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Showing content with the highest reputation since 06/14/2020 in Posts

  1. 8 points
    Welp it's been a little over a year since I created this thread. Since then I built the LucasForums Archive Project to aid in my KotOR research. I thought I would share it here in case anyone is interested. It isn't anywhere near complete, but there is quite a lot included already. I may attempt to add more at some point in the future.
  2. 5 points
    I did just that. Tweaked th column some more. It's only that one particular direction where I have a lot of smoke and that's the direction of the Industrial Zone. As you can see in the video below, there's much less smoke in the other directions and I might even reduce it further for the other modules.
  3. 4 points
    I just checked footstepsounds.2da, and 0 is listed as "Soft", whereas 2 is listed as "Droid". So, hopefully this confirms what Jc2 is saying; just change the "footstepsound" column of the N_mandalorian section from a "2" to "0" in Appearance.2da with the Kotortool, and that should fix it. (Unsure about the "Soundapptype", as that's a bit outside of my personal knowledge base) One thing I'd like to note is that the Kotortool has an idiosyncrasy where it won't save your changes to a column unless you click onto another one before saving. It's a bit complicated, but I'd be willing to help if need be.
  4. 3 points
    I'm guessing its an appearance.2da edit, as both N_mandalorian02 and 03 both have footsteptype as 2 and soundapptype as 6 which is identical to the HK-47 foosteptype as 2 and soundapptype as 6. Perhaps change those two numbers to either what the PC normally has which if you check the P_mal_XXX anything you'll notice its listed as 0 and 0, or change it to any human NPC numbers. Since I haven't made this edit myself ever, I'm not 100% sure about it.
  5. 3 points
    Obi-Wan's hilt from ANH. The true prototype hardware saber, cobbled together from random assorted crap. The balance pipe from a Rolls Royce jet engine for the emitter, a WWI rifle grenade for the upper body, a Graflex flashgun clamp with Texas Instruments calculator bubbles and a booster from a Browning machine gun for the middle/lower, plus an Armitage Shanks sink tap/faucet knob for the pommel. It's truly remarkable how well the individual pieces fit together given their diverse origins. K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Obi-Wan's_ANH_Lightsaber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Obi-Wan's_ANH_Lightsaber.7z
  6. 3 points
    @La Ingobernable It worked! Thanks! The fruits of my labor
  7. 3 points
    @jc2 OH JESUS OH GOD @La Ingobernable I'm afraid I'm stuck on how to save my changes to appearance.2da. I can save it as a new appearance.2da file, but I can't seem to overwrite the existing one.
  8. 3 points
    Ugh, now you've got me on a saber kick. Here's a new one - Luke's "V2" saber from ROTJ. This is more or less the actual hero, since this is the one used for hanging off his belt and any non-stunt/combat shots. It's actually one of Obi-Wan's stunt sabers from ANH (notably in the scene where Vader gives him the chop), hastily pressed into service after they started filming with an ESB Graflex before realising that Luke was supposed to have lost that on Bespin... It's notable for being ratty as hell, covered in gunk and worn and flaking paint, with gaffer tape around the neck to stop the emitter from rotating and holes in the pommel/booster area plugged up with some random bits. A few other Obi stunts were also used, one of which, the short-bladed "Yuma" hilt used during the sail barge fight (where Luke gets shot in the hand), was later cleaned up, repainted, and given a custom control box to become what most people know as the hero for reshoots. It's only seen in a single shot, the insert shot of Vader twisting it in his hands on Endor. It was also used in the cut cave construction scene, which was later made available on the Bluray release. K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Luke_ROTJ_V2_Belt_Hanger.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Luke_ROTJ_V2_Belt_Hanger.7z Doesn't look so flash in-game, since you can't really resolve a noisy texture like that from a distance, but eh.
  9. 3 points
    I noticed I had a half-finished Vader ANH hilt from a few years back. I think I probably used that as the basis of the Anakin AOTC hilt, but then never got around to finishing it. So I put together a texture for it. Available as a unique and vanilla red hilt replacement. I think oldflash already has a Vader hilt in his movie hilts pack, but from memory it was the ROTJ version which I dislike (it was a Graflex bastardised to look kind of like an MPP). K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Darth_Vader_ANH_Saber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Darth_Vader_ANH_Saber.7z And since I mentioned it and I don't recall whether it was posted publicly or not, the said Anakin AOTC hilt: K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Anakin_AOTC_Saber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Anakin_AOTC_Saber.7z
  10. 3 points
    Thanks for the reply guys. Upon checking the skybox again after a good night of sleep I agree with you. The static smoke doesn't work. However, I found a way to get animated smoke instead: Particles Below you can see a video demonstration with the vanilla particle smoke in the foreground and both the old static smoke on the skybox in the background and the new animated background smoke. I'll tweak the particle settings some more and remove the static smoke of course but I think this is already going in a very nice direction. You can also see the changed fog color that blends much better with the skybox now (Look for that round building in the middle of the screen and compare it to the screenshot in my last post.)
  11. 3 points
    Not sure what happened there. I thought I fixed it last time. Maybe the eyelids got accidentally reverted in the second version that adjusted the eyeball UVs. Try this version: K1_PFHB03_Fixed_(Again).7z I also smoothed out some of the bumps in her head (as much as was possible anyway, given the low poly count), since it looked like someone had taken a hammer to her. Presumably @Dark Hope will be interested in the update as well.
  12. 2 points
    You guys may want to do a test of a larger map in KotOR before proceeding. If I remember correctly, I tried rendering higher resolution maps for some of the Sleheyron areas, but they turned out all wonky in the game, as if the game only uses a set pixel amount for each dimension. There may be additional settings in the GUI files that could be changed to work around this, but I don't know of them.
  13. 2 points
    That recent animated aging avatar by Sith Holocron made me think about the external signs of the age of the Jedi Masters in TSL. The Council holorecord was from 10 years prior the game, but the members of the Council did not visually change (do they use the same models?). And obviously they could not be too young to begin with. Especially Vrook, he was same old man in the TSL (3951 BBY), in K1 (3956 BBY), in the holorecord (around 3960 BBY), in the comics "KOTOR" set shortly before the Mandalorian Wars (3964 BBY). He was even in the Council in the comics about Duron Qel-Droma (3993 BBY) and looked like he was already over 40 (this might just be an oversight, but funny in the context of this post). In less than 10 years, Malak received tattoos, unique armor, skin changes due to the influence of DS, lost his jaw, replaced it with a metal plate, as a result received a new voice and, in the end, was killed. Revan shaved / grew facial hair all the time. But the members of the High Council didn't even change their hairstyles (let's assume that Atris had closet full of same white librarian' s robes). This may be a reasonable idea for a mod or, perhaps, some kind of expansion to Full Jedi Council mod to visually reflect passing years on masters, for example, to make Atris and Lonna Vash younger in Holorecord and to age Vrook in the present time. Kavar and Zes-Kai Ell can be changed in any direction, I'm not sure about them (they appeared only in the background of one comic book). What do you think about this subject? And is anyone willing to create such a mod if it fits the lore?
  14. 2 points
    I wish you waited a few moments to let me respond. I just got home. However, @Effix is right about this. Mod updated. Update: Just so everyone knows, I was kidding @Effixabout this. However, I think the joke went over everyone's head so I've decided to let everyone know. It was odd (and funny) to see his post above pop up as I was literally looking at the files. If I didn't have to wait an extra 10 minutes for someone to come into work, I would've had the answer for @CratosGoblinready and posted. If you'd like to confirm everything now correctly works @CratosGoblin, please let us know. I'm now rethinking whether I should've made the Jedi Library Archive be red for a fully dark sided Disciple (d2 tier) rather than de-saturating the background. If I went with that instead, what should I do with the mid evil tier (d1)? This thing I've linked to below BTW is not representative of a Red Jedi Library as it's 85 frames. https://imgur.com/6MvYpI0
  15. 2 points
    Hello! I'd like to ask your opinion about this item's restriction. Currently it's restricted to Light Side but not to Jedi. The description speaks specifically of being an item created to celebrate Guun Han Saresh's acceptance into the Order. Do you think it would make more sense if only light sided Jedi could wear it? Thanks.
  16. 2 points
    I think that's a great idea for consistency's sake. I mean, it does make sense after all. Perhaps adding Jedi Defense to Feat Required field on the item's template/UTI would be the best approach for that.
  17. 2 points
    That part is relatively straightforward to do in principle at least, since Max can make use of lightmaps via a DirectX shader: The real problem would be the impracticality of setting it up for every single level, since that would involve hundreds of materials. The only way it would work is if bead-v (or someone else) could alter KMax to add a mode where it automatically loads materials up with that shader rather than just using the default material settings. But overall, while an interesting thought exercise, as Kex alludes to it isn't a particularly practical endeavour.
  18. 2 points
    Honestly, I think it would be much easier to load the modules in Max and then render from there with an orthographic camera. Granted, you don't get the exact ingame lighting so that would have to be set up to look good but you get around the facing issue where not everything is rendered ingame depending on where your character looks. And stitching perspective renders taken from different places is a real pain as nothing matches up. The biggest issue with either of these methods is something else though. The modules in both games were stripped of all geometry that cannot be seen during normal gameplay or in other words: They're not meant to be seen from above and you'd get gaps and missing roofs and whatnot everywhere. I assume that the original maps were rendered before the unnecessary geometry was cut or something like that, but for a good looking map that would have to be restored at least in parts. Either way, I like the idea even though I don't know how feasible it actually is.
  19. 2 points
    Well as I was searching through the skinning tutorials and there seemed to be none on how to make a good looking texture with gimp, there was a lot on photoshop but not gimp so I decided to share my knowledge of it with the community. __________ Basics Basics part 1: Selecting an area To make good skins you would need to select a precise area to make it look nice. To do this you click on the drop down menu at the bottom. Usually this has 100% in it as a default. Set this to anything you wish. you should be able to distinctly see the area you wish to select now. Now to select the area you click on this icon and then click on each "bend point" on the area you want. A bend point is wherever the texture bends away from a straight line. Basics part 2: Re-coloring To change the color of a Jedi Robe some beginners use the paintbrush tool. In some cases this might work, but not if you want to make the robes look natural. For a natural look you first select the area you want to change by using the free select tool, if you want to modify the whole texture's color at once you go into "Edit" and then "Select all". Next you go into the "Colors" tab at the top of the page and click on desaturate. Note only do the desaturate step if you want to compleatly change the color, if you don't and you just want a hint of the color in the already existing texture you skip that step. To change the color you go into the "colors" tab again and click on "Color Balance". A menu like this should open. In that menu you drag the bars around till you get the shade you want. This part should be pretty self explanatory as the bars are clearly labeled. If green was your desire, your outcome should be something like this: If you want a more direct color you go into the "color" tab again and go to colorize. This can give you a quick and effective color but might not retain as much detail. Basics part 3- Repair When you select an area and re-color it sometimes you see a tiny bit you wanted that color. To fix this you use the blur function adjust the size to around .15 then zoom in to 800% and take the re-colored pixal section and hold down the blur and "push them" on top of the other area. Advanced This section is for people who know the basic functions of gimp and successfully make a descent re-skin Advanced Part 1- Overlay Overlay is basically changing the way the new layers interact with each other when you paste in another texture. In the "layers, channels, paths" toolbar: There is a dropdown menu here: in there there will be a bunch of options you select and they make the picture somewhat transparent and molds it to the texture. Click on them all till you get the look you want. Note you must have pasted a new layer into it and NOT merged it down. Advanced Part 2- Enhance filter Up in the "filters" toolbar menu there is a section called enhance go into it and select sharpen. Drag the bar in the menu till you get a good look, it really adds to the overall appearance. I will add some more tips when I find them but here they are for now. Enjoy~
  20. 2 points
    View File New Force Power: Retribution New Force Power: Retribution By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new Force Power to the game: Retribution. It is based on the ability Anakin has in Battlefront 2 from EA. The Power does not check for any saving throws, and it's accessible at any level with any class. But as a counter to this it will consume most of your force points if you are low level. The Power works for both games, just be sure to select the appropriate directory in each case. Includes: ยท Custom animations. ยท Custom sounds. ยท Custom icon and description. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: Keep in mind this mod changes both the throw and choke animations (making this last one fireforget instead of looping), so it will not be compatible with any mod that changes the supermodels within those animations. BUGS: Sometimes not all the enemies will be affected by the Power if they are behind you or really far but inside the Power radius. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Alvar007 Submitted 06/14/2020 Category Mods TSLRCM Compatible Yes  
  21. 2 points
    The pillar facing changes were already implemented alongside adding the missing lamps.
  22. 2 points
    So here is a weird moment for me today. I am currently cutting up a large MP3 file to turn each sentence into separate mono WAV files so they can be animated. I'm also removing dead space and removing hemming and hawing. The contributor's subject is splicing. So I'm splicing a splicer talking about splicing. Is that too meta or what?
  23. 2 points
    The problem lies in Angelus6 texture pack. File "C_Gammorean01.tga" is unfinished (comparing to C_Gammorean02.tga and others). Delete it or copy "C_Gammorean_Low" (or other Gammorean texture) and rename it as "C_Gammorean01.tga".
  24. 2 points
    When you post error report for KotOR1 now and in the future, you might want to start it off answering the following questions. 1) During the game, when did the problem begin to occur? 2) Did you install the latest version of the mod (if using K1R or K1CP)? 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) 4) What region is the game designed for if it's the 4 CD version? 5) Did you update your game as required by your game's region? (4-CD version ONLY) 6) Did you use the TSLPatcher for your mods, if provided? 7) Were there any errors in the TSLPatcher installation? 8} What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) 9) Can you be more specific about the error? At what point did it happen? 10) Have you tried re-downloading the mod? 11) Have you tried using a different save game? 12) Have you tried starting a new game? 13) What Operating System do you use? (List Virtual Machines as well if you are using them.) All of that being said, check this thread on Reddit to see if it may prove relevant.
  25. 2 points
    I know it's been quite a while since I made any announcements on this project. 2019 was a very busy year for me. Even so, I was still able to work on the code a bit, and pushed code updates to the GitHub repo every so often. 2020 is still looking to be just as crazy if not more. I'm hoping to be able to post more updates on my progress. I've compiled an alpha build for anyone to test out. It can be downloaded from the release page of the GitHub project here: https://github.com/KobaltBlu/KotOR.js/releases/tag/v0.0.1 Download and unzip the contents somewhere. KotOR-js.exe is the main executable. When you run either game or the toolset for the first time, it will ask you to locate the game directory for the original games first. After that you should be good to go. It is an alpha so expect some things to be broken and or act weird. Compatibility Note: This is a 64bit build. I also believe it only supports win7 and up. I'm always eager to hear any and all feedback! This project continues to be a lot of fun to work on, and it's always forcing me to push the boundaries of what I know about coding and game design. If I can say something of encouragement to the new modders or coders that may be out there browsing these forums. It would be to chase that crazy idea and push yourself to try. When you spend hours and hours writing code or creating a mod, that feeling of seeing your hard work finally bear fruit is amazing. I can't count how many times i've seen modders discouraged from attempting projects because other people think they are biting off more than they can chew. I know that if I would have announced this project when I was just beginning, I fear I would have received similar remarks from some. The thing is that you very well might be over your head, and thats ok! Failure doesn't have to be the end of the road, it can be a stepping stone to better things if you learn something along the way and apply it the next go around. At least that's how I see it ๐Ÿ˜…. Anyways I apologize for rambling on, I'll sign off for now!
  26. 2 points
    Uhm, not to disappoint you but there's actually more smoke in the second version. It might look like less because I recorded the second one from a different location but it's actually four plumes now where it was three before (two of which were still static in the video).
  27. 2 points
    I think it's a nice addition there. My only criticism may be to the number of such smoke pillars in the sky. I'd rather see fewer of them and with much more distance between them than it currently is.
  28. 2 points
    Hi, I had a look at those files today and from what I saw they looked really great. Hopefully someone will use them in the future to make a bigger Coruscant expansion for either game. However, I was hoping to find the full Jedi temple model shown in the preview image. Unfortunately that one doesn't seem to be included. Is there a way to get this model?
  29. 2 points
    It's getting somewhere: The background buildings are partially from the game, partially self modeled after game models and partially from SWTOR. There's still some models and details like smoke from the chimneys missing but the overall look is pretty much what I want already. I'll also add some 2d backdrop buildings to bridge the gap and blend between the ingame terrain and the skybox. Otherwise the difference is just too obvious especially in the Central Zone. Now, I don't know alot about the lore of M4-78 so if this industrial and dirty look is somehow completely wrong, please let me know ASAP and I'll try to design something new. I will make them a little softer but not as much as in your image. I personally prefer them with hard edges and that way they match the ingame godrays better as well.
  30. 2 points
    Hello everyone! Over the last little bit we've been requesting permission from all of the authors whose content is in the K1CP to host binaries on GitHub. Well, we've finally got permission from the last few people, so be on the lookout soon for releases to be downloadable from https://github.com/KOTORCommunityPatches/K1_Community_Patch We'll continue to also keep the release here on DeadlyStream up-to-date, but now you'll be able to get alpha and beta builds from GitHub to help us test, or to get your hands on the latest fixes. Enjoy!
  31. 2 points
  32. 1 point
    They are either side of the back door as you re-enter.
  33. 1 point
    v1.5: - Added lightsaber forms to Dark Jedi NPCs in the game; - Fixed Form III: Soresu to give Defence Bonus +4 as stated in the readme; - Fixed description of Form V: Shien/Djem So to state a defence bonus *decrease* of 5; - Fixed Forms III and V to prevent effect stacking; - Corrected Makashi stats by reducing Will saves to +2 and changing Defence Bonus -5 to Damage +3; - Added lightsaber forms to c. 70 Jedi/Sith NPCs in the game; - Incorporated my old "Korriban Academy Workbench" mod; - Restricted lightsaber forms to characters wielding melee weapons.
  34. 1 point
    Would it be possible to get the map to a close up resolution
  35. 1 point
    How you kill an NPC depends on what the scene dictates. If there is a direct attack, either melee or ranged, then you can typically just have them engage in actual combat with the aid of some assured hits. If you want a display of Force powers, then you'll probably want to go the EffectDeath route prefaced with one or more uses of ActionCastFakeSpellAtObject, assuming you want someone to be shown actually using the power. In the Kreia case she's just doing the "too cool to look at the explosion" routine, so the mooks presumably just play the choking or whatever animation.
  36. 1 point
    Thank you! This is but a taste of the Dark Side ๐Ÿ˜ˆ At lot was different from the final version, I'll give one example: There's a lot of 'one liners' which suggests something totally radical. In vanilla the Handmaiden/s all run into the Enclave and Kreia says "It is done - he is no more." and "Take me to Atris. She will have the strength to do what the Council cannot." Whereas there is a line which suggests that Visas would run into the Enclave instead and Kreia says "It is done - he is no more." and "Take me to your lord. He will have the strength to do what the Council cannot. " This kinda suggests that Kreia would've gone directly to Darth Nihilus instead of Atris after the Enclave, maybe Kreia got eaten by Nihilus and Atris became Darth Traya like in the cut content or maybe Kreia was allowed to go with the party to the Dxun tomb becauses she has unheard lines for the tomb and because she goes to the tomb she never revives Tobin so she herself needs to go to Nihilus and tell him herself about the Telos Academy. Because we only have that one line, we'll never know. I wouldn't say additional content, there is a few bits and bobs for Onderon but their just single lines not really adding much to the overall plot. I can assure you though you'll get a chance to hear these lines in future Mini Mod updates. Here are some quotes from the game: Bostuco: "That means they control the checkpoints now. If we can get to the Turret Tower up ahead we can deactivate the first barrier." Bao Dur if he's there: "The force shields won't present a problem. I can get us through them." Bostuco: "You can? That will save us precious minutes." This suggests that Bostuco wants to get to the turret tower NOT to fire the turret but to use the terminal to deactivate the force field. Obviously with Bao Dur in the party you can just bypass it. Bostuco: "Have they changed the access codes in the Turret Tower? We need to get through the force shields." Royalist: "I don't think they've had time, sir. They've been firing the turret non-stop. Vaklu is close to having air superiority now." This suggests that by blowing up Vaklu's fighter it gives the royalists an air advantage, this doesn't mean much gameplay wise because the survival of both the queen and Vaklu are what's important, not air superiority. This is why Bostuco wants to get to the palace as fast as possible to stop Vaklu from killing the queen. Bostuco: "The second forceshield is up ahead. It looks like its been damaged by orbital bombardment." Bostuco: "You might be able to bash your way through it with your lightsaber." I haven't played Kotor 2 in a while but I swear the first force field can be bashed with a Lightsaber or even a plasma torch. I hope that answers your question, the turret game is meant to be totally optional and is probably intended to give experience only as it has no real affect on the outcome of a battle.
  37. 1 point
    That's exactly what I was suggesting since it really is very simple to load the area into Max. The problem is mainly the missing geometry when viewing the area from above and the issue of getting the lightmaps into Max. Doing this manually for each mesh would take forever.
  38. 1 point
    I would love to be able to use the character model of the galaxy's most fearsome warrior, Deadeye Duncan, for the player's character. Unfortunately I have zero modding experience. I decided to dig around in the game's files to see if I could find Deadeye Duncan's character model by name, but quickly realized I have no idea what I'm doing. I suspect that, for those who know what they're doing, a character model swap like this is super simple, so I'd love to know how to do it. Thanks!
  39. 1 point
    Exactly. Oh, you just save the changes in the Override folder, just like any other mod that doesn't use TSLPatcher. EDIT: I've made a couple edits to the previous post to make it clearer. Try reading it again, see if that helps.
  40. 1 point
    I am not sure what the problem is. Judging by the videos you posted, you want to make the animation stop when the dialog stops and go to the next conversation node instead of waiting for it to finish? In that case, since you are already altering the dialogs, you should be able to put a delay in seconds in the "delay" field for that node. I think that's a much better solution than making it faster because it doesn't look too good. Also, I have attached the female files. They should work without issue. s_female03.rar
  41. 1 point
    Hmmm, so in terms of the sheer number of fixes and/or restorations which version of TSLRCM is the best? The 2020 version or the credited version? Does anyone know?
  42. 1 point
    There's your next project: Hanharr Romance Mod
  43. 1 point
    SO sorry to bump this age-old thread however its title bears more significance than me posting 'JumpStationZ is closing" ๐Ÿ˜… All of my mods are available on countless sites, including here.. however RedHawke's are not. My site will be closing on Aprill 11th, 2020 as I simply no longer have the time to do anything with the site. Haven't for years honestly, but I don't feel like paying for the site any longer either... hehe. Just a fair warning, if you want any of RedHawke's stuff.. or anyone who wants the mantle of maintaining Red's mods (I'd prefer the Deadly Stream Site itself or one of its staffers).. please feel free to volunteer. I'm quite sure Red would be grateful. ๐Ÿ™‚ http://www.jumpstationz.com/RedHawke/ This also goes for my Mods Archive, so grab those mods while you can too. I've seen the link posted around here on the forums publicly, so it's not hard to find. Staff should have it, or you can email me for link. (I don't personally post it publicly for Mod Permissions sake / policy). If anyone chooses to host Red's mods as his personal site (such as link above).. I think I made a "drop everything in one folder" archive version somewhere. If I can dig it up, I'll let Deadly Stream staff know.
  44. 1 point
    You could add a water plane to the floaty art statues at each end of the walkway easily enough. Edit: Here you go - https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02b_02e.7z There was already a circular plane as the base, so I just duplicated that and repositioned/scaled it to make the water plane. The whole "pond" piece though is probably a tad high for water. It puts it at an awkward position to see it properly. Perhaps it needs to be moved downwards closer to the height of the central "trough".
  45. 1 point
    You can use xoreostex2tga from Xoreos Tools for this. Create a batch file like this: @echo off Echo Converting all TPC files in current directory to TGA Echo using Xoreos Tools' xoreostex2tga for %%F in (*.tpc) do xoreostex2tga --tpc %%~nF.tpc %%~nF.tga pause That will convert all the TPCs in the same folder.
  46. 1 point
    Mod updated to correct the issue with Remote's TXI. (I had the darn thing set for 3 frames in the TXI when there are actually 4! Silly Holocron.)
  47. 1 point
    Yeah, that's basically what I was getting at. Malak in his full regalia, as he appears in the game, is not practical as a player model. Here's a skirtless version if you want. http://dpmods.wheb.org/files/kotor/tsl/[TSL]_PxBM_No_Skirt.7z That's a whole other thing. No, nobody has done it with PxBM that I can recall off the top of my head. Having messed around with mating master robes and standard armour myself, it's kind of a pain in the ass. I never finished the female version as it had all sorts of issues: http://deadlystream.com/forum/topic/4676-heavy-armored-master-robes/
  48. 1 point
    The alignment is indeed a numeric value that goes from 0 to 99 (or maybe it is 100) where 0 is fully dark and 99 fully light. The point changes for different replies are somewhat more complicated though. Basically there are three scripts for each side: k_act_darksml, k_act_darkmed, k_act_darkhigh and the same for light side. Which one of those is used is specified in the .dlg file. Each of these scripts then calls the UT_AdjustCharacterAlignment from k_inc_utility which calculates the actual value. That way you get more dark side points if you're light sided and vice versa. If you want the exact calculations, check the k_act_darksml script etc. You can find those with Kotor Tool in BIFs -> scripts.bif -> Scripts, Source. The functions they call, can be found in k_inc_utility.nss which is also in the same path.
  49. 1 point
    Soooo, let's see what we have here, among other things... Taris - No more low-poly human NPCs. Two droids at the apartments replaced with troops, since the Duros mentions bodies in the following dialogue, and droid junk hardly fits definition of body. Two of the three Vulkar mooks talking to Calo now have basic combat suits now. This is lower city, and you're part of one of rival gangs. you don't walk around in casual clothing. Dantooine - Elise is younger now, and looks like someone a middle aged man might be interested in, when she hooks up with Samnt. Mandalorian mugging the farmer on the plains is now red. I highly doubt a mook recruit blue Mando would lead a squad of Duros. Rickard and Handon now have differentiated clothes. Also, remember how Rickard says he was hunting Iriaz, but you never see a single bloody thing? Well, not anymore. You'll murderize at least two of them yourself, in the grove. Korriban - Czerka contracts with the Sith, so their people should oversee the landing pad and the store. The older of the two freighter pilots is now less decrepit, while still aged. Sith students are now differentiated, have robes and show signs of dark side corruption. Academy guards are now sith troopers. Yuthura also wears robes, while Uthar uses the white Sith Apprentice armor. Adrenas, being the steward of the academy and not an actual student as he says himself, is the only one wearing a sith uniform and using a blaster. Manaan - Mercs have armor, like any proper merc should. Differentiated some of the sith females. Now the one that shouts at you in East Ahto, one talking with male sith, two negotiators and Duan aren't clones. Swoop lounge people are no longer low poly, and two Grans are replaced by Duros, fitting their voices. Novice swoop racer and Cassandra now have combat suits. You don't race in casual clothing or dancer outfit. The sith arguing with the republic soldier is now higher rank than his peers.
  50. 1 point
    A little update to the K2 version, invloving the Telos military base and Goto's yacht. Also loot drop corrections will be included, so that enemies won't drop all of their carried gear, making the player stupidly over-equipped. Military base - The good old quadruped droids are making a return, instead of unending clones of the same Mark I droids attacking over and over. Goto's Yacht - Apart from Goto hologram having armor, like Davik used to have, the droids have been differentiated among many combat models. Since G0-T0 was supposed to have obtained an unique new body after escaping Citadel Station, it stands to reason he wouldn't have billions of his clones populating the yacht.