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  1. Today
  2. @Chansta I mean, if you're not necessarily talking about Sleheyron (because the goal wasn't to add more content than the planet except for the new party member), you can also just wait for my expansion 🙃 There's also BOSSR if you need post-Leviathan content. It's pretty good.
  3. what's wrong with importing it to blender and exporting it to either K1 or K2? takes around 2 seconds.
    You did a great job on this, these portrait variations were definitely a minor annoyance, but no longer thanks to you.
  4. Well... if you have something specific in mind for what you'd want to see post-Leviathan, I invite you to make your own add-on to this mod! A few other modders have already done similarly to add a bit more to Sleheyron. I'd be happy to teach you how to make a KOTOR mod so you can make your own expansion to Sleheyron, if that interests you.
  5. I must say i really did enjoy the mod even though I do wish for there to be more stuff to do post-leviathan
  6. Thank you so much. This is exactly the information needed to get this done, and you responded the same day. Using your mod as a reference is also a great idea and I will certainly do so. I will work on this over the next couple of weeks (busy with work). Who knows it may even turn into a mod of it's own in time (I won't post anyone's assets without permission of course). Again thank you very much, take care. Just a quick update to say that the icon problem is fixed and it only took 10 minutes. Couldn't have done it without you, thank you.
  7. No. It isn't as simple as that. If all you do is edit their inventories, they'll still wear pajammas. Character models are controlled via appearance.2da, which tells the game what model to use for what particular armour class, and what head to use if they have a separate head. If you want variable NPCs (i.e. different heads), you're going to need to create multiple new appearance rows and point their UTCs to them. If you're happy with them all having the same head, you can simply edit the existing male and female row and still have them wear different robes, just like the player would. You just need to change the models specified in the robe column/s (K1 only has one robe column, TSL has 3). You made a reference to my Dark Jedi Wear Robes mod. You should use that as a guide for how to implement what you want. It edits every Dark Jedi in the game. The only difference would be you wouldn't need custom models. The ResRef (i.e. filename) of a UTI is irrelevant. You can literally name it anything you want, as long as it is unique and doesn't exceed 16 characters. The game only uses it to find the asset and load it into memory. After that it is no longer referenced (unless it needs to be loaded again). The contents of the UTI tell the game what it actually is and what it does. That doesn't apply to icons however. They strictly have to follow the nomenclature of their base item class. For clothing, this is of the form ia_cloths_000, using the variation number in the UTI. The variation number (from 1 to 256) is how the game determines what model and icon to use. If you want the item to be unique, you need to use a unique variation number not already used by the game (vanilla or other mods). Anything above 20 should typically be beyond the values used for most vanilla items, but mods could be literally any number in the available range, so that can be a crapshoot if you have a lot of item mods installed.
  8. Yesterday
  9. Post edited to actually add a link to the mod request I mentioned. LOL
  10. Happy Birthday, SH! Here's to another year. 🍻
  11. Hey everyone, I hope this community is still active. I chose to pose two questions in one post instead of creating two separate threads as I believe the answers to both will be quite simple. I'll start with the NPC outfits. All I want to do is have the Dark Jedi in the game wear actual Dark Jedi Robes instead of those weird jumpsuits. There is a mod that does this already but it's dependant on JC's Cloaked Robes Mod. Nothing against you JC, I've used your mod in the past and I love it, but in my most recent playthrough I decided to use the Three-Tiered Robes mod. Unlike many, I actually like the Kotor 1 vanilla robes, and the mod I mentioned is a great upgrade to the vanilla look. So literally all I want to do is assign g_a_jedirobe05 to the Dark Jedi in the game (on each level and the encounters), and possibly give Knight Robes and Master Robes to a few of them. From what I understand (please correct me if I'm wrong) this should be as simple as editing the inventory of each NPC in Holocron Tool and replacing their current outfit with the ones I want. But is that all there is to it? Do I have to export those files and put them into the override for it to work? And to find these NPC's, I believe I need to look in the modules for each level, identify the Dark Jedi, then edit their inventories as I described above. Again please correct me if I'm wrong on any of this, or point me in the right direction. I've searched high and low for answers to this, but maybe not hard enough. Any help is appreciated, I wish there were easy to find guides on all of this but the game is old, sites have gone down and Google search isn't what it used to be. Now my 2nd question, again the answer is probably very simple. So I think understand how icon naming works, find the type in base items.2da, add an I, extend to three numbers. In the case of clothing for example if my clothing is named g_a_clothes005 then my icon would be named ia_cloths005. I'll just explain what I'm trying to do. I'm using Redhawke's Bastila Clothes for PC mod as a base, not the first 3 sets of clothing just the 2 extra that it adds (004 and 005), and trying to use those to add Effixian's Bastila Alternative Robes into the game as wearable outfits for both the PC and Companions. I've done this successfully and edited my appearance.2da and they work just fine in game. What I'm having trouble with is adding the icons for them. I'm trying to take the icons from Effixian's Bastila Legacy Robes (same outfits but for TSL) and use them for these same outfits in Kotor 1. The 2 sets of clothes that Redhawke's mod adds are called g3_a_clothes004 and g3_a_clothes005. The g3 is where I'm getting confused. So I would think that my icons should be named ia_cloths004 and ia_cloths005. But using these names would replace icons currently in the game. I know that 004 is used for some random NPC's, not sure about 005. So basically I'm wondering if there's a way to do this without replacing the vanilla icons. Like can I point a clothing file to a custom icon name, or how should I proceed. Redhawke's mod uses the g3 prefix so it's not overwriting anything (I think) but how could I name the icons so that they don't interfere with anything else. Any and all help would be appreciated, I will of course continue trying to solve this on my own.
    These look really good. A must have.
  12. Thanks! These look helpful. I've been going through trial and error with a lot of different, interesting looking mods.
  13. So you've seen the icon above as my avatar today (06 DEC) and it's there because it's my 50th birthday. (Edit: let's stop counting them!) I have no idea what I'll be doing on this day. So it'll be a mystery what I'll actually do. However, some folks may be inspired to leave comments or do something - for some reason - so I now leave this space open for today's "festivities" and for the days beyond. If you need suggestions on what you can do on this page to help me "celebrate" turn (more than) a half century, here are a few suggestions: 1) If you're capable, please fulfill this mod request I made on 17NOV2025. Not something you are able to do? No problem - just like the initial post in that request instead! 2) Leave a nice comment below, if you haven't already! 3) Rate a mod of mine that you have previously downloaded 5 stars and/or actually leave a nice text review. You can find all of my mods through this link. 4) Watch on my videos on my YouTube channel. Leave a like and a nice comment? But don't watch the "Want Kaah Gone" video though, because I wish to spare you your sanity. 5) Give me money? I'll gladly take your virtual (i.e not real) money. You could send credits or items to me on SWTOR. My Republic character is named "Emfour" and is on the Star Forge server. (My Imperial character "Emfive" is on the same server for those of a more Sithy nature.) 6) Perform an act of random kindness on this site, the KOTOR subreddit, or their Discords. (This is a separate action than listed in no. 2.) 7) For those wishing to really go the extra mile, visit this Steam store Wish List. And suggestions for the staff? Delete any nasty messages that are left here. That's the gift that YOU can give.
  14. I'm answering this late only because I'm at the present unable to properly answer all questions, but I can answer some. I'm playing the GOG version of the game which comes fully updated. My graphic card is an Nvidia 4070. I'm playing with the .TGA version but I encountered the same issue when I checked the .TPC file of the reported texture. I have plenty of other modifications (my own and third party's) installed. But, again, I reported this after testing in a mod-free environment. I'd be interested to know if any other user could NOT reproduce the issue in a way different than mine (removing the alpha channel) rather than troubleshooting the problem because I find unlikely that it's a local issue of mine. But I'll check later about possibly other textures giving the same problem. I'm hoping to see a Xmas update of this wonderful upscale. Cheers! 🙂
  15. I would like to mention my favorite project in this regard. It's unfortunately still far from being complete, but it has much going for itself already. I'm talking of redrob41's upscale. He's released a K2 version, too.
  16. Keep in mind that K1R itself isn't compatible with the Mod Builds that N-DreW25 mentioned.
  17. Last week
  18. I reckon 99% of texture mods are compatible with K1R (the first restored content mod for Kotor I) and the RC-K1CP mod (the second restored content mod that was made for the K1 Community Patch which is a massive bug fix mod for the game) so there shouldn't be any worries there Define "collection". There are large texture pack mods that covers thousands of textures including NPCs, UI, areas, weapons, icons, and such. The problem with large texture packs like this is what makes them so rare, so here are the problems: 1) File Size: A single super-mega texture pack that covers everything is going to either take up gigabytes or terabytes on your hard drive. I personally wouldn't want to download such a large mod and so I would avoid said mod in favor of smaller, individual texture mods. As a modder, I wouldn't want players to avoid my mod due to the file size and I certainly wouldn't want to have to wait hours zipping a 50 gigabyte texture mod so I'd opt to make my texture mods separate from one another. 2) Biases: We all wouldn't download a texture mod if we didn't like the design of said texture mod. Let's say if I were to make a single super-mega texture pack and every NPC looked like this and you didn't like this design then you aren't going to download and play my mod. This is another reason why modders don't usually compile all of their textures into one big mod because if my single super-mega texture pack contained A, B, C, X, Y, and Z and you didn't like C and Y then you aren't downloading the mod. What you'll usually see is modders uploading texture mods that cover a specific area and it becomes up to you, the player, to pick and choose what textures you want. Have I mentioned AI? As AI has become a widely available tool, you'll notice how some mods are now utilizing AI to make new textures from scratch whether it be using AI to upscale the low-res textures or feeding the textures into an AI to "reinterpret" them. Whatever you think of AI can also make or break a specific texture mod for you, and I assure you there are entire collections like what you're looking for that are made using AI. The modder Dark Hope is a popular texture artist who does exactly what you want. The only downside is that you have to go to her page and manually download her mods to get the full package. If you do download all of her mods and install them, however, you'll be given a seamless and consistent upgrade for much of the base game's graphics. This is the person who makes the ultra-HD ultra-realistic textures for NPCs, armors, and other textures, if you were to install them all than about 70% of the NPCs shall be in this consistent new design. Her work is still ongoing, and so she is still working on textures that'll be released in the future. Do note that her first language is Russian, that is why many of her mod names are weird as she's translating them directly from Russian. The Ultimate Character Overhaul is an AI upscaled texture pack that upscales all of the textures into a higher resolution. Unlike Dark Hope's mods, this mod maintains the Kotor aesthetic whilst improving the texture quality of the NPCs giving them a fresh/crisp look. Vurt's KotOR Visual Resurgence is probably as close as you're going to get to one big single super-mega texture pack mod that is one download and one install, however, all of the problems I listed above apply. It's a 2 gigabyte download and it'll be even bigger when you extract it and it's made by using AI to reinterpret the textures. If you are fine with both of those, this can be the mod for you. But as I said, players usually download smaller mods and use them side by side. You can download Vurt's KotOR Visual Resurgence, install it, and then replace his textures with textures from smaller mods so that, in the end, you are using 20% of Vurt's mods whilst the remaining 80% is made up of a variety of different mods. Personally, I like to install Dak's Endar Spire Retexture and then pick out and add ONLY the animated textures from the ENDAR SPIRE Complete Overhaul on top of it. Though the idea of mixing texture mods is a bit risky, especially for a noobie, so I wouldn't recommend it. The point being is that no two players are going to agree on what is good, what is bad, what is right, and what is wrong, and sometimes the big single super-mega texture pack mod isn't the answer if you disagree with the design the author was going for. You should check out the the Mod Builds that is maintained by one of our Admins. The mods on this list for both games are highly tested and are compatible with one another, this can serve as a sort of catalogue as to what mods exist without going through Deadlystream's and NexusMod's entire library of mods.
  19. TCS

    Simply Snow - TSL

    Great Mod!
  20. that did it thanks for the help by the way excellent work
  21. Agreed. Mission is supposed to be a teenager. Here, she looks 40+ and had buccal fat removal to get those emaciated cheeks bones.
  22. Ok, you may have another mod that's taking precedence. For example an HD textures mod. You can do a filename search in the location of your workshop mods (or even a whole drive), to find clues about what is going on. For example search for P_Bao_DurH (main head texture). If you find more than 1 file then there's a conflict. P.s. there's also workshop versions, but it's wise to track down the problem first.
  23. I've been doing heavy development on a new version of the Holocron Toolset. This is a comprehensive and significant refactor and partial rewrite. Version v4.0.0 is now available for beta testing. Anyone wishing to try it may run one of the commands below depending on your OS, which will always launch the latest version retroactively: **Windows (PowerShell)** ```pwsh powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"; uvx holocrontoolset ``` **Linux / macOS (bash/zsh)** ```bash curl -LsSf https://astral.sh/uv/install.sh | sh && uvx holocrontoolset ```c Please post bugs in the kotor toolset's official discord: https://discord.gg/34QZKtThkU. Here you will also find our announcements, be able to post suggestions to recommend new features, and stay up to date with announcements. Source code as always will be available on <https://github.com/th3w1zard1/PyKotor>. Bugs may be posted here as well. If you prefer KOTOR tool or other options for comprehensive parsers and editors I suppose you may ignore this post completely and enjoy your day as normal. Otherwise suggestions, feature requests, and bug reports are appreciated to be able to further improvement of these modding tools for all. Thanks.
  24. yeah i tested it after the upload i might need to smooth it. I'll do it eventually when i'm feeling better (i'm sick). I would like to thank you both you are very active helpers for me by telling me your opinions i appreciate your attitude, support and comments. Before i went sick i was working on a custom modeling from scratch for many characters but also keeping the essence of the originals and i was also learning to rig for kotor.
  25. i did not add the TSLRCM blades so bronze isn't part of this mod. I'll look into the blue double blade.
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