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  2. Dark Hope

    AQUALISH HD

    I would call them mandibles.
  3. Today
  4. Pope_Duwang_I

    AQUALISH HD

    Wait they had Lips?!? I always thought they spoke through their Ball Chins!!
  5. Yesterday
  6. I will do. This isn't possible to do. I have been trying to do so for a long time now, but the kotor modding community is relatively small, the game has a lot of bugs and requires specific know-how to work with. Early on I had hoped to get the entire community involved in the project, but it just didn't happen. There is also a lot of debate that revolves around which game is better or which version of the games are superior. Some of these things would have to be figured out before moving forward with a large team, though I have tried to support all versions of the game on my own so far. I am more than happy to hear what people have to say, I just wanted to point out the reason why some things haven't been done. Would love to spend every waking moment working on this project sometimes, but I also have a lot of other projects that I work on and not enough time to do so. Here's to hoping that I can indeed one day finish the project, but I wouldn't hold your breath as the scope and scale of it is almost inconceivable.
  7. I hope you continue to work on your expanded galaxy project Thor110. I'm very excited for it's completion perhaps the stories, the characters, and the adventures far outweigh the minor graphical errors. They can just be patched in when time allows. I do wonder what places like Kickstarter could do for projects on KOTOR though. If those crowd fundings could actually give rise to a whole new game. We never did get KOTOR 3. Maybe deadly stream can make it? Would be interesting to have KOTOR 3 with the previous K1 and K2 games also incorporated as playing options. The support for it would be through the roof. Considering the strength of the KOTOR community, the popularity of these older games is actually increasing not declining. Maybe by assembling a trusted mod team that works within their own time frames and contributing incrementally is also effective. Well, that's my two cents. I won't bring it up anymore I'll just look forward to the adventures. https://www.kickstarter.com/ I wish you well and your project good success. Thanks deadly stream for supporting knights of the old republic.
  8. Interesting that I find myself mentioned directly! For future reference you can @Janetgeorge67 with the @ symbol followed by a name to tag people. While these little fixes can appear to be seemingly simple, they soon cascade into a larger set of problems or grow exponentially in the time required to apply the relevant fixes due to the number of models involved. Usually modders pick and choose what they want to work on/with and this results in other things getting left behind, not so much shrugged off but not being focused on. For example @Salk recently asked me about applying Shadows to the placeable models, which is definitely something that is considered to be simple. What is not simple however, is how many there are, a total of 222 placeables or 232 entries in the placeables.2da file, 10 of which are dud entries or placeables, there are probably a few more and some which don't need shadows at all. So while fixing the shadow for one model, might take three attempts and 15-20 minutes, at 15 minutes each that soon cascades into requiring 55.5 hours of work to apply that same fix to all of the placeable models, based entirely on the assumption that it is the first model I tried it with, this doesn't take into account the extra time it takes to find a good location to view the placeable from to ensure it's shadow looks good or that something hasn't been missed due to the way the model is set up. So for something as simple as ticking a shadow flag on 222 models, it can soon result in requiring between 3 & 4 days ( SOLID ) of work. While I have been trying to persuade everyone to work on one overhaul of the game so that these things are more easily accessible for people, modders are busy with their own lives and they often like to pick and choose what they work on anyway. Up until very recently it has been just me working on the Expanded Galaxy Project and while I would love to include everything, that isn't always possible as first I have to get permission to do so, then I have to properly include it, both tasks can take many hours or days, sometimes even longer with regards to getting permission. And even now, there is only one other person working alongside me that I have also had to tutor to bring up to speed with the project and various intricate details of the game and how it works. There is also the hotly debated topic or issue of what should or shouldn't be included with what mod or project, for example some people like to attain just fixes to the base game, nothing aesthetic in order to maintain the vanilla look and feel, while others like to go for the full overhaul route, there is also mods that seem out of place and are only going to be used by some people, stormtrooper armour for example. Even with my project, there are people that like things one way or want it to be another and I have to try to take that into account while also staying focused on what I think matters. Mod requests aren't always even looked at, it might not have been specifically ignored and even if it was, that would only be because people have their own projects to work on. You also have to remember, modders don't get paid, so while I am considering doing the shadow fixes for KotOR1, the thought of spending 60 or more hours doing so puts me off of the idea, coupled with the fact that I would then need to do exactly the same process to fix them for KotOR2 which I took a look at doing and it seems would require even more time to do so, because the lighting system in the games isn't perfect. For example see the following screenshots. Ignoring the big shadow in the middle which is cast by something else. The star map casts a shadow which can be clearly seen. However! Because of the way the game works, the moment it is off camera, the shadow disappears. Now, it might be possible to fix this by adding a dummy mesh that takes up a large amount of space to ensure it is always visible, but this could again require perhaps hours of tinkering and testing to get perfect, it then would add another 5-10 minutes to the time it would take to apply to each placeable model. Given a conservative estimate of 30 minutes a model, that adds up to 111 hours of work. So for what might seem like some, to be a seemingly simple issue or fix, the scale of applying them to a large number of models, soon becomes troublesome. As showcased with these screenshots, it took me three attempts to get the desk placeable looking right in KotOR1 This is because the model has various parts to it and those parts all interact with the lighting system, as can be seen here the panels prevented the shadow being cast. So I went back and enabled shadows for that part of the model. Only to go back in-game and notice that I had missed a part on the side. Which meant I had to do it again. ( this can be seen in the bottom left of the shadow and is caused by the light on the side ) I hope this illustrates my point and why perhaps not every mod request has been seen to. People also tend to take on mod requests which interest them personally and ignore those that don't which is perfectly understandable and entirely fair.
  9. https://deadlystream.com/topic/10981-attention-needed-major-bug-found-please-fix-the-lightsaber-brightness-glitch/ Something like this should be viewed as a model fix. Yes it is actually also considered a bug. Do you like having bugs in your game? Would you rather get rid of it or leave it more ugly? I don't believe there is a Modder who wishes for that. This involves directly tweaking the broken models/hilts so that they match the one's that do work properly. Effectively fixing the brightness issue. I guess the majority of Modder's must of thought of it as a blade texture issue in which it is not. Might I recommend somebody who does have remodeling experience, the proper resources, and somebody who can very clearly reach out and communicate with somebody who can provide a fix, if not himself. His name is Thor110. This would coincide with projects like the expanded galaxy seeing as there is already a ton of model fixes involved over there. See I believe Thor110 or any of the remodeling contributors towards expanded galaxy is the correct person to fix this issue because fixed lightsaber hilts makes sense while your adding almost every other fix to the game. Allow players to optionally choose whether to use crazy34 or other retextures but at least fix the vanilla base models. Don't shrug issues like these off. Little fixes can make big differences. The overall care, response, or effort to resolve this bug is disappointing for me to find. Not very happy to find this person's mod request ignored. Lightsabers play a big part in both games. Players look forward to swinging those lasers around. Why not fix the models to make them look better? Does it take almost a year to find somebody and fix the issue? Since the high poly tin cans made by varsity puppet do look better as vanilla representations, perhaps somebody can fix those models and use them in the expanded galaxy? Makes a ton of sense to me everyone. The community patches for both games should also implement the model fix for this once resolved. Anyway don't leave bugs in your game deadly stream especially after somebody did thoroughly explain the issue, and after a whole year it's still not resolved. So don't use the time constraint excuse. This mod request has been sitting here for close to a year and has every right to relativity as all other model fixes going into expanded galaxy for example. I sincerely wish that the Modder of high poly tin cans review his hilt models and fixes them. Reconsider fixing this issue especially when game fixes are up your alley and area of knowledge.
  10. Something like this should be viewed as a model fix. Yes it is actually also considered a bug. Do you like having bugs in your game? Would you rather get rid of it or leave it more ugly? I don't believe there is a Modder who wishes for that. This involves directly tweaking the broken models/hilts so that they match the one's that do work properly. Effectively fixing the brightness issue. I guess the majority of Modder's must of thought of it as a blade texture issue in which it is not. Might I recommend somebody who does have remodeling experience, the proper resources, and somebody who can very clearly reach out and communicate with somebody who can provide a fix, if not himself. His name is Thor110. This would coincide with projects like the expanded galaxy seeing as there is already a ton of model fixes involved over there. See I believe Thor110 or any of the remodeling contributors towards expanded galaxy is the correct person to fix this issue because fixed lightsaber hilts makes sense while your adding almost every other fix to the game. Allow players to optionally choose whether to use crazy34 or other retextures but at least fix the vanilla base models. Don't shrug issues like these off. Little fixes can make big differences. The overall care, response, or effort to resolve this bug is disappointing for me to find. Not very happy to find this person's mod request ignored. Lightsabers play a big part in both games. Players look forward to swinging those lasers around. Why not fix the models to make them look better? Does it take almost a year to find somebody and fix the issue? Since the high poly tin cans made by varsity puppet do look better as vanilla representations, perhaps somebody can fix those models and use them in the expanded galaxy? Makes a ton of sense to me everyone. The community patches for both games should also implement the model fix for this once resolved. Anyway don't leave bugs in your game deadly stream especially after somebody did thoroughly explain the issue, and after a whole year it's still not resolved. So don't use the time constraint excuse. This mod request has been sitting here for close to a year and has every right to relativity as all other model fixes going into expanded galaxy for example. I sincerely wish that the Modder of high poly tin cans review his hilt models and fixes them. Reconsider fixing this issue especially when game fixes are up your alley and area of knowledge. https://deadlystream.com/topic/10981-attention-needed-major-bug-found-please-fix-the-lightsaber-brightness-glitch/
  11. Now this, THIS is a mod! Wow, it looks so good, my acquaintance! It's even packaged up in a nice exe file? That is so cool, IMO. I love the hard work you put into this, great job!
  12. I felt the same way so I fixed the icons. I'll post it on here and give them credit. They give permission in their description.
  13. Last week
  14. @N-DReW25, I am surprised you haven't mentioned anything about this idea in the ROR Discord before approaching the general public about this.
  15. View File Default Hilt Replacement Mod 2024 Default Hilt Replacement Mod 2024 ---------------------- Kaidon Jorn - November 2024 This mod will replace all of the default game's lightsaber hilt models and adds new 3D blade models and textures - courtesy of Crazy34 and his crazy awesome modder's resource. I have, of course, tweaked his blade textures again to my own preferences and increased the ambient lighting glows by 0.2 on all single and double bladed lightsabers (short stayed the same). In this version I've removed most of my old hilt models and replaced them with ones that may have never been released before, but if I didn't replace the entire model then I remapped and reskinned that previously existing model. All saber icons have been remade to be consistent with my SLM2024 icon backgrounds (I know I said I wouldn't, but to heck with that). Much thanks to Crazy34 for use of his new 3D blade models and textures and thank you to Deadly Stream for hosting all my mods. To install run the .exe and choose the location of the game (not the override itself). To uninstall take them all back out. Submitter Kaidon Jorn Submitted 12/01/2024 Category Mods TSLRCM Compatible Yes  
  16. View File AxC's Kreia's Canonical Lightsaber Although it’s not possible in the unmodded game, The Complete Star Wars Encyclopedia states that Kreia wielded a double-bladed lightsaber during her travels with the Exile, and the Star Wars Miniatures model of Kreia also depicts her using one. From the moment I learned this, it felt odd that the game didn’t reflect it. It’s just one of many canonical elements that remain out of reach in the base game. So, I decided to create this mod to bring Kreia’s canonical weapon to The Sith Lords. Kreia will receive her double-bladed lightsaber aboard the Harbinger during her confrontation with Darth Sion. This weapon comes with improved stats but cannot be upgraded, and it can be used by Kreia even after the loss of her hand. If you download an optional file, she will also wield a double-bladed lightsaber during her time on Malachor. However, if you're already past Peragus (specifically, the point of no return when you board the Ebon Hawk), you can still add the lightsabers using cheats: w_kreia_dblsbr: Kreia's canonical green double-bladed lightsaber, usable only by her. w_traya_dblsbr: A red-crystalled version of the lightsaber, typically unobtainable, but usable by anyone. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset bead-v, for their mod "Kreia's Lightsaber / Long sword", which inspired me and allowed me to edit and include 2 of his scripts in my mod (the mod has open permissions) Submitter AxConsortium Submitted 12/01/2024 Category Mods TSLRCM Compatible Yes  
  17. View File AQUALISH HD This mod will replace and update texture files. To Install 1. Download: Aqualish HD.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love Submitter Dark Hope Submitted 12/03/2024 Category Mods K1R Compatible Yes  
  18. View File Taris Walkmesh Fixes This is a fix spotted and requested by @Salk I have since spotted and added an extra fix for the door showing through the wall. It seems as if there is either a gap in the walkmesh ( which I couldn't find ) or K1 does not consider both sides of the faces of a walkmesh because this issue is not present in my port of K1 to TSL. Either way, here is a quick fix for that. Installation : Put the following files in your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Uninstallation : Deletefile the following files from your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Thor110 Submitter Thor110 Submitted 12/02/2024 Category Mods K1R Compatible Yes  
  19. View File Useful Sith Lightsaber This mod buffs the Sith Lightsaber that you can find in the Tomb of Naga Sadow. If you already visited the tomb the mod won't work, you need to load a pre tomb save. Submitter GearHead Submitted 12/02/2024 Category Mods K1R Compatible Yes  
  20. Not sure if anyone can help with this but I have 2 computers running the exact same Kotor 2 installation (copy/pasted), works great on my laptop but on my desktop, the cutscenes play audio but no video unless I alt + tab away and then back into the game. When I start a new game, the screen is black. I hear the intro music, I alt + tab out and back in and can see the cutscene fine. Then when I skip the Ebon Hawk prologue, it stays on the dialogue screen, I start to hear the flight sounds play, I alt + tab out and back into the game and I can see the rest of the cutscene. This workaround is playable, but I always end up missing the first few seconds of every cutscene. If anyone can help with suggestions, I would greatly appreciate any help. Not sure if this is helpful information but on the desktop, but before doing the hex edits, the game wouldn't even play sound (not just for cutscenes but at all in the entire game) and would crash the windows display server when I tried to quit the game (need to ctrl+alt+del and then sign out, can't even load task manager). Then after hex edits, sound and everything work, just need to do the alt+tab to see the cutscenes. Also it can exit without issues. Thanks.
  21. Dark Hope

    AQUALISH HD

    Version 1.0.0

    14 downloads

    This mod will replace and update texture files. To Install 1. Download: Aqualish HD.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
  22. Can't think of a reason why not though I do hope Logan is ok
  23. I would like to give an update to the development of the Revenge of Revan mod. The good news: I, as a developer of the mod, have done my part for the Episode One release - that includes writing dialogue, placement of NPCs/placeables, loot within placeables/NPCs/merchants, and setting static cameras to name a few. All that needs to be done now is a proper bug test to iron out any undetected bugs and to ensure that it can be played from start to finish without game breaking interruptions. The bad news: I am not the team leader of the mod, that would obviously be @Logan23 who is missing in action. Now, during my time in developing the mod Logan has disappeared like this before and when he came back he revealed he had to take a hiatus to deal with real life obligations. Now, when Logan disappeared the first time it didn't really affect the mod because I would simply focus on one module then move on to the next to continue development, but this time around I don't have anything left to continue developing because I've finished everything I could develop alone. If Logan came back tomorrow, a beta could be achieved by January. But alas, real life obligations takes priority over our modding hobbies. But do keep in mind: Logan doesn't say when he is leaving or when he is coming back, I only found out what happened by asking him once he came back the first time. So unless Logan returns I don't know for sure whether Logan is on a temporary hiatus or if he's passed away due to a tragic car accident or something. Now whilst that last bit is highly unlikely, if that is the case then Logan would obviously never be returning and so too would we never hear anything about the status of the mod. So, this is what I'm thinking of doing in the mean time: Dev Diaries. The format of these diaries would be similar to Scorchy's old Kotor 2 Let's Play, the first diary would showcase the changes done to the Jedi Temple at the start of the mod and show off the changes we've made in comparison to the old Demo. There would be multiple diaries detailing a section of Episode One until we reach the end, there would be quite a wait between diaries so if Logan still isn't back after these diaries I'll consider making dev diaries for Episode Two's content. If Logan still isn't back after all that time, the next set of dev diaries will become post-mortem diaries detailing the content that was planned for the other planets as by that point it can be assumed something has happened to Logan. These post-mortem diaries would detail my own interpretations of how these planets should be written, though assuming Logan does come back and we do get to develop these planets my own interpretations for these planet will not be the final product as Logan can veto my ideas he doesn't like for any given reason or he can embrace ideas from other team members whose ideas are better than mine. I have created new NPC characters for Revenge of Revan, some appear in Episode One and some are planned for future Episodes so if we ever do reach post-mortem's I can still continue the Scorchy style format by using Holocron Toolset to position these characters like sock puppets to create a visual of what it is I'm showcasing. Now, I really do hope we never reach a post-mortem stage and that Logan is living well and will be able to see at least some of his mod released for you to enjoy. I would like to ask you all, what do you think of this dev diary idea of mine? Would you like to see these written out and released so you can at least see all the work that has been put into the mod thus far? Or do you have reasons to oppose such a move?
  24. And after all that you didn't go for the threesome?
  25. AHHHHHHHHHH OMG IT WORKKKKSSS AHHHHHHHH You are both amazing, Thank you, thank you, thank you!!! Your comment: Was what I was missing, i didn't realise they were different, so i was compiling against the KOTOR II nwscript.nss as it was already packaged in the application (and was running) (I did have to comment out two functions in nwscript.nss that were giving the compiler some issues). I didn't know about this file and was wondering whether people were just figuring it out based on decompiled OP Codes lol. Ahhhhhh I can't believe its working. I got the flag to trigger and the character wants to romance now. I think I spent more time on this romance then any IRL but at the same time payoff is huge haha! Thank you! I don't know if anyone ever stumbles here, but attaching the files, and trigger is in the dialogue after the most recent auto-save that Jade Empire does before this point. So just reload to that one (its before the demons appear). SFRom.ncs SFRom.nss j00_wdragon_c7.dlg LMAO I used TalkEd to look up the String Ref, absolutely hilarious!!!
  26. No, you don't use an extension, just the base script name. Seems like that function was cut, along with a bunch of others. You can check nwscript.nss in the Override folder to see the available functions. It's what your script is compiled against. There are some functions that would display floaty text: void DisplayFloatyFeedback(object oObject, int nStrref); void ShowHint(int nMessageStrRef, float fDurationInSeconds); void ShowDialogBox(int nMessageStrRef, int nShowCancel, string sOkScript, string sCancelScript); But they requires a StrRef (i.e. a string in dialog.tlk) which is kind of a pain in the ass. There are also the various debug Print functions for outputting to a log file, but just like KOTOR they presumably won't work in the release version. Talking about cut functions, it seems GetPlayer() is the replacement for GetFirstPC(). One thing you could do to determine if the script is working is have the player do an animation, or apply some VFX. You could also use this as a sort of half-assed alternative to a log file. Do some checks of the global states after you have changed them and play various animations based on whether they return the value you want or not. But even random StrRefs from the TLK would work as well I guess if you want to use DisplayFloatyFeedback. Choose StrRef 375 for a laugh.
  27. Thanks both, I think I'm super close, I found another place of someone asking the same thing in 2007 haha, https://forums.mixnmojo.com/topic/160582-jade-empire-modding-see-first-post-for-info-summary/page/6/ And they use a similar script: void main() { SetGlobalBoolean("J00_SILKFOX_ROMANCE_DONE", FALSE); SetGlobalBoolean("J00_SILKFOX_ROMANCE", TRUE); SetGlobalBoolean("J00_SKY_ROMANCE", FALSE); } So I'm totally in the right trackk! haha. Guessing the _DONE is used for after. I've removed the enemy script from another part of the dlg file above, and the enemy doesn't appear. So I think the dlg is indeed overwriting, but the script must maybe not be firing? Unfortunately I tried SendMessageToPC(GetFirstPC(), "SCRIPT FIRING"); There isn't a combat section but there is a dialog section, but don't see much. and also tried destroying myself but didn't see anything come up: DelayCommand(2.5, DestroyObject(GetFirstPC(), 0.0, TRUE, 0.0)); With the script do I need the .ncs at the end when referencing it? Does the script have to already exist? As I just created a new one, I didn't like write over another script or similar? I feel like its the script itself that maybe isn't firing? SFRom.ncs SFRom.nss j00_wdragon_c7.dlg
  28. Salk

    [KotOR] Swoop Bike Upgrades

    The fact is that I have already a vendor on Tatooine that sells one of the two bike mods. I didn't want to have both of them sold on the same planet. I could have switched the Tatooine part to be purchased at the Czarka shop (which I considered because of what Niko says), but the Czerka shop is already involved with a special item for a different quest and the owner explicitly says that he doesn't sell swoop parts (STRING 29289: Oh, a swoop-jock, hm? I know I don't have the crazy suicide parts you're looking for.). On top of that, Yuka Laka himself mentions having swoop parts in his own dialogue: Ah, looking for droid or swoop bike parts, hmm? Well, I may have a few things. Would you like to look at what is in stock? I appreciate the advice, though.
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