonist as I aim to show a good, noble man turn into a monster. All of it, the themes, music, characters, style, etc., is so new to me, as I try to break away from the gritty and bleak universe of TSL and make this film (and the two sequels) feel like to most unique version of K1 you've ever seen...
That's all for now, but I'll leave you with a couple of screenshots to tease what is to come. I am by no means rushing this one, and a deadline (and trailer) will only be released when I have reached a considerable milestone.
Throughout both of the games, you'll find crates in several versions. These cubes have different versions - one for each planetary location. (Excepting Taris with has three versions.)
I'll list them all, provide the file names, and put a link where you can download them all.
Why this may be important to you?
1) You're making a movie and you want to show different crates for different areas. This way you can swap the different textures in and out.
2) You're making a mod for a brand new area. Instead of looking through the KotOR Tool, you can use this blog page.
3) You want to make sure all of the boxes use the highest quality version of the texture.
I'll be grouping these by planet, but not in game order nor alphabetical order.
There are three different textures for crates on Taris. I believe the third more colorful version is in Davik's base.
File name: LTS_locrat01.tga
Size: 512 by 512
File name: LTS_locrat03.tga
Size: 512 by 512
File name: LTS_crate.TGA
Size: 512 by 512
File name: HAR_Cr01.tga
Size: 128 X 128
Suggestion: Use my pack at the bottom of the page as both crates will now use this larger sized, clearer texture.
This is the version I have included in the current pack. This texture is sized at 512 X 512 instead of the original texture. No renaming required.
File name: LHR_crate01.tga
Size: 128 X 128
Suggestion: Use my pack at the bottom of the page as both crates will now use this larger sized, clearer texture.
This is the version I have included in the current pack. This texture is sized at 512 X 512 instead of the original texture. No renaming required.
File name: DXN_Crt.TGA
Size: 512 by 512
Note: This texture is also used in altered versions for Tatooine (LTA_trim02.tga, LTA_trim02_00a.tga, and LTA_trim02_01a.tga)and maybe have also expected to be used for Sleheyron (LSL_crate00.tga). Tatooine will be covered below as it's unique. Onderon (OND_t01a.tga) uses a slightly different version which reorders the boxes, and is also covered below.
File name: OND_t01a.tga
Size: 512 by 512
Note: Onderon (OND_t01a.tga) uses a slightly different version of Dxun's texture which reorders the boxes.
File name: TEL_CBx.tga
Size: 128 X 128
Recommendation: Use sELFiNDUCEDcOMA's version instead (shown below) from his mod. This texture is not included in the package at the bottom of the page.
This version not only covers the crates but also windows and a rusty wall
File name: LTA_trim02.tga, LTA_trim02_00a.tga, and LTA_trim02_01a.tga
Size: 512 by 512
Suggestion: Use my new upsized version instead (shown below) available in the pack at the bottom of the page. (You'll have to rename it to from "1024 - LTA_trim02 (New Version)" to the file names listed above.) My version (sized at 1024 X 1024) uses a new seamless rusty wall texture and uses the larger size of the box texture from Dxun so you don't lose as much crispness.
File name: LMA_crate01.tga
Size: 256 x 256
Recommendation: Consider using my replacement instead? You'll have to rename this file from "" to "LMA_crate01.tga" (or to whatever name of crate you're replacing it with) before placing it in the Override. This texture is sized at 512 X 512. Included in package below.
File name: NAR_cr8.tga, NAR_cr8s.tga
Size: 256 X 256, 64 X 64
Suggestion: Use my new version instead (shown below) available in the pack at the bottom of the page. (You'll have to rename it to from "NAR_cr8 (upsized)" to the file names above.)
My version - sized at 512 x 512 - uses a recolored version of a different texture.
File name: PER_locrat03.tga
Size: 512 x 512
Note: Identical to one of the Taris crates but I included it anyway.
UNKNOWN AREA 1 (Possibly Dreshdae - will update to correct area when confirmed)
File name: LZA_crate01.tga, LZA_crate01S.tga
Size: 128 X 128, 512 by 512
Suggestion: Use my pack at the bottom of the page as both crates will now use the larger sized, clearer texture.
UNKNOWN AREA 2 (will update to correct area when confirmed)
File name: LSI_box01.tga
Size: 256 by 256
Pros: Unique box design
Cons: Lower texture size.
Since I was spending all of my time looking at these darn things, I decided to make my own.
File name: DRO_crate01.tga (rename it to whatever you need)
Size: 512 X 512
I used wall panels from the game to make a M4-78 version of a crate. (They had to be shipping their medical supplies in something!)
This texture is mostly a goof but if you can find a use for it, more power to you.
If you use any of the above in a movie or in a mod and you've found it useful, please list in your credits/read-me as "Set Direction Assistant: Sith Holocron"
SH_Set Decoration Crates.7z
This post is part of a continuing series I've been doing for Darth Varkor's next movie. He mention that other than using Xarwarz's skins for Dantooine, that he was pretty open to suggestions. The next area we'll be talking about possibly improving is Tatooine!
When you set up your ideal Tatooine, what mods you do use? Please list the mods that you use below for both the interiors, skyboxes, and the exteriors of this planet. You can mix and match here so if there's parts that you like from one set of skins and you substitute a few of them from another mod, let us know which you use. (You can let us know why you do so as well!)
In addition to skins, let us know if there are other Tatooine mods you use - fixes and other things - that you also use. For these, I'd definitely like to hear your rationale for using these. Go ahead and point out any model fixes if there are any.
Finally, please add pictures to illustrate your points. Don't attach a link to make us see it on another page though. Have an IMGUR link (or something similar) or put it right in the post.
If you have questions, feel free to ask.
By the way, I'm still looking for feedback on the M4-78 EP. If you would rather do that anonymously, PM me.
I'll have to get working on the rest of the YouTube documentary eventually but I'm going to need your input in order to proceed.
I'd like you to list which version you played, either version 1.2 or version 1.3. This is very important as some issues may have been fixed in 1.3 that were present in 1.2 ! (However, I still want to hear them as the documentary will cover each version in chronological order.)
I'd like you to list where you acquired the mod. (Was it from here, MODDB, Steam?)
I'd like you to list up to 10 reasons each - and no more than that - of what were the most significant issues you thought were holding this mod back. Throw your well-written walls of text at me. If you can't think of 10 right away but can think of some more later to bring it closer (or all the way to) 10, you can update your entry at a later date.
One entry per person. (Hence me mentioning about the updates.)
This shouldn't be considered a debate thread as I won't be defending the mod. I just want to hear what you have to say. Your quotes may be pulled from your entries below to show the perceived common consensus among players.
Thank you for reading.
PS: I'll be in Hawaii for about a week so I'll not be glued to the site. I look forward to reading your comments when I get back.
I was asking DarthVarkor about skins he'd be using for his next movie. He mention that other than using Xarwarz's skins for Dantooine, that he was pretty open to suggestions. Let's tackle an area that we know that'll be in next movie . . . the Ebon Hawk. When you set up your ideal Ebon Hawk, what mods you do use? Please list the mods that you use below for both the interior and the exterior of our favorite star ship. You can mix and match here so if there's parts that you like from one set of skins and you substitute a few of them from another mod, let us know which you use. (You can let us know why you do so as well!)
In addition to skins, let us know if there are other Ebon Hawk mods you use - fixes and other things - that you use as well. For these, I'd definitely like to hear your rationale for using these. (You don;t have to explain the area model fixes as that's just common sense.)
Finally, feel to add pictures to illustrate your points. Don't attach a link to make us see it on another page though. Have an IMGUR link (or something similar) or put it right in the post.
If you have questions, feel free to ask.
So you've ripped the tracks using our of the guides out there or you're just that clever with using Miles Sound Tools that you didn't even need one. Congratulations! You have that music to listen to to your hearts content.
But what of the artwork that you probably want to track tag your MP3's with? What ever shall you put in there? Well, I have you covered. (pun intended) Here are two examples if nothing else comes to mind and . . . a template if you have the picture and don't want to fiddle around with the text too much.
If you use my template, feel free to post your KotOR II themed IMGUR link in a post below.
This guide is requested by @Sith Holocron.
In Star Wars: Knights of the Old Republic, there is a side quest on Dantooine named “Sandral-Matale Feud”, which you receive after you have dealt with Juhani at the grove and met the Jedi Council.
This quest line revolves around a family feud between the Sandrals and the Matales, mainly between the patriarchs of each family, Nurik Sandral and Ahlan Matale. The questline will lead to a heated confrontation between Nurik and Ahlan, and there are multiple ways to resolve the questline.
This guide will provide details on the different ways to resolve the Sandral-Matele feud, and how to achieve those endings.
Here is the link to my Sandral-Matale Feud Ending Guide
Apparently, I'm one of only a few individuals who still has access to the CSLU Toolkit, software that can output phonemes based on an audio and text sample. Historically, this has been pretty much the only way to generate LIP files for KOTOR so characters' lips will flap when they talk. LipSynchEditor converts from CLSU's PHN format to the LIP format, but to do that you need the PHNs first... unless you want to make lips manually, but that isn't practical. Unfortunately, the Center for Spoken Language Understanding's servers have been offline for a long time. As such, it's currently impossible for new users to install the software required to generate these PHN files. Only a few veterans like myself still have it installed. And I can't even guarantee I'll have access to it forever. It's currently installed on my old computer, but not on my newer system that I built after the servers were offline. I doubt the computer that does have it will last forever, so it's probably only a matter of time before I lose access to CSLU too. Until then, though, I'm able and willing to generate lips on request. And I've gotten a few requests already.
Now, I don't want to make a habit of this and get stuck as the guy who does everybody's lips for them because making lips with the CSLU Toolkit is a long, boring process. What I can do for you, though, is tell you can do for me so I don't have to do all of it for you. If you follow the instructions below and send me all the necessary files, all I have to do is hit a button and send stuff back to you. And I have no problem doing that.
CSLU requires three things: 1) audio of everything you want to create a lip saved as an individual mono WAV files; 2) a text file accompanying each audio file that contains the words spoken in that line of dialogue; 3) a master list matching each audio file to each text file so it knows what to process.
First, you need your VO files in the mono WAV format that the CSLU Toolkit wants. If your VO is new, you merely have to make sure to save it in this format. If you're working with VO from the game, you'll need to convert it first. The game VO files are generally MP3 files with extra bytes added at the start of the file to confuse us. Stripping this header will restore them to regular MP3 files. This can be done with a batch script and you can read up on that here. That will make them MP3, but they still need to be converted to WAV. Any old audio converter can do this. Freemake Audio Converter is one I use for Windows. Alternatively, you can use the Miles Sound Tools to play and convert the VO directly from the original game format to mono WAV.
Next, you need to write out all the words spoken in every line and save them as text files. I typically name the text files the same as the audio files. You then need a list of all your audio and text files. This is the most tedious part of the process, but fortunately I've attached batch scripts below to make this easier.
text.bat will create blank text files for each audio file. You still have to type the dialogue into them, but at least you won't have to worry about the file names.
list.bat will create the master list. It will search for every WAV file and create a line in the list for each one, saving all this as lips.txt. My script assumes each text file is named the same as each audio file, so if you want to use this script, that's required.
Send me: 1) all your mono WAV files; 2) all your transcribed text files; 3) your master list of everything to process. Once I have all of those, I can run CSLU's script to generate PHNs and send them along. I can also batch convert to LIP if you want, because that isn't nearly as big a deal as all the above.
If you want me to make lips files for you, post a comment below with the necessary files attached or linked, and I'll get to work.
Lip Batch Scripts.zip
The day is finally here. The Prodigal Knight is finally out and viewable for everyone. Four years of work culminating in this final film You can watch it here:
What a journey this has been. Thank you so much to all of you for your patience and support in particular this year as the first half of 2018 was a bit rocky for me. This has been exhausting, but so much fun, and I'm so glad I could see it though to the end. To my countless voice actors - you know who you are! - thank you to all of you so much, again.
Please feel free to leave any kind of review, feedback, etc., you like! That's all for now, I really hope you all enjoy it.
Now I suppose I should look at adapting that other Knights of the Old Republic game? Hmm, maybe a short break first...
Oh, and you might wanna stick around until after the credits...
This version of the content permanently replaces my old version. It was 10 years old and it was showing it's age. It needed some work on it. Hopefully the effort shows!
A little background: To those that always wanted to see the cut romance ending to Star Wars Knights of the Old Republic for Dark Sided female characters, now you can. (Yes, I know Revan is canonically a male, but you have to play as a female to use this mod.)
Thanks again to JdNoa for creating this great mod.
To download this mod for yourself, visit here: JdNoa Alternate Female Romance Ending
In order for you to be able to make the mod work you’ll need the following things to happen in your game:
Your PC is female.
You have followed the Carth romance as far as possible before the Unknown Temple (i.e. you got the "I think I could love you" conversation and responded appropriately).
You took the DS path at the Unknown Temple.
I know Revan is canonically male, but you can't romance Carth as a male without additional mods, nor would I want to. (He has too many trust issues.)
Yes, Revan is invulnerable for the fight with Bastila but this video isn't about the fight, but for the lines that Carth says.
This new version adds new titles, new end credits - that likely led you to this description - and adds the Star Forge falling into the sun with an appropriate fadeout.
This mod was created from pre-existing sound files that always existed on the KOTOR game discs. They were not re-voiced.
I cut together some of the various conversation options to make a smoother experience . . . and so I didn’t have to show each conversation more than once.
To those that will inevitably ask/state/yell “Hey Carth, the ship is RIGHT BEHIND YOU!”, please realize that Carth didn’t want her to survive the Star Forge’s destruction. He was sacrificing himself and hoping she would do the same. Who’s to say he didn’t tinker with the Ebon Hawk so they *couldn’t* take off, right?
I used the following mods (or portions of them) with the aforementioned mod by Jdnoa in this video. They are listed in no particular order.
Kexikus’ High Quality Starfields and Nebulas 1.2 –
Fenharel’s Female Player Corruption – https://www.nexusmods.com/kotor/mods/1232
Curtis1973’s Star Forge Plus CM Effects Pack - https://www.nexusmods.com/kotor/mods/1138
Crixler’s New Saber Crystal Pack version 2.5 –
Redrob41 Party Model Fixes and HD Bastila –
DarthParametric’s Revan’s Hoodless / Maskless Flowing Robes for K1 –
Sithspecter’s Revan’s Flowing Cape and Belt Fix – https://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/
ZimmMaster’s Revan’s Jedi Robes – https://deadlystream.com/forum/files/file/466-revans-jedi-robes/
(Note: the TXI file needed for ZimmMaster's mod is included in DarthParametric’s mod listed above)
Drewton's Darth Malak - Dark Lord of the Sith (2.0) - https://www.nexusmods.com/kotor/mods/773/
(Note: I turned the armor to greyscale as I thought it gave him a better look. He's not in this video for very long though. LOL)
DarthParametric’s KOTOR Comic Republic Uniforms for K1 -
and finally . . .
Sith Holocron’s Remove the Menu Beeps from KOTOR and TSL - https://deadlystream.com/files/file/313-remove-the-menu-beeps-from-kotor-and-tsl/
To Reddit user “tmnfrog” for providing the save. That user saved me countless hours so I could jump straight to where I needed to record. Thanks!
Here's a link to the video. I've made a link rather putting the video here so YouTube sees the actual engagement. Please leave likes and comments there so I know what you liked about the video on YouTube. And please subscribe to the channel so you don't miss out on future videos.
"It is done, at last... it is done."
Hey everyone! Wow, what a month or so it has been. Re-casting Zekk went better than expected and the film, as of today, is officially done and ready to go. The film will be going public THIS FRIDAY. For any of my voice actors; look out for a little surprise coming sooner than that...
I cannot express enough how much this means to me, this began as a "what if?" project back in November 2014 and since then the channel has grown to over 1000 subscribers and lots of people excited for the final chapter. I honestly can't convey enough my gratitude for all the support I've received over the past four years and I'm so excited to release this film. It's the biggest and best yet, I've tried to go out with a bang and hit you all in the feels at the same time. Fourteen months worth of work is about to pay off, and I really hope you all like it as much as I do. No film is perfect, but I'd being lying if I said I wasn't proud to round off adapting one of my all-time favourite games with this film.
Alright, that's enough boasting for now. If you haven't seen it yet, the theatrical trailer is now out (link below). I really tried to make it as ambitious as possible and give it a modern spin. Looking forward to hearing what you all think on the finished film. @UnusualCharacters, I know I've thanked you a million times but I want to thank you again so, so much for coming on board not only for extra HK lines, but for breathing new life into Zekk and giving him a completely new take. You're the best!
I'll post back on Friday when the film is out. For now, enjoy the trailer!
P.S: Would anyone be interested in a Q&A style video with the cast and crew after the film is released? I posted about this earlier on my status update, reckon it would be a lot of fun. Let me know!
I have only finished watching "Star Wars: Episode VI: Return of the Jedi (1983)" recently, and those scenes inside the Jabba's Palace was quite memorable for me; one of them particularly is that performance of an alien singer with dancers. I thought the ambience of Jabba's Palace was quite match-up with what's inside the Star Wars: Knights of the Old Republic's Anchorhead's Cantina, so I decided to ask the band there to play one of my favorite tunes, "La rue" by the amazing Cortex, to kind of fits the atmosphere from Jabba's- while enjoying the beauty of the Star Wars Universe at the same time.
In Star Wars: Knights of the Old Republic, on the summit of the Temple of the Ancients at the Unknown World, you will be confronted by Bastila, who has fallen to the dark side. During the confrontation you will be provided the opportunity to determine which ending you will get, and there will be consequences of your choice there.
If you choose the light side ending by rejecting Bastila's suggestion for you to reclaim the title of the Dark Lord of the Sith, you will face the fallen Bastila again in the Star Forge. Depending on your dialogue choices, you will either successfully convince Bastila to return to the light side, or you kill her if you fail to do so.
This guide will provide in-depth details on how the mechanics of redeeming Bastila on the Star Forge works, and which dialogue options will give you better chance in successfully redeeming Bastila.
Here is the link to my redeeming Bastila guide
In some mods I've seen, there has been a shift to use more modern looking elements for in-game lighting and advertisements. Though pretty, they don't seem to accurately give the "feel" that the Star Wars movies do. After all Mass Effect isn't Star Wars and vice versa. Therefore, I've created this blog entry to simply show off what I think those computer interfaces should look like by using pictures from the movies (and the production studio that created them.)
These shots come from the following Star Wars movies and are in no particular order: TFA, Rogue One, TLJ, and Solo.