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  1. 6 points

    Version 1.1

    100 downloads

    Summary This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed. The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game. I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states. To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office. You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect. Installation Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas. This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped. This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later. This mod is compatible with my Fashion Line I: Cloaked Jedi Robes mod and includes an optional compatibility patch for the 100% Brown color option. It adjusts the tailor's dialogue to make all references to robe color consistent with the brown shades in that mod (brown, black, buff, and grey). The tailor will only recognize the original game robe items plus the variants the mod adds in the four standard colors. This mod may be compatible with other mods that add new robe items, but the tailor will only be able to swap around the old kinds. The tailor will only perform for the player and standard Jedi party members (Bastila, Jolee, and Juhani). 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. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe, with updates by Fair Strides CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks DeNCS – JdNoa & Dashus DLGEditor – tk102 ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 LipSynchEditor – JdNoa
  2. 4 points

    Version 1.0.0

    38 downloads

    The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  3. 4 points
    Deadlystream for the past few months: As dead as Kotor 3. Deadlystream when my PC goes to the shop: The Sleheyron thread explodes to life.
  4. 3 points
    Greetings, fellow Jedi! Have a nice weekend y'all. I'd love for a mod/resource which makes the big-screen inside the Manaan SB Training Room [Model Name: M27aa_20a] to have its Object306\LSI_lite08 showing the screen individually. Originally they went like this - I'm thinking that they could show something like this after the change - I could need only the the mesh split individually to make it possible to achieve the example above, and I'd love to work on the texture after that. Many thanks for considering this, and may the Force be with you. Update: with @DarthParametric's assistance on Discord > r/kotor I finally be able to edit the model. As reiterated from DP - what you'd want to do is only to adjust the UVs, without splitting the mesh. As the UVs are currently set to tile the image 9 times, 3 rows of 3. To edit with ASCII - It only has 4 texture co-ords, one for each corner tverts 4 -1.005 2.005 -1.00499 -1.005 2.005 -1.005 2.00499 2.005 Change that to tverts 4 0.0 1.0 0.0 0.0 1.0 0.0 1.0 1.0 In GMax the way you would do it is to add an Unwrap UVW modifier above the Editable Mesh, click the Edit button, the in Vertex mode enable snapping, make sure you have the UVW Move tool selected, then snap each corner to the outline of the 0-1 space (the thick outlined black box in the middle). Then Collapse To on the Unwrap UVW modifier to bake the changes. Result: Attached the BETA: [K1]_m27aa_TR_BigScreen_[BETA].7z
  5. 3 points
    It's done. Malachor is now complete. I went with the color closer to vanilla as you all suggested and also desaturated the dark clouds a little bit. In addition to that I tweaked the terrain color a little and also improved the terrain itself so that you can no longer see where it begins. Here's what the result looks like: But since this is an animated skybox, pictures can't really do it justice and so here's a video for you all: And as always, there's also a render of just the skybox. Well, two actually. And I have them in two versions. One is the raw Terragen render and one was edited in a similarly to the skybox textures to get darker clouds at the top. Next up is the Unknown World, but that's mostly fixing the skybox model for all modules and rerendering the skybox itself with some tiny tweaks. I'll keep you updated.
  6. 3 points
    Fixed some UVs. Played with some smoothgroups. @DarthParametric was a huuuge help. Started building a new base texture. Productive day.
  7. 2 points

    Version

    1,540 downloads

    With this modification you can role-play and make as if your favorite Revan's face would grow hair during his adventure. To use the head models just put the files that you want in your override folder from Kotor 1. Both sides have been tested by me without any bugs, but I don't know if there may be any conflict in the long run. You can also use any custom skin from the default heads with this mod, there is no problem because it uses the PMC04 skin for the hair. If there is any bug please contact me on lucasforums. Credits to all the people who have done tutorials on modifying Kotor, thanks to them this conversion was possible.
  8. 2 points
    Aaaaand that's a wrap on CAPTURING FOOTAGE for The Soldier's Destiny!
  9. 2 points
    Cyberpunk and this launching early 2020? Oh my!
  10. 2 points
  11. 2 points
    Hey everyone! Back in late summer I made this thread as I needed help porting Toshi's Luke Jedi Robes model from Jedi Academy. Well, I kind of dropped the project for a while because of school but I really want to get this done soon, preferably before Christmas. The mod is actually near completion, but I wanted to make this seriously and so I took it a step further. Here's the progress so far : The original model has been scaled and reshaped where needed be, I used the hands from the PMBAM model as that method would make it easier for the skinning process. Speaking of which, skinning is done, or at least to at satisfactory level: there seems to be a fine line between looking good and OHMYGODWHYWOULDITBENDLIKETHAT. So there's still a bit of stretching going on in certain animations, but overall I think I wouldn't be able to make it much better. I also created an alternative robe item using textures from another mod (but I do think it needs some tweaks) Naturally, I used the only unoccupied spot for the item (PMBJM) and created two quick items with descriptions. Those are, however, kind of uninspired so if you have any ideas, feel free to throw them in. Here's the cool part. I wanted this mod to feel complete and that couldn't be possible if there was no female version for this. So I went ahead and completely remodeled the robes to fit the base female body model from TSL in Blender. It was finicky, tedious and frustrating, because I suck. But I came through, as you can see: I haven't finished the skinning process for the female model yet. So that's it for now. I still don't quite know how to put these items into the world though, so I might need a bit of help on that matter further down the line. This is my very first attempt at modding and there has been a steeeep learning curve to get here. I should add that I have complete permissions from the original authors of those files, I can provide screenshots if requested. Oh and as the title suggests, I have a few other ideas for models once this will be done, but I prefer to focus on the task at hand for now.
  12. 2 points
    Yeppers. Though I've been thinking about making something custom based off of random Rakatan glyphs in the games.
  13. 2 points

    Version 1.1

    231 downloads

    This mod does several things: It makes all texture variations of the commoner clothing available to the player, with all the items - 11 total outfits - placed in various locations throughout the game. I've placed them where those outfits seemed to be the most popular, so if you see an NPC wearing an outfit you haven't seen before, the item can probably be found nearby. It changes which clothing item the player receives on Telos, based on class as seen in the character creation menu. Only the first clothing item the player receives will be based on their class; players of all classes will still be able to find the other variants elsewhere in the game. It adds a male variant of the Czerka uniform to match the existing female texture. For whatever reason there wasn't a male variant, so I've cobbled together one from the female variant and the other male textures. It shuffles around some of the textures so the male and female variants match each other more closely, primarily based on color. I've made sure to patch any affected characters to revert their outfits to their original appearances. It adds unique icons and names to all the items, so you can tell them apart. (They were all just called "Clothing" before.) I've named them based on who in the game wears them; for example, two of the outfits popular on Dantooine I've named "Settler Clothing" and "Fringer Clothing". The icons display both the male and female variants of each item, due to the differing appearances. It adds custom icons for Atton's Ribbed Jacket and Mira's Ballistic Mesh Jacket. They originally used the same icon as commoner variant #1, and since I changed that to look like the commoner clothing I saw it fit to give the unique items their own icons as well. It touches up several of the male textures to fix some discoloration and bad seams. I have also included an option to give the commoner clothing some upgrade capabilities. If you choose this option, you'll be able to upgrade the clothing items with some underlays, the same upgrades available to the miner uniform.
  14. 1 point
    Hi everyone! Keeping with tradition, here is another better late than never blog post. These past couple of months have been crazy for me, very hectic. From uni to moving house, I haven't had a lot of time to work on the film. But, in the past two weeks or so things have began to quieten down for about a month so I've been able to make strong headway on the film, successfully casting another voice actor and nearing a full picture-lock. Taris and Tatooine are completely done (minus colour grading on Taris, and sound mix & grading on Tatooine) and Dantooine is coming along nicely. I'm super proud of this film, you've never seen KOTOR 1 quite like it. Anyway, I figured it was about time I posted another trailer. So, here it is: I had a lot of fun making this one based off of one of the many fantastic trailers for Guardians of the Galaxy. Please note: all the comedic moments in the film have been heightened through the edit of the trailer. The film is by no means a comedy like Guardians, I just felt inspired by the trailer and the film does have a fairly light-hearted feel, so I thought I'd roll with it to see if I could top my Logan-inspired trailer for TPK. That's about it for now, one final trailer will be coming soon(ish!) along with the release date of the film. I will be premiering the full film LIVE on YouTube so it'd be great to hang out with some of you guys there in the livestream. I'll try to post back sooner than I did last time! ~ DV
  15. 1 point
    Have You been working / made any progress running K1 in K2's engine (your project to make both games run from K2, as a single, continuous story gameplay experience)? You said You were experiencing some issues with differences in the scripts between the two games, preventing You to make an easy full K1 to K2 engine port, but You were thinking of coming up with some ways around this problem (creating an automated tool that converts all scripts from K1 to K2 format and vice-versa). Have you found a way (at least in theory) to convert K1's scripts to run with K2's engine, or vice-versa? Maybe Fair Strides could help you with this, since he is the greatest programmer / scripter around for the Odyssey / Aurora Engine, he knows everything there is to know about the K1 and K2 script formats and the differences between them, he worked on most great mods such as TSLRCM, Revenge of Revan, etc. I talked with him some time ago and told me that he could easily teach me how to script for both games and that it isn't so difficult, because all scripts in both games are based on C / C++! So, if You're stuck, go ahead and ask him for a bit of help, he is a great, very helpful person and i'm sure he would help you figure a way to to develop a tool that automates the script format conversion from K1 to K2 and vice-versa, enabling You to quickly develop both K1 in K2 - both games in K2's engine as a single, continuous story gaming experience, and also the K2 to Mobile K1 port! I wish You a great weekend, all the best of luck and to accomplish everything You wish! Many Kudos for the great work so far (the map ports, the modders resource packs, etc), you will forever remain known and respected in Deadlystream's and the Star Wars KOTOR modding comunity as a genius, an innovator, and one of the greatest contributors! Kindest regards!
  16. 1 point
    Option B has been working perfectly for me with no more security spikes throughout the whole game. To me option B makes more sense due to some problems with the level cap stopping you getting the full benefit from using skills. It's a very good solution to consistency problems in the game, and you can always go with option A to use your security spikes if you want to. No more annoyances about items you can't use and reminders of this being broken whilst you play the game. I found this to be a better playing experience because of that. Nice one!
  17. 1 point
    Before someone else points it out, this is the version that they had in SWTOR for the Jedi Temple Guardian set. Probably would need some retexturing.
  18. 1 point
    @paramano01: Someone told me you can download Steam mods without owning the game it belongs to, but I can't test it myself. But sure, I will add it here soon. @GNihilus2: Thanks! Yes, mix things up whichever way you like
  19. 1 point
    Will your new base texture utilize the fonts used on your last texture?
  20. 1 point
    I said I'd work on another skybox next (and I actually did for a very short time) but I just couldn't leave Malachor yet. So I've made some tweaks and I'm very close to calling it final but first I need some opinions. The thing I can't decide on is the sky color. I have two options. One is closer to the vanilla sky color and one is more green. Just let me know which one you prefer and maybe also why you prefer it. For comparison, you can find a screenshot of the vanilla sky here. Once that's decided on, I need to tweak the terrain color some more, apply the animation to all Malachor modules and the skybox will be done. The next one after that (which I worked on briefly before I returned to Malachor) will be the Unknown World. It won't have many changes compared to V1 though.
  21. 1 point
    Locking. They can PM me to re-open if/when its needed.
  22. 1 point
    No. That wouldn't be a "mod", that would be an entire recoding of the engine from the ground up.
  23. 1 point
    Glad you’re doing alright Logan! Like many others have said, all that matters is your health. No matter what happens I can’t wait to hear about these story elements, always liked hearing ideas of an ideal third game
  24. 1 point
    This was posted this morning by "Poem Studios" Where to start... Lucasfilm doesn't owe "Poem Studio" a response. This feels like an attempt to get attention and make Lucasfilm look like the bad guy. The only reason there was any confusion about the nature of Apeiron was that the people working on it didn't know what the nature of it was. Some say it was a mod, others said otherwise. And the whole "needing a verified copy of the original game", wasn't it something like 3% of the game files was required to actually verify? And I love how the person who wrote this is trying to throw others under the bus, it reads like a letter from Alec Peters (If you followed the whole Axanar/CBS & Paramount drama, you'll recognize the name). As for burning bridges, "Poem"has no bridges to burn with Lucasfilm, they aren't going reply to this, reevaluate the mod, or even listen to any of the suggestions. They were trying to make something, using their IP, and, were most likely planning to try and crowdsource something with it, and that is why they came down on them And instead of accepting that fact and going "Well, we tried", "Poem" is trying to get the few people that actually believed Aperion was going to happen, and the "I hate Disney/I hate EA/I hate SWTOR" crowd to support them. I suppose pandering to those people may help you, but, I doubt it would because if this project actually happened, EA would come in and take over, and then the I hate EA/I hate SWTOR" crowd would turn on Poem faster than they could know.
  25. 1 point