All Activity

This stream auto-updates     

  1. Past hour
  2. Today
  3. I tried to use Blender 2.93, however, I don't have a computer at home and I go to my local library to use their computers for my project and I received a error saying the computer doesn't have a supported drive or graphics card. Do you mind examining the models for me and see if the models can be fixed? Models in Xbox format.zip
  4. Yesterday
  5. You should ask in one place at a time, not both in a category and in-turn one of it's categories. While I can't say for certain as I don't use the mobile version of this game, I would imagine it already works fine. Install on PC, copy across etc. Same as any other.
  6. Please help us out we need this
  7. Please help us MOBILE uesers this is one of the mod us MOBILE uesers need to complete kotor 2
  8. Last week
  9. Perfect, thanks again to you both Effix and seedhartha! Model looks great and textures look great as well.
  10. Good stuff! I started to do some testing myself (sorry, thought I could do this fast). Portraits are not right, I think I know what's up, update soon.. Ok, tested things, this should be the final version for my textures. Just to clarify for others reading this, you need to add seedhartha's ported model files (pmhc05.mdl & pmhc05.mdx). pmhc07-k2-to-pmhc05-k1.zip
  11. Those new files worked great! Thanks again so pumped for ginger Revan haha!
  12. Alright, no surprise, add these, let me know if that works. pmhc07-k2-to-pmhc05-k1.zip
  13. Hey Effix, thanks a ton for doing this for me! I appreciate the added non-bearded files with vanilla zombie transitions as well! I did notice some problems with the hair as you suggested may be the case, but the beard looks great.
  14. These textures should work as the equivalent of my bearded K2 mod. I think the .tpc files will take precedence over .tga files so you'd have to remove them. pmhc07-k2-to-pmhc05-bearded-textures.zip pmhc07-k2-to-pmhc05-textures.zip Edit: added the non bearded files (with vanilla zombie dark side transitions) It might need a .txi file, not sure, let me know if the hair looks really crappy.
  15. Was able to get DeNCS working. (yay) Had the wrong Java version? 

    1. DarthParametric

      DarthParametric

      Might require the x86 version perhaps?

    2. Kaidon Jorn

      Kaidon Jorn

      Uuuh, no. I went and downloaded JRE 6 (x64) and installed it cause I had a version of 8 I think.

  16. Hey Effix, I'd love that bearded texture version too if you aren't too busy! Thank you both for responding and offering to help! Good to know too on the dark side transitions.
  17. KOTOR1 Gameplay and Immersion Rebalancing By: NecroAvalon Installation: Simple - everything from my mod's Override folder needs to be copied into the game's Override folder. Everything from MODULES folder into the game's Modules folder. And the Dialog.tlk file into the base game folder, to replace the unmodded one. Premise of the mod: Let's start by asking a few questions. 1) Have you ever wanted to arrive at Korriban, and not come across a bunch of Sith students and apprentices cosplaying as Sith military officers? All the way up the ladder to Uthar and Yuthura, who for some reason that eludes me completely, decide to wear military uniforms instead of Sith robes? Not to even mention "Czerka Officers" who for some unknown reason also dress as Sith military? 2) Why can a lone player character murder both Uthar and Yuthura 2 on 1 so easily, in the final trial in the tomb? I mean, they ARE supposed to be Sith Lords, right? RIGHT?! 2) Were you ever underwhelmed by the first "Dark Jedi" encounter, three masked emo-types who turned out to be easier to kill then most regular hostile NPCs you fight on said planet? 3) Why is Juhani such a pushover when you face her in the Grove? Especially for being your "final test"? 3) Speaking of "Dark Jedi", why are all of them clones of the same skinny emo guy, dressed in exact same unibody f***** pajamas? Especially since Dark Jedi Robes are in the game, and they look way cooler. 4) Why are Terentateks, the most hyped-up, overblown "Jedi devouring" threat foreshadowed in the game, so pathetically easy to kill, once you finally get to them? 6) What is the point of all those super-duper high-quality expensive pieces of gear you can buy later in the game, when combat stays so unbelievably easy? So you can hack through the trash in 1.5 seconds with Master Speed, instead of 2 seconds? 7) Has anyone ever felt the need to use stims to buff up before a tough fight? 😎 On that note, is there any fight in the game that can be classified as "tough", other then the final boss? All questions I think most of us know the answers to, so I'll just address the very last one I posed: NO. No, there is not. So I've decided to do something about it. I have modified and buffed every single NPC in every single area of the game, that you get to fight. Buffed health, more items to use, meds, stims, more accurate, better armor, etc. They are now a credible threat to the player. And facing ANY Dark Jedi is now a daunting challenge. They get innate buffs, regeneration, more Force powers, better stats, more Defense, innate bonus energy damage dealt, buffed attack bonus, the works. And when it comes to Masters, you'll be in for an epic struggle for survival, needing to use everything at your disposal. Second, immersion. No more Sith Military Cosplay Club on Korriban. That was my No1 gripe, when I first played through it. It was so immersion-breaking for me, to walk around the Sith Academy, and see military officers duel with lightsabers and shoot lightning. No more. Now, all Sith at Korriban wear dark robes of one kind or another, guards are dressed in Sith Armor, and only proper officers are still in uniform. And yes, Czerka guys are in - you guessed it - Czerka UNIFORMSSS! And third - cheese elimination. Party-wide 15 points energy damage resistance, costing only TEN FORCE POINTS for 2 minutes?!?! What the actual f***?! So basically, you just pop that, and you and your buddies can walk through a firing squad of blasters, without taking any damage. What's the point of personal shields? What's the point of buffing anything else? What's the point of having high Defense? No more. Now, Improved Energy Resistance is a 1 person only buff, nerfed to only grant 10 points resist, and increased in Force cost to 25 points. Same with basic one, except basic Energy Resistance only stops 5 points. Also, spell descriptions fixed, since they incorrectly stated that it doesn't protect from blaster fire, which it does. Next - weapon rebalancing. Blaster weapons in vanilla game are so underpowered it's not even funny. Not only do they do less base damage then swords and blades, they also don't benefit from any attribute bonuses to damage, and every energy shield in the universe can block energy damage, while physical damage goes through most defenses. And let's not even mention Energy Resistance force power tree. All ranged weapon damage buffed. Massively. Min and max. Now those 10 points Energy Resistance, while helpful, aren't an I Win button. You will take damage, even with it. You will need to use forearm shields, you'll need to broaden your defensive arsenal. Also, a lot more NPCs use Disruptors, too (which are also more powerful then before). Just to break the mold a bit, and give you a headache in picking which shield to pop when. And speaking of shields. No more charges. No more constant popping, and keeping yourself shielded indefinitely. All forearm shields now have 1 charge (replenishable), and a massive cooldown on it. No more cheese-popping a shield every 2 combat turns. Now, if you pop a shield, you have to wait 3-5 minutes before you can pop it again (depending on the specific shield). And it can't be switched for a fresh one until recharged. Droid shields work the same way. HK47, our favorite assassin droid. He was shafted badly in vanilla. That ends here. Stats changed. Higher Dexterity, lower Strength, a good deal of Con, to fit his fighting style more accurately. Classes rebalanced. Now there are 3 attack-bonus progressions, instead of two. Scouts, Consulars and Expert droids gain attack bonus the slowest. Soldiers are unchanged. Sentinels now gain AB at the same rate as Guardians. And Scoundrels, Guardians and Combat Droids now use a new AB progression line, even better then that of Soldiers. Oh and Consular health gain is now the same as Sentinels. You may think that would make Scoundrels OPd, with their Sneak Attacks and now with improved accuracy? No. Certain belts, implants and masks now grant immunity to Sneak Attacks. All Class 9 heavy armors (Heavy Battle Armor line) do so as well. Most Dark Jedi are immune, too. These are just the broadstrokes. Plenty of other surprises too, waiting to be found as you play. In conclusion, my goal was to make the game more challenging, more immersive, and ultimately, more fun to play, in my considered opinion. This mod may not be for everyone, but if you like your KOTOR with a touch of masochism in it, give it a shot! Disclaimer: This is a Beta. No TSLpatcher installer, some bugs may not be ironed out yet. Expect updates as I figure out how to make it TSLpatcher compatible. Incompatibility: K1 Restoration mod. Unfortunately, K1R basically overrides a number of .rim module files which my mod modifies, so at present the two don't play nicely together. K1R will override most of my mod. I've tested it with a number of other content mods, and it works fine. Basically as long as module files don't override my own, there shouldn't be a problem. Just to be on the safe side, I recommed you set up my mod first, in a clean game, then install other mods, so they can patch-into it. And make sure module files aren't overriden. Permissions: No parts of this mod may be modified and reuploaded without my express permission. That said, I welcome suggestions on how to improve the mod, and especially help in making it more TSLpatcher compatible. I am relatively new to KOTOR modding. That's about it. Enjoy
  18. Hey, thanks for the info. Then yeah, these textures need to be duplicated\renamed as you've said.
  19. I equipped this on HK-47 and I wasn't able to get him to go into stealth mode.
  20. I can whip up a bearded texture version based on my K2 mod. Btw these head textures and portraits work fine if you stay neutral or go light side. The other filenames work a bit different in K1, though. K2's D2 = K1's D K2's D1 = K1's D2 K1's D1 = in between K2's Neutral and D1 K1's D3 = in between K2's D1 and D2 (So K1 has 2 extra in between states)
  21. Wow, THANK YOU SO MUCH for doing this so quickly! I'm literally about to start a playthrough now haha. Really really appreciate you seedhartha.
  22. There you go. Replaces vanilla head pmhc05. pmhc07.zip
  23. fantastic mod. though the crystal is a wee bit overpowered. but I'd say its spaced out enough that it doesn't make the game too easy. plus it doesn't get augmented by the mantle of the force or heart of the guardian. hive queen is a tough SOB as well. I waited till I was level 11 to fight it and after getting Juhani. went down swinging.
  24. Hello everyone, I've been a huge lurker of deadlystream for a while now. As a ginger guy myself, I've always enjoyed being able to use the ginger head in kotor 2 (as well as Effix's bearded variant <3). I was hoping someone may port PMHC07 for me to Kotor 1? I'd like to live out my ginger Revan dreams prior to the release of the remake in the future haha.
  25. If anyone has a copy of tk102's original chained lightning that uses the "lightning" animation instead of the "shock" animation, would you mind sharing it please?? I can't seem to find the original archived anywhere...
  26. Ah. That would presumably be where they have both a Sound (for generic alien/droid-speak) and a VO_ResRef rather than one or the other.
  27. That's what K-GFF reports in unk41_mission.dlg at entries 3, 5, 6 and 8.
  1. Load more activity