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14 pointsHey Kotorians (yes I want to make that a thing) – I am excited to be announcing a big update to the Kotor community. The short version is Deadlystream and /r/Kotor are moving forward with a merger of our communities. So what is happening? Immediately we will begin co-moderating Deadlystream and /r/Kotor. I am being added as mod to /r/Kotor and Snigaroo is joining Deadlystream as an admin, while Goat is joining as a moderator. We will be expanding staff cooperation in the coming months. Moderation of the /r/Kotor Discord will be shared and modding channels have already been added to the discord. This will become the official discord for Deadlystream going forward. Additionally, wee will also be cross-posting content across communities to encourage /r/Kotor subscriber engagement on Deadlystream and working on increasing modder participation on /r/Kotor. We hope these actions lead towards growth for both communities. What about rules? Each community will still have a unique set of rules, processes and procedures to follow. Deadlystream’s forum based community and the reddit community are very different beasts, each with a different need we fill for the community, our rules will never be 100% aligned but we will align where it makes sense. We will have more information announced over the coming weeks while Sniggles and I work on our integration ideas and planning. Speaking of rule updates, we do have two changes that will be implemented beginning today and they are as follows; · Our rule around porting of content being banned This rule is being replaced by the following rule: · Mods and Assets that are of the same game series (ie KoTOR 1, KoTOR2 and SWTOR) can be ported between games and uploaded to Deadlystream. Porting from other copyright game assets is not allowed, although any fan created content (even from other games) can be hosted at Deadlystream as long as there is no copyright on said mods, files and/or assets. You will still need to abide by all other mod hosting rules. -All mods submitted going forward will require all modder's to fill out 1 additional field, this field is called "Contains Port Content", it is filled out by selecting either yes or no from the drop down menu. -Any modder that has ported content will also be required to fill out a second field called, "Source of Ported Content", this will be a free text field that the modder can describe where his ported content is from. · Rule 19: "All content on Deadlystream must be uploaded by the original creator/owners of the content. Uploading content that is owned by someone else is strictly prohibited, unless explicit permission can be demonstrated by the uploader. If you are found to upload content that is owned by another person without explicit evidence of permission, the first offense will result in a warning via PM and removal of said content. Any additional infractions will result in a permanent ban. Deadlystream Staff will from time to time reach out to authors of content not currently hosted on Deadlystream to see if there is an interest in having their content uploaded to Deadlystream. This activity should only be performed by Deadlystream staff members." This rule is being changed/updated to: · "All content you upload must have been created by you or given permission for use in your mod by the original author. In the event that there is a mod (which you did not create) that needs to be uploaded for preservation to Deadlystream, the following will occur; - The community member will message a moderator via PM with the mod attached and any other information about the mod and about where you downloaded it from. - The admin will follow the “Guidelines for Re-uploading Abandonware Mods” (look for this in the coming days). - If admin sees that the mods meets the guidelines, admin shall upload said mod. - The uploaded mod will have a disclaimer stating “it is not actively supported and that responses to support requests should not be expected.” Please note: Removal of a mod upon request from verified mod authors will be honored, please reach out to an admin for assistance.” Snigaroo, myself and the rest of the staff are very excited about what the future holds for Kotor and our communities. This is only the beginning, there is much more to come. May the force be with all of us! -Tyvokka
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3 points
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3 points(If anyone's hunting for the Discord link and can't find it, it'll be put up later this weekend, but you're more than welcome to join now from here!) Hello everyone! Although I hope many of you will also read some of the announcement on reddit to learn a little bit more about the premise behind what we’re doing, I know many of you probably don’t like reddit, or at least its format. For those who don’t, I figured it’d be a good idea to present myself here and explain why I think what we’re doing is a beneficial move—and, if I can, to allay any concerns you may have. Although I’ve spoken to and cooperated with many of the modders here before as part of my work on the mod builds, I was a hanger-on in the community a long while before the first mod build was ever posted, back well into the filefront days. At that time I modded for myself, in much the same way that I continue to do even today, the builds being a reflection of my interests. I mention this because I want to reinforce that modding KOTOR is and has been important to me, as important as I’ve claimed it is in the reddit thread. I mod my games because I enjoy the process of doing so, and I rely on and respect the mod community for producing the content which I utilize. If I believed this merger would in any way limit or harm the capability of you folks to do the work you do, I wouldn’t have agreed to it. This merger is happening because both of us, Tyvokka and myself, think that there will be a clear benefit to both sides in the process. That does NOT mean that the rules, culture, or expectations on either site are significantly shifting. Although there have been rule changes both on reddit and here on DS now with the implementation of this merger, we don’t expect any further changes in this vein. Our goal is not to homogenize or forcibly integrate either of the two communities, but to create a sort of fluency and ease-of-communication between them. In other words, we seek to have two separate communities that willingly cooperate with one another, not a single mega-community, which I think would be both impractical and unhelpful. The actual “merging” will therefore remain a primarily administrative one, wherein we hope to share the burden and work together to improve both communities, but with the goal of retaining their uniqueness specifically in mind. The sole exception to this is the Discord, which we hope will serve as a nice, casual mixing zone for the entire KOTOR community, including users and groups not affiliated with either reddit or DS. So, what exactly do we plan on doing then? I’m going to give an answer which might sound worrying, but I hope you’ll come to see as actually encouraging: we don’t know yet. Now, don’t take that as us having no ideas, because we have plenty. For one thing, as soon as wiki functionality here on DS is fully up I’ve already agreed to migrate /r/kotor’s wiki here, which includes many troubleshooting guides which we’ve refined over the years which some of you folks might find helpful—the mod builds, too, will eventually be cross-hosted. But as for everything else, we’re going to take things slowly and play them by ear, because we’re not sure how to best proceed yet. Our end goal is to allow the Deadlystream community to harness the large userbase and skills of the reddit community to help test and develop content for mods, while also encouraging reddit users who may be interested in developing their own mods to give it a try; on the flip side, we would also like to see mod and feature suggestions from the reddit community engaged with more actively from the folks here on DS. For direct interactions, with the exception of the Discord, that’s *all* we’re looking to accomplish at this time. How we get to that end goal, though, is a matter yet to be formalized. That’s because we want to try to find the best possible system for both sites, and are going to continue to take suggestions and test options until we find something that works, ideally without causing any hassle. We’re not committing to anything right now because we want to hear suggestions, thoughts, and questions first, and then we want to see whether our first ideas shake out well or not. If they do, more power to all of us—if they don’t, we’ll go back to the drawing board until we get it right. But whatever the final outcome is, I want to reiterate that it will be a system which will be minimally invasive. I take the shared administration of DS seriously, and I want to make sure as much as I’m sure everyone else does that there’s no “help reddit” quotas, influxes of members who haven’t the faintest idea of the rules of DS, and so on. We will change whatever needs to be changed to make sure that this integration goes as slowly as it may need to, with best possible outcomes on both ends. With that said, I think I’ve written enough. I wouldn’t at all be surprised if most of you had additional questions, and if you do have them please ask; I’d be happy to go into more detail about anything that you may be concerned or confused about, including any questions you may have about me personally. I’ll end by saying I’m excited at the prospect of working more directly with the mod community as I did working on the builds that released today, and I’ve got nothing but hope about where both sites go from here. P.S. – For those of you who do hate reddit’s format but would like to use the site, the best thing I can suggest is to disable the redesign from your account preferences at the top right, then download the Reddit Enhancement Suite (RES) extension. It gives a lot of additional user-controlled features that can make using reddit tolerable.
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2 pointsI’m glad to be able to talk about porting. It’s not the subject itself that I find as mysterious and alluring as some forumites seem to, but it’s been such a taboo topic for so long that I find it refreshing to be able to talk about everything I’ve been repressing. Porting content from one game to another within the same series (e.g. Star Wars: Knights of the Old Republic to Star Wars: Knights of the Old Republic II - The Sith Lords) is now allowed on Deadly Stream. Because I’m allegedly “staff”, I was told about the change of policy a couple days before the official announcement, and I was shocked. I’m still shocked. Honestly, it feels weird discussing the topic even now. Not in a bad way - like I said, it’s rather liberating - but in an I’m still having trouble believing this is a thing sort of way. This would’ve been my tenth anniversary on LucasForums, if it were still online, and I was on the FileFront forums for a bit before that. Porting was always banned and I don’t remember when it wasn’t. When Deadly Stream went online, it maintained the same rules, and now that’s changing. It’s a shift in policy older than this website, put in place before many users here even played the games. It’s a surprise, to be sure - and I expect a welcome one for many. Given the nature of this modding website, I expect anyone reading this likely knows well enough about porting, but not everyone is a modder or PC gamer and I have been asked before what porting is and why it’s a big deal. Porting is taking copyrighted content - models, textures, music, or what have you - from one game and putting it into a different game. It’s a kind of modding, but the distinction is that regular old modding works within the confines of whatever game is being modded, editing the existing assets and/or adding new content created by the modder, while porting involves something that wasn’t in the game and that the modder doesn’t have the rights to. Why is this a big deal? It isn’t in some communities. Different sites have different rules, and some do allow it. But it wasn’t allowed in the KOTOR community until now, though I feel I need to add a qualifier to that. It was kind of unclear. Porting was certainly against the rules on LucasForums, and with LucasForums went the KOTOR community. While I was a reviewer for KOTORFiles part of my job was to make sure the mods I reviewed didn’t have anything that wasn’t allowed. We were, for example, instructed to be on the lookout for TSLRP when the beta was leaked. If you were to ask me if porting were allowed I think I’d say no, but I don’t think that was an actual FileFront rule. JK3Files hosted mods that ported content from Jedi Outcast to Jedi Academy. There were also a few KOTOR mods I suspected of ported content - textures I recognized from Jedi Academy, for example - as well as mods that included other copyrighted material like music and sound effects. Fortunately, though, nothing ever came under my review that called for an examination of the laws of porting. To further complicate matters, the official release of MDLOps - still hosted on StarWarsKnights.com - contains a tutorial on how to port the Tenloss disruptor rifle from Jedi Outcast/Academy to KOTOR. Bit of a mixed message there. Regardless, on LucasForums porting was certainly verboten. But for a long time, this was a moot point. There was a lot in the modding realm we couldn’t do. Until a few years ago, we couldn’t work much with head models - the animations would break, or something worse would happen. And unless you used Taina's Replacer, which didn't allow change in vertices, the smoothing would break. Even if you could get a model from point A to point B, it wouldn’t look as nice as it did back at A. Different tools could only handle different things. KAurora couldn’t do animations. MDLOps couldn’t convert lights or lightmaps, emitters, or walkmeshes. I don't know if room animations didn't work or if nobody ever tried it. All these things and more would break even if you were keeping a model in the same game. Most of these issues were only resolved last year with the development of KOTORMax, MDLEdit, and the updated MDLOps. For this reason, perhaps, porting as a reality was a rare concern. Only two cases from those days stand out in my memory, both of which involved screenshots taken in K1 to make textures in K2, and both of which deemed ok by the administration. On Deadly Stream, there was that fiasco with the credits. More often than not, the matter was merely theoretical - someone would unknowingly request something that required porting and be shot down for it. It was forbidden as a theory even though it wasn’t much of a possibility and I don’t know why. It was a rule from before even my time and I’ve never heard the issue properly debated. Porting wasn’t allowed, and you weren’t allowed to talk about why it wasn’t allowed. I find that a bit unsatisfying, so I’ll try to see things from both sides of the issue and debate myself. Argument A: Porting is a copyright violation. It’s taking something that’s not yours and distributing it without the copyright owner’s permission. In more extreme cases, publishers have moved to shut down mod projects/websites for fear of losing sales, such as with conversion mods that would remake a game in another engine. Modding as a whole is already on shaky legal ground, so it’s not wise to attract that sort of bad attention. The line is drawn here. Argument B: Porting isn’t anything like pirating a game because it involves a fraction of the content and requires the framework of a game to access it. It’s unlikely that any mod would negatively affect a game’s sales. If anything, more mods for a game is a good thing and content ported from one game to another draws interest in both. There’s nothing illegal about porting for personal use. The only part in question is the distribution of game assets - but that applies equally to all mods. The only difference is from which game the assets originated. It doesn’t make sense to apply a different standard of rules, especially for games in the same series that already share a lot of assets, like KOTOR. Those are the essential arguments, as I see them. At the risk of earning Kreia’s wrath, I’m not going to take a side. This is a bit of a coward’s way out that I can take because I’m a modder and I can port stuff myself if I want to and not rely on downloading it from Deadly Stream - more on that in a bit - but that really is how I feel. I don’t see it as a matter of what’s right or wrong or what’s legal but rather what you think is a good idea and how much of a risk you want to take. Some communities take a risk and never have any trouble. Some - not many, but some - have taken the same risk and had their mods taken away. It’s a subjective matter, and maybe that’s why I’m a little bitter about the LucasForums days - because I see it more as a decision we should make as a community rather than an ultimatum that must never be questioned (even if most of us don’t know who made the decision or the rationale). But whether or not it was entirely by choice, that was what the community decided and I went along with it. That was then, this is now. It seems the community has gone in the other direction, and I’ll go along with it. The question has become not what is allowed but what is and isn’t possible. I imagine, in the coming days, as more people ask this question there will be some poking and prodding to explore the new horizons. So I thought I’d save anyone reading this a bit of time by admitting that I’ve known how to do a lot of naughty things for a while now. I’ve been porting for personal use - not to make mods, but for my film projects that demanded it. Characters from different games interacting with each other, locations we wanted to use in another context, or just things that were useful for cinematic purposes - K2 has a lot more animations than K1. I’ve already been poking and prodding for years now and I no longer feel the need to hide it. I’m not going to go into much technical detail yet - perhaps when the modding wiki is online, if it's permitted - but I can answer some general questions right now. For K1/K2: Can we port head models? Yes. There is some difference in the bone structure for each game, but there’s a specific process that works. It’s not even a huge difference, but it makes the lips of K1 heads clip in K2 and leaves K2 mouths gaping open in K1. My guess is Obsidian changed things during their development of the facial animation system that was never finished. The fix is essentially to copy the skin onto the appropriate game’s set of bones. Can we port body/full body models? Yes. Without any qualifiers. PCs? Party members? Aliens? Really? Yes. What about robes with capes? Yes. The supermodels would have to be edited to include the cape bones and their animations, but it could be done. I had one go at it but it’s a bit shoddy at the moment. Can we port other animations? Yes. With a few caveats. 1.) K1 has a limited number of animations that can be scripted, though new cutscene animations are an option. 2.) K2 has more combat animations than K1 and under different names. A couple bugs in K2 stem from failure to account for this, and unless they’re named properly for K1 the same sort of problem would occur. 3.) K2 has a ton of other new animations and they’re added all over the place, which complicates any sort of porting. Can we port models with their own special animations, like Darth Nihilus? Yes. The same animation concerns apply, but that’s it. Can we port textures - fancy ones, like bump maps and ones with animations? Yes. The TPC format doesn’t change, so even in the event that we’re unable to properly decompile to TGA/TXI, simply copying over the TPC is enough. I have a texture archive for K2 that includes all of K1’s textures (and any that happen to share the same file names are overridden by the K2 versions). Can we port areas? Probably. I’ve had one definitive success - m14aa, the Jedi enclave courtyard - and a few partial successes or failures. But it’s still early days and I suspect the problems may have been procedural. The courtyard has grass, running water, and room animations - all the things I’d expect to go wrong first - and zero problems. Lightmaps, which used to be destroyed during ASCII conversion, load fine thanks to the new tools. There is a difference in how each game is lit, so a ported module may end up too bright or too dark, but that can be fixed in the .are file. Good signs so far, but not enough for me to be confident in a hard yes yet. While we’re on the subject, since some of you seem to have been left out of the loop, we can also edit areas now. You might’ve seen area fixes in recent mods, but I’m talking full on editing like changing the lighting or texture mapping or adding a door to a new module. This would come in handy, for example, if one wanted to make new area mods that connect to the existing game, or integrate cut ones like the Czerka warehouse, or restore modules on Dantooine or Korriban that were left out of K2. Can we port feats/lightsaber forms/prestige classes/the upgrade system/the level cap/everything hard-coded? No. These were never porting issues. These game mechanics run directly through the game’s executable rather than an external file that we can mod. For the MMO: Can we port items? Yes. See MDLOps’ tutorial. Can we port vehicles? Yes. I ported the Mantis bounty hunter ship to K1 as part of an area model on Taris. I stripped it of its bump maps because I didn’t know how to work with those at the time, but I imagine if we could figure out how to convert the formats those could be included as well. Can we port character models? Probably. But you’d have to weight it to KOTOR’s set of bones, which isn’t easy or fun work. That’s kind of why there aren’t a lot of new character mods at all for KOTOR. I’m not at all familiar with how the MMO models are set up so I can’t comment further. Can we port areas? Maybe? I can import the models into 3ds Max. To get one in KOTOR would be a lot of work - making new lightmaps and walkmeshes, replacing any emitters like running water with KOTOR standards, almost as much work as making a new area from scratch - but I don’t see why it wouldn’t be possible. Of course, KOTOR has issues with vertical space - can’t have one walkmesh on top of another - so there may be issues with the designs, depending on the area. But I don’t think poly count or anything like that would be a problem. The MMO seems to average around KOTOR’s level, some things better, some worse. I really just haven’t had the time to try it yet. These are all just my general impressions so far and your individual success may vary. But overall I'd say there’s a lot we can do and not a lot we can’t do - just a lot we weren’t supposed to do until now. The point of this blog isn’t to encourage porting, exactly. It’s your choice whether to do it or not. Because of the rules (the old rules) I’ve always strived to use assets that are in both games wherever possible. It’s more challenging that way, but it almost always resulted in fewer complications. Even with porting allowed, I’ll probably still do that in the future. It's simpler. But now that, surprisingly, after all this time, that is a choice people can make, I want to put this information out there so those of you who are interested in stepping down this path may do as you choose. I’ll be available on Discord if anyone wants to see some more examples of my porting attempts or get a more thorough overview of the process. Personal opinions not endorsed by FileFront Deadly Stream.
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2 pointsI have been working on a few KotOR related tools/apps on and off over the past few years. In that time i've had a heck of a time tracking down knowledge on the various file formats that the game uses. While some are still accessible on the old NWN Developers site with wayback machine, there are subtle differences in some of the files when it comes to KotOR. Over the years various modders and teams have cracked and deciphered crucial information in these areas. All of this info is very scattered and can require tracking down threads on various sites and or getting a hold of tool authors to share source code and info about such things. The MDL/MDX thread from 2016 is one thread that comes to mind as one that could benefit from this approach, seeing as after a while it just gets buried in the Modding forum smushed in between other modding questions and WIP threads. I'm proposing a new forum dedicated to organizing and cataloging the past and future info about file formats and general engine. I believe this may help further the development of tools and engine assets for new and existing modders and coders. I would love to hear other's thoughts on this!
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2 pointsI did a half-assed action for PS for DAO normal maps back in the day that can be used in conjunction with the nVidia plugin to recreate the Z. It will also work on TOR maps. https://www.nexusmods.com/dragonage/mods/4019 I've never looked at it, so I couldn't say, but yeah it would be unlikely to be a very close match. That shouldn't prevent doing a port, but face skinning is always a pain in the ass.
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2 pointsI am happy to announce that, on the day Porting is allowed, that my Kotor Tool has been fixed meaning GenoHaradan Legacy and my K1 Gameplay Improvement Mod are back in development. If things go well behind the curtain I may even have some new exciting projects ready to begin!
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2 pointsI think wiki's are coming soon. That would probably be a good place for it
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1 point
Version 3.0
1,451 downloads
Knights of the Old Republic mod Vibroweapons replacement pack retexture ====================================================== Original models of vibroswords for KotOR by: DeadMan Original models of vibroblades and double vibro-blades for KotORby: Seph6 Original models for Jedi Academy by: RevanDark Author: IRobert Contact: PM me on the forums *********** Description *********** This is a retexture/recolor for DeadMan's [K1] Vibroswords replacement pack and Seph6 [K1] Vibroblades and Vibro double-blades replacement pack. It will replace the standard vibroswords, vibroblades and vibro double-blades with new models. The "new" textures looks similar to original game weapons. Colors match to those made by BioWare (mostly). Every blade looks like it was vibrating and there are more color options than in original mods. New icons clearly shows color of blade and hilt. *********** Instalation *********** Place the content of Override folder in your SW KotOR Override folder. All models and textures are inculded. **** Bugs **** I did not notice any, but if You do, please contact me. ********* Thanks to ********* DeadMan for giving me permission to use his mod. Seph6 for giving me permission to use his mod. RevanDark for making original models for Jedi Academy ********* Permissions ********* You can freely use, change or modify this mod as long as you credit ME, DEADMAN, SEPH6 and REVANDARK. You can't upload this mod anywhere, never. If you have questions just pm me on forums. Enjoy ---------------------------------------------------------------------- THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. THE AUTHOR OF THIS MOD IS NOT RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
1 pointView File KOTOR 2 Community Patch ======================================================== KOTOR 2 Community Patch ======================================================== Maintainer: A Future Pilot Contact: afuturepilotis@gmail.com or PM at deadlystream.com Original Release Date: 06/14/2018 1. Description: ---------- This mod is a compilation of various bugfix mods put together with the intention of fixing all the known bugs with the last official patch of KOTOR 2. A huge thanks to all of the mod authors who created these mods, and gave me permission to include them in this patch. 2. List of included mods and fixes (alphabetical by author): ---------- A Future Pilot: The space suit running animation looks like a squirrel that's been injected with caffeine Ashton Scorpius: Malak had some oral hygiene problems: TSL Jedi Malak Mouth Fix 1.1.0 bead-v: The Ebon Hawk has a couple panels with bad models: Ebon Hawk Model Fixes 2.0 danil-ch: In the prologue there are remote clones instead of sensor droids: Prologue Sensor Droids Fix A number of textures don't use shaders: Textures Improvement Project DarthParametric: There are multiple issues with the Harbinger level geometry: Harbinger Hull Fixes 1.1 The Zeison Sha armour for males (PMBMM) is unable to properly perform a two-handed grip during weapon animations: Get a Grip! Zeison Sha Armour Male Model Fix 1.0 There are some minor level geometry issues in the Peragus Administration Level: Peragus Administration Level Room Model Fixes 1.0 The head texture for Visas has a poor quality mask for its environment map and incorrectly uses her skin colour for the inside of her mouth The female player head PFHA04 has some clipping issues with the right eyeball and eyelid (reported by Soka) The female player head PFHA05 has incorrect UVs for the upper teeth, causing them to be flesh-coloured (reported by ebmar) The Ebon Hawk's medbay has some bad lightmaps and the camera can clip through its walls (suggested by JCarter426) The Bumani Exchange Corp. module lacked a skybox/starscape (reported by JCarter426) Mandalore is missing the helmet filter effect on one of his lines (reported by Sniggles) War Droid texture variants didn't properly display the blaster texture (Reported by Sith Holocron) When Kreia first wakes up in the Peragus Administration Level morgue, it's possible to briefly see her body disappear FF97: Khoonda's flag was missing its texture: Khoonda Flag Fix 1.0.0 JCarter426: Various issues: JC's Minor Fixes for K2 1.5 The HKs and T3M4 droids don't have shaders: JC's Shader Fixes for K2 1.1 Various fixes for which feats characters can select: JC's Feat Fixes for K2 1.2 T3-M4 was missing VO and some Gand VO was misplaced: JC's VO Fix for K2 1.2 The Republic soldier body models have been improved: JC’s Republic Soldier Fix for K2 1.1 (with DarthParametric lending a hand) TSLRCM’s Zhug encounter on Nar Shaddaa had a couple issues: JC's Zhug Attack Fix for TSLRCM 1.1 Strength Gauntlets were missing from random loot. Peragus items have had their stats unified across all areas. They will also now stack in the inventory menu. Party puppets such as Bao-Dur’s remote would erroneously trip the stealth sensor in the jungle tomb mission (reported by Sniggles) Kainzorus Prime: Boma beasts have black between their teeth: Boma Beast Teeth Fix 1.0 The model in the galaxy map for Paragus looks nothing like it: Peragus Galaxy Map Change LiliArch: The broken item icon, and Grenn's case icon are incorrect Marauder: A number of items have wrong descriptions or properties: Marauder Fix Pack 1.0.3 N-DReW25: The Serocco guard has a VO that used the wrong actor: Serroco Guard VO Fix 1.0 It's possible to not be able to get a starport visa if you let a bounty hunter go: Bounty Hunter Starport Visa Fix 1.0 ndix UR: One of the player heads wasn't able to blink or move his eyes: PMHC06 Fixed for TSL PapaZinos: The speeder on Nar Shaddaa clipped through the railing: Don't Let Kreia Fly Your Speeder! 1.0.0 Khoonda’s turrets had the wrong appearance: Khoonda Turrets Model Repair 1.0.0 Model fixes: Nar Shaddaa Docks Repair 1.1.0 Model fixes: Nar Shaddaa Landing Pad Repair Model fixes: Telos Model Repairs 1.0.0 Model fixes: TSL Turrets Model Repair 1.0.0 Model fixes: Ultimate Citadel Station Repairs 1.0.0 Model fixes: Ultimate Ebon Hawk Repairs for TSL 2.0.2 (The full version of the mod includes some alternative animated texture options) Model fixes: Ultimate Harbinger Repairs 2.0.1 Model fixes: Ultimate Peragus Models Repair 1.2.0 Squall Lionheart: PMHH01 has some issues: PMHH01 Fixed The Sith Lords Restored Content Mod (TSLRCM) Team: The male Jedi Master robes (PMBNM) had an incorrect OdysseyBase name ZimmMaster: The walking and running animations are janky: Movement Animation Fix for Both KOTOR and TSL 3. Other Recommended Mods: ---------- Under Construction 4. Install: ---------- Prior to installation, ensure that a copy of The Sith Lords Restored Content Mod (TSLRCM) is installed over your game, as TSLRCM's changes are required for the KOTOR 2 Community Patch to function. From there, to install, just download the mod, unpackage it, and run Install.exe 5. Uninstall: ---------- Given the complexity of this mod, a clean install of KOTOR 2 is recommended. However, you can check through the installation log file if you wish to undo the changes made. 6. Bugs: ---------- If you are aware of any bugs that need to be fixed, let me know here: https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues 7. Permissions: ---------- Due to this mod being a compilation from many different authors, please do not distribute it. 8. Credits: ---------- All of the mod authors who have helped make this patch a reality. I can't say it enough - Thank you! Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier. Snigaroo - For maintaining awesome mod lists on the /r/kotor subreddit, and for putting up with my many recommendations danil-ch - For this info.rtf template Fair Strides - For bundling up his tools and making them available DarthParametric - For his numerous additions and fixes JCarter426 - For his many contributions and inclusions THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION 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 MODIFICATION. Submitter A Future Pilot Submitted 06/14/2018 Category Mods TSLRCM Compatible Yes
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1 point
Version 1.0.1
1,236 downloads
Realistic Skybox for deathdisco's Coruscant --- Authors: Sith Holocron 90SK deathdisco --- Adds a realistic Coruscant skybox to the Coruscant landing pad and council chambers. This will change the council chamber's skybox to a realistic skybox, and if you have installed deathdisco's Coruscant, it will change those skyboxes as well. Please note that if you use Steam Workshop, you will have to install this mod to those folders as well as your main directory Override. --- To install, Copy mod files from archive to your SWKotOR/Override folder --- To Uninstall, remove mod files from your Override folder in TSL's program directory that you installed into. Mod filenames: COR_sky1 COR_sky2 COR_sky3 COR_sky4 MAL_skyBk MAL_skyFrnt MAL_skyLft MAL_skyRght MAL_skyUp load_952cor.tga load_953cor.tga load_954cor.tga --- Special Thanks: Exile007 for original mod --- Legalal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me before your use. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR 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. -
1 pointAnd here is the ingame shot: Getting there took quite a while. First I had to get the grass color right which is a really annoying thing to do as I can't just take the colors from the texture due to the different lighting in Terragen and the game. But I got there after about 10 iterations or so... Then I noticed something that I already knew but had completely forgotten. The TSL Dantooine skybox is rotated compared to the K1 skybox, so my reused K1 terrain was also rotated ingame. To fix this inconsistency, I had to rotate the camera in Terragen, but then I also had to move the sun accordingly so that it stays where it's supposed to be. But then the sun disappeared behind my clouds and it's impossible to rotate the clouds in TG which was a real shame in that case because I liked those clouds a lot. Many cloud iterations later, I got new cloud shapes that look good again, so those are what you see in the screenshot. Now I just have to fix the 3d grass in the skybox and fix the actual skybox model. Currently the horizon is still way too high.
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1 pointYeah. While it's been seriously looked into, and other games in the Aurora family can do it, and KOTOR does keep track of the time of day, it would take some startling, groundbreaking new information for anything to come of this. Or a ridiculous amount of scripting that no sane person is going to do. It is, however, possible to make new weather systems via particle emitters. I don't know if they can be integrated in modules as they are in K2 - I'm guessing no - but we can easily mimic the effects by copying the emitter settings. And this isn't even really a porting issue, as both games are capable of the same feats in this regard. I think the only thing K1 is actually missing is textures for the rain and snow, which are a paltry few pixels anyway. What concerns me is stuff like the facial bones, eyes, mouth setup, and shape of the neck. Not concerned that anything will be fundamentally incompatible but concerned that things will be subtly different enough from KOTOR to make the re-jiggery a huge pain. Ah, I figured there was nothing truly arcane about it. I just remembered the different channels being used for different things and made a mental note that one would have to figure out which is which and the proper conversion process. But one seems to have figured that out already. That sounds simple enough. Could probably be done with a Photoshop macro if there isn't a plug-in for it already.
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1 pointNo. Porting is related to assets. Dynamic day/night cycles are an engine feature, one that Odyssey doesn't support. There was thread some time back about trying to fake it via scripting a switch between different versions of the same module with different baked lighting, but it's an idea doomed to fail - too much effort involved (if it would even work at all). The same as any other skinned mesh, pretty much. The only difference is they split the mesh and the skeleton out into separate files. There's nothing special about the normal maps.They use the standard approach of storing X in the A and Y in the G channels (Z is calculated at runtime), then use the R and B channels to store various masks like emissive.
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1 pointThe porting rule was always a bit arbitrary. There is no need for further discussion on the subject publicly, the point of the rule updates are to encourage modding by allowing sources that people were probably using already without acknowledging. Now we know what people are using without being caught off guard. Any issues that come up because of it will be addressed if they happen.
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1 pointPorting may not be a problem. All SW games I own on GOG (both KotORs, JKO/JKA, Republic commando, original Battlefront II, TFU 1&2, Empire at war) have same Disney Terms Of Use. If you read section 3 carefully, you will find the next paragraph: So, basically, Disney allows us to use their assets (not only from SW, but from all their stuff). There could be arguments about new media (such as EA Battlefront), 'cause they will also have EA's terms of use, but everything released before Disney buying Lucasfilm should be OK.
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1 pointI do have to agree with DP here. While I don't mind the new rule at all, it does seem a little random. Allowing ports between the KotOR games makes sense in that they're the same engine and already use many of the same assets anyway, but adding SWTOR does seem arbitrary. In any case: This "new chapter" is definetly a great thing for our community/communities. Thanks for making this happen.
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1 pointSince it's open season on porting, why not go the whole hog? The "same series" argument is complete BS and has no basis in any sort of legal context. If you are fine about porting from TOR (which, by the way, I find hilarious was prompted by a merger with /r/kotor given how much they hate it), then why not Battlefront (original or new), JKO/JKA, Force Unleashed, etc.? Hell, why not Mass Effect, or Fallout, or any other game? And what about the other way? Can we make our own "proper" version of stuff like Aperion, porting KOTOR content into Unreal Engine?
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1 pointWe discussed this in the back room - incidentally, I didn't realize that was a staff-only topic before because I forgot I'm "staff" so I'll repeat most of what I said there - and I don't think it's that serious a concern. All the MMO assets are accessible without paying a cent, even the expansion ones. That's not a license to do whatever you want with it, but it does mean it would be really difficult for EA to control what happens to it once they release it onto the internet for free. There are sites that host extracted assets - legal or otherwise - and I've even seen some mods with ported MMO content on the Steam Workshop. It's a madhouse already and so far EA doesn't seem to be doing anything to stop it. Maybe because they're unaware, maybe because they couldn't stop it if they tried, maybe because they don't care? Though this is all my personal naive optimism and I wasn't involved in any decision-making. Yeah, that was my reaction as well. And now for the other stuff I thought was public before (this isn't about porting): I feel like this is a case of history not repeating itself. A few years ago, LucasForums was in a similar state. It didn't actually host mods, but It was the center of discussion for KOTOR modding, having survived a chain of file hosting site deaths - LucasFiles, PC Game Mods, and even FileFront. After they were all gone, there were still modders on LucasForums, posting new links in the Taris Upper City Emporium in whatever manner they could manage to host them. But the site was old and community activity was dwindling. Part of that was due to the loss of a hosting site. The death of FileFront was a huge blow that led to a general reduction of new content, and with fewer new things to talk about, there were fewer reasons to go to the forums. That created a feedback loop that made the problem keep getting worse. But another part of it was that elements of the site design didn't age well. The Network was divided by game series - there was more than just KOTOR, though that I've only been talking about KOTOR is a sign of the problem. In all my years I never posted outside of the KOTOR forums. I'd certainly played many of the other games, and I'd used mods for some of them. I was active on FileFront's Jedi Knight forums, but not the ones for it on LucasForums. The way LucasForums was divided created isolated communities. They each had their own modding forums, of course, but there was also a lot of overlap - they each had their own Star Wars discussion forums, their own off-topic forums, and so on. They might as well have been different websites. There was other stuff, but there's no point in criticizing the site design after it's gone. The point is that part of the problem had a clear technical solution. The site needed an overhaul to address these issues and certain members, notably Lynk Former, were working on it. But instead, LucasForums went down without notice. I don't know what transpired, but I think ultimately the right people weren't in the right place to make things happen. So I'm glad to see that's not happening with Deadly Stream. The site is getting the overhaul it needs and with that out of the way, perhaps we can focus on keeping the community alive after 15 years. The right people are in the right place this time.
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1 pointHim being pansexual isn't even a point in the movie so the nod literally could not be smaller. It's not like you are forced to watch interviews with the director or have to furiously follow every twitterpost of people you know will outrage you, as some people are apparently apt to do. If you even believe he is a pansexual. The only time L3 mentions that he supposedly has feelings for her it's played off for laughs. Him going after L3 after she dies does not have to mean he loves her either, but sees her as a friend or companion.
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1 pointBeadv, I must say, mdledit is an awesome piece of work! Thanks to this little gem, I have restarted on my mission to carry mods and restoration mods over to the xbox for all to enjoy and use! I successfully converted my first trial last night and It works wonders! I did have one weird issue with mdl/mdx files (not xbox related), though I pm'd you about it. But to stay on the topic at hand, at the moment I have a lot of things working on the xbox version of kotor, (restored content, diff level textures and other various mods, and thanks to bead, converted mdl/mdx files!) If I can be of help, I will most certainly do so or try. There will always most certainly be limitations on the xbox, but I am really pushing the limits and you'd be surprised what you can get it to do! Once I am through kotor, I will be going to TSL again next. It's very gratifying seeing all the things in action on the ole xbox. Rest assured, there are those of us who most certainly DO care!
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0 pointsSo I've been replaced... eh... whatever... plus Varkor sounds more believable than I do anyway Plus: I'm more for contributing to the creative side of mods and not the acting side so I'm not upset.