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Showing content with the highest reputation since 09/24/2018 in Posts

  1. 9 points
    Here's a screenshot of the "king-of-the-hill" arena. The mound really dominates the center.
  2. 8 points
    I always get lost running Anchorhead, so I decided to try adding some signs to the buildings you can enter to make them easier to spot. I'm not much chop with sign designs though, so I am looking for someone to give me a hand with some better ones. Here's what I have so far: And here is a better look at the individual designs: The cantina sign is taken from the vanilla texture LTS_signs, and the sign frame is vanilla as well. The others use a sign frame from TOR, with the textures being various mishmashes of TOR textures. Although the Czerka one is just something I slapped together myself, and the swoop was taken from one of the vanilla loading screens. I've attached some templates if anyone wants to have a crack. Sign_Templates.7z
  3. 8 points
    This is correct. The compatibility patch lies within the EE mod itself. There isn't a standalone patch floating around anywhere. Sorry if I phrased that all weird. I certainly think it does. @danil-ch do you think this could be something that is doable? The patch worked fine with M4-78 1.2 but that's the latest version I got to work. And I looked for you. It still lists TSLRCM version 1.8.3.
  4. 7 points
  5. 7 points
    Better late than never . . . Update 18FEB2019: Permission granted to make April Fool's Jokes out of this picture for mods that replace the regular logo with this.
  6. 7 points
  7. 6 points
    Getting back in the swing of things after being gone a week on vacation. The street module is all walkmeshed, blocks cameras, has aurora lights, and a minimap. All that's left is the path file, which are still proving a bit finnicky. Most of those are dynamic things that are difficult to see in a screenshot, so I'll try to do a video in the next few weeks to showcase some of the improvements. Also I will try to add in NPCs and such before then. Next I will be switching gears, working on the Arena Hall/entrance area and attempting to setup some gladiator fights.
  8. 6 points
    Hey all, I know I haven't been exactly active in the modding community in years, but I was recently approached about my previous work on my HK-47 Melee/Saber Mod. It came to my attention that since the disappearance of LucasForums, my tutorial on how I did it is no longer accessible. However, I managed to dig up an old copy. Given how long it's been this information may be old news, but I figured I would repost it here in case it is of use to anybody else. This is the original instructions I made to create the HK-47 mod, it was a rather crude and experimental procedure for me at the time, so it can definitely be refined and improved. Feel free to reply with any updates or experiences. Without further ado, here is the original tutorial:
  9. 5 points
    Hello everyone! Recently, we at /r/kotor hosted a general survey about the games and posting habits on the subreddit. Most of these results aren't very interesting for Deadlystream and modding in general, but we also asked some specific questions about modding and modding habits which we restricted to only users on the subreddit which had previously installed a mod for either KOTOR or KOTOR 2. I think these results are both very interesting and quite relevant to Deadlystream, and so I thought to bring it to everyone's attention. The survey thread, which includes links to all the various sections of collated survey responses, can be found here. But, for those who just want to see what's relevant, we're most interested in the two modding sections--here and here. Now, there are some really interesting results in these two categories, including how frequently users on the subreddit mod each of the individual games, how many users have used the mod builds and the ways in which they choose to do so, and some feedback and usage statistics on K1R, TSLRCM, and M4-78; for anyone here with any fingers in those pies, it's worth taking a look at the results. There are two charts I really want to bring to everyone's attention, however, and I'll repost the first of these here: As you can see, these are the usage values for typical modding sites, with the one on the left representing usage for all users, and the one on the right excluding those who have only ever installed TSLRCM before (which we suspected granted the Steam Workshop disproportionate weight, and was largely borne out). These charts show clearly that Deadlystream sits in third place for all major modding sites, even the Steam Workshop, and even after excluding TSLRCM-only users. This means that the Workshop, which only hosts content for KOTOR 2 (and a very small selection at that), and which is only available to users who own the games via Steam, is beating out Deadlystream for usage on the subreddit. This is despite official subreddit resources like the mod builds utilizing Deadlystream; this is despite official and regular subreddit warnings about the Workshop's reliability; and this is despite our policy to link to mods on Deadlystream and recommend Deadlystream's usage whenever a user comes to us with a modding question. Now, if it was just a battle between the Workshop and Deadlystream that would be more understandable, as convenience can always win out against common-sense, and other responses to the survey showed that KOTOR 2 is by far the more modded game out of the two. But we have here the Nexus as well, which is also beating out DS on usage. It's very clear from these results that, despite the subreddit's partnership with Deadlystream and all our best efforts to encourage its use, DS is losing the race on convenience (the Workshop) and popular usage/word-of-mouth (Nexus). And this is on a site which is partnered with DS and where we do our best to support it; the prognosis for use outside reddit is likely more grim still. I bring this to everyone's attention not to be a doomsayer, but instead to illuminate the issue and open up a dialogue about how we can fix it. As everyone here knows, Deadlystream is now where the most (and the most-updated) mods are hosted; users who utilize the Workshop and Nexus not only deprive themselves of many mods, but also deprive themselves of stability due to the Workshop's poor architecture and the outdated nature of many of the mods on the Nexus. This, then, is not merely a perception problem affecting the userbase here--wherein users quite likely believe the KOTOR mod community anemic or even dead based off of perceptions surrounding the infrequent uploading and support of mods to the Workshop and Nexus--but also a usage problem, in that the end-user is being deprived of a stable game with maximum available content. I've already looped @Tyvokka into this discussion and we had a chat earlier today about wiki integration and how the subreddit (which is tied to reddit's very limited wiki functions at present) might migrate our entire wiki here in the future, which might well serve to encourage more cross-site traffic and familiarity. We also again discussed cross-site administration, events and support, and hopefully on the administrative level we can do some cooperative work to combat this trend. As has been mentioned before, at the very least when wiki support is added here and the mod builds are next updated I'll post them here, and begin dual-site support between reddit and DS. I don't want to understate the work that can be done on the level of the individual user here either, however. For example, let's take a look at the second chart, I spoke of earlier, an entirely more hopeful one: As you can see, about 50% of polled users would be potentially interested in making a KOTOR mod! The subreddit currently has a little over 37,000 subscribers, of which I'd estimate about 15,000 are still for accounts which are active on the site. I know this is a bit of guesswork, but let's just say that 75% of the "Maybe" category will eventually decide they don't want to make a mod or modding tools, and 85% of the remainder doesn't have the skills to do so and will never learn them. If you add them all up, that's still 450 users who would want to make a mod and would have the skills to do so. And I fully admit these are hypothetical approximations of skill, availability and dedication, but it's not a number to scoff at. Regardless of outcome, it's clear that there is potential here; a userbase which contains individuals who are at least willing to try their hand at modding for KOTOR, but have not as yet. I see the subreddit as a pool of potential resources for users on deadlystream, potentially containing not just users willing to do the gruntwork of testing mods, but also artists, users with modeling experience, and maybe even programmers with sufficient skill to make tools still desperately-needed by the modding community. Not everyone will agree with the need (or desirability) to look to the subreddit and its userbase for work which, in some modders' minds, is perhaps not even necessary; that's okay. I understand that considerations for mod development differ, both based on the mod and the user. But I point out this base of interest because, for those who do see potential in it, I want you to know it's there, and as subreddit staff, we're entirely on board with any efforts to harness it. We firmly believe that greater cooperation and collaboration between Deadlystream and the subreddit--which is certainly the largest KOTOR fan community on the internet now--will help drive the word-of-mouth which will help present Deadlystream as the principal KOTOR modding site, and in so doing reverse any false presumptions in the KOTOR fanbase at large that KOTOR modding is dead. Beyond that, with the recent announcement that a KOTOR movie is likely in the works, there's little better time to present a strong and vital face for the classic games than now, when interest in the series is revitalizing. Of course, the subreddit does not necessarily need to factor into this at all, beyond serving as the vehicle for bringing this issue to everyone's attention. I invite anyone reading here to share their thoughts, possible solutions, and even further concerns; we all use Deadlystream, and how frequently it's used for its intended purpose impacts all of us in one way or another. Anything that could help, even if it's impractical to implement at present (or at an administrative level), is worth mentioning. Thanks everyone for your time!
  10. 5 points
    This will be my first published mod, the aim of witch is to upscale all game UI elements. - all menus, the gameplay GUI, loading screens and icons. Personally, i always thought, that the terrible low resolution UI just doesn't work anymore and dates the game horribly. Ndix UR’s brilliant ui mod was a fantastic inspiration, but also all the HD work on this site. KOTOR was my favorite gaming experience, once upon a time. And it make me very happy to try and contribute to its continual enjoyment. Any feedback, thoughts, ideas, and perhaps slight assistance would be greatly welcomed. For one thing, can anyone point me to software, that allows for seamless viewing of KOTOR models and textures in a 3D frame with free camera?
  11. 4 points
    Ah, that is a skin weight issue then presumably. Probably either not enough or too many neck weights on a few verts. I'll have a look at it and see if I can spot it. Edit: Here's the problem. Two verts on either side have neck weights they shouldn't. I've updated the archive above. Redownload it and see if it is an improvement.
  12. 4 points
    Old message about first release of the modders resource.
  13. 4 points
    This is more of an idea than a request. It might be cool to have a mod that adds the Yavin Station to KotOR 2, now that porting is allowed. I did some experiments myself, but there's a bunch of things that I wouldn't know how to fix. - lighting - door scripts, dialogue triggers - the module is referencing to K2 doors which do not fit the door openings m50aa.zip
  14. 4 points
    Great idea! Havent thought about that. No adequate Picture to represent Telos though; but here you go:
  15. 4 points
    some more WIP screenshots - what do you guys think about this Telos version comparing int to the first one? Telos V1: Telos V2: Onderon:
  16. 4 points
    If this mod is truly dead (I really hope this is not the case, but many fans fear that the mod actually is dead), then please, at least, if Logan is reading this or You were actively involved in its development and still have the files You were working on, release the files with what You worked on so far! I understand it must be hard to let go, but let's face it: is it better for all the hard work to just "rot away", forgotten on some hard drive in an old PC, that is collecting dust in an attic, or would You prefer that people would be able to enjoy at least a part of Your hard work and creativity, with proper credit being given to Your effort! I am absolutely sure that all content made so far should be released, so that we could enjoy what has been made so far, and other young, dedicated modders could pick up the pace and continue Your excellent work! It could be uploaded to GitHub or even here and given "as is", and I bet lots of people would be much happier to play an incomplete mod than no mod at all! I know it must be hard to let years of work go, but it would be a pity to let pride completly lose and destroy the very work You spent so much of your youths on! Let's face it, it's been 10 years, it is a mod for a 15-year old game, it might not even run on the operating systems we will have 5-10 years from now :(( I know it is sad, but this is the reality, I am sure everyone will really appreciate being able to just play the mod as is right now, with all its missing content and bugs! Some of us are in their mid 30s to their 50s, we might not even live long enough to get to see the full mod released, if it ever gets finished...
  17. 3 points
    If you want somewhat critical views of Revan, K1 has some sources as well. Master Zhar, for one. Or even some of the stuff Bastila says. Three's that cutscene of the Dantooine starmap which shows a bit of the characters of Revan and Malak- I went by that for my interpretation of the two. Also, Revan did fall for the Jedi trap and underestimated Malak. That might mean he was over confident.
  18. 3 points
    Hey man thanks for your post. But I might be bias since I am a Kreia fan, but it's been sometime since I completed K2 and I've never completed it with the restored content mod, which is why I am replaying the game with the restored content. Anyway my point is I don't remember that quote but like I said it's been sometime since I completed the game. The reason why I remember what she says on the Ebon Hawk is because I just went through that conversation. But either way I think I picked an enemy old EU fans will like. I just can't see how Nihilus's hunger could skip an empire full of Force users.
  19. 3 points
    For Kotor One, I guess it would have to be Taris. The planet, in terms of modules, is so large and full of a vast array of NPCs to make it feel alive. All the characters on Taris were unique (even if you literally saw clones of them all over the place) due to their beautifully written story and VO acting. Every level you progress to is different just like how every character describes it as, from the rich Upper City, to the Poor and Crime Ridden Lower City and the frightening Under city. During my first play through, I felt almost exactly like the NPCs in the game feel in their levels: Upper City is a safe area to hang out in the shops and Duel Ring, the Lower City made you fear for your life as seemingly every corner had thugs ready to murder you and the Under city made me literally not want to leave the Village because I thought the Rakghouls were A: OP asf and B: I believed would get the Rakghoul disease. For Kotor Two: I'd have to put my money on Dantooine, whilst I wasn't as Naive back when I first played Kotor 1, I really felt the same atmosphere I felt with Taris but with Dantooine. The VO and writing cements the concept that this is a run-down, seen better days, poor, weak planet which has little to no law keeping the innocent Settlers and farmers safe from greedy Scavengers and blood thirsty Mercenaries, the plot of the planet is short yet still fun and interesting. Other planets like Onderon literally forces you to play both Dxun AND Onderon without any option of leaving before you finish your main quest WITHOUT Atton and once you do finish the quest you need to go back AGAIN to fight in the Battle of Onderon. Nar Shaddaa is slightly better but makes up for it with other minor flaws to ruin it, compared to other renditions of Nar Shaddaa in SW games this Nar Shaddaa is boring asf. When I do try to finish all of the bonus quest of Nar Shaddaa I ALWAYS get Attons bloody "We got this message on the Comlink. Looks like trouble" notification which blocks me from finishing any quests until you finish the planets main plot, here I usually just use the "warp" command to get to wherever I need to go just before I get that notification. Then you have Korriban, which is short and somewhat bland if you don't have M4-78 (Which just makes Korriban a necessary inconvenience just to get to M4-78). Fighting those Hississ' with that bland fighting music and those horrible sound sets, that noise will haunt my dreams.
  20. 3 points
    Trying out swapping out the terrible crowd sprites in the Taris arena with some from TOR. Also did some remodelling of the "stands" as well, resizing them and adding some glass barriers.
  21. 3 points
    "Apron". Gave me a chuckle.
  22. 3 points
    No news is no news. Locking this thread. No more update questions. If/when Logan returns to work on this mod, I'm sure he'll let everyone know.
  23. 3 points
    You need the version for the game you're porting to, so in this case K1. Everything else seems fine, so if that's still not working, it's possible MDLEdit requires you to convert to ASCII, then load the ASCII before compiling. I usually do manual adjustments with KOTORMax rather than a straight port so I don't remember the specifics on that. And if that is the case, then you would likely have to do manual adjustments as well, because MDLEdit & MDLOps don't always get the smoothing groups right when converting.
  24. 2 points
    I am currently in the process of playing K2 with the restored content mod, and when conversing on the Ebon Hawk, Kreia says Revan met no Sith Empire. Anyway Nihilus hunger would have driven him to the Sith if they had an Empire. Like the Jedi masters on Miraluka, Nihilus would have consumed them. It makes no sense how they could stay undetected from Nihilus for so long. SWTOR's retcons will not be addressed in the mod.
  25. 2 points
    My Sith Marauder doesn't kill Zez on Nar Shaddaa because Zez is the only one who doesn't come off as arrogant and he's wants to confront what went wrong with the Jedi Order.
  26. 2 points
    You mean, aside from... *Hoth *Planetary escape at the start *Cave vision *Literally copied 1:1 scene from the Death Star in VI (okay, sure, that's not Empire) *Literally copied the Death Star #2 run (but I suppose see above) *Cloud City > Casino Planet *Jedi training (but not really) *Apprentice leaving without finishing training against masters wishes. Sure, aside from that it was totally different from ESB. Also I guess we can look forward to another bad Super Weapon discussion with Dr. Evil like the TFA topic... not that I'll watch the movie this time around. PS. They already posted on their website Dark Rey is a Force Vision... GG Disney. So good at their job.
  27. 2 points
    I played TSL first. You bought 'em, play 'em any order you wish. But prepared for folks to spoil you on K1 once you tell people you've finished TSL.
  28. 2 points
    Texture editing. Simultaneously the easiest and hardest modding. Doing simple markings on a robe is child's play. Making something look good in-game is harder than I ever enjoyed doing, but we all are unique and it might be your skills are suited for this. The link SH gave you is the perfect place to start. You will need a photo editor, I use Paint.NET but there are many other options. Then you'll need to extract textures from the game using KotOR Tool or however the kids do it these days (I still do all of this old school, because old dog no new tricks), then edit with PDN, PhotoShop, or perhaps the link provides a new tool. That will cover the basic texture modding. Then the stuff I know nothing about, comes from shaders and things you set up using the corresponding .2da, to make things nice. That's the blood and guts. Do your homework, it is easy to make simple edits to items and see your work in-game quickly. Be prepared for weirdness.
  29. 2 points
    During the lesson of sight, T3-M4 speaks one of Kreia's lines: In addition to the erroneous message log, if T3 isn't present on the Ebon Hawk, the scene will break. This can happen with modded versions of visasmarr.dlg that fail to respawn T3 immediately after the encounter. I suspect it would also happen with TSLRCM alone if one sold T3 to Kodin before initiating this conversation, but I have not tested that. This happens after the player speaks to Kreia about the duel with Visas. ("When Visas attacked, she did something to my eyesight.") This issue was reported to me by @Snigaroo and I'm not sure of his specifications, but I confirmed it on my system with Windows 7, the original 4 CD version, updated with the 1.0b patch. This issue is present in the current version of TSLRCM, v1.8.5. I tested from a clean installation with no other relevant mods. The issue happens with different saves and installations. The problem is that the speaker for this line in kreia.dlg is set as T3M4: However, if my suspicions about selling T3 are correct, then a proper fix would require something more extensive.
  30. 2 points
    Cleave and most of those other obscure mechanics are leftovers from Neverwinter Nights. I'd be quite surprised if any of them worked, although that testing sounds thorough enough. I might test some more on my own when I have a chance. Here's the write-up for it from the D&D SRD: Cleave, Great Cleave, Great Cleavage
  31. 2 points
    Thanks @Snigaroo and the /r/kotor mod team for pulling this together. I think it is very telling that the Deadlystream community can do a lot more to encourage more modding by reaching out on the sub and helping out new members. It is a good reminder that pushing people away from /r/kotor and modding by being combative is not at all helpful in any way and that those attitude are really not useful to Deadlystream. Changes will be coming, I don't want Deadlystream is die a slow painful death, there are improvements in the works from me, @Snigaroo and the rest of the staff, so keep a look out over the summer.
  32. 2 points
    Hi, Ashla! Thought on dropping by as I figured out an unanswered question - You can use Notepad++ and/or other similar programs out there. I'd also recommend some nice tutorials that can certainly helps along the way: Rece's "TXI Basic Tutorial" and "Animated Texture Tutorial" CarthOnasty's ".txi Parameters and What They Do" And you may want to visit this section for some tool sets.
  33. 2 points
    Assuming you stop yourself before you kill your dad for talking crap about your sister!
  34. 2 points
    Hello everyone. I reading forum for 4 years already, and haven't logginged once until today, though i'm reading posts everu day and downloadings mods The reason i'm back, because my hands are itching to make some new textures for the game. I have several thoughts for modding one one them is making variety of sith republic and sith soldiers. I don't know will be there eventually a mod, but at least i can show you what is already done. In any case, if i will became too lazy, i will upload it as a modder's resource) First of all, i always wandered 2 things: 1. Why do sith officers use shoulder-belt (cause blaster is not heavy at all, and there is no shealth for a sword on the belt). Well, actually i understand why (cause it looks like more militaristic and offensive) 😶 2. What soldiers (not sith officers) looks like without armored-uniform The first one is easy) As it is not needed it can be removed, but when i remoced it, i realized that, well, uniform became too pale. 😃 So, second point game me idea to make uniform more detailed: As you can see on screenshots i made 3 types of uniforms 1. Soldiers (grey uniform, grey cape) 2. Low Ranking Officers (black-grey uniform, black-grey cape) 3. High Raning Officers (black or dark-brown uniform, black cape). The last one is a attempt to use Saul's pattern of uniform So, here are some screenshots: Making separate textures for males and females was pain in the ass) It's interesting what you guys think about retexture like this. And i was wondering. Well, i can make unique npcs to wear this uniforms, but is there a way to make common sith officers to use different uniforms ? (as i understand correctly one npc = one texture for body, right ?)
  35. 2 points
  36. 2 points
    ebmar, the "embossed" effect is wanted, right? It may look particularly good bump mapped.
  37. 2 points
    I sent him the files. He doesn't have to change his name but patience in the future might be advised.
  38. 2 points
    I don't know. If it was one or the other then maybe, however it wasn't just the game, or just the book. He was behind both and as I recall Bioware were trotting his name about pretty heavily for a time. He may not be solely responsible, but he is responsible. It shocked me at the time, but in hindsight, was Drew ever that worthy of praise? Or did he just get lucky with the Bane trilogy. I don't know, but I do know I'd never want to take a chance on him again.
  39. 2 points
    I'm glad you like it. I was close to releasing it, but I ran into technical problems with upcrystals.2da. I could go back and cut out the new crystals and finish up the rest of it, probably will one of these days. That's interesting, I didn't know about some of that. I would guess Arca's robe is among the Dxun content because it might've been placed there in an earlier version, maybe before they added it to the random loot or for the E3 demo. Although, I don't believe it's possible to even acquire it in the original game due to bugs in the loot system. The earlier Jal Shey and Zeison Sha items were probably before they had an armor model for them. I've seen the Jedi armor before, not sure why those didn't get made if they got the armor. I'm fairly certain the Baran Do Advisor robes were replaced by the Norris robes, but to add them back in properly would require some edits to the loot, so I'm not sure how to go about it.
  40. 2 points
    The eyes (and eyelashes) are effectively bones, so yes, any misnamed bone will not inherit animation. The eyeball trimeshes must be named eyeRA/eyeLA and the lashes trimeshes eyeRlid/eyeLlid.
  41. 2 points
    View File JC's Dense Aliens for K1 There are so-called "lite" alien models that are of lesser quality than most other models in the game. These include the Quarren and Gran species. Both aliens feature more prominently in the sequel and their models were given an overhaul. This mod ports the K2 versions of the models back to K1, improving the quality of models and creating a more consistent aesthetic. Submitter JCarter426 Submitted 06/25/2018 Category Mods K1R Compatible No  
  42. 2 points
    Mainly, you would be missing a lot of the functionality that exists in TSL in order to make TJM work the way it does. It would make a lot more sense to port content from KotOR to TSL than the other way around simply because of those added functionalities.
  43. 2 points
    They did not - the staff at Oregon has abandoned the tool many, many years ago. They had to do quite a bit of digging through old documentation and files on old servers to help me out. I was given permission to distribute to anyone that needs it, however.
  44. 2 points
    I would guess you tried decompiling it with TSL's nwscript.nss. Make sure you are using the version with K1's nwscript.nss, as I suggested by having two separate versions. If that still doesn't work, then you probably have JCarter's disease. He can't decompile certain scripts which other people can for some reason.
  45. 2 points
  46. 2 points
    It would be nice to have these characters ingame, either: 1. Wandering around the Dantooine Enclave. 2. Wandering around a random planet they've been tasked to go to. 3. Appearing in the lightside ending cutscene. http://starwars.wikia.com/wiki/Kavar http://starwars.wikia.com/wiki/Zez-Kai_Ell http://starwars.wikia.com/wiki/Lonna_Vash
  47. 2 points
  48. 2 points
    In K1, there are only 9 body slots for the player: A - Underwear B - Clothing C - Light Armor (Class 4) D - Light Armor (Class 5) E - Medium Armor (Class 6) F - Medium Armor (Class 7) G - Heavy Armor (Class 8) H - Heavy Armor (Class 9) I - Jedi Robes J - Revan Armor The only practical way to add more Jedi robes for the player would be to replace one of those. If it's just NPCs you want, though, there are three existing Jedi robe variants already. Player robes (PFBI/PMBI) and these two NPC outfits (N_JediMemF/N_JediMemM & N_JediCounF/JediCounM) I'm planning to have an option to replace those as well, once all the models for them are done.
  49. 2 points
    I am interested to see how this continues.
  50. 2 points
    That texture is the same as PER_CPanel. Obsidian likely used that texture and simply copied and renamed it.