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Showing content with the highest reputation since 11/09/2025 in all areas

  1. 9 points

    Version 1.0.0

    69 downloads

    Replaces all headgear to be much smaller. The breath mask is the only one that covers the face but it has been slimmed down and made less pointy.
  2. 8 points

    Version 1.0.0

    37 downloads

    Smoother mine effect edges. Nice and simple.
  3. 7 points
    I was wondering if anyone would be willing to add glass overlays to these upscaled Nar Shaddaa windows for me. These would be for personal use but obviously anyone could download them off this request page if they chose to. For illustration purposes I have attached these textures as PNGs but to save you some time, I've also made a DropBox link here where these textures are in TGA format. Thank you for your consideration in this matter.
  4. 6 points

    Version 1.0.0

    71 downloads

    I modified the mesh. The textures are not included they are a custom upscaled version of this great mod https://www.nexusmods.com/kotor/mods/1730 The textures names are C_Gammorean_Low, C_Gammorean_01,C_Gammorean_02,C_Gammorean_03,C_Gammorean_04
  5. 5 points

    Version 2.0.0

    23 downloads

    Adds snow to Dantooine, Duxn, Telos. Grass got a haircut.
  6. 5 points

    Version 1.0.2

    164 downloads

    Covers regular, short and doubleblade lightsabers Vanilla colors + JCs Extra Saber Colors In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K1 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. Hilts are completed for each crystal color. I added a custom hilt for Malak as well. Install Steps: - JC's Lightsaber Visual Effects for K1 is recommended. The glowing light colors were made to match these. - Extract and copy main mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze - for the extra colors install JC's Extra Saber Colors first and then extra colors from this mod. Overwrite when asked. To-do - rework the texture, the lines render differently in K1 vs K2 Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K1, amazing blade texture, I matched the glowing effect to work with these - JC's Extra Saber Colors for K1, glow effect color matched to be compatible
  7. 4 points

    Version 1.0.0

    25 downloads

    Higher poly model for the plasma torch, with ambient light effects. Also adds HD texture with reflective metal material.
  8. 4 points

    Version 1.0.0

    28 downloads

    [K1] Mandalore the Unknown Author: RavenFal Release Date: 11/28/2025 "Yes, that's him. I toyed with calling him dar'Mand'alor, loosely translating Mandalore the Unknown." ―Abel G. Peña This mod changes the Mandalorian Captain found by the Temple on the Unknown World to be “Mandalore the Unknown”, the self-proclaimed Mandalore referenced several times in KOTOR by HK-47 and the Mandalorians on Kashyyyk, but never seen in-game. Per the campaign guide, Canderous defeated him between games and took his armor and helmet as a way to honor him, combining the helmet with Mandalore the Ultimate's mask (which is why Manalore's helmet in KOTOR 2 looks so different compared to the mask from the comics). This mod moves that confrontation earlier in the timeline, allowing players to experience Canderous acquiring his armor from KOTOR 2 and letting him (or anyone in your party who can equip heavy armor) to rock up to the Star Forge wearing one of the coolest armor sets from either game. “Mandalore the Unknown” is wearing an upgradeable armor set with the appearance of Mandalore's Armor from KOTOR 2. Upon his defeat, he'll drop this armor instead of the “Mandalorian Assault Armor” the Mandalorian Captain drops in the base game. The appearance is set up as a disguise, and so it will work for both male and female characters. He also drops a datapad that explains why he was sending teams of Mandalorians to hunt in the Shadowlands, what he's doing on the Unknown World, and changes up events a little more to make to him the one who made the modifications to Mandalore's mask. I have also included optional files to change Mandalore the Ultimate from SilverEdge9's Brotherhood of Shadow: Solomon's Revenge mod to also have the appearance of Mandalore from KOTOR 2. The mask looted from the “Non-Canon” chest remains unaltered and has its original appearance. This mod is not compatible with any mod that alters g_mandalor004.utc (the Mandalorian Captain on the Unknown World). To Install the main mod: 1. Run the “Install.exe” program from the mod folder. To Install Optional files to change the appearance of Mandalore the Ultimate in BOSSR: 1. Copy all files from the “Optional – BOSSR Mandalore Replacement” folder into your Override folder. To Uninstall the main mod: 1. Delete the following files from your Override folder: bos_mandhelm.uti g_a_mandotsl.uti g_mandalor004.utc mandotsl_datapad.uti p_mandalorebb.mdl p_mandalorebb.mdx P_MandB.tga 2. Replace the “appearance.2da” file from your Override folder with the “appearance.2da” file saved in the “backup” folder found in the main mod folder. To Uninstall the Optional files for BOSSR: 1. Delete the following files from your Override folder: brg_mandalore.utc msp_mandalore.utc myp_mandalore.utc mzp_mandalore.utc Credits: SilverEdge9 for the original Brotherhood of Shadow: Solomon's Revenge files.
  9. 4 points
    For those who are hungry for updates, thanks for all the kind words and support. As holidays are around the corner, my free-time has been a bit taxed lately as I strike the balance between KotOR things and spending time with my and my fiance's family. (Not to mention keeping up with my real job 😬) However, I did spend some time formalizing some of the various "wishlist" features, as well as other pending investigations within the repository issues view. Most upcoming work on my radar for this project is of the unexciting sort. I want to adjust the way I'm modelling game objects in the patching framework to better reflect the underlying inheritance in the base game (i.e. Functions that take a CSWCObject can accept a CSWCCreature, which is derivative, as valid input, etc). I also want to improve/expand the address database system. Right now, they're being stored in plain-text TOML format, which is fine at the current scale, but as this project has grown, this system is already becoming unwieldy. I'm looking to swap to using SQLIte, such that we can have efficient, live, swappable local databases that we can just dump address data directly out Ghidra into. Finally, kotor 2 reverse engineering just needs more work. Kotor 1 is in a great place, such that if we were only targeting that game, I could really accelerate this project. But since I'm endeavoring to provide a solid framework for both games, some TL&C is required to get kotor 2 at least somewhat up to speed. I likley will be giving DarthOuroboros's GhidraMCP suggestion a shot to see if that can accelerate things more here. As a lot of the work to be done is mostly comparative reverse engineering, which I hope falls into the low-complexity class of problem that AI typically excels at. As always let me know if there are any questions or suggestions! P.S. @ajdrenter Galaxy map stuff would be pretty interesting, I've added an issue for me to investigate that at some point in the future. Thanks for the suggestion!
  10. 4 points
    Little demo for this morning, showing off FreeCam in both games:
  11. 3 points

    Version 1.0.0

    32 downloads

    High quality floor textures. The goal was to retain the original look while improving the clarity of the various floor textures. The Peragus grate texture, was really low resolution and terrible quality so it has been remade. The grate flooring into Atris' room was also low quality and repared using another grate texture. Many others required manual cleaning. Almost all textures are doubled in resolution and with a tiling trick brought to 4x original.
  12. 3 points

    Version 1.0.0

    54 downloads

    Replaces all headgear to be much smaller. The breath mask is the only one that covers the face but it has been slimmed down and made less pointy. Kotor 2 version
  13. 3 points

    Version 1.0.0

    59 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 15.11.2025 Installation: Install the Kotor 1 Community Patch FIRST before this mod. Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic. If you want Ajunta Pall to appear transparent, please copy the textures from the "Transparent Skins" folder into your Override folder and overwrite the non-transparent skins that were installed by the HoloPatcher. Description: Ajunta Pall is a long dead Sith Lord who you encounter in Kotor I as a Force Ghost. The problem with Ajunta's depiction as a Force Ghost, other than George Lucas' (and later Disney's) retcons to how Force Ghosts work, is that Bioware was lazy when it came to making Ajunta's appearance and gave him a generic Dark Jedi model with a basic reskin that makes his robes a whitish blue color and they also gave him an energy shield effect to make him appear more ghostly. There have been two mods over the years that turn Ajunta Pall's appearance from an underpaid Bioware intern's first draft into something that you'd actually expect a Sith's Force Ghost to look like. In 2007, we saw the Ajunta Pall Unique Appearance mod by SilverEdge9 that reskinned the cut Jedi Council robe model and Deadeye Duncan's head to make Ajunta look like a creepy old Sith Lord. And in 2018, we saw the Spectral Ajunta Pall Canonical Appearance mod by VarsityPuppet that added a unique model that's heavily inspired by the TOR MMO that makes Ajunta look like he was a strong Sith Warrior during his lifetime. These two mods are great, but my problem with the Ajunta Pall mods was caused by the Kotor Mod Builds managed by Snigaroo. In his builds, he lists SilverEdge9's Ajunta Pall Unique Appearance as being faithful to Ajunta Pall's canonical appearance. What is Ajunta Pall's canonical appearance? The statue inside his tomb, of course. But when you look at the statue and compare it to SilverEdge9's Ajunta Pall, you will quickly realize that SilverEdge9's depiction of Ajunta is in no way inspired by the statue. The Ajunta Pall statue uses the old Asian man head and the Nemo Jedi robes whilst SilverEdge9's Ajunta Pall uses Deadeye Duncans head and the cut Jedi Council robes. My mod, the True Ajunta mod, adds what I think is Ajunta Pall's *actual* canonical appearance to the game. This mod gives Ajunta a reskinned old Asian man head and a reskinned Nemo robe so that Ajunta *actually* resembles the statue inside the tomb. As for the mention of Snigaroo's Mod Build here, should Snigaroo not approve of how my mod handles Ajunta he won't be adding it to the Build despite my opinion that my mod is a more accurate canonical representation of Ajunta than SilverEdge9's mod - ultimately it is his decision whether to include, or not include, mods in the Builds and should he not include this mod I do not want you, the player, to harass him for that decision. Known Bugs: This mod shouldn't have any bugs but if you find any please report it to me on Deadlystream. Incompatibilities: Obviously incompatible with any mod that modifies Ajunta Pall's appearance. Please report any further incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The texture of Ajunta Pall's robes, on the other hand, is free to use as it came from the K1EP Modder's Resource Thanks to: SilverEdge9: For making the Ajunta Pall Unique Appearance mod from which I borrowed the source code which removes Ajunta Pall's shield! VarsityPuppet: For making the Spectral Ajunta Pall Canonical Appearance mod! Sniggles: For adding SilverEdge9's mod to his Mod Build which inspired me to make this mod! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  14. 2 points
    So there's some bad news and good news. This mod hasn't been properly updated since the 2010s, so MVE compatibility is very unlikely as of 1.1 as it stands now. 1.2, the next update that'll have Jekk'Jekk Tarr content, shall have MVE directly integrated into GenoHaradan Legacy alongside the Logical Jekk'Jekk Tarr mod. Compatibility shall not be an issue when that version drops as you won't even need to install MVE.
  15. 2 points
    Hey everyone! My Name is Lane. Some of you know me from Kotor Speedrunning, and others from my various Youtube exploits. I don't ever really post on Deadly Stream, but I've been lurking in and around the KotOR modding community for about a decade now. I have a degree in computer Science and decided to put it to good use, and reverse engineer KotOR 1 (the GoG version). This has been an on-going project for about 2-3 years now, and I've been sharing my progress with friends, and in some Youtube Videos. However, I've pretty much hit a wall with what I can do with this effort now. So I wanted to release my progress publicly, so other smart and clever people can start doing fun stuff with this. Linked below is a Google Drive with several useful things: A Ghidra SARIF export that contains all data types, function labels, parameters, Classes, and other additions I've made A Ghidra Format XML that contains the labels and function adjustments I've worked on. This is lighter weight than the SARIF file, but has more limitations when it comes to import fidelity. A generated `.h` file, that contains the Header information I have pieced together over time. Even lighter-weight, and more limited than the above What this is not: True Debug Symbols for kotor BioWare Intellectual Property A runnable or compilable program Kotor's Source Code A reverse engineering of Kotor 2 A reverse engineering of the Steam version * * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort. What this is: A decently representative result of what Kotor's debug symbols might look like (format and terminology pulled from the MacOS symbols, and existing NWN docs) A research-based labeling and reverse engineering of the GoG version of Kotor 1 A labor of love for the past several years that I'm happy to share Why this is cool/important: This provides a stepping off point for creating proper patches for KotOR 1 This also provides a means for researching underlying issues with things such as memory management, graphical limitations, and compatibility This also provides a researching angle for coming to understand some of the more mysterious file formats, and how they interact with the game itself There are also a variety of fundamental similarities between this and KotOR 2. Which may unlock some insights for that game This is also the first step towards a proper re-compilation (though that is a long-ways off) How do I use this? You need Ghidra installed, with a modern Java Runtime Create a new project, and import swkotor.exe (as purchased from GoG) Open the EXE in Ghidra's code browser When it asks if you want it analyzed, select 'Yes" The default analyzers are fine, technically you could speed this up by stripping out a few unneeded analyzers The analyzers will take several minutes to complete (progress can be tracked in the bottom right) Once the analyzers have run, we can proceed Select "File > Add To Program..." and select the SARIF (or XML) file (download below) The importer will analyze the symbols and apply them to the project You now have a decently labeled/decompiled instance of KotOR 1 Limitations: 99.9% of the functions have been labeled, however there were a few stragglers that I was never able to work out. These will appear as `FUN_<address>` 92.3% of the Data is labeled, with stragglers being named `DAT_address` Data Types are VERY incomplete. The labeled ones consist mostly of frequently used types, and known fields. Unknown fields are marked `field<index>_<offset>` Virtual Function calls are very under labeled (largely due to the difficultly of labeling vtables in Ghidra). Though you can determine the underlying function by applying the offset to the associated Class vtable. Most functions have only automatic variables defined within their decomp. Typing and purpose of underlying variables beyond function names, and parameter types, are left up to inference. Overlapping functions. Certain functions overlap in this compilation, due optimizations within the Visual C++ runtime. As a result some functions such as `GetProperty0x30` are shared by multiple classes, and thus lack a name-space. You can usually work out their purpose by checking the associated data type at that offset. If you used the XML import, you will be missing a lot of typing and Function Class/Namespace info Final Notes: Please feel free to ask me any questions about this effort, or any thing strange you might find within the decomp. I've grown to be quite the kotor expert over the years, and I'd be happy to share any insights. You can reach out to me on Discord @lane_d, I'm in the Kotor Reddit server, as well as the kotor speedrunning server. I will be periodically posting updates to this drive, whenever I get the chance to work on this more. If anyone has any major contributions they'd like to see added, please reach out! I'd be happy to chat. Both the XML and SARIF formats have some limitations, unfortunately they are the best I can do without publicly sharing Bioware intellectual property. If there is something missing from these that you are in need of, please reach out and I can see if I can help you. (Note: I will not be abetting piracy though. Buy the damn game, it goes on sale all the time) Google Drive Link Here
  16. 2 points

    Version 1.2.1

    962 downloads

    30 Vanilla+ lightsaber hilts (10 regular,10 short,10 double) Working texture for both Aspyr and Legacy In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K2 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. These are also compatible with the Aspyr version of the game, which had broken hilt textures. I added a custom hilt for Malak as well. Install Steps: - TSLRCM Required - 3C-FD Patcher is required for Aspyr version - JC's Lightsaber Visual Effects for K2 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K2 amazing blade texture, I matched the glowing effect to work with these
  17. 2 points
    I got it now. Been able to extract and install it with the help of 7-zip. Thanks
  18. 2 points
    Late answer, but this could be a possibility ye depending on how much content in introduced in my mod. However, it would require a lot of balancing for the enemies. Raising to 30 could already be pretty cool. We'll see how things go as time goes by
  19. 2 points

    Version 1.4

    171 downloads

    Currently on my thousandth playthrough and figured I'd share the stuff I've been making for it so far Hi! Please visit this mod's Nexus page for better IMAGE DESCRIPTIONS https://www.nexusmods.com/kotor2/mods/1319?tab=images INCLUDES: Unique, High Quality, Upscaled Complexions and Hair for - Atton (6 Options, Full Darkside Support, All Portraits Included) The Handmaiden (2 Options, Full Darkside Support, All Portraits Included) Female Exile (2 Options, Full Darkside Support, All Portraits Included) Bao-Dur (2 Options, Full Darkside Support, All Portraits Included) ALL TEXTURES are upscaled from 512x512 to 2048x2048 Hair, skin details and eyebrows are painted by hand... just throwing that out there If anyone is interested in lower resolutions (like for mobile or something) just ask New NO EYELINER ATTON FOR KOTOR SUBREDDIT Love everyone who was polite. Enjoy. CHANGES FROM DEFAULT FILE Closer to Vanilla Gives Atton back his crows feet, eyebags and smile lines (I'm sorry I stole them in the first place) A more noticeable darkside progression Fluffier and lighter brows And most importantly; no eyeliner INSTALLATION Loose-File method, please see README, included in all files, for more info. THIS MOD WILL CONFLICT WITH THE FOLLOWING FILES and any mod that uses them ------ (To ENSURE compatibility, I advise you DELETE these files, if present in your Override folder, before installing this mod. Or, simply don't use this mod) EXILE PFHCO5.TPC/TGA PFHCO5D1.TPC/TGA PFHCO5D2.TPC/TGA po_PFHCO5.TPC/TGA po_PFHCO5d1.TPC/TGA po_PFHCO5d2.TPC/TGA ATTON P_AttnH1.TPC/TGA P_AttnH1D1.TPC/TGA P_AttnH1D2.TPC/TGA po_PAtton.TPC/TGA po_PAttond1.TPC/TGA po_PAttond2.TPC/TGA HANDMAIDEN P_HandmaidenH.TPC/TGA P_HandmaidenHD1.TPC/TGA P_HandmaidenHD2.TPC/TGA po_PHandM.TPC/TGA po_PHandMD1.TPC/TGA po_PHandMD2.TPC/TGA BAO-DUR P_Bao_DurH.TPC/TGA P_Bao_DurHD1.TPC/TGA P_Bao_DurHD2.TPC/TGA po_PBaoDur.TPC/TGA po_PBaoDurd1.TPC/TGA po_PBaoDurd2.TPC/TGA ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- PLANS and FUTURE UPDATES --------------------------------------------------------------------------- ---------------------------------------------------------------------------- Kreia (Current WIP) Mira (Current WIP) Visas (Planned) Bao-Dur (Current WIP) Done, yay Disciple (Planned) Mandalore (Planned) figure out tpc T-T Adding Custom Portraits for the entire cast (Current WIP. Pray for me, I suck at taking screenshots T-T) RESHADE (in most screenshots, highly recommended if you want the look in my screenshots) Tastefully Atmospheric Reshade - MaxYari THANK YOU ------------------------------------------------------------------------------------------------------------------------------------------------------ For reading this far, and if you have any questions I'd be happy to answer them to the best of my abilities I also encourage you all to upload pics, (as I am horrible at it) because I'd really like to fill the images section with good examples (help) -------------------------------------------------------------------- Please keep in mind, if you do not like an aspect of these complexions, I would be happy to tweak it for you as long as you are polite and respectful when asking. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- CREDITS LucasArts Obsidian Entertainment, Inc. BioWare voidceta - HUGE thanks for a specific file present in this mod TOOLS USED Kotor Tool Holocron Toolset GIMP upscale.media - PixelBin Shameless use of Google images and Pinterest
  20. 2 points
    It's a matter of taste, but + 20 years.
  21. 2 points
    Ran a quick test, porting Revan's lightsaber over to KotOR from TOR. May look at putting a little mod together which makes this the lightsaber you get on Dantooine at the end of your training, rather than the generic one. Could always deposit the other crystals elsewhere too, for those who like some variety and don't want to stick with their class colour.
  22. 2 points
    Watching your progress on this very closely. This is the most exciting thing in KotOR modding in a long time in my opinion. The placeables extension is fantastic, would like to see the same thing for the galaxy map as I know it has a similar limit. Also transcending the limits of appearance.2da would be amazing although I know this probably requires a huge amount of manual effort.
  23. 2 points
    Another little demo: Here I show off directly accessing 2DA values from scripts
  24. 2 points
    What do you mean by "future skill checks"? There are already skill checks in dialogue that add more skill based dialogue responses should said skill be a certain level. So this is the Loganverse team's latest rebrand I take it? As SH has already said, they seldom collaborate with others or share their own assets with modders. I had no idea who this is, I tried searching for them on YouTube and the only thing that came up was a Let's Play channel. The thing about Kotor Machiminas is that what you see on screen isn't as deep or as complex as the scene itself depicts. You might see an awesome scene with combat and the like but in reality what's going on behind the scenes is that NPCs are being directed to do things via JC's Toolbox and what you might think is an epic cutscene might actually be 5 separate choppy in-game cutscenes that were recorded and edited together to look like one scene when in reality they aren't. When it comes to any sort of animation, what isn't seen on screen doesn't need to be animated - this is especially true with 3D animation. I say this because something that might look cool in a Machimina might not actually work properly in-game as a mod. Remember how Revan and Kreia used Darth Malak's Lightsaber pose? In-game the ability to use blasters, the ability to use security on a door, or dialogue animations might be broken as those were never seen in the movie and thus could be left broken. Even if you ignore the fact that SWST and Varkor take their time making VO, there only value as voice actors for the ROR mod is for the character Revan and we aren't even up to writing that character's dialogue let alone finalizing his script. There will definitely be voice acted characters before Revan, so why would we want famous examples like SWST and Varkor for those characters when we can have unsung actors play these roles and do a good job at those roles (and not take 3-5 years to produce the lines for those roles too). And should by some miracle we do finish the entire mod and get to voicing Revan should these two be unable, unwilling, or no longer be here to voice the character we will inevitably have to look for different people. We are working on Episode Two and the patch for Episode One, though SH is right in saying that a collaboration at this stage is very very unlikely. I can assure you, work for Episode Two is well underway and it is going well without a major collaboration at this present time.
  25. 2 points
    An update for my Galaxy of Faces mod. Ithorians have been added: The Dark Harbinger, Wound in the Force, and Dread Cyborg mods now serve as the basis for the Dark Side Ending's Dark Jedi Masters. The HD Soul Patch Man of @ScrierOne was used for Holdan's new head whilst Effixian's Alternative Atton Clothing was used for his new body. The head was retextured so that it looks as if Holdan does Spice whenever he's not running jobs for Davik or harassing waitresses' in the Lower City Cantina. The status of permission in regards to ScrierOne's work comes from the Nexusmods page for the head which states the following: Despite these terms clearly stating I do not have to credit him, I still want people to know that it was his awesome mod which brought you this awesome appearance. Gorton Colu also comes with a new head, one that was made by me, and should you use the NPC Diversity Pack with Galaxy of Faces Gorton will wear a Military Suit and will bear the face of a militaristic Fascist: And Ajunta Pall has been given a new appearance, though he will be added via a standalone mod which will be found at this link once it is approved: Feel free to let me know what you think of these recent developments!
  26. 2 points

    Version 1.0.0

    42 downloads

    This mod allows you to loot a Krayt Dragon Pearl off of Vorn Daasraad's body (he's the Gamoreon Genoharadan target on Tatooine). This mod will only work on a save file from before Vorn Daasraad has been spawned. I always thought it was odd that you couldn't get a Krayt Dragon Pearl from Vorn, since the whole reason he's on Tatooine is because he's hunting a Krayt Dragon. You even see the dragon's dead body if you attack him with his own droid. Now you can get a 2nd Krayt Dragon Pearl without being a total jerk to Komad Fortuna. Or a 3rd, if you're okay with being a jerk. Of course, since Vorn is a Genoharadan target, you'll still have to get Dark Side points if you want the extra Pearl. Keeps things within the original spirit of the game. Installation: Drop the file into your Override Folder.
  27. 2 points

    Version 1.0.0

    33 downloads

    I retextured and remeshed 3 characters Deadeye need a little remade in the future.
  28. 2 points
    This is an addon tool which resides in the side panel. Tested for Blender 4.2 and latest KotORBlender. I made this mainly for myself for working with the world mdl files to add and fix issues with foliage, but it can serve a purpose for just working with .mdl in general. I guess the image says what it does, but overall it will be good for newbies (such as myself) but maybe also to others. The "Pre-Flight" is handy if you used KBlender and you never got it to export anything (i saw some comments about that on the KBlender page). There are quite a few criterias that has to be met, and it fixes those. "Add unique node numbers" is also good, you can add 100's of objects and then just click it and it will add unique numbers, very boring to do manually. This is 100% AI written code. So errors, bugs, not doing something correctly or as expected, garbage coding, that can absolutely be a thing. If you want something added to it that you think would be convenient to have when you are working with the world files or mdl files in general, then let me know and i can try to add it. I tried adding a 1-click to do a walk mesh for an object, spent 2 full days on that, it just doesnt work. Same with doing Lightmaps, spent many days on that and got nowhere. But other than those two it seems to have gotten things right, as far as i can tell. If you are good at .py or prompting AI's for code, then get in touch and maybe you could help adding lightmap or walkmesh functions to it. VTools.py Edit Added the .py, just install it like you do for any add-on.
  29. 1 point
    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.
  30. 1 point
    Today's little demo: This patch was originally put together by @LanguageWriter123 (see here). He and I worked together to see what it would take to port this over, and today I decided to give it a shot, and I'm very pleased with the results! cc @darthbdaman as you asked about level caps earlier
  31. 1 point
    Hello there fellow modders! Inspired by Thor modding tutorial series (extremely useful ressource!), I decided to help people out there but with a more visual approach to the process. Here is my youtube playlist with my current tutorials currently covering Holocron Toolset and basic module edition, Basics about Blender/KotorBlender and texture editing : Youtube Tutorials Playlist . My next tutorial will be about converting models from K2 to K1, or the opposite operation, using MdlEdit. Know that I'll be streaming next week as well on my youtube channel (either on Friday or Saturday night) and it will basically be for people to ask whatever they'd like me to cover regarding modding. I hope i can help some people out sharing my modding knowledge Cheers!
  32. 1 point
    Oh and one thing I'd personally love to see fixed at the engine level would be to introduce alternate start in the Pazaak mini game! That has always bothered me immensely and it's actually fixed in K2. In the original game the AI has an unfair advantage as the Player starts each new round, making it statistically more difficult to avoid the so called "bust". I have produced a small mod that aims to make the mini game better overall but the best improvement would Indeed be this, if you could pull it off.
  33. 1 point

    Version 1.0.0

    33 downloads

    I remeshed Canderous and retextured him i inspired myself with this artwork. I uploaded 2 versions of my textures. one more like the original textures and the other more like the image. I did not remade him AS the image but i was inspired.
  34. 1 point

    Version 1.0.0

    9 downloads

    I replaced the voice of JKO LUKE(Bob Bergen) to EA Battlefront II.(Matthew Mercer) Install:Extact the file to Gamedata/Base folder Credits: • Campaing Voice:Eleven Labs AI • Luke Skywalker multiplayer lines: Star Wars Battlefront II (EA/DICE) • Original game: Jedi Outcast / Jedi Academy – Raven Software THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™
  35. 1 point
    import to blender, for TSL, tick the checkbox for TSL at export.
  36. 1 point
    It's not possible. I don't have permission or rights to distribute TSLRCM myself, so installing their mod first and then my mod for that mod is the only way I could release the port for public use. Glad you seem to have things figured out, though. Don't hesitate to ask again if you run into any more issues.
  37. 1 point
    Finally a mod truly worth installing ! I always thought headgear was so big... Thanks !
  38. 1 point
    I had a big break in modding over the years xD I will xD
  39. 1 point
    The early progress on the patch manager I've been using as well as releases can now be found on GitHub
  40. 1 point

    Version 1.1.2

    226 downloads

    The Expanded Atton Romance Mod Author: Lena Hills Contact: Personal Message at DeadlyStream, Lena-Hills or Expanded-Atton-Romance-Mod on Tumblr Version 1.1 ----------------------------- 1. Description: The Expanded Atton Romance Mod is a fully-voiced story supplement to TSL, using less common/cut lines from the original game and splicing them together to build a full romance arc for Atton and the Exile in the style of the KOTOR 1 romances. Depending on character choices, up to twelve new conversations/interactions run from your arrival on Telos through to a final scene just before heading to the Ravager, with new conversations unlocking after each Jedi Master. Four are repeatable [flirt] options (one with reactions from all other companions if they are in your party) so you always have options to interact. Fade-to-blacks are used for kiss scenes to match K1. For full details see 5 – Gameplay Guide. 2. Installation: This mod requires TSLRCM to function properly. Make sure TSLRCM is already installed before installing this mod. Uses TSLPatcher for easy installation, simply unzip and click to install. For new modders, I've made video walkthroughs for Installing on PC and Installing for Mobile. 3. Compatibility (mods/existing saves): This mod has been tested successfully with PartySwap and Extended Enclave (plus their compatibility patch when used together) with no issues, and should be compatible with most common mods. TSLPatcher will edit instead of replace the globalcat file, and the majority of the mod is contained within the Atton.dlg file and 222mand.dlg files, others can be eliminated if needed for compatibility with other desired mods. No gender checks are used in this mod and it appears to be fully compatible with Leilukin’s Atton Rand and Male Exile mod for anyone wanting to play the full romance with a male PC - just make sure this mod is downloaded first, then Leilukin’s after (linking with permission from Leilukin). EDIT 10/17/2025, fixed bug that stopped the flirting with male characters in one module. This mod has been tested with no issues when using existing save files, so can skip Peragus/Telos if preferred. See full game guide to decide where to start. 4. Permissions: You may screenshot/record clips of the new dialog from this mod as long as you include a link/credit to this mod, but please do not record and post full conversations or repost this mod to other sites. If you are interested in making additional Atton/Exile content building on this/using dialogue/sound files that I created, please reach out to me as I am happy to grant permissions/share files - if anyone skilled in animation/scripting is up for making a tweaks mod for them to interact on-screen rather than use fade-to-blacks that would be especially welcome! 5. Gameplay Guide: Simple version - If Atton is spoken to at the start of each new planet/just before the rebuilt Enclave, spoken to both on and off the ship once the relationship arc has started to use the [Flirt] options, and allowed to speak to you when he asks near the end of game, all major voiced content will be seen. One additional conversation with Atton unlocks if you both recruit Mira and meditate with Disciple to trigger an existing cutscene between Mira and Atton, and one new optional conversation is available with T3M4 about what he has seen once the romance begins after you find the first Jedi Master. Full list of voiced content and triggers: Endings - 6. Credit: This mod would not have been at all possible without JC's extensive help, from creating the SithCodec so I could modify the existing audio files and re-encode them, all the information and scripts to make lip files, plus constantly answering my frequent questions in the Discord server when I hit problems I couldn't troubleshoot on my own. Likewise, the KOTOR server and entire DS forums have been hugely helpful with advice/tutorials on seemingly every aspect of modding! Thank you so much! Tools used: Kotor Tool, DLG Editor, TSLPatcher, Sith Codec, LipSync Editor Files edited: 101atton.dlg, 222mand.dlg, atton.dlg, fight.dlg, t3m4.dlg, globalcat.2da THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT/LUCASARTS. USE OF THIS FILE IS AT YOUR OWN RISK, AND THE ABOVE-MENTIONED COMPANIES AND/OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FROM THE USAGE OF THIS FILE.
  41. 1 point

    Version 1.4

    42,949 downloads

    This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Thanks to @Publicola for informing me about the ability to click through announcement animations Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO
  42. 1 point

    Version 1.5.1

    5,538 downloads

    This mod modernizes all K1 cutscenes by upscaling, slight compositing, and remaking text elements. This in 3440x1440, 3840x2160, 2560x1440 and 1920x1080 resolutions at the original framerate and interpolated to a 60fps version. Disclaimer This mod only includes enhanced cutscenes. Adjusting your game to the preferred resolution is necessary. There's multiple guides on how to do this online. (like this one.) Information - Cutscenes have been upscaled using a combination of AI models in Topaz Video AI 4-5, then re-composited and exported back to bink files at a high bitrrate. - Remade the subtitles for videos 02-09-31a-50-56b - Remade legal screen - Remade title crawl in video 01a - Fixed issues in certain videos (color grading, broken fades,..) Mirror - A google drive mirror for all of the zipped files is available here: link Installation - Download preferred resolution and frame rate versions. - Extract the downloaded folders into the "movies" folder in your game installation directory. Remember to make a backup of the original folder first if you want to restore them at some point. - Overwrite with any preferred alt versions. Alts All the resolution versions have the same alternative options. - "legal" an alternative legalscreen option. - "nosubs" removes subtitles from videos 02-09-31a-50-56b - "whitesubs" adds white instead of blue subtitles to videos 02-09-31a-50-56b Let me know if you run into any issues or have any thoughts. This is by no means perfect since the upscaling process still introduces a lot of artifacts but I'm hoping to revisit and improve this project whenever there's a significant update in available upscaling video tech. [UPDATE: Working on a new version based on the Starlight Mini model from Topaz]
  43. 1 point

    Version 1.0.0

    1,531 downloads

    Spoiler-Free Description: Nobody likes to see a group project go to waste! This mod allows you to repair your speeder once and for all upon completing the Nar Shaddaa main story, and restores some of Obsidian's original game dialogue along the way. Rather than being told that the speeder has been sabotaged beyond your ability to repair, you will be told specifically which part that you installed needs to be replaced, and given an opportunity to find it at a location made available towards the end of the Nar Shaddaa main story (for the exact location, see step #8 of the full walkthrough provided below or attached images). This mod restores original dialogue for certain party members, and the opportunity to gain/lose influence with them as you see fit. You should install TSLRCM prior to installing this mod. For an existing game, use a save file made before visiting Nar Shaddaa for the first time (this mod won't affect any areas of the game you have already been to). Full Description (Contains Spoilers): Installation: Download the 7z file and extract to somewhere on your computer that is easy to find. 7z files can be extracted with Archive Utility on macOS, or with free programs like PeaZip on Windows and Linux. For full compatibility and your own personal convenience, this mod comes with an installer which comes highly recommended. Simply run the installer, and direct it to your TSLRCM installation. For Steam installations, direct the installer to "Steam\steamapps\workshop\content\208580\485537937", and not the main game folder with the executable. The installer is an executable file that can be run natively on Windows or with free programs like Wine on other platforms. If for whatever reason you have trouble with the installer, open the "Manual Installation" folder and follow the instructions of the ReadMe file inside. Uninstallation: Follow the instructions within the ReadMe pertaining to your installation method. Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to any airspeeder-related files or affect the new airspeeder cameras for other purposes (automatic installation) or replace the included files installed manually. Requires TSLRCM 1.8.3 or higher. Modifications (Automatic Installation): Modifications (Manual Installation): Full Walkthrough (Contains Spoilers): Acknowledgments: Big thanks to Fred Tetra for KotORTool and Cortisol for the Holocron Toolset for making file extraction, module editing, and .mod file building easy, Fair Strides for the DLG Editor, JdNoa and Dashus for simple script decompiling with DeNCS, Blue for the KotOR Script Editor, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and for making inter-mod compatibility infinitely more feasible with TSLPatcher. It really does take a village to make one speeder fly. Have a bug to report? Visit this mod's "Get Support" page and let me know! This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  44. 1 point

    Version 1.2

    38,453 downloads

    Summary Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me. First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent. Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision. Warning: This mod reportedly causes crashes on Steam Deck, so it should not be used on that platform until a fix is available. Installation Extract files from the downloaded archive. Run Vision_Enhancement_K1.exe. Select which version to install: If you use the KOTOR 1 Restoration, choose the K1R-Compatible Installation. Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed file. Compatibility This mod is not compatible with any other mods that alter the vision module STUNT_00. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 KOTORMax & MDLEdit – bead-v NWMax – Joco NWNSSCOMP – Torlack, stoffe, & tk102 and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers "I AM NOT A VISION" SAYS THE VISION. HA! WELL, THEN, I AM NOT KOTOR, DEVELOPED BY BIOWARE, NO. I AM NOT A VIDEO GAME EITHER. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  45. 1 point
    I beat the mod. Or at least whats on the planet itself. That was great. Not perfect, but great which is pretty dang close. I seriously haven't had this much fun with a Kotor mod since I was a little kid playing BOSSR or the old Yavin 4 mod when those mods first came out. This was a blast from the past. And the writing was way better than I expected. Well, It would take me a looooong time to explain what I loved most about this mod, so I'll just focus this review on the few things I think could benefit from some improvement. -consider populating Sleheyron with various types of citizens even with the Iridonians walking around from start to finish. It feels weird without them, regardless of story. -make the one-text dialogue with characters like Sith and Iridonians not transition into full dialogue sequences, but just react like other simple NPCs with a text bubble only -Having a lot of areas look just like Taris again, even if it wasn't the exact same module, was still slightly immersion breaking. Please consider reskinning these areas in any way you like, just make it different. You already did this half the time with these modules and it worked well. -this might just be me, I'm not sure, but Rudos shop module is completely broken. The walls and floor are missing. I am running a clean install of the game, outside a resolution mod and some icon texture mods. I even reinstalled the resolution several times to see if that made a difference, the room is still bugged. If this is just me, I'm at a loss as to what could be the cause of this. -Some enemies give way too little experience for what they're worth. The (very neat) reference to the special NPC you fight in the Czerka lab is worth like 30XP which is a joke considering how tough he is. -Try to see if you can make a custom Sleheyron-themed door for all these modules. Having the doors not fully cover the entry/exit just feels kinda odd -Although I think the splicing of modules was really cool to see, it sometimes leaves holes in level geometry. Some weren't so noticable, others glaringly bad. -My biggest gripe with the mod, A few of the modules have absolutely terrible level transition boxes. I think it would be best to just edit the module so that you add an extra hallway that connects to these transition areas instead. This was most noticable in the Czerka lab area. This was frustrating and confusing at times. I'd give it 4.9/5 if possible but we don't have that so I'll settle with 5/5 Oh and what you did with Vanasseus, you're insane man lmao that was too funny
  46. 1 point
    Probably the best version of the robes we're going to get. Looks very sharp!
  47. 1 point
    Well, this was... something. It seemed like it would be a good something, but now I just don't know.. I'm going to start off by saying that, contrary to zbyl2's assumptions, I find walking immensely preferable to being abruptly teleported around without warning. That was so jarring and disruptive that I was tempted to report it as a bug. It actually took me til the second instance to realize it wasn't one. Was that change playtested by anyone at all before release? That did NOT make for a good gaming experience... Also, given the existence of the Escort Droids for controlled fast-travel, it's completely and totally unnecessary. It was fundamentally a bad idea, in my opinion - throw it out the window and never look back. Second, I played the "You have to use a droid" portion as T3-M4 and I have to say that under these circumstances the dialogue choices being unintelligible to the player ends up feeling rather awkward. It's one thing in Vogga's warehouse, where the choices don't actually matter much at all; in that context it's funny. But here, where they actually have significance, it made me feel like I was flailing around completely blindly. I think that either you need to ditch the concept for that portion of this world, or publish a translation sheet. Third, I think the number of currently-active droids needs to get added to your journal. Because you can only ask the droid once, and it's all too easy for it to get scrolled out of the Messages log (and I'm guessing the Messages log being so short in TSL is backend idiocy that modding can't fix). I mean yeah, you can write it down, but it feels like the in-game handling should be better. And then there's the bugs.. I was super-excited to play M4-78 and finally be able to experience a more complete TSL story that actually gave Lonna Vash her due. And, after getting past the janky introductory segment, I was having a good time with the place. Then I set foot in the R&D zone and had "Deadly Upgrade" suddenly inject itself back into my Active Quests list (and the entry didn't even match how I'd actually done it). I came here to report that... and discovered just how broken version 1.5 is and continues to be. That was disheartening to learn. I implore you to either return to the project, or at least make an installer for the more-stable previous version (1.3) so that that can be hosted here.
  48. 1 point
    Because I wasn't active on Deadlystream at the time 1.5 was released, and on top of that I didn't have a PC copy of TSL until June of this year. So I would not have been aware of this change or able to experience it firsthand at the time. And it's not like the announcement itself makes it clear what's going on; it just says "Fast travel in droid quest - no more running trough(sic) the planet multiple times". That doesn't give any indication whatsoever that certain dialogues will suddenly warp you - you'd have to watch a video or play the mod yourself to find that out. You can bet I would have complained back then had I been in a position to know about and experience it at the time, though. Because it's extremely jarring - no warning, no transition, just SUDDENLY LOADSCREEN and you're somewhere else. It took til the second instance for me to realize it was deliberate rather than some sort of warping glitch.
  49. 1 point

    Version 0.2.0

    1,025 downloads

    This is a visual dialog editor for KOTOR and TSL. It's currently in alpha, so if you're planning to use it for your mods just be aware that there might be (i.e. will be) bugs. COMPATIBILITY I am unaware of any compatibility issues with the DLGs created by this editor, but that doesn't mean there aren't any because this is an early alpha release. Please let me know if you experience any issues. INSTALLATION STEPS 1. Download the ZIP file, and unzip it into a folder (it doesn't create one on its own - I hate it when zips do that ). 2. Copy your "dialog.tlk" into the folder alongside the file "app.exe" - I included the "dialog.tlk" file for KOTOR (as "kotor.tlk"), and for TSL (as "tsl.tlk"), but if you're using any mods which edit "dialog.tlk" for the game you're working on (e.g. using TSLRCM), you'll need to replace it with your own copy. You can find the "dialog.tlk" file in the same folder as the base executable for your KOTOR/TSL installation. If it's for KOTOR 1, rename the copy of "dialog.tlk" you put into your app folder to "kotor.tlk". If it's for TSL, rename your "dialog.tlk" to "tsl.tlk". Don't change the name of dialog.tlk inside your actual KOTOR/TSL installation, as that will break the game. Only change the name of the version you copied into the KotOR Dialog Editor install directory (alongside "app.exe"). 34 Run "app.exe" UNINSTALLATION Delete all the downloaded files. USAGE INSTRUCTIONS General Usage - Create a new dialog file (for KOTOR 1) by pressing the "New" button, or open an existing DLG file using "Open" - Save dialog files using the "Save" button (there's no auto-save, nor does ctrl-s work - I'll make it work eventually) - Once you open a dialog file, you'll see some panels: - The top-left panel contains the "actions" list, which is a set of actions you can currently take. - The bottom-left panel contains "link" information when you select a response which is linked to the current response. - The top-middle panel contains NPC dialog (entries) - The bottom-middle panel contains player dialog (replies) - The right panel contains metadata for the selected response (strref, text, script, etc.) Some Important Terminology To understand what the actions do, you'll need to know the following terminology (some of which I made up, so please read this even if you're a pro): - Response: A line of dialog, spoken either by an NPC or the player (I sometimes call this a "node" too) - Entry: A line of NPC dialog - Reply: A line of player dialog - Start: A possible entry point for the dialog (always points to an entry, never a reply) - Link: Responses are linked to one another through "links" - Metadata: The general dialog data (things like the script that should run when the dialog ends, etc,.) - Selected response: The response which is highlighted in orange - this is preserved when navigating (until you select something else) - Current response: The response you last navigated into. - Copied response: The response you last selected "Copy Selected Node" on. Actions: The panel in the top-left corner contains a list of actions you can perform to edit your dialog. I'll try to describe the actions as well as I can here, but honestly the best way to learn the software is just to try it out: - Back To Start: Go back to the start of the dialog you're currently in - New Response: Create a new response (either an entry or a reply, depending on context) - Unlink Response: Removes the link between the selected response and the current response - Copy Selected: Sets the selected response as the copied response - Paste Into Start: If you have an entry as your copied response, and have selected a start response, it makes the start response point to the copied response - Paste As Link (Link): Adds a link from the current response to the copied response - Move Selected Up/Down: Moves the selected response up or down (respectively) by one level in the dialog evaluation order (for player dialog, this changes the order of the dialog lines they can choose from; for NPCs, the first line in the evaluation order whose "Active" script is either blank or returns TRUE is selected as the NPC's line) - Step Back/Forward: Move back/forwards in your dialog history (so you can easily go in/out of replies without restarting the dialog) FAQ I did x and it crashed/broke my DLG/set my PC on fire Yeah, this is alpha software and I need some people to test it out. Please let me know what broke the software so I can fix it. I'm clicking responses but nothing's happening You need to select responses for both the player (the bottom screen) and the NPCs they're talking to (the top screen). If this info doesn't fix your problem, let me know so I can look into it. I can navigate through the dialog, but how do I edit things? You left click on dialog lines to navigate through them, or right click on them to "select" them. Once a line is selected, you can edit it in the window to the right, edit the link between it and the current dialog node on the bottom-left panel, or copy it to another node by navigating to that node and pressing "Paste Into Current (Link)". The navigation seems to work, but I can't see the actual dialog text Make sure you have the correct "dialog.tlk" file in the same folder as "app.exe". If this doesn't solve the problem, please let me know so I can look into it. Cool app. Ugly, though... Yeah, I'm working on it, and I'm open to suggestions for making the UI cleaner/better/easier to use. DLGEdit's faster to use/better in some other way This isn't meant to be a replacement for DLGEdit - DLGEdit's power comes from the ease at which you can change an existing DLG into exactly what you want. Although this tool can do that too, it's designed for easily/naturally building DLGs from scratch rather than doing minor edits in existing DLGs, while having to actually run the dialog in KOTOR/TSL as little as possible (to avoid the time it takes to load the games and get to the conversation). FUTURE FEATURES - Flow chart view - Animation selection - More testing, bug fixes, etc. KNOWN ISSUES - If you create a link from node A to node B, and node A already has a link to node B, the dialog editor doesn't know which one you want to select when you right click and does weird things (e.g. always selecting the bottom-most copy, even when you right click on another copy). Will fix this asap. INCLUSION IN OTHER MODS Anyone who wants to use this in their mod is free to do so, with appropriate attribution. CREDITS This mod is created by me (lachjames). Thanks to Thor110 for helping me test it out. Thanks to the Xoreos team for allowing us to include xoreos-tools with this mod. We use the gff2xml and xml2gff tools from xoreos-tools to read and write the DLG files. Xoreos-tools is licensed under the terms of the GNU General Public License v3; more information can be found here.
  50. 1 point
    It has a little glitch that shows one (or two) small black square inside the Atris' mouth. It seems a black tooth (that make me think more in the new witch aspect of Atris. Anyway, amazing and really nice, I love it!!!! (I see that in the screenshot of this page can be seen as well)