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Showing content with the highest reputation since 03/19/2023 in Posts

  1. 11 points
    First things first: Work still continues. I pulled a 12 hour day today to getting the sublevel ready for beta. We are very close. But not there yet. The big item standing in the way of a beta release is setting up the installer. I will be using HoloPatcher for this project, so I am going to take the time to get the installer set up and then confirm I got everything where it needed to be. Beyond that, the Droid bay questline has not been finished yet. Here is what is ready for a beta look: -Jedi Shadow bounty quest for Sith and Jedi artifacts is fully functional. -Manaan Kolto purchasing quest is playable outside of journal entries firing. (Jounral entries for all quests are not working right now because I have not dived into it yet. -Republic Operations Center is fleshed out with dialog with Dodonna and soldiers. No AI voicework yet for her pending beta feedback. -Wookie dialog is complete, referring the player to speak to Bolook in the Holding Cells. This will trigger murder investigation first. I have not scripted conditionals that account for this quest already having been completed on the plains. -Kavar dialog is complete outside of 2 lines that need rework due to changes being made. -Opening dialog with the caretaker of the Academy, who serves to provide an overview of what the sublevel offers, is set up with relevant camera work. -Vash dialog is complete. Here's a snippet of Dodonna dialog and Quall's quest: All that to say, work continues. I'm not going to give a timeline on beta release. I've learned my lesson on that. But I am working on it, and want this complete and a presentable and worthy addition to the modding landscape as soon as that can be done.
  2. 9 points
    Hi everyone, Here is a quick pic of a new Corellian beast, which will be found in the jungles on Corellia. Image is attached All thanks to Redrob41 art skills. With the topic of Upscaling textures, ...I know Redrob41 has been doing some and some of the new characters which might be upscaled vs the vanilla. I will need to touch base with him on the topic of how much will be upscaled. If we do Upscale all textures for RoR there will be a discussion on wither it will be part of the initial final game/mod or as a separate optional texture mod. I don't want to show you to much so we can surprise you all. We are plugging away at the mod with updates to the build every week. Logan23
  3. 8 points
    This is the safest approach, since any input can be ignored as desired. Having worked in a number of large team projects, both in game modding and elsewhere, the problem with other people is that they all have ideas. Worse still, they labour under the impression that their ideas are actually good.
  4. 8 points
  5. 7 points
    Good afternoon. I will post my current work here.
  6. 7 points
    It was an idea I had many years ago. Never found the time to go through the concept. Then Lucas forums closed. But now I have some to wrestle this. Since 2023, everything is in HD, 4K, AI Upscaled. So I thought, why not make a new texture for the datapad for the Dantooine cutscene. I've redone the texture of both datapads models (regular and with severed arm). I tried to upscale the textures with some success. Now I don't have a working 3DS Max license nor the will to re-learn the tools of Blender 3D. So I didn't unwrap the UV Mapping to see where everything goes. But it a start. I was inspired by this concept. I also plane to add animations choices for the display screen. I will also rework the texture of the datapad on the severed arm. My broken screen don't real shows and I want to add some random damages on the metal. It surely had been dropped on the floor, if the arm was ripped off or something in this line of idea. Here are the results Addendum... DarthParametric has answered a call to aid here, by remaking the severed arm model and by providing me the UV Mapping images of both datapads models. I'm adding his great contribution to this project as stipulated in the request.
  7. 6 points
    Neural network and Mandalorian armor.
  8. 6 points
    These are my take ways from attempting to mod KOTOR; motivated from my love for the game and disappointment from not having any official update in all these years I felt like I could give it a go. - Using more modern techniques to get meshes and textures out the door can be pretty fast - normal maps are not bad, not awesome but not bad, and with the help of bumping some of the geo out can look pretty good in game. but I would NOT cook out normals for items, cooking down flat/tile normals are handy, (walls, floors, "flat items") if your going to make chest, chairs, droids etc I would basically lean on smoothing groups or vert weighted normals for all the shapes, and if you want damage or chips all that good jazz you can give a flat blue normal some overlay damage in painter or PS. - end results just looking at this with no real texture love ,could look pretty cool The down shot - the tools and guess work to get anything in game is exhausting. I spent more time trail and error then actually making anything. Its more, like, yes its faster to make assets these days, but the more you put into the game the more the system starts to put up walls. Its kind of like trying to pack way too stuff into your luggage, yes it all going to fit? probably, but your in for a fight, and that fight is going to take a while. It could also be a learning curve on my part, so I would also take that into account. I also want to say thanks to DarthParametric for taking time to address my questions! Here are some shots of half done stuff, with, like I said no real texture love or unification here. Also started in on some HP heads, some funky jazz is going on with some of them or I would have more images up
  9. 6 points
  10. 6 points
    Hi everyone, I want to squash this all with saying the mod is alive and doing well. The mod is drinking some corellian ale on the beaches of Telos 😀 I will be updating this post later with an update. I'm at work so don't have access to show any pics 😀 Logan23
  11. 6 points
    There are only vague concepts for a few quests based on David Gaider's early recollections of the planet. I do intend to stick to the basic premise of these quests, however I will make deviations as necessary where it makes sense. As far as cut modules, there really aren't any. There's some fairly complete geometry from the arena, which was not really in a state to be used. I modeled the current arena after it, but I made it open-air like a colosseum. For the rest of the areas, there are only screenshots of the street. I've done my best to remain faithful to those images in modeling the street. So it's all new content and models. Fortunately, the original textures from Sleheyron still exist within the game and I've used them extensively and added a few along the way.
  12. 5 points
    As a developer for the mod, I'd say things are going pretty good! I have to finish one more module and after that we just need to stich some already completed areas together, add conditionals along the way, write the end scene for Episode 1 Corellia (the scene is done but the dialogue itself is placeholder right now) and then it'd be in a proper Beta state.
  13. 5 points
  14. 5 points
  15. 5 points
    UPDATE! The last few weeks have seen encouraging progress and I am beginning to see the light at the end of the tunnel towards a release. More on that later. Here are some screenshots showing a few of the additions that have been made since last I posted: The Ops center has received Republic Analysts and officers organizing battle reports and issuing deployment orders to Republic fleets across the galaxy. Admiral Dodonna is on planet for an important strategy meeting with the Jedi Council, plans her next moves. With the advancement of AI voicework, adding her as a full fledged npc we can have conversations with is now before us. Dergar Chester and his fumbling assistant Tarn have taken their posts within the Droid Bay of the sublevel. Here we find them enjoying a moments rest before the player's shenanigans with a faulty droid and a storage room door cause an untimely demise for one of our technician friends when the Sith attack. Jedi Shadows train for their next mission deployment within the Southern Dueling Range of the Sublevel. Master Sundar Dusk has placed a permanent hold on this dueling range for exclusive use by the Shadows, but the Northern Range is open for business! Speaking of Sundar Dusk, a bounty has been issued on dark side artifacts to help the Jedi stem the tide of war. He will pay good money for any artifacts you bring him. Sorry, Uthar. No Sword of Ajunta Pall for you anymore. The Jedi have intercepted a Red Eclipse slaver vessel and freed these wookies. Alongside Master Bolook, who you previously helped with the Dantooine Plains murder investigation, use advanced interrogation techniques to get the Trandoshan slaver to reveal where they bought these wookies from. Their ship logs make no reference of ever landing on Kashyyyk... Jedi Master Kavar is but one example of a TSL master who has received AI voicework thanks to the work of @Vert Here are some examples:kavar023.mp3kavar015.mp3 Supplies for the Republic seems the most critical need. Let's see what Kavar has to say: kavar020.mp3 Silais Fenn, the caretaker of the Academy, has finally gotten the galaxy projector online. But perhaps you are tired of listening to Kavar droll on. There's a solution to that! Fully implemented, you will be able to duel with every named Jedi from Belaya all the way up to Master Vandar. I am also looking for help in changing the child models. My end goal for them is lightsabers in hand and jedi robes donned while they train. At the moment they are scrappy commoner children fighting the air in front of them. You can see the disappointment in the eyes of their Jedi Trainer. Those are the major updates for now. I still have some script work to get quests rolling smoothly as well as tidying up dlgs and getting those prepared. But the big question, is when is this coming out? A Public Beta will be released here on DeadlyStream this Christmas season (2023) to get the communities feedback on where the mod is, and where it still has left to go before a final release is uploaded. The purpose of this beta is to take a comb through what has been done, identify items such as redundancies in code that I have patched in from other modules, what is simply not working like it should quest wise, installation errors, the works. I am hoping the community will take a productive dive into the sublevel, offering suggestions for improvement along the way. My goal for the sublevel has always been that it would be a hub for you, the modders, to use a launching point for your future work. There are There are 3 dedicated quest givers in Sundar Dusk, leader of the Jedi Shadow contingent of the Enclave, Master Quall who is dead set on helping his home planet not fall to the Sith, and Admiral Dodonna, who I envisoned giving you quests in the same vein as Admiral Hackett from Mass Effect.
  16. 5 points
    They weren't too bad to figure out, but I honestly did not think anyone would notice. I'm pleasantly surprised so many people have noticed! I hope to eventually be at the point to get voiced dialogs, but I'm not there yet. Content is still in its infancy and it changes a lot. I'll remember this for the future.
  17. 5 points
  18. 5 points
    Alright, here's the big update: Everyone give a nice, warm welcome to the new manager of PartySwap: @Leilukin! I'm aware how long I took with this announcement. I sat on this decision for months, but with Leilukin's current activity level in the community and as a modder, as well as her familiarity with the mod and how it works and her vision for the future, there really was no one else this mod could be passed off to. I want to thank everyone who supported me and PartySwap over the last several years, and even as I step away from modding and Star Wars entirely, I hope you'll join me in wishing Leilukin the best. For the last time... Darth Tyren has spoken!
  19. 5 points
    Feature. Time for a leak for the Heart of Beskar mod! Thus far, most of my NPC Overhaul mods have been "very basic" or "minimum effort". What do I mean by this? Well, the NPC Diversity Pack is made using only what is available to me in the vanilla game. I only use vanilla appearances on the vanilla appearance.2da file and I only use vanilla clothing/armor to make my unique NPCs, by only using the vanilla assets this mod is compatible with most other mods and thus is considered "very basic". Other mods in the NPC Overhaul Series are "minimum effort" such as Onderon Fashion or Smuggler's Deluxe which either take a vanilla body model like the smugglers jacket or ports a K2 body model like Onderon Clothing and makes new NPC variants out of those body models to create further outfit diversity in the game... I consider these mods "minimum effort" as they were somewhat easy to make (in my opinion) though they're not all compatible with other mods like the NPC Diversity Pack is. For example, the standard quality smuggler's jackets of Smuggler's Deluxe would look strange next to AI Upscale texture packs or the AI Upscaled Onderon Clothing by Effix in Onderon Fashion would look strange next to Dark Hope's texture packs. But this mod, Hearts of Beskar, is something I'd consider a "complex mod", a mod that was harder to make which might not be compatible with some mods, and I have a few complex mods in planning... though for now Heart of Beskar is the one we shall focus on today! Heart of Beskar requires Duros: Armed & Ready to be installed beforehand, and as with my other NPC Overhaul mods, this mod shall require the K1 Community Patch to work as well! This mod is a total NPC Overhaul of ALL Mandalorian NPCs in the game, you might notice how my other NPC Overhaul seemingly randomizes NPC appearances to prevent the 'clone affect'... but since Mandalorians all wear identical armor you might ask "well how would you Overhaul the Mandalorians?" to which I answer: With New Mandalorian Ranks! 1) The Mandalorian Recruit: 2) The Mandalorian Initiate: 3) The Mandorian Trooper: The Mandalorian Trooper is the classic blue Mandalorian, there's nothing to show here. 4) The Mandalorian Scout: 5) The Mandalorian Marauder: 6) The Mandalorian Heavy Trooper: That's all for the Mandalorian ranks of the Dantooine Mandalorians, in my next leak of the Kashyyyk Mandalorians I shall reveal additional ranks that have yet to be implemented. The Heart of Beskar mod is not just limited to new Mandalorian ranks, however, it also adds the following: Helmetless Mandalorians for additional diversity: Alien Mandalorians for additional varity: The long awaited Female Mandalorian, who can appear with all the previously mentioned ranks (For example, a female Mandalorian Scout can be encountered!) This mod uses the models from Female Mandalorians by Inyri Forge, whilst the main page makes no mention of permission the readme in the downloaded mod does and it reads as follows: Inyri Forge has not been an active member of the community for a very long time, not posting since 2015. I once asked them permission years ago to use these same models for my now removed "N-DReW's K1 Gameplay Improvement" mod for the same thing I've done in Hearts of Beskar via email and they did in-fact give permission. Should my previously granted permission for the now removed K1GI not apply for Hearts of Beskar, I did in-fact make a reasonable effort to contact the author before altering their mod and Inyri is still an inactive user making them unreachable. As of right now, there seems to be a weird bug with Inyri's original female Mandalorian model. When a female Mandalorian is in the same module as a male Mandalorian the male Mandalorian shall instead use the female Mandalorian model instead of his default male model. This has created the cursed Sherruk with big titties bug! What other features shall Hearts of Beskar have? Well, this mod contains Mandalorian Iron... or Beskar if you're a fan of Disney's "The Mandalorian"! What does that mean? Well, most Mandalorian armors found in this mod shall contain Beskar in their metal chassis thus making it resistant to energy based damage. Now this mod won't turn every Mandalorian into DIn Djarin with his literal plot armor, but it will give the Mandalorians a buff against you when you fight them. For example, the armor of the Mandalorian Trooper was Mandalorian Battle Armor which had a Defense Bonus of 11 with 25 resistance to electricty damage. In Hearts of Beskar, the Mandalorian Battle Armor shall be renamed to "Mandalorian Light Armor" and shall instead have a Defense Bonus of 9 with 5% immunity to energy damage. This 5% immunity is caused by the Beskar, a material which is highly resistant to blaster bolts and lightsaber blades. The extremely rare "pure beskar" would make a wearer impervious to oncoming blaster shots and lightsaber strikes, Din Djarin of the Mandalorian wears (plot) armor forged from pure beskar. So Din Djarin can get shot and not take any damage because of pure Beskar, so why do other Mandalorian NPCs die in one hit like Storm Troopers? That is because those Mandalorians are wearing armor made from "Beskar Alloy", since Beskar is a rare material the mass production of Mandalorian armor is done via mixing what little pure beskar they can muster with other metals like Durasteel thus turning small amounts of pure Beskar into large amounts of weaker Beskar Alloy which can be used to forge the armor of the Mandalorian army. The Mandalorian Light Armor I used as an example is forged with Beskar Alloy, thus the 5% Immunity... though the next rank after Mandalorian Trooper, the Mandalorian Heavy Trooper, has a Defense Bonus of 10, immunity to mind-affecting, 10% immunity to energy damage and 5% immunity to fire damage. It's a pattern, with each rank that goes higher so too does the Beskar alloy become purer thus making the armor stronger and the Mandalorian NPC harder to defeat. An energy immunity of 100%, like Din Djarin, would make the Mandalorian wearing that overpowered armor almost invincible to all incoming damage. Even if the party can kill that Mandalorian with other damage types, I'm certain unsuspecting players would get their butts kicked trying to take him or her down. As of right now, an energy immunity of 90% is the highest thus far and it belongs to Cassus Fett's Battle Armor though I assure you this mod shall be play tested with a vanilla build and weapons to ensure that they can be defeated. If need be the armors offered shall be nerfed, though do expect the strongest Mandalorian Armors to have a high energy immunity. The new Mandalorian armors shall be scattered throughout the game as either loot dropped by enemies, loot found in objects or items to be bought from merchants. I do want to note that I really don't want Cassus Fett's Battle Armor, the strongest armor, sold on Dantooine by Adum Larp. I'm thinking of moving that armor to Mika Dorin on Korriban, a merchant restricted to post-Leviathan part of the game, or from the loot of the Mandalorian leader of Lehon as an end game reward. Thus far, that's what Hearts of Beskar has to offer on Dantooine! Stay tuned for future leaks regarding Kashyyyk, Lehon and any of your suggestions I may implement... and before you ask, this mod shall contain new Mandalorian items and weapons though those shall come in an update after the first release containing new Mandalorian ranks and armor. Feel free to leave feedback, suggestions, criticisms and recommendations! "This is the way!"
  20. 5 points
    With the advent of reasonable AI voice facsimiles, I have a request for a tutorial on how to add a G0-T0 type filter to voices. One catch in the request is I'd love to tutorial to use software that is free for the public to use so no one is gated by a paywall. I've found a HK-47 filter long ago which I've already promoted elsewhere but G0-T0's filter eludes me. Thank you for your attention.
  21. 5 points
    New Mod Analysis video after all these years. I tried changing the formula so I hope to improve on it as I make the next one.
  22. 5 points
    Verison 1.4 has been released. I have made several minor edits, but there are two significant changes. The first is that I have created a new texture for the airlock doors so that they look less like knockoffs of the Sith base doors: Thanks to Thor110 for encouraging me to try creating a more unique door texture back when I originally released the mod. If you prefer the old door appearance, I have still included it as an alternate option. The other major change is that I have added actual geometry behind the permanently locked doors, which gives them more depth than the fuzzy 2D vanilla backdrops: If you have already installed one of the previous versions, you can upgrade by installing version 1.4 directly over it. However, you may then need to reinstall any other mods that also edit m50aa.git. I also recommend using a new save from before visiting Yavin Station for the first time to avoid graphical glitches with the new airlock doors.
  23. 4 points
  24. 4 points
  25. 4 points
    Textures and icons for grenades and mines.
  26. 4 points
  27. 4 points
  28. 4 points
  29. 4 points
    Thank you for making PartySwap and trusting me with the management of PartySwap! PartySwap has been included in the KotOR subreddit's KotOR 2 full mobile mod build itself, meaning this mod has been tested to ensure it works on the mobile version of KotOR 2 and TSLRCM, as long as you follow the mod build's instructions to install mods on mobile. You play KotOR 2 on Steam, is that correct? Did you make sure you have installed TSLRCM into the Steam version of your game? Do you see TSLRCM's logo when you launch your game?
  30. 4 points
    I really enjoyed that. I think your videos are better when you are doing voice commentary. Even simple hack and slash mods like this are really quite impressive considering the tools that they were made with. Anyone who tried to do module editing with KotOR tool will know what I mean. Hopefully we will get more new content mods now that we have really excellent tools like Holocron Toolset. The lack of them has always been one of the more unfortunate parts of KotOR modding. One of the projects I've done a bit of work on is a mini TC that would act as a module starter hub for other mods, so people could make modules like they do for Neverwinter Nights or Dragon Age. I think little TC mods like this would benefit from having something like that as a framework.
  31. 4 points
    First WIP clip of the mod so far This is a very raw WIP progress update clip, but I wanted to be able to show people more clearly what I was working on, so I figurd I'd share the clip anyway Progress update: I've gotten even further with the Dantoine section, and now mostly only need to "clean up" various things. All voice has been done, and only a single splice project, some minor written dialogue corrections. and that one voice reference correction, should be needed now (for the time being at least). The choices you make in the Dialogue with Master Seelah, determines whether you push Mission's alignment further to the light side, or over to the dark side At the conclusion of the dialogue, you'll have given Mission an alignment shift, and given her a Jedi class of your chosing You'll also get a truly unique robe not seen Anywhere else (Thanks to RH and JC), along with 3 light sabers that corresponds in colour to your chosen class After having gone through the dialogue with Master Seelah, Mission will unlock new dialogue choices when you speak to her (yet to be voiced) Any and all feedback is welcome, though I'd prefer if it was constructive ^^ Thanks to Ebmar who provided assistance to me, when I suddenly got an issue with the dialogue speeding by in my mod (fixed now, and turned out to be an issue with the way I'd encoded the voice files the first time around).
  32. 3 points
    In the politest way possible, we wouldn't be making a mod for you to play if we'd instead just tell you everything from the get-go. We actually can't say, just like with K1 & K2 the mod isn't a linear experience... there are plans to revisit the different planets and these revisits to the same planet could act as an Episode in their own right. Similar to what TSLRCM does with the Atton/Bao-Dur VS Bounty Hunters sequence, ROR will use "cloned" modules to our advantage. In-game, you'll think you're in the same place but at a later date when behind the scenes the same module has been cloned. This can allow us to have a different set of commoner NPCs to give the impression that time is moving forward and the background people are moving on and you're encountering new people in their wake. This sort of thing is being saved for later, as right now there's an internal controversy where the RPG elements are somewhat nerfed because it'd look dumb to have the player commit all sorts of evil and actively fall to the Dark Side with Drayen in the party. I'd expect these sort of major decision influences to take place once Drayen dies and the player is now alone, it'd make sense this way from a story perspective too! I know I wouldn't want a repeat of the K2 influence system as the influence system sort of represented how the player was impacting the party via their Force Bonds. Internal testing would have to be done with different party members to see if the Influence System can work with modded party members & how much of it we can actually touch as I'd assume much of it is hard coded (assuming we just rename influence as trust that is). How ever we chose to implement the trust system, do know that multiple "success" and "fail" states are written for many of the party members so that at the end of the mod, based on the players choices, alignment, faction loyalty, interactions with said party members, trust/influence and other factors the party members can chose to remain loyal to your chosen cause or defect in some way or another... very similar to how influence works in K2. It's planned to have a Canon & Non-Canon path for ROR, this is chosen at the start of the mod alongside Revan & Exile's gender & alignment. If you chose Canon, it'll follow the events of the book with the Exile being dead with the only possibility of an appearance being through a Force Ghost and Revan being locked away for 300 years and would only appear via dialogue mentions & maybe a brief cameo in some capacity. You could argue that this doesn't make sense considering it's "Revenge of Revan", to which I say this mod was in development before TOR came out so we simply have to accept ROR as a fan fiction mod that can bridge K2 to TOR depending on the correct path. But the Canon version isn't being developed at this time, instead the Non-Canon path is. It is loosely based on the book, so characters like Scourge & Vitiate might exist but the Exile may or may not be dead and Revan will make a physical appearance. As you can imagine, there'd be a point where you'd meet Revan and this "point" in the mod would change dramatically depending on the Canon VS Non-Canon choice.
  33. 3 points
    High Quality Blasters for Modders was released as a modders resource with instructions saying as long as you PM him with a screenshot he's okay with you publishing the edit even if he doesn't reply. ToastyFresh was the original creator of the models and textures found here: https://www.nexusmods.com/kotor/mods/1096/ And he says: You are allowed to alter assets in this mod and release it separately without my knowledge.
  34. 3 points
    Try these: K1_Stun_Batons_High_Poly.zip The variant 3 model was actually using the variant 2 texture, so I switched that.
  35. 3 points
  36. 3 points
  37. 3 points
    Hi everyone, I'm still alive as this project. I just encountered some personal difficulties. Now I'm moving on. I did look out for a way to manipulate the cutscene to incorporate the models in it. I also lost myself along the way. So I've put this aside for the moment. It will not a big glorious update. But still... The modded OG The new HD mostly done. But I found out I need to touch up some parts. With the not done arm version. I'm working on adding dirt and scratches on the metal. Making an HD custom textures for the arm with an option of gore and no gore. It is in the plans. But I don't know when I will add them. Will the icons be animated? I have no idea if it's in the possibilities.
  38. 3 points
    Hi everyone, I was caught with family matters and my friends are making LAN party. So, I will take a break starting right now, until the new year. I will be back and in top shape, January the second. Furthermore, I understand I'm taking forever doing this mod. But, I'm working to my pace, and I'm learning from this process. Each game has its ways when it comes to modding them. And as I read in this community forums. Lots of new tools and options are now available. New awesome tricks I will have to learn. I will try to get my hands on another 3DS MAX license. My competence with this software are more for architecture. But I'm sure I can do something for KotOR, beside editing the default model and UV Mapping. It may take me a bit longer, like the rest of the things I'm learning here. But rest assured, I will not leave this project until I'm done with it. And I will post it as soon as it feels ready enough for it. Thanks, I'll will try this one next time. Indeed, it's a terrible feeling to see your PC BSOD when trying to access a drive. It was one of my M.2 SSD, and it was directly where 1080 Ti SC2 side vent. Getting blown hot air and dust. So it got too hot when doing stuff with many big softwares. I suspect it was not build to endure that kind of abuses. For the first phase... No, it's absolutely not essential to be able to read on a broken or working datapad. But it would be cool if we could. And we all have the right to dream about cool mods for our favorite game. I'm also not there at all for the moment. I did and here's the results I'm willing. I don't know if I will be able to get there. But it's in my mind. For example, the Twisted Rancor Trio quest has an empty desk near the holograms. It could be placed on the corner of this desk. If I can learn how to do custom placeable in a map like this kind of idea. This looks awesome. I didn't know it was possible. I don't know if I will become as good as this. But I will try my best to come up with something. I'll keep an eye for this.
  39. 3 points
    Anyone is able to beta test at any time they want, simply by cloning the repository locally. Although it should be noted that TSLPatcher is no longer supported and HoloPatcher is now the required installer. If you want to try out the current build and test for bugs then you need to be quick. I will be starting my second 1.10.0 beta test playthrough this weekend, looking to have the final release ready by Xmas. Edit: As of this evening, I have wrapped up the last of the planned updates before I begin beta 2 this weekend. So if anyone wants to do a playtest, now is the time to jump in. But you'll need to be quick with your feedback, since I want to get the final release out by next weekend. Current changelog for v1.10.0:
  40. 3 points
    Curious, fortunately KotorBlender didn't have any issues with it. I have edited the models and uploaded them as a proposed addition to K1CP. For now, you should be able to download them directly from the K1CP issue page: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/755
  41. 3 points
  42. 3 points
    Hi everyone, I was wondering if someone would have the time, or be kind enough, to export as an image, the UVMaping of plc_datapad.mdl and plc_sevrdarm.mdl (both datapads models). I have a W.I.P. right here and it would be of great help in the fine tuning stage of this mod. As of right now I can't install 3DS Max or any other 3D software for technical reasons. Of course, I will add the user name in the credits. Thanks in advance
  43. 3 points
    I totally understand what your saying. I have been dealing with some real life stuff the past few months which has slowed the production to a crawl. Things are getting better and we have decided to make some changes to help with the workflow of the project. We were originally looking to release two planets which led to jumping back and forth from one planet content to another. We are now looking to just release planet by planet which will help keep our self focus. Both planets are in testing and adding some missing content. I cant say when the first planet will drop. This new change as well as others should help get planets to release and allow you guys to play it. The project isn't dead but it has its challenges and bumps in the road. Thanks for your support 😃 Logan23
  44. 3 points
    Once again nothing particularly impressive, but I thought about doing this literally years ago and the idea came back to me this afternoon:
  45. 3 points
    Not sure if any of the rest of you got in on the Limited Run editions of KOTOR but the Master Editions finally got sent out this week. If you didn't, I made a simple unboxing video to show what is inside! Definitely check it out. The master edition is full of cool stuff, and I'm super happy with it. Best parts of it are the hard cover strategy guide, full of tons of info about nearly every aspect of the game (I'm curious if anyone here knows if any strategy guide from the past was used for it?), the security spike USB drive, the saber replicas, and the Ebon Hawk pin. Check it out!
  46. 3 points
    Not sure I'm really a fan of grafting it onto important NPCs. If you want to give people cybernetics, you'd be better off porting arms and legs from TOR so they are a bit more unique.
  47. 3 points
    streaming Cathalan also yes I'm using the image from @Sith Holocron's Cathalan gif because it's funny
  48. 3 points
    Hello folks, I've released two new mods for the series! They include Unique Sith Governor! And Onderon Fashion! Onderon Fashion is one of the many mods of this series that I believe will enhance the NPCs of the Kotor game. Right now the only other mod similar to Onderon Fashion is Smuggler's Deluxe though I assure you many more similar mods are on the way! And for the Unique Sith Governor mod, that mod was released by the request of Sniggles for his mod request thread. The Sith Governor was actually planned to be included as part of a Sith Officer mod which will be part of this NPC Overhaul series, but until that mod is made and released player's like you can experience but a taste of what my planned mod has to offer with the Unique Sith Governor mod!
  49. 3 points
    Star Wars Ultrawide 3440x1440 fix is incoming UPDATE: I finished version 1.00 and uploaded it I'm waiting for approval. (I already started working on v1.1 that fixes the galaxy map gui being not consistent and other guis overall) This mod was created due to the frustration of playing with a small HUD on an ultrawide screen. The mod enhances the HUD/UI and Menus from the KotOR High Resolution Menus mod specifically for the 3440x1440 resolution. I created an enlarged HUD, that makes playing the game much more enjoyable on a 3440x1440 resolution. Due to the larger HUD, one needs to use upscaled assets for it to look good. I used a combination of different assets from (KotOR High Resolution Menus, HD MENUS AND UI Assets and Remastered UI) In summary: 1 - The mod contains a prepatched swkotor.exe or you can patch your own exe with hires menus 2 - it contains a an enlarged HUD so the game can actually be enjoyed 3 - The HUD graphic files are upscaled to look HD, else the old HUD graphics look too pixelated, for this (Im using multiple mods but put together into 1 package) I attached pictures of the version 1.00 of the mod.
  50. 3 points
    Here it is: The audio was made using a premade preset found on the Eleven Labs website (for this mod I specifically used the premade "Eli" sample as seen on the website) Special thanks to @EpicStoffer for pointing this website out in the Rukil thread.