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Showing content with the highest reputation since 06/20/2020 in Posts

  1. 15 points
    Hi folks! I've had a total modernization rework of KOTOR head models floating on my mind for years and thanks to the fantastic tools released on this site, I've been able to get a fully functioning prototype going with a few test cases. I'm starting this thread to document my progress with it and share with the community. First up, huge thanks to developers of KOTOR Tool, Kotormax and MDLops for making this possible. My goal is to build a universal head base that can be extrapolated to replace all the player and party head models with a much more modern standard - one that looks good, and is also very easy to adapt and modify. Hair will be handled as a separate mesh instead of something modeled as a fixed part of the head model, as is the solution in vanilla meshes, removing the need to do skinning cleanup for new heads. Texture layouts for heads are standardized as a result. Where I'm at right now: -New head geometry completed. -New teeth, tongue and eyes. -Eyelids are no longer separate geometry, instead the eyelid models have been converted to dummies and the eyelids on the head mesh are skinned to them, allowing for far more natural looking blinking. -Much more believable eyelashes have been integrated as a result. -Head is fully skinned for facial animation, though this is still a work in progress and needs a lot of testing and iteration. -Early tests for texturing and stylization are underway. First pass with vanilla eyelashes before I took the plunge to try the dummy skinning route, which ended up being a huge gamechanger. Skinned eyelids and eyelashes. Much more detailed teeth! Testing out eyelid skinning. To see how much I can get out of the new geometry I chose to start with a pretty major quick redesign of Juhani based on Cathar from SWTOR. If I have the stamina to see this project to full completion I'll probably also make a 'classic' version. This is probably going to be a pretty long project, but I'll try to keep updating once in a while. I plan to release a full resource pack of this even in the absence of a fully completed replacer mod. Thanks for stopping by! I'll be happy to answer any questions in the meantime.
  2. 14 points
    Hi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
  3. 14 points
    Hi everyone, I wanted to let you guys know we are hard at work on the mod. I have a tutorial video on the KLE ( kotor level editor ) , where I show you how I'm placing in npcs, the dlg and the animation. In the beginning of the video you will see the Hutt Lounge on Nar shaddaa fully populated and animated. The tutorial is for you guys to see the inner workings of building a mod like this. I hope the video is helpful for other modders, giving them a work flow using the KLE in their projects. Second tutorial video is on setting up a combat level using KLE and Fair Strides's NPC Auto-Leveller 1.0. Logan23
  4. 12 points
    Even if it's rapidly decaying, there would still be normal street traffic of people driving to work or something. But I will add far less traffic than on Coruscant or Nar Shaddaa the latter of which you can see in this video btw:
  5. 11 points
    After looking around on the forums, I realized that editing the GUI of KotOR (and possibly TSL) is quite painful and most people use K-GFF (very great tool, but not visual). I then found xoreos-tools (part of xoreos - a very cool open source project). So this weekend, I started up making my own version of a tool which should help a lot with the process of laying out things nicely. The project is not fully complete, but it is ready for some beta testing! A few features so far - Visual display of all images (I think) + bounding boxes - Supports drag + drop / resize - Nested view for only what you care about (cleaner than K-GFF) - Cross-platform - works on linux / windows / mac (with caveats) - Light / Dark Mode for all of you who look at too many bright things (like I do) Getting Started Guide: https://github.com/amcolash/kotor-gui-editor/blob/master/README.md Release Page: https://github.com/amcolash/kotor-gui-editor/releases Source Code: https://github.com/amcolash/kotor-gui-editor Changelog 0.0.4 (9/17/2020): First Public Release
  6. 11 points
    I'm currently working on the turret minigame in KotOR I. My goals in order of priority are: Make the game more challenging Scale the challenge of the minigame with your difficulty setting Improve graphics, effects, and audio Diverse enemy types Remove "random" encounters and make it so the battles occur: Once when leaving Taris Once when arriving per planet Once when leaving per planet Once when escaping the Leviathan Once when approaching the Star Forge Optional challenges Unique stages - not always be six interceptors flying the same loops around you, but different numbers and types of ship, different skybox and eyecandy, different movement for the Ebon Hawk, different objectives (escape, survive, destroy x many fighters in a certain amount of time) Persistent health - don't take too much damage, or it will be there next time you fight! You must go to a specific location to receive ship repairs, or leverage your own (or companions) repair skill to "heal" the ship Experience gains for destroying fighters A questline with T3-M4 that allows you to upgrade the ship's health A vendor to install more powerful and unique-looking turrets on your ship While all of these goals are achievable based on what I've observed by going over the data, I know that it's easy to over-promise and under-deliver. Therefore these are mentioned as "possibles". Those in bold above are almost complete. I mention the other goals because I'd like to describe how these could be achieved if my other commitments make it impossible for me. So, I will go over the more ambitious goals in case future modders are interested in how to implement the changes. Remove "random" encounters and make it so unique battles occur This one is pretty easy. At the moment all minigame encounters use exactly the same module: M12ab. Even the battle that occurs over Taris, with it's unique skybox and background Leviathan is still just M12ab. What is actually happening is some scripting that occurs when the encounter is being loaded. When going in to the minigame, KotOR is evaluating your global variables to determine what skybox and audio cues to use (or in the case of the HK-47 practice, whether to apply the holographic visual effect) - in the case of the Taris escape, an animation is actually playing on a loop around you that gives the appearance of the starfield, Taris in the distance, and the Leviathan hovering nearby. This animation can be found in m12ab_01a.mdl/mdx. I've cut out a section of the animation to show you the awesome model that comes in the mdl: In order to create unique encounters, my thoughts are to either create new modules from copies of M12ab, or to use expanded scripting to make the existing module more flexible. I haven't yet tried duplicating the module and seeing how it would effect things, but that's next on my list. If you wanted to go very basic though, you could just use MDLedit to modify m12ab_01a.mdl, and change the LSP_planettari01 texture mentioned in it to some other planet texture. I'm completely new to modelling and haven't animated a thing, so just how far I am able to go with this and how much I can learn is anyone's guess. However if there are any talented animators out there who wanted to create a unique animation for a space battle encounter that takes place prior to boarding the Star Forge, you can find an *awesome* Hammerhead model from KotOR II in 104PERg.mdl: Unique Stages This would come down to scripting. It's possible to decompile all scripts apart from the heatbeat script (thanks to Thor110 for decompiling all the others). Inside the scripts, you can play around a lot with when the encounter ends and under what conditions. Even in the M12ab.are file, it is possible to do a lot with the nature of the encounter. To give you some examples of what is definitely possible: Spawn fewer enemy fighters - this is a simple matter of deleting the enemy structures in the .are: Make the Ebon Hawk fly around - this can be done by changing the track listed under the player structure. You could "hijack" the track of an enemy structure, or create your own custom one in Blender. I've had an absolute blast give the Hawk the m12ab_mgt06 track, making it progress at 1/4 speed, and playing the turret game in a moving ship, with interceptors flying all around me Make the enemies faster This can be done by editing the enemy tracks in blender - just shrink down the animation to play over a fewer number of frames. At the moment, the interceptors in my modded game are flying around 33% faster, and boy oh boy does it make the game better GIve enemies more hp, more powerful weapons, more rapid-firing weapons, or unique models Again, just a matter of making changes to the .are. At the moment, I have 4 normal fighters and 2 "elite" fighters that are colored the same red as the Sith heavy troopers. The elite fighters absolutely rip you apart - they deal +33% damage, fire twice as fast, and have double the hp, so I'm having to actually think in the game and prioritise targets. Make the enemies chase you while the Ebon Hawk performs evasive manoeuvres This is just a matter of editing those tracks. I'm no animator/modeller but this would appear to be the most achievable change to make to the game even as an amateur (though it does require that unique copies of M12ab can be created and function, something I have not tested). What you could do for example is create a simple track that would float up and down and side to side, then copy that and move the track back and to the side by a certain distance, maybe give it an additional keyframe at the start so that it gives the illusion of following your ship movement rather than mirroring it. Naturally if the interceptors were behind you the whole time they would rip you to pieces - at this point I am playing around with the possibility of scripting to adjust the frequency of their shots. Inaccuracy is a good variable to adjust - it is a percentage chance to miss you, so this would make prolonged fire from interceptors survivable. Rate of fire is another that would work in this type of situation, it is something like number of shots per second - however in a tail pursuit this may make the fighters shooting you seem a bit odd if they are either constantly rapid-firing or firing on a precision perfect shoot-wait x seconds-shoot-wait x seconds pattern. There's a lot more I want to say about modding this minigame but I've just looked at the clock so it will have to wait. Suffice to say that there is a LOT of unused potential in KotOR from this game, that was very likely left on the wayside by BioWare due to time constraints.
  7. 10 points
    Ive taken a break from modding for couple month to keep things fresh, however, there have been improvements for K2 that ive not shown yet. A lot of research regarding a noise - friendly Implementation of reflective surfaces has been done - now the "shinyness" of textures is not "in your face" anymore like in the k1 complete overhaul series but depending on the surface itself - e.g. shine on brushed metal spots that are visible through a worn, rusty texture can now be selected easily in most complex patterns & appearances. Secondly, with that development added to the repertoire i redid Peragus completely and applying the method to places like Nar Shaddaa as well. Due to model editing every area looks different but planetwise conform. I try also to maintain the original games color scheme when possible: Some screens from the reworked Peragus: New "Mustafar" wall concept: Nar Shaddaa is also receiving treatment: Before: after: New console: Before: After: Tell me what you think, also about the Peragus "Mustafar" walls.
  8. 10 points
    Thanks for all the comments everyone. I think I will go with style 1 so that the screenshot page does not become a chaotic blinking mess. However, I will also provide a link to some sort of comparison that allows a manual switch between the two shots. And there will of course also be normal screenshots without any comparison that show the new skyboxes in full. Apart from that I've been making good progress. The main Telos render is now finally done and I'm also making progress verifying that everything is working as intended.
  9. 10 points
    After a long fight against the Korriban wastes module I finally finished the last BoSSR skybox: That leaves two mod skyboxes to do. I think those shouldn't take long but then again I thought the same of the skybox above... I'll keep you updated. In the meantime I also changed my mind and added some traffic to all Coruscant skyboxes: I'll do the same for Nar Shaddaa and probably Taris as well to better sell the cityscape of those planets.
  10. 9 points
    Greetings, I'd like to share with you the project I've been working on since summer 2020. Some of you may already have heard of it, as the development was public from the beginning. reone is an open source reimplementation of the KotOR engine, similar to xoreos and KotOR.js, but with a number of key differences. It is developed with extensibility in mind, meaning that modding capabilities it aims to provide are on a whole other level compared to the vanilla engine. For example, the graphics have already been significantly improved with the addition of physically based rendering. Current state of the project is such that the most fundamental engine subsystems are either complete or at least partially implemented, i.e. resource management, rendering, audio, GUI, scripting, conversations, combat and more. Given the current pace of development, I intend to finish the project by the end of 2021. My short term goal is to make the first Endar Spire module fully completable - a milestone, that will hoperfully bring more attention to the engine. Technologically, reone is a custom engine based on SDL 2 and OpenGL 3.3, written in C++14. This alone makes it highly portable - reone is believed to be working on Windows, Linux and Mac OS. Some background on myself: I'm a professional software developer from Russia and a prior contibutor to the xoreos project, responsible for most of its recent progress on KotOR. Links: GitHub Page Project Roadmap YouTube Channel
  11. 9 points
    I just completed the last render for this project. Everything is now done! That does not mean the mod(s) will release today or even tomorrow or this week though. I still need to build the mod archives and installers, verify that everything is working as intended and make screenshots etc. None of that should take too long now that the bulk of the work is finally finished but I won't give a release date. It should be soon though. In the meantime, here's a screenshot of the last skybox I finished. It's for the Green Grass for Dantooine mod.
  12. 9 points
    Haven't posted here for a while, time for an update. Regarding my Ahsoka Tano mod I've posted about a few months ago, progress is good. The head is complete and working well in-game. I've also worked on her outfit of the S7 finale. While it is well under way, I need to finish painting the textures before moving on to skinning the model. Since the oufit seems to bear Mandalorian patterns, I think I'll make the outfit available in-game (probably technically working as a disguise) as a reward for completing the hand-to-hand combat challenge in the Mandalorian camp on Dxun or something like that. I don't want to release the head separately and then go back to update the file to include the outfit, but I'll drop a "beta" version of the mod containing just the head here. Feel free to report any bugs on this thread or by DM. Moving on, the other day I've posted a pic of a WIP model I'm working on. The idea behind it is to create all new models that'd replace the boring default commoner clothing for the PC. I'll create upgradable items with interesting stats to give the user an incentive to actually use the new clothing other than just the new aesthetic. While I've teased the male model the other day, the female version is actually pretty much done. I've literally spent dozens of hours working, scrapping and recreating the damn thing, but I've now come to something I'm very happy with. And here it is. But wait, you might be wondering.. ..and yes it do! Next step, finishing the male model! Ahsoka_beta.zip
  13. 8 points
    Hi everyone I know a few of you have been asking about the status of the KotOR Level Editor (KLE) project. I'm happy to announce that it's finally ready for a (very early alpha) release. I've made the KotOR Level Editor GitHub page public - please remember it's in early alpha. That said, hope some of you find it useful Find the repo at https://github.com/lachjames/NorthernLights/ My goal is to post this to DeadlyStream in the near future, but for now you'll need to download and install it via GitHub. If you'd like to try it out, please follow the instructions on the linked GitHub page's README. Feel free to DM me, reply to this post, add an issue, etc. if you have issues. For those who are new to KLE, you can find an introductory video listing the features of KLE on YouTube (included below). There is also a (work in progress) KLE guide, as well as a general KotOR/TSL modding guide, at https://github.com/lachjames/KotOR-Modding-Guide Thanks everyone for your help - hopefully this is just a taste of what is to come regarding both KLE and the Northern Lights project in general - with the amount of support I've received so far from you all, there is no doubt in my mind that this is the case.
  14. 8 points
    I stepped away from my machinima for a bit to fulfill DP's request. It was easy peasy using the mapper function that KotorMax has, I just had to adjust some things and deal with some controller errors but this is what I got: -Both throwing grenade animations: -Using shields: At first I tried naming them cthrowgren/cthrowgren1 or throwgren/throwgren1 but they didn't play so I had to do the same as Selkath and convert the model to an F type. Then I renamed the rest of the animations to their humanoid counterparts. Let me know if they are any good and I'll submit them to the download section.
  15. 7 points
    Since TOR released a set of the Star Forge robes not too long back, I figured it might be a useful basis for a hybrid version with the vanilla cape and loincloth (the TOR version is only painted on) married to SS's flowing robes animations. At this point I've done the initial import, scale, and pose, and am now ready for the transfer to the KOTOR rig. Thanks to the Blender I/O script, I was also able to bake out the tinted textures, which is much easier than trying to approximate it manually as I have had to do in the past. Here's where it's at currently: I still need to fiddle with a few bits and pieces, and there will no doubt be plenty of tweaking to do once the rig transfer is done and I can test out animations. I also have some folded down hoods taken from other sets that I will try to marry to this torso for a hoodless/maskless version. But that will require a fair bit of massaging to get them to fit, so I'm saving that for later. Still not sure about the cape. I think having it white as well would be a bit too overpowering, but I'm not entirely sold on the brown. And I haven't done anything for the DS black version as yet. Since there's no TOR version of that colour scheme for this set, I'll have to cobble something together myself.
  16. 7 points
    Hi All - With all the rumors of a new KoTOR coming out, Deadlystream is in great need of a new theme for Deadlystream and a new Logo/Banner. What I am looking for is someone to do what is outlined below, this would be a paid project and anyone who can show some previous work is free to apply. I am particularly hoping someone from the community would like to do this work, as I believe someone with a passion for KoTOR and Star Wars would be better suited for this. This could all be done by one person or if you would prefer to do just the theme or just the logo that works too. Theme - Build a wireframe and/or a psd of a new theme for Deadlystream Design new icons for Deadlystream forums New design for the Forum section of Deadlystream New design for a News Section of Deadlystream New design for the download section of Deadlystream New design for the Gallery Section of Deadlystream Logo and Banner - New Logo that includes Deadlystream in the name New Banner that is Star Wars / KoTOR theme'd Logo can be layered over banner, and will be used at the header of Deadlystream Please reach out to me via PM if you are interested. Thank You, Tyvokka
  17. 7 points
    I've always been a little bothered by the sith war sword being a reskinned version of the vibro double-blade, so I'm working on an alternate model for it. :: UPDATE :: 11/22/2020 Still working on this, I've been getting sidetracked with other projects.
  18. 7 points
    Thank you all for the kind words! I'm glad you like these. I have since finished Yavin 4 and I'm really happy with the result: It's slightly less of a jungle than what we see in the movies so that it blends better with the modules usd in the mod. But I think that works really well too, so I'm fine with it. Now onto the last completely new skybox I want to create: Ord Mantell
  19. 7 points
    There is no irradiated skybox in the original M4-78 but I changed the models so that there is now. And yes, it will change once the radiation is cleared. Sure thing. Here's an example. You can also see some more screenshots in other posts I made over the last months or so. As to the questions of why I'm not releasing K1 yet. There's no specific reason for why I want to release them simultaneously, but that's the route I want to go. One reason is that I still need to make screenshots and stuff like that that will take some time and I'd rather focus on getting all skyboxes done first before I go down this rabbithole so that I can then make all screenshots for both games at the same time. Depending on how long finishing TSL takes I might decide to release K1 earlier but not before I've finished the add-ons like BOS:SR and I haven't even started those. With the exception of Taris that I mentioned before, they shouldn't take too long though. I'll keep you guys posted. We'll see how it goes. Rest assured though, it won't be long now (at least compared to the 3+ years this project has been in the work now... )
  20. 6 points
    View File Larger Text Fonts for KOTOR 1! Have you tried playing KOTOR 1 at any resolution above 1080p? Then you have surely noticed that the text and font do NOT scale with higher resolution! As a result, text can look embarassingly small in the menu, dialogue, and HUD. Fortunately, this mod contains many sorts of font files that the game can use, sorted by size! Now you can play KOTOR in 4k resolution without needing to squint to see important text. These fonts were NOT my creation, they were found and extracted from the Russian version of the game which inexplicably has larger fonts with a variety of sizes (on top of being able to work in English as well). Hopefully everyone who wishes to play KOTOR in high resolution will get to have a more enjoyable experience, and one of the more common problems facing the community can be properly addressed. WARNING: This is NOT compatible with KOTOR 2 TSL. This only exclusively works with K1. As far as I know, there are no compatibility issues with other mods. However if you come across any errors or something that is not working as intended, please let me know here or via my Discord: Xela#6419 Submitter sovietshipgirl Submitted 05/19/2021 Category Knights of The Old Republic  
  21. 6 points
    I've recently been able to do some work on combat animations. For a while now I've been trying to understand how the "fancy" melee on melee combat animations are triggered. This took me a while to figure out because I thought they were controlled by the combatanimations.2da. It appears that all other attacks are handled there except for this particular scenario. I believe this was hardcoded to act this way in the original game, and that is why they are not present in the combatanimations.2da. If the attacking creature is using a basic melee attack, and the target creature is using a melee weapon, and they are both directly attacking each other. Then the attacker and target uses a variation of c*a*, c*d*, and c*p* depending on if they were hit or parried. c*a1, c*a2, c*a3, c*a4, and c*a5 are for attacking (Attack Animation) c*d1, c*d2, c*d3, c*d4, and c*d5 are for damaged (Target Response Animation) c*p1, c*p2, c*p3, c*p4, and c*p5 are for parrying (Target Response Animation) When the attack is queued up a random number is rolled returning 1,2,3,4, or 5 and then proper attack animation is then chosen. Once the attack result is calculated the appropriate response animation is chosen for the target. Example Scenario: So if the the attacker is using a single one handed weapon, and the basic attack random animation number is 4, then the attacker will use the animation c2a4. If the attack hits, the target will use c2d4. If the attack misses, the target will use c2p4. Note: If you are confused by the naming convention for combat animation be sure to check out this post: (Analysis of the Combat Animations) by @JCarter426. Here is a video demonstration of it in action.
  22. 6 points
    It took longer than expected, but High Quality Skyboxes II for TSL is finally out! You can find the mod on nexusmods and once it's been approved also here on DS of course: In the meantime you can also watch the showcase: I will also upload the mod to the Steam workshop hopefully tomorrow but I'll have to set that up and test it first.
  23. 6 points
    Here they are! The comparison gallery for the TSL release is ready. Have fun looking through those pictures: https://kexikus.github.io/HQSkyboxes_TSL_Comparison/
  24. 6 points
    It's been a while since the last update but progress has been going well. The main thing still left is to render all the skyboxes. There are not many left but Telos is currently taking a long time (200+ render hours already and not done yet). After that the rest should be much faster though. And I also started assembling and collecting the final files for the releases as well as checking all modules again to see if there are any issues that need fixing. At the same time I prepared the screenshots for all locations. This also includes comparison screenshots and that's where this post comes in. I could use some opinions on which type of comparison you prepare, so here is the same scene in three different comparison style. I do have a pretty clear favorite but I'm still open about changing my mind. Style 1: Style 2: Style 3: Let me know what you think!
  25. 6 points
    Progress has been going somewhat slow but still steady lately. But I figured I might as well show some of the stuff that has happened. Let's start with the full quality Coruscant skybox, shown here as part of the Coruscant mod, but it's the same that's also used in vanilla: Next up we have one of the three Korriban skyboxes used in BoS:SR. This one is the same as the TSL Korriban skybox. One of the others is the K1 vanilla Korriban skybox and the last one is unique to BoS:SR but I haven't started that one yet. And finally a screenshot of what I'm currently working on (apart from rendering the TSL skyboxes): BoS:SR Taris The lighting of all these layers doesn't quite match yet but I'm getting there. And as a final note for today: I'm pretty sure that I want to make skyboxes for Yavin IV and Ord Mantell. But I have to look at their modules first to see if that's possible with the quality goal I have in mind. If it is, both of them shouldn't take very long.
  26. 6 points
    Thanks guys. Some very early tests on Bastila and trying to wrestle against the often unflattering eyelid animations, vanilla hair for a placeholder. edit: 2nd pass on her head model, adjusted a lot of things and corrected eyelids.
  27. 5 points
    Expanded Galaxy Project 1.0.7 Update ( Project & Patches available on ModDB, NexusMods & Discord ) Demo Available on DeadlyStream. https://deadlystream.com/files/file/1717-expanded-galaxy-demo/ Currently that I know of RoR, K1 & K2 can now all be played through in full under the same installation using the templates I provide to swap between them. ( I haven't tested the RoR demo in a little while now but it should still all work fine, I have tested K1 in full multiple times throughout the course of working on 1.0.6 & 1.0.7 as well as have tested K2 up to leaving Telos Academy and tested the latter half of the game multiple times before ) I also have a template that works and allows you to install TJM at the same time as well, but I am awaiting permission to release it. It is also now possible to use the RoR heads in K1 & K2, by installing the Expanded Galaxy Project ( you don't have to install the port, but the templates will be required to swap between K1, K2 or RoR. To do this simply install Expanded Galaxy Project for K2, then install RoR on top of that, then use the template from the Port to swap back to K2 ( K2E Install Template ) Then copy appearance.2da, heads.2da and portraits.2da from the RoR template or install over to the override folder. https://drive.google.com/file/d/1K3RvDkG5n_8Dp66Gd3KX5FYlitwKmbZy/view?usp=sharing The above template allows you to swap back to playing RoR. Hopefully this makes sense to people and is a valid enough excuse to bump my own topic. The overall goal of the project once again is to improve both games as much as physically possible within the limitations of the original engine. Random Desktop Backrounds! Thanks to everybody that has helped the project so far and continues to do so, though it is still just me working on the project for the best part I continue to see new and interesting releases every day as well as receive useful / helpful advice from many, now with the majority of the issues out of the way I can finally begin building on the first game as much as possible and importing variables over from savedata that will allow for changes to be made to the second game using the save importer by lachjames which can easily be modified to import other variables. It is my hope to have the overall outlook of each planet in the first game reflect the initial outlook of each planet in the second game. As well as have a strong story revolving around the main character / companions and another simple galaxy crawl and search for this or that. In the case of K2 that will be the Padawans to the Masters that were on Katarr during the devastation of the Jedi, or something along those lines. For K1 that will be something surrounding getting in contact with the Council for better or for worse to discuss what happened to you. For now the RoR heads / species is optional and do not have specific stat boosts in K1 or K2. Thanks for reading and keeping up with the project. Thor110 This is a short trailer for the KotOR Port a part of the Expanded Galaxy Project, made for me by CatDaddy407, so a big thanks to them for that! I thought I would drop a link to the video here for people to see, though it doesn't show anything special it does highlight the state of the project quite well. Note : The port is currently not available on DeadlyStream and is only available on ModDB or NexusMods. Note : The port is an add-on for the Expanded Galaxy Project.
  28. 5 points
    Hello! I am extremely new to modding, but I have an idea I want to pursue that I would appreciate any guidance on. The rough outline is to bring a version of TSL’s richer companion interactions to K1. The method would be to equip a custom “hide” item into your companion’s hidden inventory slot when you finish a companion’s relevant optional quest as a buff/reward. This is the same way that HK-47 receives all their buffs from your relevant repair attempts. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their individual storylines. In my own attempt to research this, I have the following basics mapped out: I would need to create new .uti files for the items containing the buffs. I would need to create a script that equips the item in the “hide” slot (or replace an item already there) I need to then attach(?) that script to the dialog or journal event associated with completing the relevant quest I would also need to change/add text to the last dialog entry associated with that quest to explain to players the nature of the boost [ala HK-47’s repair boosts] The relevant characters and quests are: Carth → Finding Dustil Mission → Mission’s brother Canderous → Jagi’s Challenge Zaalbar → Chieftain in Need The boosts would attempt to make each character closer to the utility of jedi in a way that is consistent with the narrative: I am not posting this in the mod requests section because I would like to figure this out on my own. Looking through the mod tools and tutorial sections, there are a few different tools I could use? Which ones are the best for this kind of task? I have tried to get JRLedit and dlg editor, but I can’t seem to get them working on my computer. Am I on the right track? Is any part of this just not going to work? Any guidance or redirect to the right resources would be amazing.
  29. 5 points
    Thanks! i can safely say that the reworked areas / textures for this newest overhaul will be unlike anything i did before. The heightmaps have a ton more detail, the shine is directly linked to the texture noise itself , thus way more natural and overall the tex designs are much more linked to the movies than games for more realism. This, and the splitting of planets into different areas visually makes it a very large project. Current status for K2: Harbinger tex = done, but K2 has a nasty bug with a low res overlay that needs to be solved. Beta: Peragus, Korriban, Dantooine, Ravager (only minor tweaks) Alpha: Telos, Onderon, Nar Shaddaa, Goto (still some work ahead, but nothing major) To be done: Ebon Hawk, Malachor, Dxun, M4-78 (major work to do)
  30. 5 points
    another Panel done, this time "military" themed - fitting the Telos underground base: Mando: Modded Panel:
  31. 5 points
    That's like saying it was so much better than contracting herpes. True, but not necessarily a high bar to pass.
  32. 5 points
    Once again I'm trying to go for a low poly design that won't clash with the rest of the game. I know I already have another thread going, but I like to switch things up to avoid burning myself out on one project. The screenshot below is using placeholder textures and materials.
  33. 5 points
    Against my better judgement, working on another head port:
  34. 5 points
    Not bad, @Salk. Better than I expected, honestly I don't think your accent is a problem at all, as there are plenty of characters with different accents throughout the game. Mic quality is really the only obstacle. But @Sith Holocron is also a serious contender, and I think the hired VA did a great job too. Here's my edit, with carefully edited bass/treble, fade in/out and silence: nm35aavict23000_Salk_km_edit_v2.wav
  35. 5 points
    I got the VO from the actor and I must say it's quite good although I believe I have done a decent job myself so I'm not at the moment sure which one I should go for. Perhaps you can help me make a decision. I will upload one line delivered by myself and one by the actor so you all get to chime in and tell me about your preference. UPDATE: Here it is. I do have a cold and don't have a good mic or anything remotely professional so the audio quality's difference is noticeable. But it's just an initial test. I think the actor did a very good job. My only concern was that I didn't hear much pain in his voice as you'd expect from a tortured prisoner. nm35aavict23000_[Actor].wav nm35aavict23000_[Salk].wav
  36. 5 points
    And here's the final skybox. Ord Mantell based on InSidious' reskin of the mod and SWTORs depiction of the planet. There are still quite a few skyboxes that need to be rendered in full quality and other minor fixes that need to be applied as I go through them so don't get too excited quite yet but it's getting there. And here's a not very impressive screenshot of the latest skybox I finished:
  37. 5 points
    It certainly seems that way. On the other hand, there are parts where the Exile was clearly meant to be in control, such as the encounter with Tobin and Visas' cell. @bead-v, @InSidious, @VarsityPuppet, @zbyl2, and I have discussed it at length on Discord in the past and honestly I don't think anything any of us have come up with makes sense of it. We have various ideas on how to resolve the awkwardness but everything we've come up with is almost certainly not what the developers intended due to some other weird part that contradicts it. How does Kreia get to Malachor? How do the Handmaidens get to Dantooine when the Exile is female? Who rebuilds the enclave in the dark side ending? I have no answers. I think we have to live with stuff happening off-screen for a lot of it for the sake of the pacing. Presumably T3 fixes the ship, and it seems that the party was all thrown out of the ship like how you get repeatedly thrown clear of shuttle crashes earlier. I believe these issues were things that Malachor VI intended to address. @VarsityPuppet@VarsityPuppet@VarsityPuppet hint hint
  38. 5 points
    Quanons modding tutorials A long time ago, on the LucasForums, I made some tutorials. Most where about 3d models and how to get them working in the game. Mind the long time ago, most of these tutorials will mention older modding tools. Still, they might contain some helpful knowledge and a few handy tips. The files aren't ordered, most names should give you a good clue though, what the tutorial is about. Most are old AVI videos, the quality isn't super. Other files often contain a word doc and some extra gubbins you can open in 3Ds Max. Not much is said on how to model in 3Ds Max, for that, far better videos and instructions can be found on youtube and on the internet at large. Even I use it frequently to learn new tricks or speed up my work or to troubleshoot a model. Also, keep trying and trying, you don't want to know how often I had to. Happy modding! And enjoy the nostalgia trip. Links to my Mediafire: http://www.mediafire.com/folder/4xndcfs4zrm3d/Kotor_Tuts http://www.mediafire.com/file/kw7btvf80epzcyp/Lights%26Render.pdf/file http://www.mediafire.com/file/uo4di9y8bjt4gac/Creating_Lightmaps.pdf/file
  39. 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.
  40. 4 points
    I guess I'm getting old... I feel like your posts are a bit of a bombardment. Anyway, I can't see the full body here, but it looks like what you want is in this screenshot? Or part of what you want? I'm currently replaying KotOR but I can't tell if this was your own texture work. If so then I'm sure you can tweak it some more to look more like that SWTOR artwork from that Galactic History entry.
  41. 4 points
    I wouldn't bother making another video of this, but here's some screenshots to give you an idea:
  42. 4 points
    I have to second this. This sounds like a great mod idea, both inside and outside your project. This was something that always bothered me. Would be interesting to see how the camp reacts after losing several of its people, the recruit trainees usually perish, some of the patrolling guys do as well. You'd have to make sure dueling NPCs didn't end up dueling air, or maybe that would look fine, like shadow boxing.
  43. 4 points
    Did you just report yourself for spam? I think that's a first.
  44. 4 points
    Thanks. I cant agree more! Compared to todays standards i cant even watch the old Kotor /especially TSL anymore. The levels look so bland and unlike Star Wars, and even modded its harsh when you switch from e.g. Control to K2. To aim for a realistic look i tried to emulate a lot of assets from the Mandalorian series lately , which seems to be the better choice to get a natural looking result than when orienting on games like BF2 & FO. The Trayus Academy will be last on the list, but i dont think it would be more difficult to pull of than the other planets.
  45. 4 points
    View File JC's Fashion Line I: Cloaked Party Robes for K1 Summary This mod alters the appearance of Jedi robes worn by party members in Star Wars: Knights of the Old Republic, giving them new models based on their basic clothing with added cloaks. Installation Note: If you intend to use this mod in conjunction with either my Cloaked Jedi Robes or Cloaked Hybrid Robes, they should be installed first. Extract files from the downloaded archive. Run Fashion_I_Cloaked_Party_Robes_K1.exe. Select one of the installation options: a) 100% Brown b) Brown-Red-Blue Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_Juhani.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment. Permisisons I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 08/26/2020 Category Mods K1R Compatible No  
  46. 4 points
    I wound up trying out for Hijata. This is really more of a test of my recording space as I'm getting over a cold but why not share the results? But if Salk wants the files, I sent them to him to do what he wishes. The outtake line at the end has an uninvited guest.
  47. 4 points
    Milestone reached: All K1 skyboxes, backdrops and models are finished or in short: Everything for vanilla (!) K1 is done Before you get your hopes up though, that does not mean that the release is imminent! The current plan is to release the mods for both games simultaneously, although that might change. However, I want to have the addons for K1 ready at least before I release it. That's mostly BOS:SR support which includes a Taris skybox that will probably take a while to do. The reason for why getting K1 actually done was that I had to do some tweaks to Kashyyyk and the Tatooine buildings, but mostly I iterated through dozens and dozens of iterations of improving Manaan as I wasn't really happy with the old version. The sky was too dark for instance and there were issues with K1s terrible bloom effect. But after several weeks I finally reached a result that I really like. Sadly I don't have a screenshot, so you'll have to wait for closer to the release to see it. Another thing that kept me busy was M4-78 which is now pretty much done. You've seen most of it before so it was mostly busywork of adding backdrops to all modules, tweaking fog, etc. But it also included the irradiated skybox: Certainly looks unhealthy, doesn't it?
  48. 4 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.
  49. 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.