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Showing content with the highest reputation since 08/27/2010 in Blog Entries

  1. 9 points
    If you're wondering about this, I just wanted to let you know that I'm wondering about it too! Why haven't they been updated so these mods can come back to this site?
  2. 8 points
    What I Did For The Community Last Year Have you wondered . . . what does Sith Holocron do as an administrator on this site? Wonder no longer! I’ve summed up what I’ve done this year so you can have an overview. Keep in mind some entries might just list a start date for an ongoing event – or it might take up from an event that took place from last year. There are also other things that I can’t freely talk about such as advice, staff chats, and secret projects that I am not at liberty to discuss. Do you have some time? You’re going to need some to read through all of this as I've working on this document for most of the year. I originally was going to release this on New Year's Eve but I thought to myself: Why Wait? Please note that some of these entries may come off like I have a chip on my shoulder. That may or may not be a figment of your imagination. January 02, 2017 Received voice lines from voice actor for the characters I1-02 (in M4-78 Enhancement Project.) Paid for actor’s services. (Yeah, some of those lines in the latest version of M4-78 EP that I paid actual real world money for. You know, the mod that isn't on this site?) Provided splicing for Leilukin's "Handmaiden and Female Exile - Disciple and Male Exile Romance" mod. January 04, 2017 Arranged for voice actor re-record lines to Zbyl’s specifications. January 05, 2017 (and beyond) Continuing the saga from last year, dealing with myriad issues with having the end credit trailers for both the TSLRCM and the M4-78 Enhancement Project redone. Paid for the project out of my funds. January 11, 2017 Provided splicing for Leilukin's "Darth Sion and Male Exile Mod" January 14, 2017 Taking a cue from Varsity Puppet’s replacement legal screens, created a new legal screen in TGA format for the M4-78 Enhancement Project. January 20, 2017 Posted "Blog #43 - Miguel Ferrer passes away" January 27, 2017 Posted "Blog #44 - RIP John Hurt" January 31, 2017 Continued to moderate between Hassat Hunter and Ndix UR on fixing one of the droid’s eye-lights. (M4-78 EP related) February 3, 2017 Received more lines from the voice actor for CS-36 (in M4-78 Enhancement Project) – again, I hired this guy. February 5, 2017 (an ongoing debate) Indicated the read-me for M4-78 Enhancement Project needed to emphasize that the intentional vagueness of the journal entries was supposed to represent “old school” RPG playing. (IMHO: If HH wants to continue to claim that’s intentional, he should claim so in the read-me file.) February 7, 2017 Created new video to (eventually) announce that the updated M4-78 Enhancement Project is available for download. Utilized lines from voice-actor for CS-36 specifically for this announcement. (Still waiting on this release.) Posted "Blog #45 - Hangar versus Hanger" as part of my on-going grammar series. February 14, 2017 Posted "Blog #46 - I Present a SWTOR Question!" February 15, 2017 Provided new splicing for Leilukin's "Atton Rand and Male Exile Romance" February 19, 2017 Released “TSL Animated Galaxy Map Texture in Canon Positions” mod. Posted "Blog #47 - Preparing for the Stoney Chapter soon" . . . for use in the M4-78 Documentary. February 20, 2017 Corrected “TSL Animated Galaxy Map Texture in Canon Positions” mod February 22, 2017 Sent questions from the general public to Stoney regarding his version of M4-78 for the documentary I’ve been doing with Xuul. February 23, 2017 Released “KOTOR1 "Canon" Animated Galaxy Map” mod March 1, 2017 Posted "Blog #48 - Design my next computer" March 16, 2017 Provided new splicing for Leilukin's "Handmaiden and Female Exile - Disciple and Male Exile Romance" mod. Posted "Blog #49 - I need a WAV file from MOTS" March 24, 2017 Collaborated with bead-v on the “TSL Galaxy Map Fix Pack” mod March 31, 2017 Posted "Blog #50 - Meet ‘Holocron’" – finally officially ending my drought without a functioning home computer by posting the process of putting it together. April 3, 2017 Updated “KOTOR1 "Canon" Animated Galaxy Map” mod April 4, 2017 Posted "Blog #51 - Who wants to make HD versions of the trailers?" – inspired by folks complaining on Reddit about the old low resolution trailers for KOTOR1 and 2, I decided to see if I could inspire the community to remedy that need. April 14, 2017 Collaborated with Kexikus on the “K1 Galaxy Map Fix Pack” mod April 19, 2017 Posted "Blog #52 - Stormtrooper Tutorial" – modernized and amended an old tutorial from another site. May 19th, 2017 Posted "Blog #53 - Help me name my next SWTOR Character” June 8, 2017 Posted "Blog #54 - Possible Expansion to K1 Portrait Pack?” Jun 25, 2017 After working on it since April, I finally received some additional sound files from the voice actress for the next version of M4-78 EP that Zbyl2 and Hassat Hunter requested. Of this effort, I received no thanks from either of the aforementioned persons. June 28, 2017 Posted " Blog #55 - Retro Action Figure Space Station” July 1, 2017 Posted " Blog #56 - The K1 and TSL Heads” July 2, 2017 Posted “Blog #57 - The Steam Workshop” July 5, 2017 Posted “Blog #58 - Let's Plays” July 18, 2017 Released “Animated Cantina Sign for KotOR 1” to public. July 25, 2017 Attempted a behind the scenes initiative to have modders and/or machinima makers remake some - if not all - of the KotOR1 pre-rendered movies for the game. July and August Offered sound files of KOTOR voice actors for machinima directors to use in the future videos. Dealt with questions that came up from the M4-78 EP Beta Team. (Yes, there was actually a beta team!) August 1, 2017 Posted “Blog #59 - "Name that Gun" Challenge!” Deleted pictures from Screen of the Day section by request of the original poster. August 2, 2017 Released “Animated Manaan Cantina Sign for KotOR 1” to public. August 12, 2017 Posted “Blog #61 - "I Need a tutorial for a G0-To voice filter” both on Deadly Stream and on the KOTOR subreddit. August 13, 2017 Posted “Blog #62 - "Mod Ideas that Never Came to Pass” September 2, 2017 Posted “Blog #63 - "Got an interesting message on Facebook Messenger” September 3, 2017 Posted “Blog #64 - "Not Star Wars Related” Attempted (and failed) to resolve a conflict between two mod makers. September 14, 2017 Posted “Blog #65 - " A Celebration of Life Day! A blog seeking participation for a Holiday themed video. September 20, 2017 N-DReW-25 requested changing the gender in the “601saedhe045” line in KOTOR2. First released to him and then to general public on October 2nd. September 23, 2017 Posted “Blog #66 - "New Landing and Take Off Videos for M4-78?” A blog requesting folks to redo the Landing/Takeoff videos using Quanon’s skyboxes from Stoney’s original M4-78. Superseded shortly afterwards by my thread in the Request section here. (include link) October 1, 2017 Posted “Blog #67 - "Font Discussion” A blog discussing typefaces for the Star Wars games and the Star Wars universe in general. October 2, 2017 LucyTheAlien requested adding a filter to Mandalore’s “503xaart024” line in KOTOR2. Released in the “Bugs and minor inconveniences with TSLRCM 1.8.5” thread. October 4, 2017 Deleted multiple threads by ALPHA000102 on his requests. and so on . . . I’ve done other stuff after October 4th, of course. However, I think you might have the idea by now, right? Throughout the year . . . · Run spelling and grammar checks on your posts. (And you thought my blogs on grammar were just for show.) Of note: “Nar Shaddaa” is misspelled the most. Count out how many “a’s” and “d’s” you see in those two words and try to remember it. · Received numerous insults. (In addition to the above!) · Applied infractions and bans where necessary - Possibly but not necessarily related to above. ???? I inquired with other staff members when applying infractions. (It's not done in a vacuum.) · Worked on acquiring files for Ndix UR’s “Major Audio Classification” initiative. (You’ll have to ask him about that if you want more details.) · Sent numerous birthday messages to Members. (I’m picky about doing this. If I don’t recognize the name because they’re new or because I don’t see that person post (anymore), I often don’t bother.) · Provided input on various mods both in the threads or through Private Messages. · Work on unannounced projects which I am unable to discuss at the moment. · Other things of a personal nature but those involved know of what I speak. · Forwarded message traffic to the appropriate staff member. · Approved loads of mods. (However, I try to leave a majority of this to the Moderators.) · Ensured mod up-loaders have acquired permissions for materials used in their mods if they didn’t make a part of it themselves. · So. Many. Avatars. I really should cut down on that this year. (Nah.) · So many questions about when M4-78 Enhancement Project will be back on the site. I don’t know and you should stop asking me about it. Ask Zbyl2. Don’t bother asking Hassat Hunter about as I think he’s signed off doing anything with the mod ages ago. So . . . what did you do this year? Speaking of which . . . What You Could Do For The Community in 2018 (and Beyond) These suggestions are specifically directed at those that don’t mod. When you make a request – whether it’s for some new or altered content or a bug fix – remember that the folks answering you aren’t being paid. They’re giving up their time and energy with no financial compensation. So please make sure to do the following: 1) Provide Relevant Information: So . . . you have a bug. You want folks to help you. Then you must provide the information the modders need by utilizing the Read Me First threads for Knights of the Old Republic 1 or Knights of the Old Republic II [add links]. You’re most likely using K1R or TSLRCM but even if you’re not, providing the information specifically asked for those threads in vital before any can proceed. Plus . . . it’s in the site rules, ya know? {add links] Have you made more than one request? You still have to provide the information in those threads. For each request you make, you have to update the information provided. By the way, if you're mod configuration is so complicated that you have to have a Google Drive document in order to explain how you’ve put it together, you are the likely cause of your issue. That’s because you have too many mods and you have over-complicated your situation. (I wonder if I have someone specific in mind when I say this?) 2) Provide Feedback: If you like what you see, let them know what you’ve liked in the modder’s presentation. If you didn’t like what you saw, provide constructive feedback. Modders aren’t mind readers and seeing as you’re already made a request, don’t waste the modder’s time by only providing a two word comment. Provide detail! Consider this your initial down payment for a request - to provide the information that a modder needs. 3) Utilize that Like button: Let’s say you weren’t the original requester, but you liked what you saw. A simple way of letting of the mod author/s know he or she is on the right track (in your opinion) is to use that “Like” button. 4) Giving Thanks: One of my personal pet peeves is when someone makes a request, is provided with exactly what they asked for, and never makes a comment in the thread again. (I could point out numerous examples of folks not doing this but let’s keep things mostly civil for this blog.) The very least you could do is thank the person that helped you. Assuming you’re better than a person doing “the very least”, you should state how the mod or fix helped you. Yes, that means providing feedback. And like I previously mentioned, hit that Like button!
  3. 8 points
    Hey guys! So, I have been away from the community for a while, and I feel kinda guilty about it. But, at the risk of going a little bit into my personal life (and sorry there has not been any modding in it at all lately,) I would like to share some of what happened in probably what has been a world changing time for me. First, a little bit of background information. Most of my family are very conservative, fanatical Christians, they are Jehovah's Witnesses. As a JW, you are not supposed to associate with non-JW's, and you completely shun former JW's. Since I was 14, I lived with my father, and was a devout JW. for about 5 years I was very active in the church (cult.) So, as the story goes, you'll see why this has made my life extremely tumultuous of late. about one year ago, I met my best friend, also a witness, we would spend all day talking to each other, until the wee hours of the morning. We had so many things in common, goals, dreams, interests. we just had so much fun together. Eventually we fell in love. I remember how the feeling changed me, I couldn't focus, it was like I was drunk 24/7. all I could think about was us. Normally, it's a good thing to fall in love, for us, it was a curse. Because, I loved him, and he loved me, and well, we were gay. This is something that was extremely forbidden. If we were found out, it would mean losing our family, friends, and our entire social system. I remember being suicidal so many times growing up, because I tried to be someone I wasn't. I tried to be straight. But there is no decision involved. When I met him, my view of life changed, it was worth while. I had someone who knew me, the real me. And, instead of hating me, he loved me just the way I was. We had been in a relationship for about one month, when our friends started to suspect that we were more then good friends. My friend dated me to hide my real relationship, ( she knew what was really going on, and she offered to help.) Eventually, my boyfriend proposed to me. It had been so hard, because when you meet someone who makes you so happy, so proud to be alive and you just want to share them with the world. I wanted to tell my parents. So, I told my step mom, I came out to her. she was horrified and cried for a long time. She had said she would let me tell my father, but she couldn't hold it in. My father cried, and cried, and cried. he eventually called the church elders, they tried to "pray away the gay." I was so stressed, because I wouldn't give my boyfriends name away, but they were threatening to excommunicate me ( remember what I said about how JW's treat ex-JW's...) I never gave his name up. But my step mother called all of my friends to see if they could figure out who it was, eventually they found him. And then, he left me, he told me that he didn't want to make god sad anymore, he felt guilty about loving me, he said he wanted to live forever in god's kingdom, (think of it like a JW heaven.) I have never been so low in my life, the church was going to expel me, I was going to lose everything, my family, my friends. everything. and then i had lost the most important person I had ever met. I was hospitalized for two weeks for suicide. the next week after i was out of the hospital, they kicked me out. My parents packed my room and told me to find somewhere to sleep. I had no money, no job, no friends, nothing. my dad said I wasn't welcome in his house. my grandmother said she doesn't know who I am anymore. I wasn't allowed to say goodbye to my little brother. They are all so brainwashed in their cult. I lost my boyfriend to the indoctrination too. Although it is tough, like everyone you know acting like you don't exist. I have never been so alone. I saw my dad the other day, and he didn't even look at me, he walked right by like i was a stranger. Eventually I reconnected with an exJW I knew from when I was young, and she took me in, and my boyfriend woke up from his indoctrination, we are back together now, and he should be moving in shortly. I started making new friends, I celebrated my first birthday, my first Halloween, my first pride, I have a lovely job. I now live on my own, and I am completely independent, I have a Huge interest in doing drag, and I love drag queens. Hopefully I can find the time to do some more modding now, but my life is still settling, so we'll see if I can manage it. Anyways, I guess that's an extremely condensed version of the last 6 months of my life.
  4. 5 points
    Greetings, meatbags. Last time I posted in this blog was quite a while ago, so I thought I'd share what my recording space currently looks like in Texas. The rundown: It's a big ol' closet with moving blankets strung up on the walls and draped above me like a circus tent. The equipment: I've been slowly adding more and more to my space throughout my various moves. First off, the second most important instrument you have (after your voice). I've had three mics throughout my 6 or so years recording VO. I started off with the respectable Blue Yeti USB mic, moved on to the AT2020 and now have landed at the E-100S Condenser Microphone. This thing is good for me to help bring out the natural bass in my voice, but is not markedly better than the AT imo. If you're looking for a good starter mic of your own, I'd recommend the far more affordable AT. Next is the Audio Interface, which is necessary if you're using a non-USB microphone like I am. I use the Focusrite Scarlett Solo, which is a plug and play type setup and has never steered me wrong. The next most important part, is your recording software. Audacity is free and it's what I've always used. Extras: Music Stand to hold your copy (or script), mic stand, stool to place laptop on, LED clamp light to see copy, dog trainer clicker to mark mistakes with loud pops in recorded track. That's all there is to it. Til next time. - UC
  5. 4 points
    A formerly unreleased remnant of the unfinished chapter of the M4-78 Documentary M4-78: The Problem with Master Vash One thing that I don’t think I’ve previously discussed is the problem of voice overs of the character Master Vash – the Jedi we’re seeking in the M4-78 materials. Did you know that there are two voice actresses for the lines that appear in the game? When we first see and hear Master Vash, it’s an old video that T3-M4 plays of your Exile’s trial on Coruscant. The voice actress for Vash in this scene is Vanessa Marshall. Vanessa Marshall has played a number of parts over the years, including a few characters in the Extended Universe including: Master Bela Kiwiiks (from SWTOR), Hera Syndulla (from Star Wars: Rebels and Forces of Destiny) and assorted characters in KotOR2. [ed: insert pictures of the various characters] I’ll put an IMDB link to her CV in the video description below. Here’s where things take a turn. Vanessa Marshall isn’t who we hear on the planet of M4-78 though. That completely different voice actress is Kath Soucie. In the Star Wars EU alone, she’s played the female Smuggler and minor characters in SWTOR, Mira Bridger and Minister Maketh Tua in Star Wars: Rebels, Mon Mothma from the Star Wars: The Clone Wars cartoon, the Nightsister in Star Wars Empire at War: Forces of Corruption, Mara Jade in Star Wars: Empire at War, and the list goes on and on with other non-Star Wars roles. [ed: insert pictures of the various characters] I’ll put an IMDB link to Kath Soucie’s CV in the video description below. There are two people doing the work of one character. Most folks don’t even notice the actress change up as each section has few lines and they are separated by a decent amount of both in-game and real-world time. Let’s be honest - most people aren’t making off like a shot from T3’s Trial video to go straight to Korriban so they can meet Vash right away. Why bring this up though? One of the limitations of any of the versions of M4-78 mods is severe limitation of lines that can be used for what Vash can say in the mod. There’s not a lot. Since they are two different voice actresses, you can’t grab sample from one Vash iteration and hand it off to the other. It won’t sound right as they aren’t trying to actively mimic each other. An enterprising modder could technically grab lines from other games to try to extend Kath Soucie’s lines from one of the games listed below. However that modder would have to limit themselves to lines where Soucie’s lines sounded like her Vash impression that were left on the KotOR2 disc. Then they would run into the same issue of limitations of what the actress can say based on those lines. The answer to this would seem to be to recast the part of Master Vash entirely. Whenever this has been brought up, there’s been pushback. The most common reasons is a connection to the few lines that appear in the Coruscant files that appear in both modded and unmodded versions of the Coruscant trial scene – which as pointed out earlier – isn’t even the same actress as the one on Korriban.
  6. 4 points
    So I made this rendering of Arren Kae, and from that came the idea of doing a version of the model that you could actually use inside the game. Now as I happen to be particular about game modifications being seamless, I decided that Arren’s apparel should for the most part resemble the Handmaiden’s robe, which is why the white robe on this model has no Jedi librarian patterns. Thought I’d still put those on the garments underneath the robe, but it’s not quite the same. Obviously I used Kreia’s model, the changes I did to the geometry are limited to the hood and the eyelids, which coupled with the work I did on the textures, result in the looks of a woman about the age Arren probably was at the time of the Mandalorian Wars. We don’t know if she was Echani or not, but I left the hair color unchanged. Her lips and eyes are as close to the Handmaiden’s as I could make them, because supposedly Brianna “bears the face of her mother.” The blue stone and necklace is there because her Darth Traya look includes an ornament with a red stone. All in all it’s not terrible, maybe I’ll work on it some more in the future
  7. 4 points
    EDIT: I unfortunately had to take the stream down last night after it premiered to fix an issue that went under the radar. If it had been a very minor thing I would have left it, but I wasn't happy leaving it up with that in still in there. It has now been fixed and the film is now back online. The link below has been updated. Thanks for sticking with me! Hey everyone! My next film, STAR WARS: KOTOR - THE SOLDIER'S DESTINY is now available to watch on YouTube! After nearly nine months of hard work, I am proud to finally show this film off. This is a beginning of a whole new trilogy and era for my KOTOR Machinima Saga, and I hope you all enjoy it. This was quite the challenge compared to my TSL Quadrilogy, and I'm so excited to take the story lines and characters deeper in the next two parts. I want to thank a few people for their help on this project (and over the years): @Sith Holocron - for his ever continuous honest and constructive feedback and suggestions which help make these films the best they can be. (And for lending his voice to the project, too!) @TheDukeOfDerps - for coming onto the project very near the end, yet still delivering to me his lines in an incredibly timely fashion! @madtitan12 - For lending his time and talents to the project to play Harnich. @Mellowtron11 - for continuing to be the man of one thousand voices, bring in Darth Bandon in Episode 2 @UnusualCharacters - For his ridiculously good impression of HK-47 and bringing many laughs to the dialogue. Finally, I'd like to thank @DarthParametric for his assistance in some of my modding queries. And to everyone else who has supported me over the years. It means a lot! I hope you all enjoy the film. ~ DV
  8. 3 points
    I meant to post this back in June, but I forgot. It was supposed to be a quarterly thing, but it remains a semi-regular thing. Updates Supermodel Fix for K2 - Fixed a facial issue and updated K1 style running to match what I did with it in my supermodel port. Yay for consistency. Minor Fixes for K1 - Minor updates for minor fixes. Fixed some leaf textures and converted them and others to superior TPC format. Darksaber for K1 and for K2 - Made new blade textures using the Saber plug-in for After Effects. Fixed the hilt alignment because apparently I had people holding it sideways before. Flipped Y-axis on the normal map so it doesn't look like it came from the mirror universe, and maybe made other improvements, hard to say. Converted other textures to superior TPC format. Security Spikes for K1 - Fixed an issue with the code that let it open doors the player normally couldn't interact with, like ones meant to seal holes in the fabric of the universe. Lightsaber Visual Effects for K2 - Added optional textures for the new colors added by the Ultimate Saber Mod, in case you want to use that and have consistent blade quality. Mandalorian Armor for K1 - Fixed a minor issue with Option A & the upgrade screen. New Mods Robe Adjustment for K1 - Two options to give you additional robes on Dantooine. The first option gives you robes to actually wear during the montage; they have the stats of clothing, so the change is merely aesthetic. The second option makes Zhar give you the robes he normally gives a bit earlier, right when you can start wearing them. They can be installed separately or together. Jedi Tailor for K1 - Adds a Trandoshan who will tailor your robes for you. He'll change the color between brown, black, red, and blue without affecting the robe stats. He also sells stuff and gossips. Something Completely Different My pick for this entry is Sith Armor - Freelook Filter Mod by @ebmar. It's such a simple and in retrospect obvious thing to add, but at the same time it's one I doubt I ever would've thought of or bothered with doing myself, so it's especially nice that somebody else did.
  9. 3 points
    In my recent blog post, I was asking folks for their input on rebuilding my old Windows 7 computer. It's time for an update! Here's the part breakdown . . . iBuypower ARC 647 CASE ATX Mid Tower Case (unchanged from original) Noctua NH-D14 65.0 CFM CPU Cooler (a recent purchase but before this build) PowerColor Radeon R9 270X 2GB Video Card (unchanged from original) Update (as of 09JAN2019): Radeon RX 580 LG UH12NS30 Blu-Ray Reader, DVD/CD Writer (unchanged from original) Intel Core i5-6600K 3.5GHz Quad-Core Processor ASRock Fatal1ty Z170 Gaming K4 ATX LGA1151 Motherboard Western Digital Blue 4TB 3.5" 5400RPM Internal Hard Drive EVGA SuperNOVA G2 550W 80+ Gold Certified Fully-Modular ATX Power Supply CORSAIR Vengeance LED 16GB (2 x 8GB) 288-Pin DDR4 SDRAM DDR4 300 Cooler Master SickleFlow (Red) 69.7 CFM 120mm Fan (I had to replace a fan in front, more on that below) NZXT Sleeved LED Kit - red - 1m (12 LEDs) The Pictures! Here's a "before" picture for you with all of the old equipment, with the side off. You might note that there's a small fan between that huge light brown Noctua fan and the side of the case. That fan - a red LED fan - was moved to the front of the case in the build. It joins another red LED fan that was purchased to replace an old one. Here's the case emptied out. The Intel chip is installed in the motherboard. Power supply installed. Better look at the fan that was later moved to the front. The monstrous fan is put back in. As you can see above, the Corsair RAM almost could not make it in due to the large fan size. That RAM has red LEDs in them. Are you seeing a red theme in this build yet? It's interesting to me because the original build had a blue cathode light bar. That red band on the side of the case should have convinced me to go with a red light bar in the first place. I wanted some red lights in there besides the RAM so I went with the lighting kit listed above. I wanted it subtle so I placed the LEDs just outside of view of the window so there would be a faint glow rather than something more Vegas styled. Here's the back of the case. Side panel reinstalled, with room lights on. Front of the case, in low light conditions. Side of the case, in low light conditions. This process has not been without a headache. After installing the Windows 7 back on the computer, I discovered (after the fact) that Windows 7 computers do not recognize drives above 2TB because a partition type called MBR. It has to be a GPT type to do that. However - and here comes a catch 22 - you can't install Windows 7 on a GPT drive. But I do still have a Western Digital Caviar Blue 1TB 3.5" 7200RPM Internal Hard Drive from the original build which I'll be installing back into the computer. The Windows 7 will install on there, enabling me to changine the parititon scheme on the 4TB drive from MBR to GPT. I just have to have the time and patience to get back into the computer to install that drive. In the mean time, I can certainly make do with 2TB as it's more than what I had before! Finishing touches: I'm one of those old folks that like to use Windows event sounds. Mine mostly came from this video. (I also added a few myself from other sources.) I might be able to part with them if you PM me. (This offer may be retracted at any time.) Special Thanks. Thanks so much to Th3bigM00se to helping me put this together. (He did most of the work.) You can visit his Youtube channel here! (Be nice, folks!)
  10. 3 points
    Apparently, I'm one of only a few individuals who still has access to the CSLU Toolkit, software that can output phonemes based on an audio and text sample. Historically, this has been pretty much the only way to generate LIP files for KOTOR so characters' lips will flap when they talk. LipSynchEditor converts from CLSU's PHN format to the LIP format, but to do that you need the PHNs first... unless you want to make lips manually, but that isn't practical. Unfortunately, the Center for Spoken Language Understanding's servers have been offline for a long time. As such, it's currently impossible for new users to install the software required to generate these PHN files. Only a few veterans like myself still have it installed. And I can't even guarantee I'll have access to it forever. It's currently installed on my old computer, but not on my newer system that I built after the servers were offline. I doubt the computer that does have it will last forever, so it's probably only a matter of time before I lose access to CSLU too. Until then, though, I'm able and willing to generate lips on request. And I've gotten a few requests already. Now, I don't want to make a habit of this and get stuck as the guy who does everybody's lips for them because making lips with the CSLU Toolkit is a long, boring process. What I can do for you, though, is tell you can do for me so I don't have to do all of it for you. If you follow the instructions below and send me all the necessary files, all I have to do is hit a button and send stuff back to you. And I have no problem doing that. CSLU requires three things: 1) audio of everything you want to create a lip saved as an individual mono WAV files; 2) a text file accompanying each audio file that contains the words spoken in that line of dialogue; 3) a master list matching each audio file to each text file so it knows what to process. First, you need your VO files in the mono WAV format that the CSLU Toolkit wants. If your VO is new, you merely have to make sure to save it in this format. If you're working with VO from the game, you'll need to convert it first. The game VO files are generally MP3 files with extra bytes added at the start of the file to confuse us. Stripping this header will restore them to regular MP3 files. This can be done with a batch script and you can read up on that here. That will make them MP3, but they still need to be converted to WAV. Any old audio converter can do this. Freemake Audio Converter is one I use for Windows. Alternatively, you can use the Miles Sound Tools to play and convert the VO directly from the original game format to mono WAV. Next, you need to write out all the words spoken in every line and save them as text files. I typically name the text files the same as the audio files. You then need a list of all your audio and text files. This is the most tedious part of the process, but fortunately I've attached batch scripts below to make this easier. text.bat will create blank text files for each audio file. You still have to type the dialogue into them, but at least you won't have to worry about the file names. list.bat will create the master list. It will search for every WAV file and create a line in the list for each one, saving all this as lips.txt. My script assumes each text file is named the same as each audio file, so if you want to use this script, that's required. Send me: 1) all your mono WAV files; 2) all your transcribed text files; 3) your master list of everything to process. Once I have all of those, I can run CSLU's script to generate PHNs and send them along. I can also batch convert to LIP if you want, because that isn't nearly as big a deal as all the above. If you want me to make lips files for you, post a comment below with the necessary files attached or linked, and I'll get to work. Lip Batch Scripts.zip
  11. 3 points
    Years ago i was fortunate enough to have a beast of a computer, 3ds max, and be a part of a mod community called freeworlds: tides of war. That was where i first learned to model in 3d. after dabbling in things like iclone and daz 3d, i didnt just want toplay around any more, i wanted to create models. so i got a copy of gmax and got to the point i felt the need to get 3dsmax. that was where i got the modeling bug. ever since i have been addicted to it. Well flash forward to the mod i was working on at the time... freeworlds. it is a total star wars conversion of freelancer. While i was there, i modeled well over 1000 different ships, which never got used, because of the untimely theft of my computer, and a bit of confusion when i uploaded my models and they were deleted from the dev server. so tons of hours down the drain and nothing to show for it. but i do still have a few of the pictures i would post in my WIP. Yesterday i was browsing one of my old external drives and stumbled on some of these pictures. i had thought they were long gone, but i found some and i still enjoy looking at these even though i no longer have the 3d models. a few of these were also supposed to be used in a star wars conversion of X3 that never got off the ground either. alas, even though my models are all gone now, i did enjoy the time i spent on them, and i learned a lot about modeling work flow, and i got pretty good at making star wars ships that really fit the extended universe, and the star wars theme in particular. i also tried my hand at making environments (landing stations) but of the few examples i have the final product is something i did not screen cap, so they look pretty amateur (i wont post those). But what i do have are pics of my very fist model (the YT 1930 which i was infatuated with and got me started with the modeling bug) all the way to my last (the nova drive 3z, or is it z3? anyway) i hope someone enjoys looking a these as much as i did making them. but as you can tell i really got immersed in star wars modeling and still have the itch for it these days, just for something other than space ships, space stations, and transport craft of other kinds.
  12. 3 points
    Just a quick entry, with a tip I've recently rediscovered, namely: how to take screenshots without the GUI. All you need to do to take screenshots without the GUI visible in TSL is: 1. Activate free-look mode (default keybinding is caps lock); 2. open the console and warp to your desired area. This will load the area, but leave the console invisible. To make the console visible again, just enter and quit free-look mode again. On an unrelated note, I have the impression from some basic tests that the Steam version of TSL has deactivated the game's fog settings. Can anyone confirm/deny? It's a little frustrating if, like me, you use them to create an effect rather than to reduce draw distance.
  13. 2 points
    I had to redo one of my videos as I screwed up the audio on it (the Bounty Huner one) and I thought I may as well point the folks here to them in case they haven't seen them. Examples of the LucasArts Golden Guy Examples of the LucasArts Golden Guy, Part 2
  14. 2 points
    Disciple and the Holocrons . . . that sounds like a bad KOTOR cover band, doesn't it? Anyway . . . As most of you know, there's some cut content in The Sith Lords regrading "lost holocrons" and Disciple's quest to find them all. During the quest you'd find several of them - both Jedi Holocrons and Sith Holocrons. You could gain force powers from the holocrons. It was a shame it was unreleased as it actually gave you something to actually do with Disciple - a character that racks low on the NPC character scale. And yes, there are sound files for this. To you that have found this blog, I hereby present a challenge: Using some or all of the lines in the above video, create a feasible mission and dialogue tree that would enable the Disciple and your Exile to complete that cut quest. May the Force be with you. [insert Hitchhiker's Guide to the Galaxy reference here]
  15. 2 points
    Canon and cannon are very often confused and used improperly. Although the two nouns are pronounced identically and spelled similarly, the only difference being one "n", these words have completely different meanings and should never be used interchangeably in writing. Cannon (noun): A mounted gun for firing heavy projectiles; a gun, howitzer, or mortar. A ship's cannon Example of word in use: Before Darth Vader and his accompanying fighters chased Luke Skywalker in the Death Star's trench, the turbolaser cannons stopped. A turbolaser cannon Canon (noun): The body of rules, principles, or standards accepted as axiomatic and universally binding in a field of study or art. The Chronicle of Narnia canon Example of word in use: Though the books are numbered, there is still debate over which Narnia book should be read first due to the series' internal chronology. So to review . . . Correct Usage: Women writers have been fighting to find their place within the male-dominated literary canon. Women writers have been fighting for their place in the male-dominated literary society with cannons. (Grammatically correct, but perhaps not factually correct.) Incorrect Usage: The guns are bad enough, but now the enemy has canons! If you try to put Admiral Thrawn in the new movie, you'll get smacked by Disney because they removed him from the cannon.
  16. 2 points
    Welcome! I'm not necessarily proud, but excited to share a gameplay trailer I worked on. I hope it gives you a visual understanding of what to expect from LME, of course, about 60% of the mod isn't included in the trailer, simply becuase it would have dramatically increased the trailer's time. But to reiterate, LME seeks to create an altered main quest, that forms a triangular effect. Side with Mandalorian Faction, defeat both Rakatan Factions. Side with the One, Black Rakata, faction, and defeat Mandalorian, and Elder Rakata factions. Side with Elder Rakata, and defeat Mandalorian, and the One, black Rakata, factions. What's shown in the video: Main Quest triangle, Mandalorians speaking Mando'a, voice acting, battles, loot, quest logs, and a fan made Mando'a soundtrack by SazMando, which will be included in LME. What's not shown in the video: 3 sidequests are included if you decide to work with the Mandalorians. Party interactions, from the following list of companions: HK-47, Canderous, Juhani, and Zaalbar. Wearable Mando'a armor, stats of Mando'a weapons, increased difficulty of enemy foes (footage was taken on easy, impossible difficulty is intense in the added battles), oppotunities for LS and DS points, NPC interactions with Mandalorians, and some other secrets that the PC will be able to experience if particular choices are made. I plan to release LME relatively soon, but with finals nearly upon me, finishing work (such as typos, slight adjustments to different things ... etc) may make this a mid December release. Thanks for reading and watching! -jc2
  17. 2 points
    Hey everyone! As of a few days ago, I entered FULL PRODUCTION on the first in my upcoming prequel series to my TSL quadrilogy, tackling K1 itself. The first film in the series, (name to be announced), is looking better than anything I've ever done before, as I am now shooting in full 1080p widescreen whereas with K2 I used to shoot in 1280x720 and upscale it to 1080p. Stupid, I know. But this is how you learn from your mistakes. In addition to this, I am using a plethora of visual upgrade mods to give the film as fresh a look at possible. This is a time before Darth Revan returned to power, so it expect it to look and feel very different to my original films, but unmistakably still feeling like it belongs in the same universe. Expect more humor, more exciting action and a very different in personality protagonist as I aim to show a good, noble man turn into a monster. All of it, the themes, music, characters, style, etc., is so new to me, as I try to break away from the gritty and bleak universe of TSL and make this film (and the two sequels) feel like to most unique version of K1 you've ever seen... That's all for now, but I'll leave you with a couple of screenshots to tease what is to come. I am by no means rushing this one, and a deadline (and trailer) will only be released when I have reached a considerable milestone. ~ DV
  18. 2 points
    Hey everyone, The day is finally here. The Prodigal Knight is finally out and viewable for everyone. Four years of work culminating in this final film You can watch it here: https://www.youtube.com/watch?v=_BZpAZM43Zo What a journey this has been. Thank you so much to all of you for your patience and support in particular this year as the first half of 2018 was a bit rocky for me. This has been exhausting, but so much fun, and I'm so glad I could see it though to the end. To my countless voice actors - you know who you are! - thank you to all of you so much, again. Please feel free to leave any kind of review, feedback, etc., you like! That's all for now, I really hope you all enjoy it. Now I suppose I should look at adapting that other Knights of the Old Republic game? Hmm, maybe a short break first... Take care, ~ DV Oh, and you might wanna stick around until after the credits...
  19. 2 points
  20. 2 points
    "I have no set release date in mind, but I'm looking at Spring/early Summer potentially, though, don't hold me to that!" - Me in my January 2018 blog. Oh boy was I right on the "don't hold me to that" part... So, hey guys! It's been over five months since my last entry, so I thought I'd give you all an in-depth update on TPK, and why it's taking so long. Before I explain I just want to make one thing clear: This project is not dead. It's alive, and you will see it this year, I promise. In March I uploaded a new trailer with a release date of "Spring 2018", as I don't need to tell any of you, that release time came and has now gone. Truthfully, I can't give an exact date yet, this is because I simply don't know, and I really don't want to rush anything. I've been working on this film since June last year, and it's been a very busy twelve months. So starting from the beginning... - June 2017: Legacy of the Sith is released, I go straight into production on TPK. Complete the first 3-5 minutes of the film quite quickly. - Late June 2017 - July: I went on holiday for nearly two weeks, and with also visiting family I was away for pretty much a month. No progress on the film. - Late July - end of August 2017: Resume work on the film, around 25 minutes is complete by the end of August. - September 2017: My first semester of my final year at university starts. Open the flood gates to the hell of third year work. - September - November 2017: Consistently balance working on the film and uni work. - November to December 2017: Our film shoot at uni starts, 12 hour exhaustive days. I go straight into the edit of that film after. Still find some time to work on the film. Just arriving on Malachor V. - End of December 2017 - Semester ends! I have about an hour of the film done. First teaser trailer released on Christmas Eve. Go home for Christmas, eat a lot of food. - January 2018 - Return to uni and film work. - February to April 2018: Film work slows down, waiting on lines from actors and my uni work ramping up. I have another film and a 10,000 word dissertation ahead of me all due by May. - April 2018: Film shoot begins. 12-14 hour days shooting, the most exhausting few days of my life. Straight into edit after, deadline is not far away. I also finish my dissertation in this period. - May 2018: All deadlines are handed in. By this point, I have not worked on the film in over a month. FINALLY receive some lines from a voice actor. Back to work on the film. I hit around an hour and 25 minutes. - Late May 2018: Officially wrap SHOOTING on TPK. Begin working on promotional material whilst I wait for lines. - June 2018: As of now, the film is done EXCEPT for lines from voice actors. Every After Effects shot, colour grade, part of the sound mix, etc. is done. All I have to do on my end is plug the lines in when I get them and create the credits sequence. So that's where I am at. As you can see, I have been incredibly busy, but, I've tried my hardest to work on the film where I can. I really can't wait for it to be done so I can start releasing the promotional material (got a couple of nice surprises planned) and then the film itself. If all goes well, and I receive all the lines by the end of July, then the film will be out for AUGUST. But, again, don't hold me to that. Thank you all for bearing with me through this, I promise it'll be worth the wait! Want even more proof it's nearly done? Here's a screen shot from my final mix timeline, once I receive the lines from my actors the next 30-40 mins will be exported and join this timeline below to fill in the gaps. (The film has been edited slightly out of sequence): TL;DR: It's nearly done minus lines from actors.
  21. 2 points
    No clickbait intended So, after reading some very constructive discussion between @JCarter426 @Kexikus and @DarthParametric in @VarsityPuppet's Ajunta Pall WIP thread, I'm having a little understanding of- why Mono channel would better be implemented rather than Stereo channel for Action, Force Powers, Blasters, and Lightsabers Sound FXs on this game [and I believe in other games too]. It is relevant for the said example to use Mono channel, because- for example, we would want to hear a humming sound of lightsaber on the left side of the speaker when the camera is facing right [something to do with voice panning- if I recall correctly] won't we? And those would not be possible with Stereo channel I'd supposed. The exception would be for dialogue VO on cutscenes- I believe those would be most suitable for Stereo channeled .WAVs or .MP3s as the reason is obvious; for immersion purpose and deep mental involvement of contexts been told. Personally, I am still hoping that Stereo channeled SFXs would be possible to be utilized in-game as me and @CarthOnasty having a plan to alter the Star Map opening sound; to something different than vanilla. The sound has been made, but is still in Mono channel now. Thank you for reading this [if you have been reading this]. Cheers, and may the Force be with you 🙏
  22. 2 points
    Kotor 2 is riddled with cut content, while TSLRCM restores most content and other big projects like M4-78EP restores their respective content there is still a small handful of cut content still hanging around and this one I will be discussing may or may not be known as commonly as let's say the GenoHaradan. Recently, I discovered some cut lines for Bao Dur's intro that indicate that this was going to be different than how it goes in Vanilla/TSLRCM. As always, I cannot restore this original intro in a way that works as it'd essentially have to cut more dialogue to restore even fewer dialogue but I have restored a select number of lines into the normal Intro in a way that does work. Help wanted!: As I own a Windows 10 PC I cannot download/use the tools to make Lip Syncs for the cut lines. If anyone owns a Windows 8 PC or under/can actually run the tools required to make Lip Sync and knows how to make them feel free to reply to this blog/PM me about this and I will give you details on what lines that need to be Lip Synced. Here is what I got so far I have been recommended to not release what I've got as this is a bad first impression so if anyone is interested in working with me with the Lip Syncs be my guest, also tell me what you guys think of the lines.
  23. 2 points
    Oh, where to begin? First of all, Happy 40th Birthday Star Wars. And what better way to celebrate than by finishing my current KotOR playthrough today. I've been recording this current playthrough(with obvious, redundant gaps and no movies), and all in all I have about 46 hours (256 GB) to sift through. Why? Because I'm actually going to be using my YouTube Channel for something that'll keep my post-production skills sharp: Reviews and Analysis videos. Now, there may be those of you asking "Why review a game that is so old like KotOR? Wouldn't it make sense to review newer games that are coming out?" I have two reasons for doing things this way. The first is because my laptop's hardware isn't up to par to run newer games that are coming out today. If you must know, here are my specs: Model: ASUS G46VW OS: Windows 10 Home 64-bit CPU: Intel i5 3230M @ 2.6GHz HDD: 750GB 5400RPM SATA RAM: 8GB (4GB x 2) DDR3 1600MHz GPU: NVIDIA GeForce GTX 660M 2GB Most modern games I barely meet the minimum required hardware in at least one of these fields. Some games (I'm looking at you, Witcher 3) would never be able to run on this laptop. The second reason is because I've found that there are in fact gamers who've never heard of many of the older titles that have helped define what a video game should be. I feel sad whenever I mention KotOR in an environment of people who have never played it, and I know I'm not the only one. And KotOR is just one example. With all that said, now to the reason why I've decided to do two different videos. I originally just wanted to do simple reviews. However, I believe that reviews should give away as little information as possible and yet still be informative enough to help a potential customer decide whether a work of fiction is for them or not. When it comes to games, there's usually a lot more to talk about regarding certain spoiler-ish topics, and I want to be able to share my thoughts as well. That's where the spoiler-filled in-depth analysis comes in. One other thing that needs mentioning: No, I will not be leaving modding behind, it just has to make room for this other new activity. I will make sure the community here knows when they can watch my review of KotOR. Until then... DarthTyren has spoken.
  24. 1 point
    After midterms , Darth Varkor has taught me about scripting and camera moving in KOTOR 2 with some modding stuff I'm still rookie about this stuff but in time , i will experience more Not much in this test video but i hope you like it
  25. 1 point
    Since JCarter426 made a blog about it, I'm going to do it. Cannot let my freeloading identity of jc2 go to waste! With further ado, much further. I offer you a warm welcome to what my colleague calls a "mod round up," which actually is a decent title, albeit a bit boring. *shot fired* Here is my equally as mediocre attempt at informing whatever public audience I might have about the status of my mods. Welcome to jc2's Modding CHECKUP - EXTRAVAGANZA ! Alright, it's been nine months since I've released LME and I've heard of no bugs, only a few spelling errors. The dlg editor eats all of your apostrophes if you copy and paste text into that, I learned this way later, and, as it turns out, I use a fair amount of them in my content. But, still, I'm glad to know that my testing and my testers were able to find all of the major bugs. So for those who care greatly about grammar, well, there are a few lines that might hurt your eyes, my apologies. LME remains at version 1.00. until someone reports some bug or I get around to playing through it and find the bugs/typos myself. Shanilia was updated to 1.7 version. There were several dialogue options that would get locked because of poor scripting, just resulting in less immersive content. I went to all the effort of adding them in, only for them to be bugged, so that's been fixed. Minor overall, but still important to the added content for Shanilia to speak about Jolee, Korriban, Manaan, Leviathan, etc... Not sure if my portrayal of Revan in that mod was as good as it could have been, but it was nice to have someone who actually knew Revan still care. The Sith betray you and the only one that actually admires what you did as Revan is Canderous, so Shanilia is meant to off-balance that and reveal a bit more about the Mandalorian Wars. And thanks to this update more of that content can be explored. Train the Disciple was released, which allows the PC to train the Disciple in the ways of the force, just like Atton and other companions can be. It was designed to be compatible with any Disciple mod, for it uses its own jc2_disciple.dlg file. It's sister mod, Train the Handmaiden, was updated to 2.00 to match the genius of Train the Disciple and also be compatible with other Handmaiden mods, in the same way. Save Mission 1.5a is the current version. It was updated slightly, reworked some of the lines to better match responses/replies and fixed a typo. I now understand why modders do not want their files scattered across the four corners of the internet, because they'd have to update all of them, which is tedious! Just deadlystream and nexusmods alone cause me a headache to update. Not that either site are not modder friendly, far from it, just tedious to document all the changes, update readme, update description, screenshots, files, etc... According to Deadlystream: Improved Grenades 3,848 downloads Revenge on Sassy Sith Lady 3,664 downloads While on nexusmods: Save Mission 4.2k downloads, 3.1 unique downloads Train the Handmaiden 4.3k downloads, 3.4 unique downloads Very strange to me that these different communities would value different mods, but as someone said, being on /r kotor's mod build list affects the download count, which is the case for the deadlystream mods. However, the nexusmod mods do not have the blessing of /r kotor but stand quite tall on their own. *Cough cough* maybe Train the disciple & handmaiden might be included some day *cough cough*
  26. 1 point
    Since many of you lack the intestinal fortitude to ask me directly why she was banned, allow me to illuminate you. Multiple times, she violated Rule 6 - the bumping rule. She was warned many times via PMs not to do this but she continued to do so. She even bragged about doing so here. Let's not forget her continual complaints that folks weren't working non-stop about mods she put in requests for. Modders will work on mods at their own pace and badgering them about it isn't going to increase that pace. Twice, she violated Rule 3 - Flaming/Harassment - when she PM'd me (and presumably others) to complain in a profane manner about previous complaints. Because of the language used in the Private Messages, I wouldn't be able to post them here. (I've deleted them from my Inbox so don't bother to PM me to ask to see them.) By the way, she also complained about delays on the boards. She continues to complain about mods not being created on her schedule off the site. Here's a choice example from YouTube. Here's something you might be forgetting: I don't get paid for this job. Modders don't get paid for making their mods, either. Do any of us need ceaseless aggravation from folks that can't be patient and/or abide really simple rules of discourse? Like it or not, this forum does have rules and by using this site, the user has agreed to abide by those rules. Follow the Rules and you'll not get banned. It's really as simple as that. I've deleted most of LucytheAlien's threads that lacked any responses. If she's not going to be here to respond, the deleted threads really serve no purpose any longer. Threads she initiated that had received responses remain. Here's what the site owner has to say about this situation, by the way. The matter is now closed. Move along. Move along. (Yes, this is a locked thread.)
  27. 1 point
    Hello there! Production has finally come to an end on The Soldier's Destiny. After an incredibly productive last two/three weeks I think I'm finally happy with it. The official release trailer is now up. Saturday, June 29th, mark your calendars! As you can see from the end card, I've added a few time zones to help with the premiere time on YouTube, sorry if I missed any out. The film will be premiering live on my youtube channel so I hope to see some of you guys there! I'll save all the thanking properly for later, but I just wanted to quickly give a shout out to @Sith Holocron for his ever continuous support during my endeavors, as well as @Mellowtron11 for his many, many voices! (I'm convinced he's multiple people.) See you guys next week! ~ DV
  28. 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
  29. 1 point
    So you've ripped the tracks using one of the guides out there or you're just that clever with using Miles Sound Tools that you didn't even need one. Congratulations! You have that music to listen to to your hearts content. But what of the artwork that you probably want to track tag your MP3's with? What ever shall you put in there? Well, I have you covered. (pun intended) Here are two examples if nothing else comes to mind and . . . a template if you have the picture and don't want to fiddle around with the text too much. If you use my template, feel free to post your KotOR II themed IMGUR link in a post below.
  30. 1 point
    For this blog, I’m not covering other larger mods and their compatibility patches. These will be simple quality of life selections that will – in my humble opinion – enhance your play-through. As this section is essentially an opinion piece, your mileage may vary. This section covers the first part of the game, namely the Peragus Mining Colony and the Harbinger. All mods of the mods listed are compatible with TSLRCM. Peragus Tweak 1.4 by VarsityPuppet Adds dead miners to replace the burned and desiccated corpses usually found around the Peragus levels. Peragus Mining Gear 1.01 by Kainzorus Prime This mod changes the miner uniform found in the Peragus tunnels into gear that both looks fitting for space mining, as well as slightly boosting its stats. However, it also requires proficiency in light armors to be used now. Peragus Medical Monitors and Computer Panel by Sith Holocron This mod both increases base resolution of both the medical monitors (as seen when your character first wakes up on Peragus) and the various computer panels seen around the Peragus levels. Peragus Large Monitor Adjustment by Sith Holocron This small mod collection replaces textures for the large monitor seen on Peragus that overlooks the asteroid field. I wasn’t crazy about the low-resolution images in the smaller boxes off to the side so I decided to take a crack at it. I’ve kept to general idea of what were originally shown in those boxes so this difference won’t be too drastic. In addition, that old low-resolution asteroid animation just had to go. It has been replaced as well. Finally, that scrolling text box can now be read. Since the original text box was illegible, I decided to make my own. Whether you use this mod or not, I highly recommend using the next mod in this list to go with it. Peragus Administration Level Room Model Fixes by DarthParametric This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway. “Replacement Peragus II Artwork by Trench” uploaded by Sith Holocron If you use my “Peragus Large Monitor Adjustment”, you’re going to want to use this upgrade that increases the quality of the Peragus II model. (That’s the texture of the planetoid with the exposed glowing core which miraculously hasn’t immediately cooled after being exposed to space?) This mod changes the texture of the planet inside the station, outside the station, and on the Large Monitor screen. There’s even two varieties of the planetoid to choose from. A Darker Peragus REDUX 1.0 by Malkior Peragus seems like it was supposed have more of a haunted house feeling, doesn’t. It being an area that’s seemingly abandoned with dead folks littering the ground, wouldn’t it help matters if it was a little darker to accent the creepiness of it all? This mod fixes that by editing the lightmaps and darkening all of the placeable items in the Peragus, Peragus Spacewalk, and Harbinger portions to match the darker lightmaps. Peragus Mining Laser by e-varmint (https://www.dropbox.com/s/2ss4lzd77k4yb0a/e-varmint%20-%20Peragus%20Mining%20Laser.zip?dl=0) Your first ranged weapon in the game – provided you’re not cheating – is likely to be the Pergaus Mining laser. Wouldn’t it be nice if that laser actually looked like a tool that a miner would actually use? This mod fixes that. Luckily, I still had this in my archive so now you can use it too! Here’s a short video so you can see a closer look at the model before you download. Harbinger Hull Fixes 1.1 by DarthParametric The Harbinger is apparently the Swiss cheese of spacecraft. It has more holes in it than a damn sieve. This mod is a combination and extension of my previous separate mods fixing various geometry and model issues with the Harbinger. Geometry has been tweaked or added, UVs adjusted, model hierarchies re-ordered, etc. where appropriate to remove gaps, fix incorrect light-maps, or address other problems. Improved Peragus Asteroid Fields by Vasilii Zaytsev It takes the default 2D asteroid field texture used in the Peragus asteroid fields in the tutorial/prologue and outside of the Ebon Hawk hangar bay, and replaces them with much nicer ones. HD Cockpit Skyboxes 2.0 by tjsase When you land the Ebon Hawk on a planet, you are able to look out of the cockpit and view the landing platform. This is achieved by a cylindrical texture. Since the vanilla textures were low res, inaccurate, and desaturated, tjsase recreated the platforms in Maya and rendered them to look as they do in-game. The main planets, including M4-78, are all remastered in 4096x1024. Replacement Loading Screens for KotOR2: Original Pack (with or without TSLRCM) - Part 1 by Sith Holocron Were you ever dissatisfied with the low-resolution loading screens when the in-game footage looks so much better? What if there was a mod that took care of that for you? Psssst . . . it’s this mod! Part 1 of this set covers the loading screens for the following areas: Peragus, Harbinger, Citadel Station, Telos IV, and the Ebon Hawk. This version of the mod covers the areas in the normal “vanilla” game and for some of the areas added/restored by TSLRCM. Fixed Hologram Models and Admiralty Redux for TSLRCM 1.6 by DarthParametric - This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself. Do you think I may have missed anything? Leave your thoughts in the comment section below. Update 18FEB2019: Do you think the Peragus Mining Gear that you wear after finally wearing more than your underwear is a little lackluster? Then try this mod from Kainzorus Prime on for size!
  31. 1 point
    I was playing around with Darth Sapiens' hi definition T3-M4 mod sometime ago. I had the the idea to recolor it so it could also be used 3C-FD, the temporary droid in T3's party in the prologue. Then, I totally forgot about it. Hopefully, someone might be able to recall the name of T3-M4's texture so I can use this in the game.
  32. 1 point
    I asked tjsase if he could redo his M4-78 landing and take-off videos but using the skyboxes from Stoney's original mod but he might not be able to do it for time reasons. Anyone up to the challenge of something on the level of tjsase's video? I can provide sound effects and the music used during the landing sequences.
  33. 1 point
    "Awaken..." *Looks around cautiously* Well, I seemingly escaped my cyrosleep that I took for reasons I can't recall. I'm so ecstatic to see all the improvements to ease the process of modding, and the new possibilities unlocked. What, Jolee? You don't think that portrait matches you? A relatively "small" project I may do is porting the K1 player heads into K2. My first step will be seeing which heads Obsidian didn't remove from the game assets, and then go from there. On another note, I confirmed that I did lose all of my files for Echo of the Force (my previous WIP TC for KOTOR II)...except...I did apparently retain most of my notes. The downside is I have to redo everything from scratch. I'm slowly restarting it, but it may take some time to get back to where I was at before. Here's my first stab at recreating one of the NPC skins I had previously done. Anyways, until my next entry, may the Force be with you.
  34. 1 point
    This guide is requested by @Sith Holocron. In Star Wars: Knights of the Old Republic, there is a side quest on Dantooine named “Sandral-Matale Feud”, which you receive after you have dealt with Juhani at the grove and met the Jedi Council. This quest line revolves around a family feud between the Sandrals and the Matales, mainly between the patriarchs of each family, Nurik Sandral and Ahlan Matale. The questline will lead to a heated confrontation between Nurik and Ahlan, and there are multiple ways to resolve the questline. This guide will provide details on the different ways to resolve the Sandral-Matele feud, and how to achieve those endings. Here is the link to my Sandral-Matale Feud Ending Guide
  35. 1 point
    This version of the content permanently replaces my old version. It was 10 years old and it was showing it's age. It needed some work on it. Hopefully the effort shows! A little background: To those that always wanted to see the cut romance ending to Star Wars Knights of the Old Republic for Dark Sided female characters, now you can. (Yes, I know Revan is canonically a male, but you have to play as a female to use this mod.) Thanks again to JdNoa for creating this great mod. To download this mod for yourself, visit here: JdNoa Alternate Female Romance Ending REQUIREMENTS: In order for you to be able to make the mod work you’ll need the following things to happen in your game: Your PC is female. You have followed the Carth romance as far as possible before the Unknown Temple (i.e. you got the "I think I could love you" conversation and responded appropriately). You took the DS path at the Unknown Temple. FAQ: I know Revan is canonically male, but you can't romance Carth as a male without additional mods, nor would I want to. (He has too many trust issues.) Yes, Revan is invulnerable for the fight with Bastila but this video isn't about the fight, but for the lines that Carth says. This new version adds new titles, new end credits - that likely led you to this description - and adds the Star Forge falling into the sun with an appropriate fadeout. This mod was created from pre-existing sound files that always existed on the KOTOR game discs. They were not re-voiced. I cut together some of the various conversation options to make a smoother experience . . . and so I didn’t have to show each conversation more than once. To those that will inevitably ask/state/yell “Hey Carth, the ship is RIGHT BEHIND YOU!”, please realize that Carth didn’t want her to survive the Star Forge’s destruction. He was sacrificing himself and hoping she would do the same. Who’s to say he didn’t tinker with the Ebon Hawk so they *couldn’t* take off, right? CREDITS: I used the following mods (or portions of them) with the aforementioned mod by Jdnoa in this video. They are listed in no particular order. Kexikus’ High Quality Starfields and Nebulas 1.2 – Fenharel’s Female Player Corruption – https://www.nexusmods.com/kotor/mods/1232 Curtis1973’s Star Forge Plus CM Effects Pack - https://www.nexusmods.com/kotor/mods/1138 Crixler’s New Saber Crystal Pack version 2.5 – Redrob41 Party Model Fixes and HD Bastila – DarthParametric’s Revan’s Hoodless / Maskless Flowing Robes for K1 – Sithspecter’s Revan’s Flowing Cape and Belt Fix – https://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/ ZimmMaster’s Revan’s Jedi Robes – https://deadlystream.com/forum/files/file/466-revans-jedi-robes/ (Note: the TXI file needed for ZimmMaster's mod is included in DarthParametric’s mod listed above) Drewton's Darth Malak - Dark Lord of the Sith (2.0) - https://www.nexusmods.com/kotor/mods/773/ (Note: I turned the armor to greyscale as I thought it gave him a better look. He's not in this video for very long though. LOL) DarthParametric’s KOTOR Comic Republic Uniforms for K1 - and finally . . . Sith Holocron’s Remove the Menu Beeps from KOTOR and TSL - https://deadlystream.com/files/file/313-remove-the-menu-beeps-from-kotor-and-tsl/ SPECIAL THANKS: To Reddit user “tmnfrog” for providing the save. That user saved me countless hours so I could jump straight to where I needed to record. Thanks! Here's a link to the video. I've made a link rather putting the video here so YouTube sees the actual engagement. Please leave likes and comments there so I know what you liked about the video on YouTube. And please subscribe to the channel so you don't miss out on future videos.
  36. 1 point
    In Star Wars: Knights of the Old Republic, on the summit of the Temple of the Ancients at the Unknown World, you will be confronted by Bastila, who has fallen to the dark side. During the confrontation you will be provided the opportunity to determine which ending you will get, and there will be consequences of your choice there. If you choose the light side ending by rejecting Bastila's suggestion for you to reclaim the title of the Dark Lord of the Sith, you will face the fallen Bastila again in the Star Forge. Depending on your dialogue choices, you will either successfully convince Bastila to return to the light side, or you kill her if you fail to do so. This guide will provide in-depth details on how the mechanics of redeeming Bastila on the Star Forge works, and which dialogue options will give you better chance in successfully redeeming Bastila. Here is the link to my redeeming Bastila guide
  37. 1 point
    I've gone back and edited the descriptions of some of my mods - Sound Effects for K1, Blaster Visual Effects for K1, and Blaster Visual Effects for K2 - because I've started a new thing. It's a video series I'm calling my Mod Showcase. I felt that the previous setup wasn't doing a very good job of showing what the mods were all about. With the sound effects, the screenshot was... obviously not helpful in the slightest because that's not how sound works. The Blaster Visual Effects mods do have a more visual thing going on, but I have firsthand experience of being unable to judge these mods by still images alone. When the games' paused it's kind of just a big blur. It really isn't the same thing as seeing it in motion. I needed to watch the blasters fired from multiple angles when I was working on the mod to decide how I felt about my changes, and I kept going back and forth on the issue. For a while I wasn't sure if I was making things better or worse. I can't tell you how many kath hounds I killed during testing. So, in both cases, I thought having video would help to give people more of an idea of what the heck the mod does does and maybe more of an incentive to download it. The videos serve as a more in depth preview, for those of you who only take a cursory glance and judge the mod by its screenshots (I'm certainly guilty of this myself). I do a bit of before and after also go into a little technical detail about how I've done things from time to time. I've only done two so far, but I might continue this format with my other mods. These were the only ones that stood out to me as needing a more involved explanation, but I already know what my mods do, so a second opinion would help. Let me know if you have any specific requests. Also, to my surprise, with the site upgrades Deadly Stream automatically embedded my YouTube videos when I pasted the links. I didn't have to fuss around with it at all and was able to put them in the descriptions with no difficulty. I'd actually had this idea for a while and made the first video without considering how to get it onto the site. We could embed YouTube before, but I wasn't sure if it would work in a mod description, and then I wasn't sure how to do it in the upgrade. And then it went and did it on its own, so it definitely gets a pass on ease of implementation. It's too early to say whether my showcase is a good idea, but I do think some other mods could benefit from a video preview (particularly other sound effect mods) and if you were worried about having to fuss around then you don't have to worry about that. Many kath hounds died to bring you this information.
  38. 1 point
    I'm looking for recommendations for great mods for KOTOR1's Taris and the Endar Spire - both texture mods and anything else that might enhance the experience of those two planets in particular. Asking for a friend.
  39. 1 point
    I'm not promoting this on my Status Update this morning as I don't want to divert folks from my assistance to my other blog post where I've trying to get folks to assist a movie maker. In this instance, this request is coming straight from me. Yes, I know I've asked about requesting folks to remake videos elsewhere. This is a narrower field of vision - and doesn't have to do with dealing with either landing or take-off videos. I'd like the following videos remade by the talented modders here, recorded and exported in (at the minimum) 1080p resolution. (The remaining four videos will follow due to video post limits.) For the soldiers and attackers, please reuse the same armor types. Switch up the heads if you want if you don't want them to all look like clones. Use whatever skybox and environment texture mods you wish or keep them the same if you want. Keep the same music and sound effects. The object is to have clearer videos than what we have currently and not to entirely remake them. Upload them here and wherever else you want so people can use them. You may have seen that DarthVarkor has already redone the Kreia's Fall video - probably to me being annoying. JCarter426 redid the TSL Opening Credits in French mostly due to me paying for it - and I don't even speak French! (Thanks to them both for their awesome efforts.) Tell me what you need to make this happen. I have no experience in working with models so therefore running admin on subjects I'm not well versed would seem doomed to failure. However, I might be able to pony up a few bucks to make this happen. I'm not a rich man so don't go into this expecting a fortune here, folks. PS: If you stop by the thread, please leave a comment - even if it's just to say that you can't do it but appreciate the idea. I'd like to know that I'm not just howling out in to the void.
  40. 1 point
    I thought I’d start one of these blog things. I’ll be using them to announce... things. First up is the release of a mod that’s five years late. Veterans of the LucasForums era may remember a mod for Star Wars: Knights of the Old Republic II – The Sith Lords called “JC’s Toolbox”. It added what I called “a collection of items for developers, filmmakers, and cheaters of all kinds”. It let you do things like open and close doors, get free items and XP, teleport, spawn characters, and play animations, and it granted full control over the party system so you could add or remove party members wherever and whenever. I initially sought out these functions while making videos with the game, and also found them to come in handy with mod development. Before I made the Toolbox, I relied on a few different mods - the Whereami Armband, Call of Aid, Teleporter 2000, and the Wrist Console - to perform these functions. Most of these mods performed their function through armband items; you could equip the armband on your player character, and then it would fire the mod’s script when activated. The Wrist Console was a little different, using Mira’s wrist launcher as a template instead. But they all gave you an item that, instead of creating an energy shield, would fire a custom script to teleport you or spawn characters or whatever. I even made my own edits to a couple of these mods, adding more features like animations and unused camera modes that were left over from Neverwinter Nights. I used these for years before deciding to learn how to make a proper armband myself instead of hacking someone else’s. In the process, I also learned that armbands and wrist launchers weren’t even necessary: there’s an unused item type called “Plot Usable Item” that functions like an armband, but the function is available so long as the item is in your inventory. You don’t have to equip it at all. I believe this was used for the sonic device on the water suit in the first game, the one that lets you kill sharks. It still functions in KOTOR II, and since you don’t need to equip it to use it, I could access more than two of them at a time. The entire party could access them, too. That was much more convenient than the previous setup. So I decided to rebuild not only my mod hacks, but also many of the original functions of those mods, to give myself a set of Plot Usable Items to replace all the old tools. With accessibility being a non-issue, I decided to make several tools, each with a limited scope. My hack of Call of Aid had gotten particularly crowded, so I wanted to avoid that. Each new tool would specialize in a specific area, such as spawning characters, playing animations, or managing the party system. And I overdid it. The initial release of JC’s Toolbox contained eighteen usable items. I ended up making the actual Toolbox item just to be able to fire the other seventeen from the same place. According to my records, I released the K2 version of my Toolbox in December 2012, and over the following year I made a couple updates to that. I didn’t release a K1 version. There was a good reason for that. A bunch of my scripts wouldn’t work. It took me five years to figure out why. I was never compiling scripts for K1. It’s rather embarrassing, but that’s that’s the truth of it. I compile my scripts through a batch file, and I have a different one for each game. When I first set up the K1 compiler in 2009, I neglected to edit the file to change the game number. On top of that, I wasn’t aware of some significant differences in scripting for each game. I knew Obsidian added many functions, but I didn’t realize they had changed a few of them too - common functions like ActionStartConversation, DestroyObject, and CreateItemOnObject. Several functions have been altered to pass more parameters in K2. For example, when creating an item in K2, you can specify whether the player will be alerted through the GUI or whether the creation will be hidden. I first learned how to script in K2, and you could say I developed some bad habits and wrote all my K1 scripts under the assumption that they worked the same as they did in K2. And because both my compilers were set to compile for K2, I was never told otherwise. No error messages, no scripts that wouldn’t compile, nothing. The compiler was reading K2 scripts and writing K2 scripts, so as far as it was concerned, nothing was wrong. For nine years, I was writing scripts for the wrong game. For the most part, these scripts did work. I’m amazed how much of it did work. Even though the scripts were compiled for the wrong game, even with the differences in those functions, they did run. After all, I wouldn’t have gone so long without noticing the problem if the scripts didn’t work. I’m only now realizing how many oddities I encountered can be blamed on this mix-up. Up to a point, my scripts would run properly. Even if my script was compiled for the wrong game, most of the functions are the same, so it was happy. Then it would reach one of these functions that Obsidian had changed. It would get to an extra parameter that didn’t belong in K1. That’s where the trouble began. With CreateItemOnObject, the parameters are the item name, the object to receive the item, the number of items to create, and then whether to hide this process or not. In K1, the script was happy to put in the item, and the object, and the amount, but when it got to that last bit, it couldn’t take it anymore. The function wasn’t coded to allow a fourth parameter. So it would execute the first three parameters, and then it would get stuck. That meant it would actually create the item, as I intended. But the rest of the script wouldn’t run. Not just the rest of that function, but the rest of the entire script. That’s how these bugs would play out. My script would run up to a point, and then mysteriously stop running. It all makes sense to me now, but understand that for years and years, I didn’t have any reason to assume there was a connection between these oddities, or that they could all be blamed on such a simple mistake. As far as I was aware, they were isolated incidents beyond my control. I thought that was just the way things were, and developed some workarounds, like executing CreateItemOnObject in a separate script, that let me do things the wrong way for nine years. And even doing things the wrong way, I still managed to achieve most of what I wanted. But these bugs crippled the Toolbox for K1. I started working on it shortly after the initial release of the K2 version, but certain scripts just would not behave. I released a few betas of the K1 version that lacked the misbehaving features, but I held off on an official release until I could get them to work. I could never figure that out. I only realized my compiling issue recently, by happenstance, and from there I was able to unravel the whole mess. It was all because of a stupid mistake that was Past JC’s fault. Now, JC’s Toolbox for K1 is ready for release. It’s a collection of items for developers, filmmakers, and cheaters of all kinds. It lets you do things like open and close doors, get free items and XP, teleport, spawn characters, and play animations, and it grants full control over the party system so you can add or remove party members wherever and whenever. It’s five years late, but it works. And it was programmed for the right game.
  41. 1 point
    Every mod I've created has had one bug or flaw. From its design and finding out how to make things work, all the way to the finished product. It seems that I will always update my mods at least 2 times before I'm satisfied and haven't cause some1's game to crash. ========> On that note, thank you for downloading my mods and experiencing this pain with me. <======== I will continue to improve and renovate my mods, but I'm still hitting walls on limitations. I can't script enough, I use the wrong function at the wrong time/place, etc... I end up fixing a door, but permanently locking another, because Bioware cloned that door. Despite my constant spree of failures and bugs, I don't want to quit, nor stop helping those who've downloaded my mods. I had a vision to mod. I put effort to mod. I published a mod. And I have the responsibility to maintain that mod's quality. I cannot overstate how important bug testing and reporting is to me. Reflections on Mishaps: I cannot skin or model, both attempts have been meet with clear failure. For the most part, I try to test out my mods before publishing them, but sometimes my tests are incomplete, for example, SF Door Fix, I only tested the first door, unaware that there was a door in the next module with the same tag,resref, and name. Current mod failure: Resisting Arrest on Manaan, which can cause party members to be stuck indefinitely. I want to fix this mod, but it's low on my list. Reflections on Success: Shanilia (as far as I know) is without bugs, but I am skeptical, when I have time to play kotor again, I will fully test out Shanilia and see if everything I wanted exists in the game. Save Mission: My most popular mod, simple content adding mod, but even that had to undergo editing - considering my current knowledge I may try to splice lines to create a more immersive conversation. Additionally, the PC reply options are long winded, so I may want to change that. Tool Bag: was a personal best for me, it may not be as good as T3M4 being a workbench in k1 as he is in k2, which has been done by many modders. I wanted to learn how to replicate BOS:SR and Call of Aid, how were they able to activate a script with an armband and how could I use that for my own nefarious needs. I learned how to do this, expanding my modding knowledge, and now the PC doesn't have to lug around T3M4 in k1, because, no offense to the little guy, but he's borderline useless. (Note: Which is why I have plans to renovate, making him and HK-47 more reliable in combat) As always, mods done by request are less enjoyable, but more rewarding - because people are thankful that you've done something for them to address a part in the game they wanted to change. SF Door Fix, Save Mission, Massage Choice, Train the Handmaiden, Train Disciple, Mentor Band, Party Leveler 1&2 (which was renovated by another modder and released with additional changes, part of me really enjoyed seeing someone take an idea I had and improving it, the other part of me was frustrated to a lesser extent), and lastly, who can forget Kill Marlena. (Improved Grenades was pseudo requested tbh). In general, my modding centralizes on adding content through items and dialogue, small gameplay changes. Current project that's taken priority is Train Disciple, hopefully, I can put a significant amount of effort into that over the next few days. I have a save game thanks to N-Drew directing me to female saved Games in our Saved Games category on DS, (special thanks to Darth_delator). On other news, Lehon Mandalorian Expansion (LME) is still looking for voice actors... and there are about 10 bugs needing to be addressed, over all though, it looks like I will be able to finish the project in the Summer of 2018, which is good news. I should be directing all my efforts there, but I've been procrastinating lately. Well, that's what's been on my mind recently. Stay tuned for my April 1st mod release of Taris J'ika! -JC2
  42. 1 point
    Greetings, meatbags. Thanks everyone for the interest in my VO work! I've had a lot of fun working with all sorts of different characters. Unfortunately, I just had to go through an unplanned move so sorry for the delay in any recent delivery of files. I should have my new VO booth set up by next weekend and I'm going to start off with a huge KotOR mods recording session. This new setup should sound even better than my old one though, so hopefully this will be worth the wait! As always, feel free to drop me a line if you want something done right. ;P - UC
  43. 1 point
    Journal Entry 51 Burk'yc Prudii Two years and five months after Mandalore the Ultimate's demise at the hands of Revan. This planet has become almost nostalgic. It reminds me of Dxun before the War, back when we trained Mando's in swamps, caves, and rivers. On Dxun some beasts were intelligent, others brainless. Here looks like a Republic recruiting holovid of the "outer rim." Looks can be deceiving, though. Herds of wild Rancor, sea serpents, and savage natives that eat the flesh of their enemies, are a constant threat. My people are broken, shattered like the planet we died at, Malachor 5. Were it not for the constant battle refining us and giving us immediate purpose. . . I cannot even imagine. At times, it is overwhelming, no Mandalore. No leadership. No mission. No glory. No conquest. Nothing but the void, to satisfy a warrior's need. I can't allow myself to focus on the past. For it was the past, that brought me to this island. A lust for revenge, at any cost, I thought. What a fool I was. Revan... Malak.... The Republic.... The only thing that matters now, is getting my people off this forsaken rock! Entry 110: Two years and seven months after Mandalore the Ultimate's demise at the hands of Revan. A Jedi has been spotted on the island. Perhaps, it's time to let go of the past and focus on the future, if I can get the Jedi to work for me, then we can get off this planet. I can't imagine the Jedi's come here to do anything but fight the Sith and leave, which is exactly what I need the jedi to do. I've sent men to intercept the Jedi before the Jedi attempts to enter the Temple. Clan Leader of Clan Farr Burk'yc Prudii
  44. 1 point
    One thing that I think is an easy win in making KotOR more enjoyable is simply increasing the polycount on the different models. One click to tesselate the head model for the female NPC Twileks dulled the blade-like leeku on her head and made her look incredible. I hope to have a mod for it soon so everyone can enjoy this simple yet really effective mod in making KotOR a more modern looking game to be enjoyed by newcomers and old timers.
  45. 1 point
    So, it's offical guys! I am gonna start my first Let's Play Projects: Star Wars: Knights of the old Republic and Star Wars: Knights of the Old Republic 2: The Sith Lords. On the Channel SteiraGaming, feel free to watch it, the game will be english, but i will be german xD lol sounds like i am a droid xD jk What will be included in KotOR 1? -A Female Revan (Non-Cannonical) -A Darkside Let's Play (Even if i pick sometimes light side up, i will still play Dark Side) -German Let's Play -English Game (Can't fix it) -Brotherhood of Shadow: Solomon's Revenge Playthrough! -Random Talk about some topics (Idk which yet) What mods will be included in KotOR 1? -Brotherhood of Shadow: Solomon's Revenge -HK-47 to HK-51 Reskin Mod -Bastila Robes Mod for Revan -Revan Mask Mod (Have to cheat it, and pause the recordings, due KT strikes ) -Revan's Robe Mod (Have to cheat it, and pause the recordings, due KT strikes ) -Jedi From Start Mod -High Quality Skyboxes What won't be Activated will be Monitarization, cuz i'm a. not 18 and b. it's not worth to make money with it, when i already have soon a job. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ KotOR 2: TSL [MISSING] Will add this later this category, until then this is [MISSING]
  46. 1 point
    Just an update on my project to create new modder tool: The .2da file parser works! Yaaay! This is the commit where the file parser works. Tonight (22:51 at my place as I typed this blog entry) I'm going to work on the .dlg parser. Especially because for unknown reasons KotOR Tools refuse to parse any .dlg files I have.
  47. 1 point
    Some of you may be aware that I have started Live streaming. Thank you to those who have already been For now it is just happening on my Youtube channel, but I do want to move over to Twitch at some point: Twitch.tv/MrXuul The basic premise of these streams are threefold: 1) To test mods for upcoming videos. This way I can get feedback, suggestions and just have some people to talk to while I go around looking at mods. Last week I covered at least 3 mods that are going to eventually be featured as showcases. This isn't just going to be a Kotor thing, but for the most part it will be. 2) To help people having issues with their mods. Everyday I see at least a dozen people asking for help with installing a mod or fixing one of the numerous things that can go wrong when messing around with a PC. during the streams I can give near instant feedback, and walk people through things until they understand. These "Mod Shop" sessions can help people in a way text and even recorded videos never have. Perhaps they just don't understand something really basic that no one mentioned. By watching me install the mod live and letting them ask questions I hope to make a format that will be both entertaining and informative. 3) To play some games. I rarely if ever get to actually PLAY a game nowadays. While my plan is to play Kotor (to build saves for my recorded let's play series) and to play SWTOR (for the same reason. I do plan to play some games just for fun. Sometime people might want to hang out and talk and such so why not stream it. Streaming games like Kotor and TSL will also let me test more long term mods (K1R and such) . They are hard beasts to cover since they would take weeks to cover normally and make no output for the channel. Still with me? Interested in stopping by? Well you are in luck. For the first time only I am actually planning ahead for once. On Friday Febuary 5th 7:00 PM MST (Saturday, February 6, 2016 at 2:00 AM UTC) I will be hosting a Kotor Mod testing/ Mod Shop session for a few hours. Obviously it is a bit late for some people but it is the only time that I have that works. If it works out well it might become a regular thing. (maybe at a different time). Everything about this is still in the beta stage right now so expect some issues. This post is mostly just a PSA, but if you have feedback and such let me know.
  48. 1 point
    The Xuul Report: Issue #2 Welcome to another entry of the Xuul Report. I will try to post more of these and become a less terrible writer. As always a to keep it authentic. As many of your know, the Steam version of Kotor 2 has received a massive update. This came at somewhat of a surprise to many people, myself included but also raised many questions. Never being one to step back from a challenge, I set to get some answers. First I scoured the internet (Reddit, my Youtube comments, and Deadlystream) and gathered what I thought were the frequently asked questions. Then, I got in touch with one of the wonderful people over at Aspyr, the company behind the big update, and had a little chat with them. Here is a distilled version of the questions and answers from said chat. An abridged version of my conversation with Aspyr Xuul: Will there be a similar update for Kotor 1? Aspyr: We never say never, but currently an update to KOTOR 1 on desktop is not on the roadmap. Xuul: Why update Kotor 2 after all these years? Aspyr: Updating our favorite games has been a big part of our business for years. For example, we’ve made significant updates to The Sims 2: Super Collection, Command & Conquer: Generals Deluxe Edition, Fahrenheit: Indigo Prophecy Remastered, etc. So when we set out to finally bring KOTOR II to Mac and Linux, it made perfect sense for us to dive in and update the game for modern hardware capabilities (including Windows PCs). Xuul: Is there any way for Retail (4disk) users of Kotor 2 to use the update without having to repurchase the game on Steam? Aspyr: "We don’t have an automatic mechanism for this, but retail copy owners should contact our support team and we will do our best to take care of them. You can reach them HERE. Xuul: Will the update for Kotor 2 ever be pushed out to the Good Old Games (GoG) Version? Aspyr: We are working with our friends at GOG and Disney to hopefully make that a reality soon. Xuul: Mod Piracy is a concern to many people. What, if anything, can/could be done about this issue by either yourself or Steam/Valve? Aspyr: ... Most of that has ironed itself out, but we do plan to clean up Workshop at some point. Our stance is, only the actual Mod authors should post the mod. Of course, we can’t prevent people from posting mods, but we can pull them down if we find out they are not being posted by the correct author. I would encourage any modder who is concerned about this to contact our support team and let us know what has happened. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ If there is anything I missed you can ask it in the comments of the blog or send me a PM(Deadlystream) or and Email(found on my Youtube channel). Do not send me an Inbox on youtube as the inbox system is terrible. I may have the answer to your question here, or I can pass the question along to my friends at Aspyr, and hope that they are not too annoyed with me by now. Thank you very much for reading, and have an excellent day. -Xuul
  49. 1 point
    I do apologise for the excessive wait... Running log #006... This was it. The last stand. The final culmination of several years' worth of Mandalorian victories, countered by Revan's involvement, thus causing a sudden fall in the amount of success we had, eventually driving us back here. Malachor V. We would have rather fought the Ani'la Akaan anywhere else, but the simple fact of the matter is that there was nowhere else to go. Revan's forces had us hemmed in. It was either take the fight to Malachor or surrender to the Republic. And Revan knew our reluctance. He knew it and used it to his advantage. But ancient taboos so old that most Mandalorians couldn't even remember their origins had no place in this war, so we tried to ignore our feelings on the location and simply put up the best damned fight we ever had. We now know that it was a mistake to go to that place, not because of any tradition or anything, but because at the time we knew nothing of Mass Shadow Generator. With hindsight, it seems obvious now that if Revan didn't have a weapon of mass destruction ready to obliterate our entire fleet at his command, then he would've sent a far, far larger force in against us. To this day I still think that Revan denied us a fair fight in that battle, using secret weapons and the dark power of the planet itself to give him and his Jedi soldiers the edge. Without the Fore Nexus that was the Trayus Core (yes, I know of the Sith artefacts held on the surface of the planet) he would never have been able to kill Mandalore the Ultimate, and without the MSG, he never would've been able to take down our fleet. It was really the death of our leader that marked the turning point of the battle. It stripped us of absolute coordination, forcing myself to take tactical control and Canderous to lead the forces in combat. It felt like we were leading another early battle, except we didn't win. And I blame mainly Canderous for it going so rapidly downhill. He wasn't fit to lead in that battle. He was a good fighter, that can't be denied, but he was one of those who were still apprehensive toward fighting on Malachor. I honestly didn't care about the location, as long as all of us gave it our absolute best and made the Republic fear our might even in death. And there is no place in command for people who don't want to fight. Still, we fought on as best we wanted to. Then the Mass Shadow Generator was powered up, when Revan realised we weren't going to give up before dying. It was a coward's tactic. To send your own troops to their deaths purely for the purpose of defeating the enemy. Regardless of what people say about sacrifice and all of that osik, there is no honourable way to kill off your own people and make it look like an act of courage. The action did its job perfectly, it must be said. It killed most of us, and the rest surrendered. I didn't, however. I took my chances, running the Republic line when they least expected it and making the jump to hyperspace as soon as I could. I hit Nar Shaddaa, taking my personal strike team with me (I'll tell you about them later) and getting lost in the crowd. I think that's enough. My actions after the war will follow when I get round to recording it. END OF LOG #006 I do hope it's been worth the wait.
  50. 0 points
    All of my blogs now have one of those pictures that (usually) indicates the title of the blog. I’ve numbered all of my blogs since I’ve started creating them and I’ve finally reached 100 of these things. Wow. 100 blogs. Someone, please call a doctor! Instead of me rambling on yet another niche topic, I’ll now invite you to go through the previous 99 blogs and see if there’s something you may have missed from me. I’d like you to have opportunity to consider if there’s something you might add to the conversations I’ve previously started. Yes, I do realize that many of the blogs are locked. You’ll be able to tell because it has this picture as the blog’s title picture. If you encounter one of these locked blogs and you still want to acknowledge it, I believe you can still drop either a “like”, or “light side” icon, or a “thanks” icon on the blog. If you’re going to comment on M4-78 stuff, I would recommend you limit the comments on the “like/love” blog on M4-78 EP version 1.5, the “disappointed/hate” blog on M4-78 EP version 1.5, or the “M4-78: Set Decoration” blog covering all of Zbyl2 and Hassat Hunters versions of M4-78 EP. Having detailed reviews of version 1.5 – split in the pro and con blogs – will help me work on another chapter on the documentary if at some point I decide to resume working on it. Note that as of this date: version 1.5 is only available on Deadly Stream. Version 1.3 is only on the Steam Workshop, and MODDB has version 1.2. As I’m preparing to move across the country relatively soon, I’ll be holding off making any new blogs until I am settled in a new place. I haven’t even figured out where on the east coast that my wife and I are moving to so I can’t offer any estimates. And let’s be honest, time estimates aren’t one of those things that I like doing any way. (Have you ever seen my signature? LOL) If you do decide to comment on my blogs, I want to read your comments and not look at one of these . . . This . . . is less helpful to me than something like this . . . or this With the last two pictures, I know what you're trying to say and have more information to use when replying to the comment and/or making new mods. (In the above example, I corrected the mod by putting the missing file.) The likes and thanks icons don't give me any hook to work with. So my faithful reader: Keep safe, keep modding, leave some comments (on my blogs, my mods, and my videos), and I’ll see you at some point on the other side.