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Showing content with the highest reputation since 04/26/2019 in all areas

  1. 8 points

    Version 1.0


    This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together: Apprentice Robes: The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class. Early Jedi Robes: Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial.
  2. 5 points
    This turned out better than I expected: The video shows a test for an animated Malachor skybox and surprisingly it actually looks good. What you see are basically three layers: A skybox that has only terrain. A second skybox that shows the closest clouds including the "ceiling" and rotates around its axis. And a cylinder that has the distant clouds and rotates slower than the close clouds. And the video also shows my new lightning animation. The skybox is still not done though. I want to have more cloud contrast (all attempts for that were unsuccessful so far) which should also help with distinguishing the two cloud layers, the terrain color is not quite right and it needs to be lowered a bit as well. And then there are the lightning strikes coming directly from mountains that I need to move somewhere else. Oh and there's a rendering error where part of the terrain is cut off for some reason. Also not quite sure about the animation speed. I might have to make that faster. I might work on another skybox first though just to get a fresh perspective on Malachor afterwards.
  3. 4 points

    Version 1.0.0


    [K1] Sith Armor - Freelook Filter Mod This mod made readjustments to freelook effect of Sith Armor when used by the party members -particularly on Taris- to made it look like they see things from Sith trooper/armored soldier POV - or closer to what I can imagine of. ------------------------------------------------------------------------------------------------------------------- There's always room for an improvement so - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] and then hit the [Install Mod ->] button Uninstallation: run the Uninstall option from the installation menu Compatibility: will be compatible with mostly anything - except any that alters the same 2DA entries Suggestion: this mod can be finely paired with Arctrooper209's "Sith Armory" with no particular install order and which I strongly suggest to have this work in conjunction with them This mod will have direct effect anytime and anywhere it had been installed This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them Redistribution: if you wish to redistribute the mod or release a mod/project that is based on this mod implementation you won't have to ask for permission; though all I ask is a simple appreciation to my work on the modulation value that's being core of this mod - it takes some time and effort on getting this all to work Credits: LucasArts and BioWare for developing one of the best RPGs I've ever played! DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method Fred Tetra for the 'amazing' KotOR Tool stoffe and Fair Strides for the most useful TSLPatcher and ERFEdit Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - I can't make it without you! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb
  4. 2 points

    Version 1.0


    I noticed two issues regarding the Zhug attack in TSLRCM: Some of the appearances were wrong, so they were all clones of Azanti Zhug. More importantly, all the Zhugs were spawned as hostile. This would cause the cutscene to break if the AI for one of the party members spotted a Zhug and attacked. This had the unfortunate consequence of removing the choice to add a third party member to team up with Atton and Bao-Dur. This mod fixes both of those things. This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested.
  5. 2 points
    I always liked how Luke was dressed in Return of the Jedi, I think it might fit well for a Grey Jedi kind of playthrough. For those who played Jedi Knight : Jedi Academy, Toshi made a really nice model of that particular outfit. Here's the one I mean, as it is in EA's Battlefront 2. Someone else made a thread about it a while ago and had the original modder's approval. I figured with the new rules and modding tools, this might be a good time to make a new request for it.
  6. 2 points
    So I'm working on a reflection for LME, should I make it a blog post? Or should I record footage of LME and talk about things? If you are not interested in LME at all, would you still give imput on which format you think would be better? Originally, I thought of doing a video and I started righting a script for it, but it's quickly devolved into a blog-like written article, so now I'm reconsidering what to do.
  7. 2 points
    Ah - so a mod has been submitted, and I hope it can be approved/released on time [May 4th] on that special day! Even though it wasn't -either sooner or later- it'll be OK, lol. Anyway, nothing fancy about the mod, here's a teaser of it: P.S. before guessing too far; it has nothing to do with making the [Taris UCN] area darker - so keep the expectations low. 😛 Update: it has been officially released! Many thanks to Admins/Mods for the approval - and May the 4th be with y'all!
  8. 2 points

    Version 1.1


    Very Nice! Load Screens for KotOR 1.1 by ajdrenter Description: This is a complete set of replacement load screens for high resolution UI scaled configurations. It includes compatibility patches for Jorak Uln's reskins, jc2's "Lehon Mandalorian Expansion", and Silveredge9's "Brotherhood of Shadow: Solomon's Revenge". So far there is a 16x9 version and 4x3 version. This mod requires a high resolution user interface mod such as "KotOR High Resolution Menus" by ndix UR. I also recommend "HD MENUS AND UI Assets" by JackInTheBox, who's mod provided the template for this mod. Installation: Just drag and drop from your desired folders to your override. FOLDER LIST kotor - All base game load screens jorak - Screens for Jorak Uln's reskins jc2mando - Load screen for jc2's "Lehon Mandalorian Expansion" bos - All screens for Silveredge9's "Brotherhood of Shadow: Solomon's Revenge" Credits: JackInTheBox for the base load screen texture which I used to do this whole mod. Thanks! Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets. If you use assets belonging to JackInTheBox you must obtain consent from him either through his release documents or personal contact.
  9. 2 points
    I'm still alive: Not very impressive, I know but at least it's something^^ The models for Malachor are done as is the terrain pretty much. The clouds are still the same placeholders as before but with a different sun position which makes them look even worse. Next up is finishing the sky and then tune the terrain color. But I like where this is going already.
  10. 1 point

    Version BETA


    You see before you the culmination of eight months of effort, or there about. This is a PUBLIC BETA of a new KotOR Toolset, whose central focus is as a level-editor. This means that the tool's main job is to edit levels, and to go along with this, I've built editors for most of the games' file types: UTC, UTD, UTE, UTM, UTP, UTS, UTT, UTW, ARE, IFO, GIT, and NSS. The Toolset cannot do the following things yet: UTI files, DLG files, anything beyond extracting models, no texture support whatsoever (no viewing, no extracting, nothing), and no support for walkmeshes of any kind (.wok, .dwk, and .pwk). This Toolset should be intuitive and easy to use, or at least that is my sincere hope. I've taken great pains to label mostly everything in layman's terms and also to explain things whenever I can. Most people wouldn't know the amount of effort and time I've put into this project, but it's all I can do to hope that people find it useful, easy to use, and most of all, helpful to new modders. The documentation is rather sparse at the moment, but I hope that I (or any volunteers...) can expand on things later on, as well as continuing development. Lastly, this is a PUBLIC BETA!!! I am expecting bugs and errors, so please by all means report them. Credits: Bioware -- For their NWN documentation PDFs on most of the file formats, which I referenced heavily (and ripped off some screencaps of in the read-me. ) tk102 -- For creating the programming libraries I've used to create this Toolset. Otherwise, I'd have been lost in a lot of backtracking... Sithspecter, LiliArch, 90SK, Malkior, Dastardly, Logan23, Rece, and Canderis -- Support, advice, and more than a few talks asking for opinions on how something looked, or how best to design this or that piece. Also, most of them helped out in a Private Beta earlier this month. Sithspecter -- Icons used in the Area View. He just couldn't stand those colored circles I'd been using... Logan23 -- Initial testing and advice from the perspective of a heavy user. If there's anyone I forgot, please mention it and I will correct this issue. Permissions: You are allowed to use this program for any use, so long as it isn't illegal and is not for profit. In addition, if you were to produce a mod using this tool, I'd greatly appreciate a mention in the read-me. You ARE NOT allowed to re-upload this program anywhere without my express permission. If I want it up somewhere, I will upload it there myself, thank you very much.
  11. 1 point
    So far, this app is very basic, and lacks most of TSLPatcher's features. The only thing it currently can do is copy files from tslpatchdata to the proper folders, and patch 2DA files. However, I plan to try to add more features from TSLPatcher. You can download the latest release version of the app here, or contribute here. The app is licensed under the GPLv3 (not 3+, just 3). For more details, press the licenses button in-app, or look on the source repo. Bugs: • Buttons in menu have no margin • Please report! Features: • Copying files... ✔ • Editing 2DAs... ✔ • Editing TLKs... ❌ • Editing GFFs... ❌ • Editing MODs... ❌ • File selector... ✔ • Namespaces... ❌ • Show info.rtf... ❌ • Other TSLPatcher features?... ❌ Changelog: b1.1.0 {146} • Theme UI • New launcher icon • Changed minimum API level from 14 to 7 BTS: • Switch from MarkdownView to txtmark • Moved files from assets to raw resources • No longer uses Xdroid.Toaster • Now uses AppCompat support library and VectorDrawables • Switch from official aFileChooser to Zhuowei Zang's version
  12. 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
  13. 1 point
    Once I am settled at the end of the trip, I'll have pictures of the more "fun things" we did on the trip. You'll eventually see that I have a fascination with neon signs.
  14. 1 point

    Version 2.0


    This mod replaces the Force Drain, Force Lightning, Death Field, cold ray, ion, and neural pacifier beam effects with new, higher-res ones.
  15. 1 point
    Yeah, with TSLRCM from the workshop you have to point the mod's patcher to its folder, in your case: Program Files (x86)\Steam\steamapps\workshop\content\208580\485537937
  16. 1 point
    Thanks for the report, It has been fixed now in the newer versions. The mod will now inject the file n_darthtraya001.utc to the appropriate module file. So that it will only take affect when arriving at Malachor V. For non TSLRCM users though, they will have to follow the instructions to manually install the mod, provided in the ReadMeInstall.txt that comes with this mod.
  17. 1 point
    Hello everyone, I want to share with you my work in progress KotOR dialog overhaul project. It will be a revised dialog.tlk file for SW:KotOR v1.03, in the same spirit of Kainzorus Prime's "PC Response Moderation" Currently I am in the process of editing the dialog.tlk with all my (~7700) changes, so it's very much still a work in progress. I initially installed the "PC Response Moderation" (https://deadlystream.com/files/file/335-pc-response-moderation) and that got me inspired to do a full spelling correction and dialog review, on all (49264) lines of text in the dialog.tlk. I tried to stay true to the original lines, but some are different on purpose. But they always convey the same tone or flavor. Some dialog was so screamish or simple and some retorts were just too... "easy". I don't have a degree in English literature but some dialog appears to be written by a child. I don't want to boast but I'm really quite proud of some of the dialog that I overhauled, it's much more organic. Check out the conversation with Nico the swoop jock, or the final few arguments/banters with Carth, for instance. I put a few jokes in my edits, and some game/movie references are hidden here and there (Baldur's Gate, Pulp Fiction). Note that, except for punctuation, I only edited PC response or alien dialog, because of the human lines being voiced over. Although some may have slipped through... There are a *lot* of spelling errors in this game. You'd think they'd run this through a spellings-checker. It took about 7 months but it's done and done. (update: I'm still correcting and changing lines actually) I made changes editing the dialog.tlk and checking the actual dialog (with DLGedit) for context, and made sure my edits still fitted the reply, but if I missed a point or certain context don't hesitate to tell me. Please provide an ingame screenshot or the exact text so I know what to look for. For all spelling I used https://www.merriam-webster.com/dictionary as a guideline. At the moment approximately 6800 lines have been touched in some way. Below is a link to my "changelog". It carries the complete list of *all* changes (Work in progress!) I kept some of Kainzorus Prime's punctuation changes, and furthermore I: -corrected typos, misspellings and grammatically incorrect sentences. -corrected wrong, misplaced and missing punctuation. -corrected words to use Star Wars spelling. -removed leading, trailing and double spaces, and trailing enters. -added omitted words. -added a hyphen or a space to some words and removed it in others. -made many, many changes for consistency's sake (check complete transcript!) -rephrased some words and many sentences, or fleshed them out; especially in NPC banter/dialogue. I've tried to diversify some standard lines like "Goodbye" or "I want to ask you..." -rephrased most [Force Persuade] lines into more like the Jedi mind trick. -replaced some of the semicolons (;) to a comma (,) or a period (.) A semicolon should not be used in a continuous sentence. Some lines even contradict the previous one by using semicolon in one line and a comma in the next. -replaced some numbers by writing them out, or the other way around; many monetary amounts are now digits -replaced many, many cases of a hyphen/dashes (-) with a period (.) or semicolon (;) or colon (:), whatever was appropriate. There are common rules for using hyphens, I felt they were not applied there. (See https://writingcenter.unc.edu/tips-and-tools/semi-colons-colons-and-dashes) -replaced round brackets () for square brackets [] for some descriptive lines, or added them in some cases. BioWare was really inconsistent with those and I left alone many cases where they are missing. -replaced () for ** in case of descriptive sounds (burp, snort, ahem) and some interjections. I tried to make it consistent so I thought ** the best option. Excluded are actual sounds (like hmm, hmpf, raaaggh) (Onomatopoeia), which is sometimes written in Italic, but we don't have that. -replaced ALLCAPS for *asterisk* in case of emphasized (be it angry, stressed, or sarcastic) but not shouted words. It is not considered good practice to use CAPS for emphasizing words. Besides it is frowned upon, and we wouldn't want frowning. Frowning makes your face age faster. Also: -British spelling ("travelling, licence") and US spelling ("colors, rumors") are used inconsistently, I decided to leave it alone in most cases. Check the changelog, you might be pleasantly surprised about some of the changes. beta 1.01: https://drive.google.com/open?id=1zIAkaJs0Gv3Y7ug_W8itAhLOyYYqojnY beta 1.02: https://drive.google.com/open?id=1mrs86chaH3xsIr01z8ps8Sfr7PCyamSX beta 1.03: https://drive.google.com/open?id=1Yx63ne2PbnWLG7_2Xc9kmtwPZJyVrDyn beta 1.04: https://drive.google.com/open?id=1WMykS1uwDXL1V7A-JgLjLzlg68Jb_8Xe I hope someone else apart from myself will find this useful/fun/interesting. Many thanks to: Salk -- for helping and reviewing my edits and providing fixes and suggestions Kainzorus Prime -- for creating and letting me use some of his changes in "PC Response Moderation" mod Fred Tetra -- for creating the KotOR tool Fair Strides -- for creating the DLG Editor, TLKtoTXT tool and the TalkEd tool DrMcCoy -- for explaining how to play back streamwave files -> https://steamcommunity.com/app/208580/discussions/0/541907675756444428/ Happy gaming! --Gimmick5000 (XDO_readme_beta1.05)
  18. 1 point
    Everyone: "Oh goodie, JCarter426 uploaded another mod! I wonder what flawless, innovative, 10/10 mod he has graced us with this time JCarter426: "IsLaM iS mY aUtHoRiTy!"
  19. 1 point
    Since we are probably getting close to content-lock for v1.8, I figured I'd post an update of where K1CP is currently at in terms of added content. Some of these additions are from existing mods, but many have been created specifically for K1CP. CHANGELOG v1.8 - TBA 2019 Additions Added a fix to the skin weights of the male player head PMHC01 Added a fix for the commoner Asian male head comm_a_m to restore eye animation Added a fix for clipping collars on female Class 7 (PFBF) and Class 9 (PFBH) armours Added a fix for the credits incorrectly scaling during the Dark Side ending Added a number of model fixes for the Endar Spire to address various geometry issues Added a fix for a stray blaster appearing in the middle of a hallway in the Sith Base on Taris Added a fix for missing lightmaps in the entrance of the Taris Upper City cantina Added a fix for the positioning of the Council on Dantooine to prevent floating Added a fix for the hanging ivy on the walls of the Dantooine enclave landing pad Added a fix for an inaccessible container in The One's compound Added higher poly replacements for the placeable human "sitters" (cantina Pazaak players/drinkers) Added a fix for some female non-dancer Twi'leks wearing armour instead of plain clothes Added a fix for some female non-dancer Twi'leks in default stripper garb instead of plain clothes Added a fix for Helena wearing Jedi robes instead of regular clothes Added a fix for Carth prematurely complaining about being out of the loop Added a workaround/partial fix for the post-Leviathan escape stealth bug Added a fix for Dak respawning in the Korriban cantina Replaced broken injection-based Manaan DLGs in previous release with JC's pre-patched ones (TSLPatcher can't delete nodes) Added a fix for Jedi being visible in the back of a Malak cutscene on Deck 1 of the Star Forge Added a fix for a droid with the wrong soundset in the Taris Upper Sewers Added several fixes to the Dantooine training montage Added a fix for the player freezing during the pre-swoop race scene when racing for the Hidden Beks Added a fix for Carth not facing Kandon when interjecting during the pre-swoop race dialogue Added a fix for one of Canderous' goons in the Undercity having the wrong soundset Added a fix for Sand People disguises not working after the player used the rapid transit system or loaded from a save while disguised Added a fix for certain NPC soundsets with wrong or missing sounds Added new soundset for Trandoshans, ported from TSL Added a fix for the exit in the Sith Base on Taris having the wrong label Added a fix for Bastila not showing the fourth vision (K1R's fix) Added a fix for the Twi'lek Czerka Liaison Officers on Kashyyyk not resuming their patrols after dialogue Adjusted the post-Leviathan scene so the player is forced to talk to HK and therefore doesn't miss his content there Added missing landing gear and ramp to the Ebon Hawk in the Leviathan hangar Added more triggers for the second Xor encounter because he would refuse to show unless the player used the rapid transit system Incorporated some of JC's Minor Fixes Added a fix for two female Jedi background NPCs in the Dantooine enclave that would stop walking after being talked to Fixed some bugs in the Dead Settler quest Changed Casus Sandral's appearance from a generic corpse to something more suitable Added a fix for an NPC in the Leviathan bridge cutscenes that had some deformation issues Added improved commoner clothes textures (variants 01 and 07) ported from TSL Added a fix for Calo's Rodian prey in the Taris Undercity Apartments not properly drawing their weapons Added a fix for one of the Sith female NPCs on the Leviathan bridge having a drawn blaster during a cutscene Added an interjection for Carth in the pre-swoop race scene for the Beks to match his one in the Vulkar version Added a creature-based replacement for the corpse in the Dantooine Murder Mystery quest for improved visual quality Added/edited scripts in the Dantooine Murder Mystery quest to have Handon appear injured and for NPCs to exit when appropriate, plus removed some extraneous fades to black Added melee proficiency and/or weapons for some Duros on Dantooine that were lacking them Added a fix for the blade of Bacca's sword not being properly removed from the player's inventory when giving it to Freyyr in the Lower Shadowlands Switched the appearance for guards in the Sith Academy on Korriban to Sith Soldiers rather than Sith Officers Increased the walking speed of the diving suit on Manaan and the space suit on the Leviathan Added JC's Dense Aliens Added a fix for War Droid racetex variants having their blaster texture overridden by the body texture by swapping out integrated blaster mesh for external reference Added a fix for a non-functional trigger script for the Sharina conversation on Tatooine Since it is a bit lengthy to post directly here, you can check out the current Tier organisation/breakdown here (still subject to change). And you can see the full array of mods with attributions here.
  20. 1 point
  21. 1 point

    Version 4.0


    In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!
  22. 1 point

    Version 1.1


    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.
  23. 1 point
    Never left out this awesome mod on my recent playthrough. This is a game-changer, basically - as finally there is one [Demolition] skill that's worth having for Soldiers. This mod was also played a significant part particularly on Taris' runs. TLDR; a definite improvement for better gameplay. Permanent spot in the Override folder has been filled.
  24. 1 point

    Version 1.0


    I recently showed off some screenshots of enhanced blaster pistols using Captain Hair's blaster pistol model over on Lucas Forums. The goal of this mod is to finish, in a sense, what Captain Hair started with the blasters and make all blaster pistols in both KotOR 1 and KotOR 2 of high quality. When reskinning for the blasters I attempted to match them as closely as possible to their default icons within the game. Anyway, without Captain Hair this mod wouldn't exist so a big thanks to him.
  25. 1 point
    You can set the code type to XML to get rid of the coloring. But I don't know about the newlines.