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Showing content with the highest reputation since 02/23/2021 in all areas

  1. 8 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
  2. 6 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
  3. 5 points
    One of my biggest pet peeves as a modder is getting reports of bugs that could be solved if the user actually read through the Read Me file of my mod.
  4. 5 points
  5. 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.
  6. 3 points
    I wouldn't bother making another video of this, but here's some screenshots to give you an idea:
  7. 3 points
    Thanks! PBR is not available in 0.15, hence "feature preview" in the video title. Currently, you either want to build reone from source or wait until I release the next version (which will take some time, as I intend to make Endar Spire completable with it). Regarding launch: specifying the game path should be enough, yes. Did you install the VC redistributable, as the readme suggests? Other than that, you want logs to diagnose problems: either start reone from the command line, or add "logfile=1" to the config file and look for "reone.log". Regarding graphical capabilities, current light limit is 16 lights (easily extendable). There is also an experimental feature to convert self-illumed models to actual light sources, which does spice interiors quite a bit. Ray tracing is not entirely out of the question, but the engine would need to be rewritten to replace OpenGL with Vulkan. Definetely not something I'm interested in for the time being. Also, keep in mind that to fully utilize PBR, vanilla assets need to be augmented with additional data: metalness and roughness parameters, per each diffuse texture, which I setup by hand for the preview video.
  8. 3 points
    Hello everyone!! I would like to make a mod request, if possible. Something that always bugged me, was when you are on Dxun (Mandalorian Camp), it actually looks like a camp! There are patrols, people training around the camp, etc. But after the surprise sith attack, when we return from onderon, except for Zuka that keeps doing his thing on the terminal, almost everyone else stops doing what they were doing before and just stand there (even when they say that kelborn made them train and put the camp to 100% lol). What i would like to request is, if it's possible to make the camp be the same as before, when we return from Onderon? For the exception of Kelborn position of course. Thanks! 🙂
  9. 3 points

    Version 0.9.0


    INTRODUCTION Working in another MOD i realized the little attention paid at small and most of times unnoticed things that I think could have a bit more life in the KotOR universe. So simple as improve lights and buttons of panels and such and animate them. The pack is not complete yet and do not cover all the things you can find along KotOR. I've worked just on some of the Placeables I'm using in my new Module. That means that in the future I could make bigger the pack adding new elements or new improvements. ------------------------------------------------------- NOTE ABOUT THIS MOD If we think in any current estandar graphics anyone can think that the new aspect could be extracted from "Doom" (the First, not the Second ) but keeping in mind that the work is made with the Paint app of the WinXP and if we compare it with the originals ones... well, it's not so bad. ------------------------------------------------------- The elements included are the Computer Panel (on floor) with four versions, BLUE, ORANGE/BROWN, GREEN and RED (sadly only can be used one at the time), the Computer Panel (wall), one Desk, the Workbench (the orange one, not yet the blue), the Foot locker and the locker (the Locker and Foot Locker are not animated). The Wall Computer Panel shares its texture with the Power Conduits and with the Info Panels. That's why I haven't modified it too much for not find weird lights or weird buttons in weird places of the three Placeables, but now you have three animated elements for the price of one. As I'm working on the Endar Spire I've included as well my animated sign of the Broken Doors. ------------------------------------------------------- INSTALLATION Unzip the downloaded file. Each element has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/element(s) to your 'KotOR\Override' folder. The files of the "After and Before" folders are not needed, they're only for to show the results. UNINSTALL Simply remove the files from your Override folder. ------------------------------------------------------- BUGS If you are able to find one I invite the next round. It's just a change in the textures. I've run and re run all the Endar Spire and the Taris Appartment lots of times with these files and found nothing, even the ones that are involved in the Plot as the Footlocker at the start of Kotor, the Computer Panel that permit kill Siths in the next room or the Workbench in the Taris Appartment. The only one thing I think that could occur is that you find any of these textures in other Placeables/Locations that I haven't noticed by the time and share the same texture files (I've seen that in other MODs). If the result is "fine", nothing, go ahead (although I'd appreciate a warning via post or PM). If the result is weird or bad is obliged the warning so I can correct it asap. ------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. If anyone could be interested in include it or part of it in his/her own work, PM me here at Deadly Stream and talk about. ------------------------------------------------------ THANKS To Deadly Stream ------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file. ------------------------------------------------------- FINAL NOTE Made with love and funny to do it. Enjoy it!!
  10. 3 points
    I keep a tab on performance and try to use modern OpenGL functions and optimization techniques whenever it makes sense. As it stands now, reone pushes hundreds of FPS in a typical module on my machine, noticeably more than I have using the vanilla engine. And yet, there are still ample optimization opportunities I can think of. You can expect reone to outperform vanilla, if only due to advancements in OpenGL. Grass is currently not implemented at all, but I see no reason, why you wouldn't be able to increase the grass distance or crank any other graphical setting up.
  11. 2 points
    With this mod, normal maps will be the least of your concerns, there is much more possible like AO, infinite grass distance, YES: Custom REAL Time Combat, better performance and more, as Seedhartha assured me. Also the games functionalities will be the same as before, that means mods should work as usual. To illustrate the capablities of this baby i did some comparison screenshots from the PBR HDR vid above: Before: After: Before: Here the benefits of dynamic lighting are well visible, as you see. the illuminated spots at the floor are colored differently due to its unique lightsources in realtime: Before: After: the scene isnt always that dark depending on the incoming light: Before: After: And now my favorite ones - note, how much more it feels like Star Wars with those ground reflections: Btw, these are vanilla textures, that means the look can be further improved dramatically by quality texture mods.
  12. 2 points

    Version 1.0.0


    Extended Enclave Patch A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 26.06.2020 INSTALLATION: (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) As this is an add-on for TSLRCM, TSLRCM 1.8.6 is REQUIRED. It will not work otherwise, so have that installed first. As this is a patch for Extended Enlcave, Extended Enclave 2.5.1 is REQUIRED. It will not work otherwise. So have that after TSLRCM and before Extended Enclave Patch. M4-78EP appears to be fully compatible with Extended Enclave, so no compatibility patch for M4-78EP and Extended Enclave Patch exists at this time. The M4-78EP compatibility patch for M4-78EP checks to see if Master Vash is present amongst the Jedi Masters, this is impossible to achieve in M4-78EP so therefore this mod won't break with M4-78EP. But REGARDLESS, please leave feedback if you play with M4-78EP of both ANY BUGS you may encounter or if your game WORKED with M4-78. To install, extract the Extended Enclave Patch folder to anywhere you like, as long as it is not the SWKotOR2 folder. When you run the installer, it will present you with two options, the option "Main Installation" is REQUIRED base mod and "CARTH FIX" is OPTIONAL, select "Main Installation" and run it. "CARTH FIX" can be installed after "Main Installation", this option fixes an inconsistency with Carth's armor as seen in TSLRCM. DO NOT USE THIS OPTION if you use DarthParametric's "TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch" Uninstallation: Depends on what you've chosen to install Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: This is a patch for the Extended Enclave mod which extends version the Rebuilt Enclave sequence with new restored dialogue, scenes and other missing content. The following scenes have been modified: 1. "Tobin's Message" Previously in TSLRCM and Extended Enclave, Tobin's scene with Nihilus was totally unskippable. Presumably as this scene harboured important information regarding the games plot, specifically how Nihilus came to discover Telos and why he chose to attack it. This patch makes it so that the player can skip through most of Tobin's dialogues and get back into the action. 2. "Admiration" Scenes in the Jedi Enclave where the dialogue shows an animated fly-by camera have now been made unskippable for the duration of the camera, this was done to allow players to admire the scene for a brief moment rather than mindlessly skip it like you can in vanilla 3. "Disciple's Choice." The "Disciple's Choice" restored content has been moved from the Ebon Hawk to the Enclave. Once inside the Enclave, Kreia telepathically goads Disciple into telling the Republic what's happening but in doing so, he'd endanger the Exile. 3. "Disciple's Distress Call" Knowing that Kreia is a Sith and that the Exile and Jedi were in danger, the Disciple instead contacts Atris for help who in turn sends her Handmaidens to Dantooine. 4. "Alternate Lines." A handful of 'alternate lines' exist within the Enclave files including: 2nd takes like: Extended Enclave: "Including Master Zhar. Master Vandar." -> Patch: "Including Master Zhar... Master Vandar..." From alternate lines like: Extended Enclave: "And at last, you saw." -> Patch: "And at last, you saw the truth." To totally expanded lines like: Extended Enclave: "Yeah... I know." -> Patch: "Yeah... and she knows it. She's known it all along. She's used your own ability to form connections against you." 5. "Reaching Out." The Exile, believed to be deceased, will now be taken back to the Ebon Hawk where they will lie unconscious in the medical bay as the party believe them to be dead. The subsequent mind reading scene shall have additional lines. 6. "A bridge?" A plot hole has been covered up, kinda. Once Kreia outs herself as a Sith to the party, she takes the Ebon Hawk to Telos with Handmaiden/s and once she departs the crew, with their leader seemingly dead, return to Dantooine just in-time for the Exile to recover. 7. "I have to do this, or I will die inside, just as I died at Malachor V." Bao-Dur's mind reading scene will now include the famous TSLRP style animated camera. In my opinion, this patch is a very small mod at the current time. In the future, I shall further update the mod with new content which I hope will touch upon the scenes including the Jedi Masters, Kreia, Visas, Sion and more! Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: This mod may not be modified or distributed without the explicit permission of the authors. Thanks and Credits: danil-ch & Darth Hayze: Extended Enclave mod and associated files Zbyl2: Help with getting it ready for TSLRCM 1.8.6 Sith Holocron: The Awesome logo and screenshot edits JCarter426: TSLRP Inspired Camera Exile007: Sion related files LoneWanderer: Extensive Beta Testing TSLRCM Team: TSLRCM 1.8.6 and associated files Team Gizka: Creating the original Ebon hawk camera Bioware: For such an amazing game Obsidian: For such an amazing sequel and for keeping the cut content in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Extended Enclave Credits: Thanks: ---------- Thanks go the entire TSLRCM team; your work has been outstanding. 8. Credit: ---------- AUTHORS: danil-ch and Darth Hayze: Pretty much most stuff, this included lots of scripting, vo splicing, picking up slack when one of us disappeared, etc... CONTRIBUTORS: Hassat Hunter; for help with getting it ready for TSLRCM 1.8.2 Sith Holocron; for suggesting a mod collaboration and the cool logo zbyl2; for help with getting it ready for TSLRCM 1.8.3 Exile007 - for contributing his early work on the Sion scenes TESTERS: Loki147 Malkior Legal: THIS MODIFICATION 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.
  13. 2 points
    No, it does not work with PartySwap. Everyone will need to wait for the PartySwap patch for EEP to be released (Which will be a component of the original Extended Enclave Party Swap Compatibility patch mod so be on the look out for that update!)
  14. 2 points
    Interesting idea, I will take a look next time I am on Dxun as this sounds like something that needs changing, chances are it will be a part of my main project, but I shouldn't have too much trouble releasing such a thing on it's own as well, though no guarantees on when I will get around to trying
  15. 2 points
    Since reone already uses multi-pass rendering, there's nothing stopping you from writing a post-processing shader. That's how self-illumination currently works, for example.
  16. 2 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
  17. 1 point
    With the amount of time I have spent with my head buried in the games files I have discovered what I believe is the actual cause of the dialog skipping issue. Instead of just explaining how to fix it I am going to go more in-depth and explain some of the reasons why and how I determined this was the issue. in a .dlg file, each line has a NodeID number, the overall .dlg file itself also has a NextNodeID entry which I believe corresponds to the starting line. The port that I have been working on is absolutely littered with dialogs that skip or are missing the text borders, simply because none of them have the NextNodeID or NodeID's set up properly, the NextNodeID's are set to 0 and every node in the dialog tree is also set to 0. Just a moment ago I saw a dialog skip during a stream and decided to bite the bullet, sit down and properly analyse as well as fix that specific dialog file as well as make a post about it to get a discussion going. The dialog file in question is 903sion.dlg from 906MAL.mod in total it has 124 nodes or 0-123, after manually counting through every node in the dialog file, I noticed that it had three nodes with the NodeID 0, it was also missing NodeID #3 & #123 on top of that, the NextNodeID was set to 123 meaning that when the dialog file started, it had nowhere to go. Hopefully in time the community can get every dialog file in the game checked over for this problem. Thor110 P.S. : I am aware that for years people have suspected it to be a memory leak and that it could not be fixed, however the very behaviour of the dialog file pointing to a non-existent node would definitely cause some sort of problem, right? I know that actually proving this one way or the other isn't going to be easy because it doesn't happen so often for some people, but when the black borders for the text are missing, correcting the NodeID's fixes it and I have fixed several of these live on stream myself. If for any reason it turns out to not be the issue then I apologise for potentially getting everyone's hopes up but I am certain that we will never know if we don't try.
  18. 1 point
    And they seem to be only happening in TSL, as they are not there in K1's -- far as I can recall. Interesting -- have that noted to when similar problem arises on my end. Will see if it actually does something, cheers! 🍻
  19. 1 point
    Ah, well thanks for letting me know.
  20. 1 point

    Version 1.0.0


    Re-texture of PMHC05, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHC05 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  21. 1 point
    Good day. Of course there is) Learn Photoshop.
  22. 1 point
    I hope they approve your file soon as I can't view or see PMHC05 head. Thank you for all of your hard work. :)
  23. 1 point
    I don't think that anyone would be willing to make this mod for me cause no one has ever accepted my mod requests before and I'm aware that this game doesn't have a big modding community at least from what I've seen but it never hurts to ask so can someone please make this head from a fan's beautiful artwork for KOTOR 2? I don't know much about modding so I don't know if its possible to make a custom head like this or not but if anyone is willing to give it a try I would greatly appreciate it. [Note] - This amazing art work was not done by me and I don't know who did make this but credit goes to that person.
  24. 1 point

    From the album: Magnetiicz

    Peragus 2 before the core
  25. 1 point
    Modelling takes quite a bit of time, you would probably be better off just using one of the many custom heads available, or possibly finding one that looks similar and recolouring the hair. It might also be beneficial to wait for more than a whole day to see if anyone answers your mod request, perhaps a week, or a month? People do have their own lives to live ( not me ) and some people only stop in here from time to time. There are quite a few tutorials available for modelling for kotor, perhaps you could give it a go yourself?
  26. 1 point
  27. 1 point
    Nice Animations, nice variety. You can keep the vanilla feel or switch it up. Interchange it easily with other mods because it is organized well so you only have to use the parts you want. High quality. Based on my testing, works in both games.
  28. 1 point
    I tried a few of the textures in kotor 2 and it works. For example I have the floor computer terminal in both my kotor games. Everything I tested worked in both games but I didn’t try every single part of your mod. I try to keep both games textures similar for continuity. Short answer is this mod works in both games and most of the file names for these objects are the same in both games so you don’t have to change the names.
  29. 1 point
    Get TSLRCM 1.8.6 on Deadlystream: Or through the Steam workshop. Changes; * Soundset of Coorta and Thugs changed from Mira to Commoner Male * Fixed always failing persuasion check for the Ithorian coming in when stealing the prototype shield * Fixed skipped line in 203TEL * Wrong VO used for aliens on Nar Shaddaa * Added fix for the "friendly Twin Suns" gamebreaking issue. * Added alternative female Revan line on Goto's Yacht. * One revan good/dark convo check was swapped in Disciple conversation * Fixed issue where one could get stuck if entering the enclave with Kreia and a third party member and was controlling the third member. * Fixed "good react" suddenly branching to Dark Side dialogue with certain options in Kreia's global dialog. * Visas: "Is her kind rare" and "What's a Miraluka" response from Atton was swapped. * Kreia's first good path no longer decreases -INF after selecting "Perhaps you are right", canceling out the loss and gain like the first dark side path. * Fixed Sith Assassin and Jedi Watchmaster losing ability to select Dual Strike. * Fixed 232hk50006 not playing on steam * Fixed NPC rotation when talking to Hanharr * Fixed a missing script for female players on Onderon. * Fixed Disciple conversation abrubly ending * Added a female version of a line to Tobin's dialog * Fixed typos in dialog.tlk December 18 KOTOR2 will release on mobile devices. For TSLRCM 1.8.6 on mobile click here: Additionally M4-78EP 1.3 has been updated on Steam. There is no standalone version of this at this time, sorry. If you run into any issues you can post them here:
  30. 1 point

    Version 1.0.0


    K2 Light Mobile UI (any language) Hello there. Never liked Aspyr UI (KotOR/TSL/Jade Empire) on mobile. Too big for small display. With unnecessary elements. So i made some improvements. -Dialogue/Cutscenes -green letterbox lines removed -subtle (tsl green) undershadow for subtitles -subtle (tsl green) dialogue choices undershadow -new (tsl green) "dialogue choices select" texture (same undershadow but bigger) -dialogue choices frame window and its elements completely removed -annoying flashing cross-piece thingy in every dialogue was utterly and violently destroyed -HUD Sadly, we can't unpack obb's from TSL mobile atm. So i can't do anything for hud elements w/o knowing ui tga names. -Install unpack and copy *.tga files to - if MTSLRCM installed - override folder with your language -android/data/com.aspyr.swkotorii/files/dlc/mods_english/override OR if you don't have MTSLRCM installed - to default override folder - android/data/com.aspyr.swkotorii/files/override -Uninstall delete previously copied files Compatible with MTSLRCM and pretty much everything. ====================================== Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ====================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  31. 1 point
    Looks perfect to me. Congrats for nailing it! You as well!
  32. 1 point
    Turns out it was/is an issue with Steam itself. I checked the subreddit for Steam and some others can't access any workshop at all.
  33. 1 point
    So here I have one more update for you. The kitbash crossguard saber from @Kaidon Jorn is now ported to Kotor. Black core crossguard looks pretty good in my opinion. What do you think? Stay healthy!
  34. 1 point
    Appears to be fully functioning for me. Perhaps you went to kotor1 by mistake?
  35. 1 point

    Version 1.0.0


    Re-texture of PMHC03, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHC03 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  36. 1 point
    Glad you like it!! Thanks!! I haven't installed TSL now and I can't check it. As it's just image files accompanied with its corresponding .txi files for the animation I think it should work but I cannot asure it. I've seen other graphic MODs that work with both KotORs. From here I can just elucubrate about that both games be using the same texture image and use the same file names for the same objects and it'd be a long story. About names you could simply rename them but if are used different texture images, e.g., you could find that the eyes of a NPC are placed in its knees... Anyway, I can asure that I haven't placed an autodestruction device if the KotOR version is not correct, so you always can use these files in K2 and tell us the result. I'm very sorry not be more helpful now. (Btw, my "humor sense", that has its own life, although for different reasons, also apologizes...)
  37. 1 point

    Version 1.0.0


    Re-texture of PMHA01, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHA01 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  38. 1 point
    TSL Restored Content Mod 1.8.6 Ultimate High Resolution Peragus and Harbinger- TGA Version Ultimate Korriban High Resolution - TPC Version Ultimate Dantooine High Resolution - TPC Version Ultimate Dxun High Resolution - TPC Version Ultimate Nar Shaddaa High Resolution - TPC Version Ultimate Onderon High Resolution - TPC Version Ultimate Malachor V High Resolution - TPC Version Extended Carth Meeting 1.2 Extended Enclave (TSLRCM add-on) 2.3 Extended Ending 1.01 Extended Korriban Arrival 1.2 GenoHaradan Legacy 1.0.2 Complete Character Overhaul -REDUX- ( TGA Version ) Fixed Hologram Models and Admiralty Redux for TSLRCM TOR Ports KOTOR Comic Republic Uniforms Admiralty Patch 1.0.1 SWTOR Series Saber Mod v.2 TOR HK Skin Pack 1.0 TSL Full Masks Reskinned Mira Romance Mod 2.0 Content Pack Feats and Powers (TSL ver) 1.4 HD G0-T0 Upscale High Poly Grenades K2 HD Mandalore Upscale TPC JC's Darksaber for K2 1.2 High Quality Blasters KOTOR 2 Upscaled maps Improved Widescreen Experience 1.0.0 Kyle Katarn's JK2 Lightsaber for TSL Enhanced Merchants for TSL Full Force Mod High Level Force Powers V2 High Level Force Powers V2u1 Lost Force Powers Pack Force Exhaustion Force Annihilation HD Cockpit Skyboxes 2.0 Effixian's Alternative Female Twi'lek Dancer Outfits 1.0.0 Darth Sapiens Presents HD Darth Nihilus 1.00 Darth Sapien's Presents T3M4 HD 2k 1.00 Darth Darkus' Armored Robes 1.3.1 Mira Revision (1.1) Mira Unpoofed 1.0 Movement Animation Fix for KOTOR & TSL (1.3) Mono's K1 Gun Models Movie-style Jedi Master robes 1.5 Mandalorian Battle Blades 2.0 NihilusVisas scene VO tweak Visas Unmasked! TSL Main Menu Model Fix for Widescreen 1.1 TSL Backdrop Improvements 1.3 TSL Warp & Cheat Band (1.2) TSL Jedi Malak Mouth Fix 1.1.0 Benok's Alternate Lines Restoration B1 Battle Droid Blaster Rifle Atris to Jocasta Nu Effixian's Bao-Dur Reskins Ebon Hawk 4K Thinner HUD Elements Three New Force Crushes (Fixed) The Recruitment Of Jedi Master Atris (3.5) Trandoshans Rescaled for TSL Serocco Guard VO Fix New Force Power Retribution
  39. 1 point
  40. 1 point
    That is correct, players will need to wait for compatibility patches for these mods to work with K1GI (Though when that does come around I'm certain Ord Mantell will be first ). Textures are mostly safe, you are correct! From what you have just vaguely listed: Force power effects, Fire and Ice and planet retextures are 99.9% compatible. If you are like me and like HD textures I would avoid using the optional Blue Endar Spire texture. If you have additional compatibility questions please be sure to ask as it is better to get an answer from me which is 100% then to try and risk it.
  41. 1 point
    After seeing what this looks like in game, I had to write this review. The head is just a massive improvement on the original in every conceivable way. This is one of the heads I've never used before in a playthrough due to it looking quite bad, but I always was taken with the battle wounds on it. To keep this brief, Dark Hope's reskin breathes life into one of the shittiest male heads in the original KOTOR. The only reason I am giving it 4 stars and not 5 is due to the final dark side transition looking a bit too clean for my liking (and I am a biased dark side player). Specifically, the whites of the eyes are way too clean (the one thing the original got right was making the blood vessels in the eyes very prominent), it could also use a few more veins on the face. The irises are quite well done, so it's encouraging that the creator listens to feedback and works on improving. Personal bias aside, an excellent reskin.
  42. 1 point
    TSL implies the exile's return was through strings Atris pulled in the Republic. Kreia is seen being stripped of the Force or at least subjected to a crude equivalent via Force Drain in the scene of Sion and Nihilus turning on her. The editing on the timing of the Harbinger incident is sloppy; HK-50's discussion of it implies the failures started happening before the Harbinger came across the Ebon Hawk, and one line of his even makes it sound like the Hawk docked with the Harbinger after HK-50's sabotage crippled it. This is at odds with what all the recordings on the ship itself suggest. As for who incapacitated the Exile... definitely HK-50. It was done the same way he did it at Peragus - overdosing you with sedatives while you were in a Kolto tank. G0-T0's greeting to HK-47 implies that HK-47 was reverse-engineered to enable the creation of the HK-50s. As for droid merchants having HK parts... presumably the Exile isn't the only one who's killed HK-50s. They're not specifically labeled as HK-47 parts after all. Also, K1 suggests HK-47 wasn't 100% unique even before the HK-50s were created (the dialogue for this happens if you choose him for the Leviathan mission). Regarding the Lonna Vash thing, her encounter having a different voice from the council scene is possibly a case of actress unavailability. I haven't heard anything else to indicate there was a 6th Jedi Master on the High Council circa the Exile's banishment. But yeah, TSL is a mess due to mismanagement at LucasArts at the time. Even TSLRCM polishing the unimplemented content as best as possible and adding it in doesn't fix everything due to the unfinished writing.
  43. 1 point
    And that sensitivity is a giveaway because...? They can't sense when you're full-on holy-glowing Light Side, so obviously you're able to shroud your alignment (and even if they could sense Jolee and Juhani's alignments, Jolee's gray leanings and Juhani's anger issues probably make them register semi-favorably in SithVision(TM)). The sensitivity itself isn't a giveaway because SO ARE ALL THEIR STUDENTS. They're expecting Force-sensitives to show up at their doorstep, and having Force-sensitive "slaves" simply enhances your prestige. The thing about Bastila is that she's not merely sensitive, she's well-known and possesses a rare degree of power with the art of Battle Meditation. She'd probably stand out more to a senior Sith. ...And you know, thinking about it, fear of being recognized probably isn't Bastila's only reason for not wanting to set foot on Korriban. As for Bastila on Taris... The Sith chain of communication is honestly hilariously spotty in this game. Not only are the Sith grunts on patrol unable to recognize Bastila at a glance, even the Sith Trainee governor doesn't recognize her! Did Darth Malak not actually transmit a visual of her? XD And speaking of the governor, neither Malak nor Saul Karath seems to take notice of his demise. No mention of "We've lost contact with the base" or anything like that, just Malak commenting that the search is taking too long. In any case, if you have the Troopers notice and attack Bastila, the governor not recognizing her is going to stand out even more so you'd probably have to alter that too. Later on, there's also the fact that (despite the occasional attacks by Sith fighter patrols) the Ebon Hawk doesn't get recognized by those on Korriban as an enemy ship. Not even after the Leviathan incident, although I suppose that much can be excused by Malak being too preoccupied with Bastila.
  44. 1 point

    Version 1.0.2


    Have mercy on me, O God, according to your unfailing love; according to your great compassion blot out my transgressions. Wash away all my iniquity and cleanse me from my sin. Psalm 51:1-2 Spectral Ajunta Pall Canonical Appearance DESCRIPTION: This mod replaces the silly, non-intimidating Dark Jedi Ajunta Pall with a scarier, more canon-accurate version. His weak gentle voice has been tweaked too so he is a little more intimidating. INSTALLATION: - Use the TSLPatcher and select the install option UNINSTALLATION: - Run the TSLPatcher with the uninstall option - Delete these files from override: -- p_ajuntah.tpc -- p_ajuntabb.mdl -- p_ajuntabb.mdx -- p_ajuntab.tpc -- p_ajunta.tpc -- kor37_freedon.utc -- ajunta_mask.tpc -- ajunta_maskb.tpc CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved.
  45. 1 point
    I see, thank you. I think it works now...playtesting is taking some time.
  46. 1 point
  47. 1 point
    From an RP standpoint: Yes, since there is no expression for enemies to attempt to capture you in the game, killing on sight is a reasonable action. Moreover, it's clear while Malak preferred to take her alive, he wasn't that concerned about it given he ordered the entire planet destroyed just to remove her as a factor once it became obvious he wouldn't find her. An easy solution would have been to just have a quest in the game that allowed you to find a disguise for her, but I guess Bioware never thought of it. It's amusing though that for some reason they made a huge deal of her being recognized on Korriban, but not on Taris, despite all of the Sith actively looking for her there. Lol. As an aside though, it doesn't make sense for any of your Force Sensitive party members to be allowed on Korriban, since Uthar or Yuthura would pick up on their sensitivity immediately and the jig would be up.
  48. 1 point
    I kept the collar itself, I just repositioned the verts a bit, mating them to the torso hole and making the top curve a bit more consistent. It was the neck plug that I replaced, which was a separate piece in your original. I just added in some new geometry to bridge the inner walls of the collar itself and snapped the inner ring to the neck of an imported head. As to changing the texture assignment, like I said above that doesn't really matter, since the entire model gets forcibly assigned a texture via the 2DA anyway. The more concerning elements are how you managed to change the scale, and how you managed to change the hierarchy (including adding an emitter). Exporting with animations wouldn't do that. It doesn't do anything unless the base has animations on it. Since the model has no inherent anims, it functions exactly the same as exporting geo only. If you were saving it as a GMax file, maybe there was some unit conversion screwiness going on there that would explain the scale problem. Maybe there was also some problem with it incorrectly storing object types. A question for @bead-v no doubt. Edit: Haven't tried the TSL version, but here it is in K1: Here are the files. Adjust to taste. ASCII_Models.7z K1_Binary_Models.7z TSL_Binary_Model.7z
  49. 1 point
    First, let me go ahead and say that not only is this possible, it's actually extremely simple. It's also extremely tedious to set up as the global default, unless you're building from the ground up anyway. Now, a little background info: When I was younger and more naive (read: four years ago), I had the idea to start working on a massively ambitious project (read: total conversion mod) all on my own just to see how far I could push the envelope when it comes to modding. I was no novice when it came to ingenuity in KotOR modding, having already cut corners to introduce the community to a mod that had been wished for many times since the release of TSL (insert shameless PartySwap plug here). It quickly hit me that there was something else about the KotOR games that bugged the crap out of me, and that was that they were fully voiced - with exception to the most important character in both games. I quickly decided that would be the next hurdle I tackle. It didn't take too long to figure it out. That's right - I've been semi-selfishly sitting on this information for four years. Why? I don't really know, maybe because I wanted to present it to the community in a large project that I was happy to be a part of and blow everyone's minds. But it has become clear to me that others have been looking for a way to make it work, and I'd be remiss to not share my experiences with this particular endeavor. With all that said, here's a bit of a disclaimer: All instructions in this tutorial are given under the assumption of modding TSL, NOT KotOR. The reason for this is simple - TSL scripting, especially when it comes to dialog, is a lot more malleable. I'm not saying this is the only way to pull it off, it's just the easiest to illustrate. The first question is "How do we enable the PC to be a valid speaker?" The answer: We don't. Simply put, any time you type 'PLAYER' into the Speaker tag line in a DLG node, the dialog will crash. This alone has turned others in the past off of pursuing this endeavor. "So, we can't use the PLAYER tag to make the PC talk, and we can't assign a new tag to the PC, so how do we make this work?" This is where one's fundamental understanding of how dialogs work comes in handy. There's always one performer in a dialog that doesn't need a stated speaker tag, and who is that? The owner. So necessary workaround #1: Make the PC the owner of the dialog. This presents a new problem, however. The game is coded to always assume whatever other valid object is in the command chain in game scripts that fire dialog is supposed to be the owner, whether it's the object starting a conversation with the PC or vice versa. You know what the solution for this is? Remove those objects from the command chain. So necessary workaround #2: Make the PC start the dialog with their self. That's right, the PC is going to be starting up conversations with him/herself that you will need to invite all other participants into through the use of the Speaker/Listener tags - and those tag lines are going to be used a lot, unless you literally want the PC to be talking to him/herself. The way to set this up in a script is quite simple: AssignCommand(GetFirstPC(), ActionStartConversation(GetFirstPC(), "name of dialog")); Note: I'm including a Modders Resource (jb_func.nss) that functions as an #include script, which already has this function set up as a custom function, so all you need to type up is PCStartDialog("name of dialog"); jb_func.nss Any dialog fired by this function will have the PC speak all the entry nodes with blank speaker tag lines. Yes, you are still required to put VO on Entry nodes, not Reply nodes, which means having the PC speak a line of dialog that the player chooses from a replies list requires creating an entry after said reply with the VO information attached. Of course, this particular solution only covers game-triggered dialogs so far. What about click-started dialogs, the ones triggered by the player? This is where we get into potentially tedious territory. See, player-triggered dialogs are fired by the game gathering the name of said dialog from the objects Dialog string entry. This data call is hard-coded - we have no access to it through scripting. The obvious solution would be to set up a custom script for that object's OnDialogue event, but when one such object becomes a hundred or a thousand, that's a lot of OnDialogue scripts. This is where I came up with a different solution, which proved to be quite ingenious. Simply put, convert the player-triggered dialog to a game-triggered dialog. So necessary workaround #3: Make the dialog re-trigger itself. Note: Regarding the steps below, If you want to skip most of the work, I'm including here the script that I use to re-trigger the dialog, as well as a new dialog template to start from. Sadly, you'll have to do the globalcat.2da editing yourself. a_load_dialog.nss a_load_dialog.ncs newdialog.dlg How do we set this up? First, you need to create a global in the globalcat.2da. It can be a boolean or a number, doesn't really matter. For the sake of this tutorial, I'll be using a boolean and naming it "dialog_pc_owned". Next, create a blank entry at the very top of your DLG. Set its first conditional to "c_glob_bool_set", set the String Param to be "dialog_pc_owned", and check that "Not" box. Right now, this node does nothing but always fires. What we want to do next is make something happen. Specifically, we want to set the global, so in the first script field, insert "a_glob_bool_set", set the first parameter to 1, and the String Param to "dialog_pc_owned". This means the next time the dialog is fired, it will ignore this top node because the condition isn't being met. Obviously, there's still something missing. We need to trigger the dialog to fire again under ownership of the PC. So leave the DLG as is for a moment, and create a new script - I'm naming mine "a_load_dialog.nss". Now, in order to avoid compiling a ton of different versions of this script, we'll be making use of the String Param in the TSL dialog system. So if you're using my include file, the script would look like this: #include "jb_func" void main() { PCStartDialog(GetScriptStringParameter()); } Compile that bad boy (make sure the include script is in the override folder in your game directory), then go back to that top node in the DLG file. Insert "a_load_dialog" into the second script field, then in the String Param field, insert the name of your DLG file. So now your dialog will re-trigger itself with ownership belonging to the PC. We're done, right? WRONG! This is where I reckon I'll lose most of you, because it's a bit difficult to put into words, so please bear with me. When you trigger a dialog like this, you're setting a variable that wasn't set previously so that you can call it to re-trigger itself. The downfall is that variable will not automatically reset so that the top node triggers every time. In order for this to work, that top node needs to trigger every time, which requires resetting the global after the dialog re-triggers itself. How you set this up in the Dialog file is completely up to you, but my preferred method is to create a second blank entry underneath the first one, set the first script field to "a_glob_bool_set", first parameter to 0, and String Param to "dialog_pc_owned", then let that node be the master root for the rest of the actual dialog tree. That's all there is to it, obviously the rest is on you to write the dialog and acquire the VO in the typical way. I hope this helps, folks. Until next time... DarthTyren has spoken!
  50. 1 point