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  3. Looks like that did the trick. I went into appearance.2da and for the model I was using (P_MAL_B_LRG_01) the modelj and texj entries are set to N_BandModel and N_SpecialRobe respectively. Taking these models out of the override crashes the game if you try to put them on, but changing the entries in the appearance 2da file to PMBJL (modelj) and PMBJ (texj) changes the models to their original. Then you can take out the texture files from the override to make them look like their original colors. Thanks for the help on this!
  4. I took the normal Sith Soldier soundset and used a filter in Audacity to make the male soundset sound famine. What are you saying? Are you saying that the female Sith Soldier is present but makes no sounds?
  5. Did you check the appearance.2da? I never really played around with the Yavin mod for KOTOR1, so I'm not sure what exactly it changed. It could also be that the mdl mdx files were changed. I think pmbjm is the model name. Look at what modelj and texj are set to in the appearance.2da. under one of the player models (So P_FEM_C_LRG_04 for example for a female or P_MAL_C_LRG_01 for a male example) If it says "pmbjm" then it probably sounds like the mdl/mdx needs to be removed from the override along with the approriate texture files (pmbj01 and pmbj02, probably)
  6. do you know why the feamle sith trooper have no sound?model is normal
  7. We are not owed an explanation and the development of this modification touches me only tangentially, but I also find it very curious to drop development a few hours after publishing the first version and having shared detailed development plans. I am sure JuniorModder has his more than valid reasons for it, though. Thanks for the work done, JM!
  8. I second this. You really started something meaningful, JM.
  9. I just have to ask: Why? I've only heard positive feedback about this so far so dropping it now seems odd.
  10. Ah that's a bummer, I was a big fan of your modding start here, and I was looking forward to seeing more of what you make! I appreciate you freeing the module to other modders... But I do hope you decide to come back to KOTOR modding at some point! You have a talent for it!
  11. Is this a remaster of the animated Datapad you submitted?
  12. This may come as a disappointment to some, and good news to others, but I've decided to leave this project and let other modders use the module to make their own versions and tell their own stories. I had a lot of fun working on it and learned a lot from it, and I am grateful for the positive reception and enthusiasm from the KotOR community, and it will be exciting to see what other modders can create with it. Hopefully the walkmesh and cave models can be repaired. Anyone is free to use all of the files in the mod however they wish, the only things I really added to it aside from the bare bones level design were the minimap and loading screen. I hope that my words and ideas expressed in this thread and the original mod can serve as inspiration and guidance to the ones who will pick up where I left off. Thank you for downloading! JM
  13. Yesterday
  14. Haha that makes sense, I'll probably do that then. Hope you'll like the mod ! Don't hesitate to leave a 5* review or even just a thumbs up reaction if you do enjoy it. Have a nice play ! Also, I forgot : you might want to play through Sleheyron first, you'll unlock new dialogue for my mod's related characters (and you have the new crystal option that you can install if you want).
  15. Hi All, I was using the Yavin planet mod and while I like the look of the new robes that were added in Exar Kun's tomb, I was kinda hoping I could switch the "star forge robes" and "dark lord/darth revan's robes" back to their original models and textures. It was easy enough to do this for the female version; the model of the robes looks the same so all I had to do was move the texture file to a different location (I didn't delete it, don't worry). I could do the same thing with the icons for the robes. The male version is a bit trickier though, since the robes are using a different model (same as the sith governor/master robes). I'm assuming this is tied to the .uti files for this? I attempted to relocate what I thought was the associated uti file (g_a_mstrrobe06.uti in this case) like I did before, but that didn't change anything. Am I supposed to edit something else instead? I thought maybe baseitems.2da might have something I could look at but I couldn't find anything relating to the robes there.
  16. View File [Modders Resource] K1/2 Kreia's hood and K2 Bookshelf/Elevator placeable This is a modder's resource of some stuff I made using blender and KOTOR 2 assets for the mod "Echoes of the Republic" that I thought might be useful to someone who might want to save a little time making something like this themselves. In this folder are some modders resources. 1included are two hood mods: 1. for KOTOR 1 that contains a black hood made from Kreia's hood 2. for KOTOR 2 that contains two hoods made from Kreia's hood, one brown one black. Also included are two placeables mdls/mdx for KOTOR 2. A Jedi archive bookshelf made from Dantooine's Jedi Temple An elevator made from Peragus's elevators. The placeables work fine but they are a little wonky to place at first. NOTE: The placeables need the user to create the proper entry into the 2da files and create a utp file. This is purely a modder's resource. The hoods are playable, though they have no icons. Feel free to use these modders resources in your projects however you want. If you want to credit me, that would be cool. All assets were made from KOTOR 2, and so credit to Obsidian Entertainment/LucasFilm/Disney. This couldn't have been possible without KOTOR Blender. Submitter vault13deathclaw Submitted 07/13/2026 Category Modder's Resources  
  17. The idea of using a voice impressionist for HK was brought up, that could be a viable option. Out of respect for the original voice actors, I will not be using AI voices in any of my projects, however cool and tempting the prospect might be. And I agree that putting the Star Map inside the Temple would be a better option, but only if it doesn't create bigger issues that would require significant reworking of quests, encounters, triggers. I mean, if its something within the realms of what we can accomplish, then we should do it. But I don't think the story would suffer if we decided it was too much trouble and chose to leave it in its original location. For me, the most important goal for this project is preserving player immersion in KotOR and extending the storytelling framework BioWare created, allowing players to form their own interpretations about the story rather than providing definitive answers. For example, my theory is that the Rakata came to Tatooine because they were drawn to the Sarlacc through the Force. They enslaved the Sand People who worshipped it and used them to build the temple around it in an attempt to study and harness its unique connection to the Force for their own ambitions. This ultimately led to the Sarlacc to retaliate, using it's own force abilities to infect the Rakata with the plague, and abandoning the pit of it's own accord. That is only my interpretation, however. I don't think the mod should force players to accept any one theory as canon. One of KotOR's greatest strengths is that it provides enough negative space for players to think and choose the direction of the story themselves. I think expanding the Sand People storyline is important, but I would prefer it to support the larger Rakatan storyline rather than become its primary focus. To me, the temple works best when it complements Revan's search for the Star Maps. And the last thing I wanted to mention is creating a new name for the Sarlacc. One name that came to me was "Shlaa-Kalek", to be the Rakatan name for Sarlacc, that eventually was simplified to just "Sarlacc" in Galactic Basic. Translating into "cursed bride" in-universe But I see that there is another name "Bar'baloth", which appears to come from a Gnostic divine entity known as the Mother of Creation, and The Immortal Womb. (greatly oversimplified explanation lol) I like both options and think both are interesting and fitting. But I also think that creating a new name for the Sarlacc might feel a bit too "fan-fictiony", and that explicitly naming it isn't necessary for the story we are trying to tell. Ultimately, I think the strongest version of the story is one that answers just enough questions to deepen the mystery, while still leaving room for players to come up with their own explanations. JM
  18. @N-DReW25I really like most of these ideas. Keep in mind tho with the idea of a hologram assuming Tatooine is still a green world, this would contradict the dantooine temple listing this map as one of the three barren worlds, somehow the maps are able to relate updated data back and forth to each other. I guess you could edit the puzzle on dantooine but that might just get confusing at that point. I would also prefer the map to be in the temple as well but I think that should be something saved for a very last version of the mod and focus on everything else first, it’s a small change in theory but adds a lot of work. Im pretty sure the Calo Nord appearance at least is triggered by the star map activation, the camera angle shows him spawning into the bike once the star map is activated and not just running forward from what I tested. I think Bandon is different but with Calo this is what I think is the case. Not impossible things to remedy, but I think the work associated with simply moving a single placeable while being consistent and not incredibly buggy would warrant it being considered at a later date. Otherwise I’d agree that the temple would be a much better location. Finally, any additional dialogue with sand people will likely require HK47 to translate to be consistent with the rest of Tatooines plot but we don’t have any English dialogue for HK47 to help with that. I think our hopes for how much we can do with the sand people might need to be lowered for right now. maybe you could have HK translate another non-basic speaking aliens dialogue to the Tuskens explaining what the player did/wants, but idk at that point. Maybe you could have HK serve as an intermediary between Jawas and Sand People and you can tell HK which side to lean towards. You won’t need a translator for Jawas so the Jawa can tell you what’s going on in their language. Really rough idea tho, the language thing is tough to work around If you want HK to speak some “new” lines, I myself and others are not the biggest fan of AI voice replication so you may have to consider some pretty precise audio splicing work with current dialogue .
  19. It would be possible to just make a new vision cutscene to replace the old one. The following is how I, a modder, would go about making it (and how it would be less daunting than you may think). Star Map visions depict the Star Map opening as the camera softly pans around it. To recreate this, you, or a volunteer modder, can follow the following steps to achieve this: 1) Install GLIntercept, activating this mod in-game will allow you to move the camera around freely. 2) Set the Star Map inside the Tatooine Temple so that it'll open if you click on it. 3) Download JC's Toolbox for K1 and specifically install JC's Invisible Disguises for K1. It adds an armband which can make the character completely invisible (not stealth mode, as in the player just isn't rendered at all). Equip this armband in-game. 4) Inside the module tat_m18ac, press Caps Lock on your keyboard to go into first person mode and type "warp m19aa" into the cheat console. Doing so will warp you into the Tatooine Temple and, due to a glitch, will disable your GUI so the mouse cursor, icons, portraits, menus, and everything else is rendered invisible. Pressing Caps Lock twice after this (going back into and out of first person mode) will undo this glitch. 5) Down and install the OBS Studio screen recorder. 6) With the invisibility armband and the glitch above in effect, the player and main menus cannot be seen. Move to and stand in front of the Star Map. 7) Slowly drag your cursor to the left using your mouse to cause the camera to pan in a circle around your camera. Since the Player is invisible, use GLIntercept to set your camera back a little bit so that it perfectly pans around the Star Map as it opens in the next step. 8,) When you are confident that you've set everything up properly, press record for OBS and click on the Star Map. Using the technique described above, pan the camera around the Star Map as it opens. Repeat until you're satisfied. 9) Using a video editor of your choosing, add a quick fade in and fade out from black at the beginning and end of the footage. If possible, add an overlay effect over the screen that resembles the vision effect from the original scene. If need be, mute the audio of your recording and outright rip the audio from the original vision and add it to your recording. Ensure that the recording is about 9 seconds long as per the original visions. 10) Convert your .MP4 file into a .BIK file. 11) Test in-game and see if it worked. Whilst many of us can agree that the Star Map needs to be inside the Temple, I think that we should not let the vision cutscene hold us back on creative freedom here. Even if we can't make the scene right now, we still have two options in our sleeves: 1) Make the Tatooine Temple with the Star Map in it, ensure that the Temple is the best it can possibly be, and either make, or have someone else make, the new vision scene later and last. 2) Add two installations, one has the Star Map in the cave and the other has the Star Map in the Temple. This'll appease everyone, those who hate the inconsistency/hate the new vision and those who want the Star Map in the Temple will both have what they want whilst angering none. What triggers are they? From what I can tell, the Player just clicks on the Star Map and the Star Map opens - it doesn't have any triggers. If the cave option is to be retained, I think this might be the best course of action as the Temple will still be required to continue the plotline. Even if the Star Map is removed, I'm sure those triggers will still work. I've been sharing with JuniorModder over Discord some ideas of my own on how these puzzles should be dealt (as I was the one who gave him the idea in the first place). After doing some testing, I have removed the barriers in the temple and have given the Player free reign over the Temple. However, as the Star Map is locked (either in the Saarlac room or in the Cave) then having free reign over the Temple isn't really a benefit as it would be in the current setup. Instead, runed Obelisks inside the Temple would have strange poems and forgotten lore of the Rakatta and their slave races etched into them and, through a combination of this lore and the Storyteller's Lore, the Player will be able to recite the answers to the Ancient Droid and, if spoken correctly, the Player will be able to unlock the Star Map. In my version of the lore, it is implied that the Rakattans moved the Sarlaac into the pit and used it as a site of religious worship and sacrifice. Around the pit I intend to add "sacrifice urns" that were used as sacrificial offerings though some of them will contain basic Lightsaber crystals as loot. The reason why there is no Sarlaac inside the pit is because it'll also be implied that the Rakatta "took it away" before they glassed the planet. Right now the working name for the Sarlaac is "Bar'baloth" and this Sarlaac, despite not being present, plays a religious role in Sand People and Jawa mythology which will be taught to the Player via the Sand Person Chieftan, Storyteller, and Iziz the Jawa. In the lore I'm working on, I have it so that it is the Jawa's outside the Temple who give the Player a third Krayt Dragon Pearl as a reward for clearing out the Temple (this might be exclusive to the DS ending wherein the Player encourages them to migrate into the Temple instead of leaving it). That is something I am considering. I intend to replace the Rakata either with this, or with a Hologram of a Rakata that thinks it is the real Rakata it is depicting when it isn't (imagine a Ronald Reagan AI thinking it is the real Ronald Reagan, that's what this'll be). The above where I suggested removing the barriers as part of the Temple questline would fix this. The following wall of text inside the spoiler below is what I sent to JuniorModder as to why I think the Rakata inside the Temple is a horrible idea: If this character could be replaced with the Ancient Droid, or a delusional hologram of a Rakata that thinks it is a Rakata even though it speaks Twi'lek or something, could remove many of the plot holes I talk about below. By removing the Rakata we need not worry about either porting or making weird Lightsaber designs. This would require voice acted VO, I think the Dantooine one where the droid cycles through slave alien VO would be better as it means we can just reuse VO and not create new ones. That, and the Party recognizes the Player can understand the Rakata on Lehon. If there is a Rakata on Tatooine that's a massive plot hole. The very first thing the Dantooine droid says is in Rakatan yet the Player does not understand. I think the timeline of events in regards to the Player understanding Rakatan goes like this: 3959 BBY > Revan uses the Force to rip the knowledge of the Rakatan language from the Rakata he/she encounters and uses the Force to make the Rakata understand basic, this is confirmed by The Elders and The One. 3957 BBY > Revan is captured and the Jedi Council wipe his/her mind, as a result the memory of being able to understand Rakatan is suppressed. Endar Spire, Taris, and Dantooine > the Player does not understand Rakatan as he/she has amnesia. Korriban > When the Player picks up the Wraith Box, even if it's the first planet, and gets zapped inside the Mind Prison Revan has remembered how to understand Rakatan again. The Imprisoned One implies that Rodians and other creatures got zapped into the box but couldn't understand the Imprisoned One and so ran into the void out of frustration. Lehon > The Player still remembers how to to understand Rakatan to which the Party will acknowledge this in dialogue. For this reason, the Player must be able to understand Rakatan but doing so will cause a plot hole as the Party will recognize this as they do on Lehon. By moving any such lore to the Ancient Droid or Hologram I propose we can keep both the lore and not have plot holes. Correct, perhaps if the Ancient Droid/Hologram believes that the planet is still green that'll serve as some real nice bit of lore for the mod. In my lore I removed the Tusken and all the Speederbikes, how on Earth would anyone get speeder bikes in there? I actually expanded the Jawa bit to have an entire encampment of Jawa's in that little area to compensate for her loss. More on them will be detailed down below. I think a simple conditional after completing the puzzles would work here, it'll function similar to the Kashyyyk Star Map this way. I actually proposed this to JuniorModder but he doesn't like the idea as it reminds him of the plotline of the book series/movie "Dune", however, I'll share my ideas on the matter. Gaining the Eastern Dune Sea Map from either the Sand People Chieftan or Iziz the Jawa should make it clear that the Star Map is inside the Temple whilst the Sand Person Chief in particular talks about how the Temple is taboo in Sand People culture as, not only does the Krayt Dragon guard it, but the God "Bar'baloth" and her "Child" dwell in there and those who go in never return. He goes on to imply that the one who goes in there and defeats Bar'baloth and the Child will go on to become the Sand Person Messiah who'll unify the Sand People under their rule and drive out the invaders. Bar'baloth is the Sarlaac whilst the "Child of Bar'baloth" is actually a Terentatek that is residing inside the Temple. Do note that this particular Terentatek was missed during the Great Hunt that wiped them out and so you'll be able to tell Deesra Luur Jada on Dantooine about how you killed it on Tatooine. Inside an Obelisk as loot you'll find the Saarlac Tooth and from the remains of the Terentatek you'll get a hide of some kind to prove that you killed it. If you were to give both to the Sand Person Chief you'll be proclaimed the Messiah, the Tribe will make plans to migrate into the Temple, you'll be given free reign to loot their belongings, and you won't be able to kill them after this as they'll go through great lengths to prevent you from pissing them off. The Sand Person Chief will imply that he expects you to return after the Star Forge quest to help them drive Czerka off of Tatooine. Proclaiming yourself as the Messiah is a Dark Side ending because the Temple and the Star Map are of the Dark Side and so having them migrate into the Temple is a bad thing (imagine giving the uncontacted Sentinel Islander tribe the One Ring from the Lord of the Rings for example) and having Sand People migrate into the Cave puts the Jawa camp already in there in danger. If you give the Sand Person Chief the Saarlac Tooth and lie about not being able to kill the Terentatek then you'll prevent the Sand People from going there but you won't be proclaimed the Messiah. The Jawa camp I keep talking about got down there because the Jawa's are small enough, and knowledgeable enough of the geography of Tatooine, to have squeezed through the tight cracks on the surface to sneak into the cave system without going near the Krayt Dragon. The reason they're outside the Temple and not in the Temple is because the Terentatek/Ancient Droids keep killing them when they go in there. After the Player defeats the Terentatek the Player can encourage them to stay in the cave which is Dark Side or leave the cave which is Light Sided. As a reward for killing the Terentatek, the Jawa's leader (which I've made a Chadra-Fan) will give a Krayt Dragon Pearl as a reward. I agree with this, though with my Bar'baloth Saarlac lore I've mentioned the idea that the Rakatans "moved it" out of there could imply that this Saarlac that is Bar'baloth could possibly be the same one from the movies - though it's entirely open ended as to whether or not you want to believe that. I am glad that my reasoning appears to have gotten through! I do not think that'll be necessary, the Kashyyyk Star Map can be approached before you talk to the Rakata Computer and it simply doesn't open. This could likewise be done on Tatooine should the Star Map be kept in the cave. I'll have to test it, but I'm certain the Calo Nord encounter in tat_m18ac is not connected to the Star Map. If the Star Map is gone if you walk to the end of the cave they should all still spawn as normal. I don't think this'll make a difference. If the Star Map is in the Cave but requires the Player to complete the puzzles in the Temple, the Player comes back and unlocks the Star Map and leaves. If the Star Map is in the Temple, the Player simply uses the Krayt Dragon cave as an entrance and does everything inside the Temple. And if the content with the Sarlaac Tooth and even the Terentatek hide being required to complete the Sand Person Messiah content is added to the mod then the new content doesn't end in the Temple, the new content would end in the Sand People Camp. This is probably the only justifiable reason as to keep the Star Map in the cave, but should a new vision scene be made then keeping in the cave becomes less tenable as the Temple Star Map becomes easier and easier. It is of my opinion that a Temple Star Map should be attempted, and if it succeeds make it an optional install so that players who want a Temple Star Map get their Temple Star Map whilst Players who want a Cave Star Map get their Cave Star Map.
  20. Thank you)
  21. Indeed, unfortunate, perhaps a K1 release with further research can happen in the future.
  22. I tried it, black screen.
  23. Ouch I see. But when I looked in the Compatibility section (the only one that seemed to matter in that regard) I saw that it spoke of compatibility only K1CP, RC-K1CP, NPC Diversity Pack and Alien Ported VO for K1. Perhaps you should add Sleheyron there too for the more lazy ones just in case.
  24. Personally I think keeping the Star Map in the Krayt Dragon cave is the best choice, for multiple reasons: 1. It will be easier on us to mod, not having to worry about the Calo Nord encounter in module m18ac, a new force vision cutscene and any other things connected to the Star Map triggers. 2. It bookends the mod: once the player completes The Lost Temple, they return to the Krayt Dragon Cave and complete the quest as usual, and are left feeling accomplished and intrigued for what's ahead in the story (with the Sandpeople, and Rakata on the Unknown Planet), instead of sad, detached, accepting that the new level is over. 3. It maintains the original location of the Star Map, which is faithful to what we got in the final version of the original game. But we are still deciding on what the best course of action is.
  25. If you wanted to keep the Star Map in it's current location, you could borrow the dark energy from K2 and have it blocking the star map until you explore the new area.
  26. Currently I've updated his weapon to Rakatan Battle Wand, but I think there is a real possibility that his character will be cut from the final version. There might be a force ghost or hologram instead to replace him, but I'm leaning towards cutting him entirely, and focusing instead on adding new dialogue for the Rakata Elders on the Unknown World. What's really important to me is deepening the lore and providing new context for the player regarding the Rakatan's motivations and history, while maintaining a distinct ambiguity to it. While I want to provide more answers and shed new light on the history of the Rakata and Revan's interactions with them, I think it's important to preserve a sense of unknowable mystery to the origins of the Star Wars universe. That's why I created this character in the first place. However, as others have communicated to me, it doesn't make much sense for this character to have survived imprisoned in the temple for thousands of years, even if they were some sort of unimaginably powerful Sith Lord. So there is definitely still much room for development in regards to the story!! I love Revan (and the Exile) and I am passionate about further developing and resolving their storylines! lol (soy mucho mega kotor nerd) JM
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