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  1. 4 points
    Of course. That's the entire reason I provided them. I have no intention of releasing them myself. Edit: @Dark Hope Not sure if this would be of interest to you, but I edited the tank glass UVs so that they no longer require a tiling texture. I've applied a TOR kolto tank glass texture here as an example. I also assigned the top and bottom tank lights a custom texture so that if you want to change it you don't need to replace LTS_light05. Taris Upper City Med Center Tank Glass TOR Texture.mp4
  2. 3 points
    I tried replacing the existing bubble chunk model and that didn't really change much. So I went with DH's suggestion of using the underwater suit's bubble VFX. Here's an in-game test after playing around with some of the values for a bit. Taris_Kolto_Tank_Bubble_VFX_Test.mp4
  3. 3 points
    I'm back & I'm once again sharing some more restored content that I've added to the RC-K1CP. I've now restored the 4th Black Vulkar who was suppose to threaten Calo Nord in Javyar's Cantina. The most important thing about this restoration is that the 4th Black Vulkar actually has an English speaking line. In-game you will have this Black Vulkar speak English during this scene. Some minor changes have been made to this scene, so instead of having one English speaking Twi'lek and two non-English speaking Twi'leks you'll have one English speaking Twi'lek (using the restored orange appearance), one non-English speaking Twi'lek who's green and a Nikto. Other than the presence of the 4th Vulkar and a restored English speaking line, there's not really much difference as to the outcome of this scene. Please be sure to let me know what you think of this small little restorations, and if there's any bugs you encounter in regards to this scene feel free to report it to me on the mod's page found here.
  4. 3 points
    I don't recall anything in regards to TSLRCM in the old Demo, though when ROR was in its infancy so was TSLRCM so I can understand if something like this was hinted at... it was a different time back then. We treat ROR like this: the base game is the "core content" that cannot be disputed (akin to how the Expanded Universe under both Disney and Lucas treats the Movies) whereas TSLRCM is secondary canon and other mods are third canon. And as you've said, there aren't a lot of differences between the vanilla and base game when you really think about it. By our own rules, Fassa should be a Twi'lek instead of a Toydarian in ROR because that's what he was in the base game... but instead Fassa outright doesn't appear on Nar Shaddaa. Is Fassa a Twi'lek or is he a Toydarian? That's up to you, the player, to decide. If it's has the potential to cause problems but is minor enough to be ignored it simply won't be referenced. Is Batu Rem a GenoHaradan Agent? Did Jorran steal Suulru's farming equipment or was it Kaevee? Did B4-D4 end up in Vogga's warehouse? Did the party get their asses kicked by Kreia? That's up to you, the player, to decide... ROR won't directly conflict with either vanilla or TSLRCM where it can be avoided. Other mods might be referenced as cameos, an NPC might make reference to a Sith holdout on a "legendary droid planet" or make reference to a pirate named "Daemon Drexl" but ROR will never outright say the Exile or Master Vash went to M4-78 or that Solomon's Revenge actually happened as were depicted in M4-78EP & BOSSR. When Revan appears in ROR, he will have a set pre-determined appearance for both male & female which cannot be changed in-game, however, our pre-set appearance can actually be changed via a ROR addon which will act very similar to the Revan Unmasked mod where you'd download our addon, overwrite the ROR Revan head with a K1 player head from the addon and you can have mullet man, Logan Star or however as your Revan. The same could apply to the Exile, though that all depends on their role in the story (A Force Ghost Exile looks more likely, though take that claim with a grain of salt). As I believe I mentioned before, you can choose the alignments of both Revan and Exile alongside their genders. This will change how NPCs view each former protagonist and can allow for some unique things to happen that didn't in TOR, such as Revan and Carth having a child instead of Bastila and such. You could pick the canonical LS male Revan and LS female Exile and not end up in the TOR timeline if you pick the "wrong" choices in ROR or you could do the "right" choices in ROR that should lead to the TOR timeline but still not end up in that timeline as you can choose to not follow the Revan novel, have a DS female Revan and an LS male Exile. Unlike TOR, ROR will have customization & whilst it is possible to do a faithful TOR playthrough it would be encouraged to do whatever you wish. Though do know the non-canonical version of ROR, with a Revan who "escaped" Dromuund Kaas, is the ROR in development with the canonical version being slated for development after the non-canonical version is made.
  5. 2 points
    Maybe I wasn't too specific in my post, but the idea is that you'd get a different card from the Coward. This new card would unlock the elevator that leads to the sublevel, from there you can obtain a passcard without having to fight a crowd of enemies at once. So I had a similar idea which I'm sure you'd really like. The idea was to add a second Vulkar coward in the sublevel which would be the Twi'lek coward from the vanilla game whilst the Vulkar coward on the ground floor is the human one. The Twi'lek coward in the sublevel would be guarding the heating system generator room whilst the human coward is guarding the Vulkar control room. I say control room as dialogue from the TLK seems to suggest the computer terminal which is found in the main open area near the armory was supposed to be inside the room with the coward NPC: "I don't know. Maybe you could use the main terminal in this room to override the security system, if you're good with computers. Otherwise you'll need to get your hands on a pass card."- Vulkar Coward This would suggest that the coward was guarding a control room akin to the one found in the Hidden Bek Base (the one that's famously locked forever in the vanilla game) instead of just some random room as we got in vanilla. My plan had the Vulkar Lieutenants from the barracks moved to the sublevel so that the barracks would have the passcard in a footlocker guarded by 10 enemies whereas the Lieutenants would have energy shields but would have fewer guards protecting them. By having the Twi'lek coward in the sublevel as an NPC, his dialogue on the Lieutenants still works as there are Lieutenants on the sublevel with him. I also know there's an option to disable the turrets by disabling them via the computer terminal, but that option is way more expensive then just overriding the power conduit in the barracks (10 spikes VS 3 spikes). I think I might change it so that both disabling the turrets and overriding the power conduit would cost the same, this means you either disable the turrets or override the power conduit to avoid fighting the Vulkars for a Spike fee or you simply attack the Vulkar swarm head on and risk getting killed if you're playing on Impossible difficulty.
  6. 2 points
    So in regards to the Vulkar Base thing, two main thoughts on that First is that I really like the idea you have! Kotor already has plenty of dungeon design where you can explore and use cunning to figure out how to progress, or just brute force your way through, so I think a choice between "find the Vulkar coward in the sublevel to get the card" or "take out a room of like ten enemies to get the card" would fit pretty seamlessly in the game design. I'm all for this idea. Just might require a tiny bit of custom content to make the puzzle about the blaster turrets guarding the garage clearer to the player that some kind of pass is needed Second thought is about the Twi'lek Vulkar coward in the vanilla game. Honestly, I really like that character. Gameplay-wise, it's just a basic light/dark alignment choice, but I think it adds a nice bit of flavour to the setting and Brejik as a character. A few characters go on about how Brejik's new leadership of the Vulkars has fundamentally changed them as a swoop gang, and I just think it's really neat to encounter an enemy who goes "You know what, I don't agree with the new ways, and I'm not gonna die for a cause I don't care for." It might feel a bit clunky having two enemies who stop combat and offer a "spare me or kill me" choice, but ideally, I'd love some way to retain the vanilla Twi'lek coward while also restoring the human coward who gives you the garage pass card (I suppose one possible solution to that could be to place the human coward in a room with some enemies, have him do the cowering/fear animation, and then start his whole speech after combat ends so it isn't the exact same situation as the other one? But that's just one idea, if you even would want to use both characters. Up to you, obviously!)
  7. 2 points
    I'd say the most expedient route would be to use my Scoundrel jacket with Scout legs hybrid mod and then pair it with Dark Hope's Scoundrel retexture that makes it a leather jacket, coupled with her Scout retexture for the legs. However, snce my mod sandwiches both textures together into one, side-by-side, you'd need to manually do that yourself with DH's textures. Alternatively, I can provide a batch file for use with the commandline tool ImageMagick to do it for you. Edit: Here's what it would look like, pouches and no pouches versions: Also if you want it for the Scout then the model will need to be edited, since it's currently set up to replace the Scoundrel.
  8. 2 points
  9. 2 points
    Two disguises wasn't necessarily the original intention. The party was originally the method to acquire the sith passcard to get into the military base (all the VO for this is in the game). You could also pay the same gender party goer to let you come (originally to get the passcard, later the disguise).
  10. 2 points
    Space for creativity) 1.mp4
  11. 2 points
    The obvious answer to "why?" is because Luke's bacta tank in ESB had bubble streams rising from the bottom of the tank. I'm sure there's probably some canon explanation of what it represented if you go digging deep enough in Wookieepedia. If you want some sort of rationalised in-universe explanation of what it could be, I imagine it could be some sort of recycling system for filtering the bacta/kolto, injecting some supplemental gas into the liquid, or perhaps inducing a current/circulation for some reason, maybe just more efficiently moving "fresh" bacta/kolto past any open wounds.
  12. 2 points
    The only ones that really have a hard incompatibility are the player head textures, since TSL changed all those models. All the armour and weapon textures will work fine, albeit some may possibly lack an additional variant number or two. Robe textures won't work, since TSL has three new robe models that replace K1's single model, but I'm not sure if DH even made a robe texture mod.
  13. 2 points
    If you have TPCView, open the program window, and hold the ALT key while dragging a TPC image onto the window, and it will convert the image to TGA and also any embedded TXI's outputted to the same folder that the original TPC image was in...
  14. 1 point
    Ah, a mistake on my part. The shadow flags were enabled, but the files were ancient and apparently the model classification wasn't set to Character, which caused the shadows not to render. I've changed that and re-exported them. Tested in-game and shadows work as intended now. Attachments don't seem to be working for me at the moment, so you'll have to grab it from here.
  15. 1 point
    Oh, good eye! Yeah, I think that sounds like a really good solution to restore the sublevel and alternate way to disable the turrets while also keeping the Twi'lek coward. Completely forgot the line about the lieutenants, so moving a couple enemies around sounds like a great solution that wouldn't too drastically alter the difficulty/design of the Vulkar base. I'm 100% behind this!
  16. 1 point
    EDIT: All of this is fixed. I won't have time to update the instructions and do tests but you can download the previous version it's looking for, just press this button on the DS page. v1.3.1 is what you want. Looks like @Ashton Scorpius updated their mod to use my latest update of HoloPatcher. From what I can tell no content changes were made. As for the dm_qrts yeah it looks like I accidentally used the archive from the full build. Both should be the same thing, since you aren't interacting with the archive outside of KOTORModSync there shouldn't be any spoilers but otherwise just try not to read the main DS page when downloading it. Sorry I couldn't provide a direct fix at the moment but I hope this at least gets your install going if you did want those two mods.
  17. 1 point
    The Circlet of Saresh already drops on the PC version, this mod is unfortunately not for the Xbox version as it's intended to be used with the K1 Community Patch.
  18. 1 point
    Download the attached 7-zip archive. It contains the freeware ImageMagick program needed to combine the textures, and a batch file to feed it the commands. Extract the archive somewhere (preferably not in Program Files). Download both sets of DH's textures linked above. Extract DH's textures and put them into the INPUT folder. Alternatively, if you want to use the vanilla Scout leg textures or ones from a different mod, put TGA versions of those in the OUTPUT folder. Double-click on Create_Combined_Texture.bat and it will merge the two sets of textures together in the OUTPUT folder. In that folder you'll find the two newly merged TGAs, two TXIs, and a sub-folder with the models. There are two versions of the model, one with the vanilla pouches, one without. Pick whichever version you prefer. Copy and paste the models and textures into your Override folder. However, since the textures are pretty big, I would suggest an additional step to convert the textures from TGAs to TPCs. Download TGA2TPC and extract it somewhere. Double-click tga2tpc.exe to run it. In the row of buttons up the top, click the first one, the folder icon, to set the export folder where the TPCs will be saved. Next click the +TGA button and browse to find both merged textures to load them. On the far right, click the Settings button and select "DXT5 (Alpha)". Now click the Run button. You can copy and paste the two TPCs into your Override. You don't need the TGAs or TXIs. The TPC step is entirely optional though, so I leave the choice up to you. The UVs for the jacket of the pouchless version, especially the female, were pretty wonky, so I fiddled with them to improve them a little. It's still not perfect however, as DH created the Scoundrel texture to fit the vanilla UVs. My pouchless model was a bit of a hack job that resulted in lots of distortion/stretching. I've (hopefully) gotten rid of the worst of it though, and as a bonus the back is no longer mirrored now as well. Scout_Scoundrel_Hybrid_Combine_Textures.7z
  19. 1 point
    Well, after more experimentation, I think what I’ve stumbled across is some sort of strange bug with TSL’s room visibility system. For some reason, I think the engine is getting confused and treating any emitters attached to the 101PER2aa node as being part of 101PERza from a visibility standpoint, and it hides them when the VIS file says not to draw 101PERza. I added 101PERza to 101PER2a’s visibility list, and voila—the emitters start working as soon as I walked into the medbay. So if anyone else runs into this in a different module, see if you can isolate a room that your emitters may be getting confused with, and try editing the VIS so that both rooms are drawn together. Good point, thanks for the suggestion. That might be the better approach from a mod compatibility standpoint if I ever do release this in some form. Some further random observations which may help anyone who tries to deal with this in the future: This bug only affects emitters. Meshes attached to the -a nodes always appeared in-game like they were supposed to. It doesn’t seem to be related with room count. Editing the LYT (without editing the VIS) to remove the 25 or so rooms before 101PERza had no effect, but removing only 101PERza made the emitters work. I was also able to make the emitters appear by deleting four meshes from 101PERza: mesh476, mesh480, mesh481, and mesh482. However, deleting all of the room’s meshes except those four also worked, so it doesn’t seem to be an inherent issue with those meshes. Attaching those same meshes to node 101PERzaa also fixed the issue. Interestingly, meshes attached to -a nodes seem to be always drawn, even when the VIS would say otherwise. (When I edited the VIS so that no room was visible from any other room, the other rooms’ static meshes all disappeared, but I could still see their animated meshes like the docked Harbinger.) Maybe linking them to the -a node removed them from interacting with the visibility code and therefore circumvented the bug? It doesn’t seem to be related to mesh count or poly count (at least, not entirely) because deleting four different meshes with higher total poly counts didn’t bring the emitters back. When I tried adding an emitter to the -a node of a different room in the same module, that emitter remained broken even after I added 101PERza to its visibility list. However, it did start working when I walked a few rooms away and looked back, so I suspect that it was linked to the visibility of a different room. My guess is that a given room’s animated emitters become entangled with a unique room, rather than every room’s emitters being linked to the same room.
  20. 1 point
    You could do starting conditional checks for the player having DS powers like choke or lightning so you could just off him directly in dialogue, like Uthar does to Shaardan if you give him a fake sword. Killing him with a weapon could probably also be done directly in the scene, although in my experience that's always a little flaky.
  21. 1 point
    I'd like this, but I think you should prioritize other content restorations such as: -Having to get two disguises on Taris, requiring the player to both attend the party and stop the interrogation -Outcast Children in the Outcast Village on Taris. -The Echani Mercanary on Manaan that you can speak to about their ways. This Echani merc will also not speak to you if Canderous is in the party.
  22. 1 point
    @Vampir999You're trying to upload a mod, right? You've done it incorrectly, you don't make a thread and attach a file to it. Here's how you actually upload a mod. Go to the "Downloads" tab of this site and click on blue "Submit File" on the top right corner of the screen. This'll take you to an interface which will allow you to properly upload the mod. Once the mod is uploaded, an Administrator will have to approve your mod... once it's approved a dedicated page will be created for your mod and a "Mod Release" thread will be automatically generated. Have a look at all the other threads in the "Mod Release" section, they all have links leading to their mod pages... not attachments like what's been done here. I hope this helps
  23. 1 point
    Let's talk about the cut Vulkar Sublevel! I got some ideas floating about how the Vulkar Sublevel shall be restored in RC-K1CP, and I'd like to share with you all some of my ideas. The Vulkar Sublevel in K1R was hated for the most part because, in earlier versions, the flow of the Sublevel used to be so convoluted with side quests and custom content. To make things worse, the players HAD to complete this content in order to access the Garage, and since this setup was so confusing players would often get stuck in the Vulkar Sublevel thus preventing them from progressing the game. This alone caused many players to uninstall K1R and vow never to touch the mod due to the Sublevel changes alone. In K1R 1.2, most of that convoluted content was removed and the current flow is much more streamlined allowing for a quick playthrough of the Sublevel without getting stuck over stupid mod design. But the legacy of the old Sublevel lives on as the Vulkar Sublevel content in K1R is now an optional install separate from the main K1R mod. As with K1R, my own Sublevel will be an optional installation though my rendition of the Sublevel will be different from K1R's. For example, the Sublevel will be 100% optional. If you guys have played K1R, you'll know the Twi'lek Vulkar Coward NPC used to be a human with human VO speaking of the cut Sublevel. You would speak to this Coward and he'll give you the pass card to access the Sublevel. However, his dialogue in the dialog.tlk file does not much the spoken VO... here are some examples: VO: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay? Remember, I can make things very profitable for you by unlocking the central elevator." TLK: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay?" VO: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by thermal-guided laser cannons." TLK: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by a nest of blaster turrets." VO: "The garage is off-limits to most of us, maybe one of the mechanics from the second level can help you out. They all got access cards to get past the security cannons." TLK: "Brejik's lieutenants carry them, and there might be an extra one in the barracks. But there's a small army in that room. Even you might have a tough time taking them all on at once." VO: "I can unlock the central elevator for you, but it only goes up... not down. An access card is the only way to get past those cannons protecting the security elevator to the basement." TLK: "You'll need a pass card to get by those cannons protecting the security elevator to the basement." As you can see, some lines of dialogue are extended in the VO version whilst others have been completely rewritten. I suspect the VO was recorded first, before the Sublevel was cut, and later, after the Sublevel was cut, Bioware went back and edited the human Vulkar Coward dialogue to remove references to the Sublevel. The final version we got in-game, however, was a complete rewrite of the old dialogue with alien Twi'lek VO to prevent the original voice actor from doing more takes. With the power of modern day AI VO cloning, I plan to bring some of those TLK lines to life and merge the Sublevel dialogue with the unused dialogue. For players who wish to avoid the Sublevel, the players can go to the Vulkar Barracks and either fight (or override the power conductor) through the Vulkars and obtain the pass card from a Footlocker. This will allow you to enter the Garage without ever going to the Sublevel. For players who do go to the Sublevel, you'll have 3 ways of getting to the Garage. Either you get the Spice for the junkie mechanic and get his Mechanic ID, you use the Magnetic Power Cell to crank up the heat & blind the turrets or you fight or you can kill the Vulkar Lieutenants who'll drop their own cards (they'll be moved from the main level barracks to the Sublevel with the Barracks instead containing a Footlocker with a pass card instead). So... what do you guys think of this setup? Is this something you'd like to see in RC-K1CP?
  24. 1 point
    There wasn't a need to update that room model from the previous upload. Same reason I didn't include the console textures.
  25. 1 point
    View File Harbinger's Arrival Performance Enhancement for TSLRCM Full Description: The mysterious arrival of the Republic hammerhead warship is one of the most ambitious and engaging cutscenes in TSL. Unfortunately, ambitious cutscenes can be a harbinger for more than just a man with severe psoriasis -- players may experience issues ranging from cutscenes stuttering and looping, loading screens before and after loading a new module mid-cutscene, breaking animations, to game windows minimizing and skipping the cutscene entirely, permanent black screen, and even game crashes. Thus this mod's mission was twofold: 1) Provide a range of general improvements and fixes that everyone will benefit from regardless of cutscene performance, as well as 2) Create a more stable version of the cutscene that generally performs well on any device. I am happy to report that results have been exciting: 1) General improvements - Atton now always faces the correct direction when speaking to you - Kreia actually shows up meditating in the morgue when you hear her speak, rather than standing right behind Atton - Kreia no longer visibly stands behind Atton in certain earlier shots of him speaking - The Peragus mining facility asteroid is no longer right outside the Harbinger window before it actually enters the asteroid field 2) Performance improvements All in-game portions of the cutscene are now rendered in the same module -- your game will no longer be trying to load an entirely new module twice over, all while trying to play pre-rendered cutscenes. This means that your game's mid-cutscene workload has been drastically reduced, and so issues known to occur specifically with the Harbinger Arrival cutscene are much less frequent. I have also scripted in "guardrails" for many minor glitches that can occur mid-cutscene. Note that this is not a 100% guarantee players who were having issues before never will again; TSL is nearly old enough to be legally considered an adult in the US, and its pre-rendered scenes are just not optimized for many modern machines. However, this mod was tested on a non-gaming laptop now a few years old, with the game running from an external hard disk drive, on a modern operating system, in full-screen mode, with several different visual mods installed. This meant that attempting to run the original Harbinger cutscene 10 times translated to the cutscene failing to play without major issue 10 times. After switching to the new version, any types of issues, major or minor, were encountered less than 1 out of 10 times. Hopefully, even a potato from your local grocery store can now successfully play the Harbinger Arrival cutscene, so long as it can generally play most TSL cutscenes successfully. Harbinger Enhancement_compressed.mp4 For reference when it comes to performance, this footage was recorded on an old laptop, with the game running on a modern operating system from a hard disk drive, with multiple other programs running in the background, and the following mods installed that can be seen in the video: - Ultimate Peragus Models Repair 1.2 (responsible for restoring proper lighting to the Harbinger, showing the administration level proper behind Atton, and other model fixes) - Harbinger Bridge Repairs (responsible for fixing several geometry errors, two visible during cutscene) - KotOR 2 Remastered (AI Upscaled) Cutscenes 1.0.0 by Naelavok (responsible for the upscaled pre-rendered scenes) - TSL Backdrop Improvements by Kexikus (responsible for the much-improved skybox seen from both the catwalk and the Harbinger bridge) - Improved Peragus Asteroid Fields 1.2 by Vasilii Zaytsev (responsible for the static 3d asteroids surrounding Peragus II) - Peragus Large Monitor Adjustment by Sith Holocron (responsible for that excellent HD computer monitor before Atton) - Kotor 2 Unlimited Worlds Texture Mod (responsible for the nicer-looking textures throughout the level, from the catwalk to the asteroids) - Ultimate Character Overhaul REDUX (responsible for the HD character textures) TLDR: This mod 1) stabilizes the Harbinger cutscene so that your game is much less likely to experience issues 2) places Kreia in her usual meditation spot in the morgue for her dialogue, and 3) fixes a number of minor issues with the cutscene. Installation: Download and run the installer, or else follow manual installation instructions. For Steam installations of TSLRCM, direct the installer to "Steam\steamapps\workshop\content\208580\485537937", and not the main game folder with the executable. 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip for windows and Linux. The installer is a .exe file, which can be run natively on Windows, or with programs like Wine for macOS and Linux. For an existing game, use a save file before going to the asteroid exterior. Save files made any later will not be affected. Uninstallation: Take 104per.mod out of the provided backup folder and place it in your modules folder at the location you installed to, and select replace when prompted. Take a_con_atton_end.ncs out of the provided backup folder and place it in your override folder at the location you installed to, and select replace when prompted. You can safely delete 104per.lyt and 104per.vis from your override folder. The files 104pera.mdl/.mdx/.wok come from Ultimate Peragus Models Repair, you can keep or delete these at your discretion. Additional Tips For Improving Game Performance: If you are having trouble running pre-rendered scenes in general, you can try the following: -- Go into your graphics settings, and under advanced options, disable frame buffering. If that does not work, try lowering or disabling all options. If the pre-rendered cutscene plays afterwards, you can up your graphics settings afterwards for normal gameplay. -- Try running the game in windowed mode, rather than fullscreen. Close your game and open "swkotor2.ini", found in the same folder as your main game executable (for a Steam game, that's "Steam\steamapps\common\Knights of the Old Republic II"). Under both "Display Options" and "Graphics Options", change "FullScreen=1" to "FullScreen=0". Restart your game. -- Uninstall/disable any non-essential mods that may relate to the cutscene or the area it takes place in. Peragus in particular also suffers from memory overflow if you play the game too long in one sitting. This can cause dialogue to start skipping, or for issues with game cutscenes. This can usually be avoided by: -- Quitting and restarting the game once in a while: doing it once before heading out to the asteroid surface, and again right before attempting to leave the Harbinger engine deck (the third and final level with the spooky lights) is usually enough to avoid problems. -- Avoiding skipping dialogue yourself, which can sometimes lead to memory overflow. If you do skip a lot of dialogue, quitting and restarting the game will fix the issue. Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to the scripting or dialogue of the Harbinger's Arrival cutscene. For instance, if you are installing N-DReW's Mini Mod Collection for TSL, be sure not to add the included 104atton.dlg or 104kreia.dlg to your override, or remove it if you already have, as that would create a major incompatibility. This mod is for players using TSLRCM version 1.8.3 or higher. You may view this mod's changes.ini inside the "tslpatchdata" folder for a complete list of every altered module element. Feel free to check out "KotOR 2 Remastered (AI Upscaled) Cutscenes" by Naelavok for higher-resolution cutscenes, if you have not already. There are some other great mods out there that improve the visual quality of the cutscene. "Peragus Large Monitor Adjustment" by Sith Holocron, "KotOR 2 Unlimited World Texture Mod" by facemeltingsolo, "TSL Backdrop Improvements by Kexikus", and "Ultimate Peragus Models Repair" by yours truly are all compatible with this mod. "A Darker Peragus REDUX" by Malkior and "... A Darker Peragus" by Canderis are also compatible. Acknowledgments: Big thanks to Cortisol for the Holocron Toolset and Fred Tetra for KotOR Tool for making file extraction, module editing, and .mod file building easy, Fair Strides for the DLG Editor, JdNoa and Dashus for simple script decompiling with DeNCS, Blue for the KotOR Scripting Tool, Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and for making inter-mod compatibility infinitely more feasible with TSLPatcher. Have a bug to report? Please click on "Get Support" and give a detailed description of the issue you are experiencing. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. Submitter PapaZinos Submitted 03/17/2022 Category Mods TSLRCM Compatible Yes  
  26. 1 point
    They don't use a texture. Yes, the glass texture needs blending additive in the TXI in order for the transparency to render correctly.
  27. 1 point
    Everything was like that. But due to the quality of the texture, this was not noticeable.
  28. 1 point
    It would require editing all the VFX nodes, but sure, it's possible. The underwater suit you pictured uses fx_bubble. I could mess around with trying the settings it uses. The other option would be to replace the chunk model for the current bubbles, fx_koltobub, with an actual spherical mesh rather than the pointy cube it uses currently. I'm curious as to what changed though, as I don't recall the vanilla bubbles being that opaque and obvious. I didn't touch the VFX nodes in the room model.
  29. 1 point
    The texture is completely ready. 1.mp4
  30. 1 point
    I made an animation. I will still edit the texture. Новый проект.mp4
  31. 1 point
    If it was the last mod you installed, there will be a backup in the TSLPatcher folder. But if you installed other mods after it you'll need to scrap everything and start over with a clean install.
  32. 1 point
    My bad for not including a source folder with the install, I'll include that next time I update the mod. All included scripts had edits by me, I'll attach a source folder for you below. For anyone else reading this: if you are having any issue with the mod please feel free to message me about it, it's probably something as simple as an incompatible mod installed. I'm happy to help out. source.7z
  33. 1 point
    View File PLC_Desk This mod will replace and update PLC_Desk1 texture files. To Install 1. Download: PLC_Desk 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 Submitter Dark Hope Submitted 03/15/2024 Category Mods K1R Compatible Yes  
  34. 1 point
    Yes, TPCView is the preferred tool for converting TPCs. In this specific case, the TXI data is: blending additive envmaptexture DP_CM_TnkGlass
  35. 1 point
    Are you using an old version of the mod? I changed the name of the tank glass in the last version. Edit: @Dark Hope: I had assumed you would have provided your own textures from the templates I provided in an earlier post. Salk also got invisible consoles without the textures, which is odd. Anyway use these. Also includes the tank glass textures from the original mod. TOR_Med_Console_Textures.7z If you installed the mod first and then extracted the archive above into the Override folder it should work fine:
  36. 1 point
    I hadn’t noticed, I’ll be honest. I sort of just fixed what I was asked to fix and left it at that. Pure laziness on my part. I can’t remember the last time I did anything with these games, but I’m sure I can rustle something up next time I’m able to get to my PC.
  37. 1 point
    You just did the impossible...you made Calo Nord even more badass!
  38. 1 point
    I dunno, that looks kind of weird to me just being on the glass. Maybe I should make you a version of the room model where the tanks have an external control panel/display. Something like what the TOR kolto tanks have:
  39. 1 point
  40. 1 point
    What is the Blade & Sorcery mod? Update: Is this what you're talking about? https://www.nexusmods.com/bladeandsorcery/mods/7802?tab=description
  41. 1 point
    You can use Wineskin for packaging, or install Wine directly (in which case you can run EXEs through the Open With menu). Alternatively, you could try HoloPatcher which can run on Mac directly:
  42. 1 point
    Wineskin or PlayOnMac work fine for TSLPatcher on Monterey so I'd guess they probably work on Ventura. Not sure how they do with KOTOR itself though since I just play the Mac version.
  43. 1 point
    View File Movie Mandalorians - Retextured Movie Mandalorians - Retextured by Mcfly -------------------- My intention in making these textures was to fuse the concept of the Movie Mandalorians mod, with the original in-game Mandalorian designs. I initially made these just for my own use, but I decided to release them once I finally completed the set. -------------------- Install: -------------------- - These textures require the Movie Mandalorians mod by Deadman. - Copy all .tga files into your KOTOR2/override folder. -------------------- Uninstall: -------------------- - Delete the .tga files from your override folder. - Reinstall Movie Mandalorians mod to restore the original textures -------------------- Special Thanks: -------------------- - Deadman, for creating the original mod. Thank you Deadman! -------------------- Permission: -------------------- - Anyone is welcome to do whatever they like with these. -------------------- Contact: -------------------- If for any reason you want to contact me, you can find me on DeadlyStream and NexusMods. - Mcfly696 @ NexusMods - Mcfly @ DeadlyStream Submitter Mcfly Submitted 10/18/2019 Category Skins TSLRCM Compatible Yes  
  44. 0 points
    I'm sure many of us play the Kotor 1 Community Patch (K1CP), it's the 4th most downloaded mod on Deadlystream after all! And I'm sure many of us might also know that the K1CP isn't compatible with the Kotor 1 Restoration (K1R mod)... you might be wondering, why is that? K1R is similar to it's K2 cousin, TSLRCM, in that it restores cut content, fixes bugs in the vanilla game and it expects you to install it first and any other mods installed afterwards need to be made compatible with it. But K2 was rushed, Obsidian was forced to leave content unfinished and cut the rest to make way to make way for a release before the 2004 Christmas sales... this not only gutted much of the plot but it also left a plethora of bugs upon release. TSLRCM undoes all of this by restoring much of Obsidian's intended content for early 2005 and fixing many of the game breaking bugs. K1, on the other hand, wasn't like this. What was cut by Bioware was stuff that most players agree was *actually* cut for a good reason, and the bugs in the vanilla game weren't nearly as bad as they were in vanilla K2. In K1R's "prime" from its full release in 2015 until K1CP's first release in 2018, K1R competed with many mods that were incompatible with it such as Kainzorus Prime's NPC Overhaul Mod... and since all K1R had to offer was minor and controversial restored content and minor bug fixes many players, including myself, opted for the much better incompatible mods. With the release of K1R's 1.2 update, there have been a handful of critical bugs in the mod with some capable of breaking the game. This would normally be fixed by the Dev Team behind the mod, but one by one the original K1R Devs left the Kotor Community with only 2 K1R Devs remaining in the community. The mod's leader, ZM90, also vanished... without him, it's impossible to update K1R as he's the one who hosts it, more importantly, we can't obtain permission to update K1R or use assets from K1R. With K1R being seen as undesirable by many and with no hope of it ever being fixed, the developers of the newly emerging K1CP mod abandoned K1R compatibility... just over 5 years later and K1R has become a obsolete relic of the past whilst the K1CP has become the ultimate bug fix mod for K1 standing alongside TSLRCM in importance (Not anywhere near as close, TSLRCM is still King... but its far superior to K1R). Some modders might still make their mods K1R compatible, but I don't bother since K1R has those before mentioned game breaking bugs... why on earth would I put in the effort to make my mods K1R compatible if your game is guaranteed to break because you installed K1R? I'd much rather focus on K1CP compatibility as their dev team is active, are willing to fix bugs with their mod and are still working to this day to fix more vanilla bugs. So this creates a problem... many of us play K1CP, but we can't have Restored Content due to K1CP being incompatible with K1R, and no one can update K1R as the original K1R Devs have abandoned the community... so how do we update K1R? How do we get K1CP compatible with K1R if K1CP Devs refuse to do it? My answer: forget K1R... The K1 Community Patch has already taken the mantle of the "main Kotor mod" from K1R and we can't change that, but we can work with this! This thread is a WIP thread for an upcoming mod, one that you will install after the K1CP mod, one that will restore Kotor 1's cut content whilst having K1CP and it's many, many bug fixes installed! I present to you: Restored Content for the K1 Community Patch or RC-K1CP for short! Now we have to keep our expectations in check... this is currently a one man project, and I alone cannot recreate K1R in its entirety from scratch... though I can, however, restore much of the lesser restored content like impossible difficulty before working my way up to the big leagues like the Vulkar Sublevel. Much of what can be restored is limited to my own modding abilities, so if I can't restore the Vulkar Sublevel constantly requesting it won't make me restore it... it'll be restored when I'm able to restore it, and if that time is not now it'll be some time in the future. You might be wondering; won't this impact the development of my NPC Overhaul mod development? The answer is no... that is because the first release of the RC-K1CP Demo is ready for release! In the coming week or two, I'm planning on releasing some screenshots from the mod to demonstrate what the mod has thus far alongside a YouTube video of an ambitious restoration. Once these are posted here, I shall release the RC-K1CP Demo here on Deadlystream for you to try out! Updates for the RC-K1CP shall be done in two ways; they shall be done in either content updates which adds restorations and bug fix updates which fixes bugs with the mods. As with any other mods, I'd like for players to be ever vigilant for possible bugs and to report any if bugs do arise! RC-K1CP does not follow the same "rules" as K1R and TSLRCM did, so you might see some restored content K1R avoided or never knew existed... so keep that in mind! With release version 0.1.0, you shall enjoy the following restorations from the RC-K1CP. And lastly, there are some things you might consider 'cut content' which might be added to the RC-K1CP. If this cut content was found in pre-release screenshots between 2001-early 2003 before the games release it could be added to the K1 Pre-Release Pack instead and if it's from the XBOX version but was cut from the PC version it might be added to the Knights of the Old XBOX mod (which is due for an update anyway). What do we think? Do you have any suggestions or recommendations? Anything you dislike in K1R you don't want to see in RC-K1CP?
  45. 0 points
    View File JC's Sound Effects for K1 Summary This mod adds unique sound effects for ion blasters, disruptor pistols, heavy blaster pistols, bowcasters, and blaster rifles. Installation Extract files from the downloaded archive. Run Sound_Effects_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files. Replace ammunitiontypes.2da and baseitems.2da with backups if necessary. Compatibility This mod is not compatible with any mods that alter the sound effects for ion blasters, heavy blaster pistols, bowcasters, or blaster rifles. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe Sound Effects – Ben Burtt, courtesy of StarWars.com Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers PEW PEW PEW EXPLOSION BIOWARE BANG BANG LUCASARTS BIG BADA BOOM!!!!!!!!!!!!!!!!! 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 03/13/2018 Category Mods K1R Compatible No  
  46. 0 points
    View File LTS_EscapePod HD New textures for Escape Pod. Resolution 2048x2048. To Install 1. Download: LTS_EscapePod 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. Submitter Dark Hope Submitted 03/08/2024 Category Mods K1R Compatible Yes