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Showing content with the highest reputation on 07/23/2018 in all areas
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4 pointsAnd then you see some of the layouts Bioware shat out for K1 and you wonder how is that the work of a professional development studio?
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3 pointsHeys guys, just for clarification, I figured things out. Well, I didn't figure them out in MDLOps, but everything works fine with the supermodel in MDLEdit. Thanks for the help.
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1 point
Version 1.0
40,622 downloads
ANIMATED CANTINA SIGN FOR KOTOR 1 ========================================== MOD AUTHOR: Sith Holocron ORIGINAL RELEASE DATE: 18 JUL 2017 GAMES: Star Wars Knights of the Old Republic Description: -------------------- Remember my "NPC Portraits for KotOR 1" mod? I used this little animated texture for the background of Mission's portrait. This is a minimal effort mod but if you want it, it's yours to use. (If you wanted to use this in TSL, you would have to rename both the TGA and the TXI file to "TEL_BBrds4".) Installation: ------------------- Put the TGA file and TXI file into your Override folder. Uninstall: --------------- Remove the TGA file and TXI file from the Override folder. Xuul recorded a review for this mod back in 2018 if you'd like to see this mod in action. Thanks Xuul! Enjoy! Legal 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. Ever. 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. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. -
1 point
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1 point
9,715 downloads
Original Review on Filefront: Well now this is a site for sore eyes, Shem the manager of this wonderful site has submitted to me a great looking mod that he should be very proud of. So have any of you guys lately ever though that maybe kotor was getting a little boring? Well this one will fix that, what is does is it makes 90% of the stores in Kotor 1 better. What I mean by that is they will now give you more useful items for your journey. This mod was inspired by Shem's thought of people who have mastered this game, they know how to get butt loads of credits but they really have nothing to spend them on. So this is where this one comes in. My personal opinion of this mod is it is great, the idea is really a winner. Making more useful merchants in the game allows for more poeple to actually have what they need when they get stuck between a Dark Jedi and a hard place. So all in all I say this is on of the most well crafted mods that I have seen in a while. So to you Shem great job I think you did a wonderful job! Now to all of the people I have to say download this mod if you want to have an overall better game...and as always...Enjoy! Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future. -SithRevan -
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1 pointThe version of Windows has no impact on the resolution, only what difficulties you'll have in getting the game to run properly. Using UniWS (and subsequent patching using @ndix UR's mod for K1) is no different whether you are using 7, 8, or 10.
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1 point[Updated to 1.3 : July 23, 2018] A quick heads-up to the mod's page. The mod has been updated to 1.3 version. So, what's new in version 1.3? Final update to the look of the armor with some tweaks to the alpha channel. It'd look more a metal compared to the 1.2 version, but look quite less compared to the 1.0 version. Selven got a new pair of eyes, which finalised her overall looks also. Updated specularity in some elements of the armor, the blaster, the blade and the head. "Selven's "Vanilla" Difficulty and Inventory" patch added and could be accessed from the installer directory. Updated Selven's .utc particularly her attributes and stats. [1.3 Version] Slight .utc's entry update to Selven's inventory. [1.3 Version] Updated Installation, Uninstallation, Compatibility, Redistribution and Credits entry. Readme.rtf added to the main installation folder. Header typo of "wvbroshort_101" on the .mdl file has been fixed to "w_vbroshort_101". The typo potentially generate a "AR_ERROR.LOG" file to the game's main folder. 1.3 Preview [featuring A Future Pilot's "K1 Lite Upgrader"] :
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1 pointGood job on the porting, but you got fooled by Obsidian's poor naming conventions. That model is called Sith Assassin but it's actually the one used for the Ubese bounty hunters. I believe the assassin body models are n_darkjedilowf and n_darkjedilowm and the head is named similarly although I don't know which one it is offhand.
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1 pointWhat's this? Lips that don't clip? Could it be there was absolutely nothing wrong with the animations and they were just missing keyframes that do nothing? Could it be I have to go through every weapon idle and fidget animation to place keyframes that don't actually do anything? Yeah, that sounds like KOTOR.
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1 pointHello there ! How are you guys doing ? I visited this gem of a place multiple times to see what great mods were made but I'm ashamed that I never presented myself. I'm a long time Star Wars fan, especially of KOTOR era, but also of mods which bring a new breath to video games. Other than that, I would say that I'm an easy-going and chill kind of guy, Don't really know what else to say about myself, so I'll see on the forums to discuss games and everything else, have a nice day/evening fellas.
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1 point@Tyvokka The site has cleared porting, but where do you stand on the all important issue of jailbait mods?
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1 pointA supermodel is a model with animations on it. The model (in this case Sith assassin) is parented to a supermodel (in this case S_Female02) and gets all its animations from that. Most models don't have animations on them and instead get them from the stock set of 5 supermodels so they all have all the animations available on those models. Because efficiency and such. Misunderstanding. You don't need to put the supermodels in Override as they're already in the game. And copying binary models from one game to another is bad, as you've experienced. However, MDLOps needs a binary MDL/MDX supermodel in order to properly compile any body model. So when you compile, you need to have: a) The ASCII model file you're compiling b) The binary MDL file for the supermodel your model uses c) The corresponding MDX file for the supermodel source - all in the same location. MDLOps will then generate the new MDL and MDX model files for your model that you want to put in Override. The issue here, though, is that you get different results depending on what you decide to use as your supermodel. This is where the approach turns into a sledgehammer, but what I would suggest in this case is extracting S_Female02.mdl/mdx from both games and try compiling the assassin models twice, using each one as your source supermodel.
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1 point
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1 pointI can take a sledgehammer and smash two metal objects together until they sort of fit. That doesn't mean I'd be advising other people to do the same. New users should be taught how to do things properly. One reason why that wiki sure would be handy....
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1 pointJust finished watching @DarthTyren's video on Youtube. Hands down the most compelling KotOR reviews I've watched! It is very well scripted- and hilarious too! 🤣
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1 pointI think I have most of the hologram issues sorted out now, at least within the limits of what is practical with the engine: I've also added a ceremonial sash, similar to what is painted on the original K1 Saul uniform, but this one is an actual 3D mesh (swiped from the TOR Imperial Officer model): I'll do a female version for Admiral Dodonna in K1, although her hologram version might be a pain. K1 did holograms differently to TSL. I was thinking I can also do a plain version with no shoulder bars and changed up rank insignia for the captain, nav officer, etc. Edit: Added the Cede and captain versions: Although I've since gone back and also removed that black block on the collar. Still haven't swapped the boots yet though. Now on to converting the female model.
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1 pointTrying out a new Republic officer uniform: Although of course that introduces a bunch of new problems with holograms: I'll have to lop off the arms at the shoulders and have them as separate meshes. Not sure what to do about the neckline. Either the neck shows through the collar, or the collar shows through the neck, depending on hierarchy order. I'm also not a fan of the boots. I think I'll swap them out for something more suitable.
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1 pointKaevee kind of started it all. Stoney wanted to restore her at some point in 2008 or 09. And then I said "hey I'll script battle of Khoonda and some other Dantooine content and we'll release it as one mod". And then we somehow restored the rest of the game ¯\_(ツ)_/¯
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0 points
Version 4.0.0
18,685 downloads
Revises the opening of the game, so that the player may begin as a Jedi Apprentice, in a seamless, lore-friendly manner. Removes all fourth wall breaking tutorial messages from the game. Description Upon starting the game, instead of Trask waking the player, you will be presented with new dialogue options to potentially select a Jedi Class. You may choose to remain as your base class, and become a Jedi on Dantooine as normal, if you wish. If you choose to become a Jedi, you will immediately level up, and be able to acquire your new feats and powers. Starting equipment has been adjusted, and will be generated after this level up, allowing your new feats and skills to be accounted for. Jedi characters are given a crystal in their footlocker, and can build a Lightsaber at the workbench. They choose its style and color there. You then proceed through the Endar Spire sequence as normal, albeit without Trask. Out of character tutorial messages have all been removed. Jedi characters will have a new Lightsaber duel, and recieve additional items. Early dialogues with party members and NPC's have been adjusted to accurately reflect whether the player is a Jedi or not. Additional Force Persuade checks have been added to many of the characters found throughout Taris. A new path to purchase T3-M4 before completing the Swoop Race, through a Force Persuade check, has been added. This is available to non-Jedi through Persuade as well. Upon arriving on Dantooine, the opening dialogue with the council is altered slightly. The inital training sections, from the Jedi Code to Lightsaber construction is removed, and the player is immediately tasked to Cleanse the Tainted Grove. After this point the game proceeds as normal, without major alterations. If the player chooses not to become a Jedi at the start of the game, then very little changes, besides the removal of Trask and tutorial messages. On Dantooine, a non-Jedi player will be able to construct a Double-bladed or Short Lightsaber, and choose the color of their lightsaber freely. They will also be given an Apprentice robe after constructing a Lightsaber. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. If updating from a version from before v4.0.0, you must reinstall your game to properly uninstall the mod. You cannot install this mod on top of an old version. You must start a new game after updating to this version. The mod has been substantially reworked. There is a version setup for a manual installation. This version cannot be used with most other mods. It is not recommended. You cannot use this with the Community Patch. Your game will break See the docs folder for more information. Compatibility Most mods should be compatible, unless they make major edits to the Endar Spire, Taris NPC dialogue, or Dantooine Jedi Training. Fully compatible with KotOR 1 Community Patch. Install Jedi from the Start after. Fully compatible with Unofficial K1CP Tweak Pack. Do not install the "tar02_janice021.dlg" or "tar09_recept091.dlg" files from Persuade Fixes. They will remove my Force Persuade checks, and Jedi from the Start includes equivalent changes. Fully compatible with Restored Content for K1CP. Install Jedi from the Start after. Fully compatible with Taris Dueling Arena Adjustment. Fully compatible with JC's Jedi Tailor. Fully compatible with Carth's Republic Uniform and Flight Suit. SWToR Style Training Sabers will overwrite my changes to the Dantooine Lightsaber Training, but should not cause any issues. Not compatible with KotOR 1 Restoration. This mod is increasingly outdated. Use Restored Content for K1CP instead. Not compatible with Tutorial Remover. This mod includes its functionality. Not compatible with Trask Ulgo Without Tutorials. Not compatible with Recruit T3-M4 Early. This mod includes equivalent functionality. Not compatible with JC's Robe Adjustment. This mod includes most of its functionality. Recommended Mods KotOR 1 Community Patch is strongly recommended. JC's Jedi Tailor is highly recommended. Thanks to JC for letting me include most of his Robe Adjustment mod. JC's Extra Saber Colors is highly recommended. You will be able to choose additional lightsaber color options when you create a character with this mod installed. Consular Sentinel Class Skill Swap (or KotOR 1 Community Patch which includes it) is recommended if you want the Sentinel class to be somewhat meaningful. Trask Ulgo Without Tutorials is recommended if you want a vanilla friendly tutorial remover instead. Special Thanks/Acknowledgements Talchia and Achilles for the original Padawan mods that inspired this one. KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits DarthParametric - Scripts from KOTOR 1 Community Patch JCarter426 - JC's Robe Adjustment Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Jedi from the Start by darthbdaman is licensed under CC BY-SA 4.0 -
0 pointsWorking on some new UVs. I thought I was making things easier for myself, but in fact was making them more difficult. I've been trying out different unwraps to see what might work best and make the work much more efficient.
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0 pointsThat, I guarantee you, is a BOSSR glitch. That NPC is Akarikon Sin from that mod. He uses Gendar's head and has a Dark Side transition to appear as Akarikon. If the Gendar NPC was set to Dark Side he'd appear as Akarikon, as you witnessed with the Stalker. His Body would be a value higher than 1. Let's say Akarikon wears a piece of clothing set to 2 because his body texture is 2. In this case, the Stalkers armour is set to 1 which is Darth Bandon's texture.
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0 points@eNoodles: You seem to be making your life unnecessarily difficult. The TSL Sith Assassin is just a mildly reworked Sith Trooper. It has an identical rig. It's a simple case of just compiling against the K1 supermodel. There is no special technique required. As JC suggested, make sure you are not decompiling the binary via KTool. I would advise anyone working with models to extract the entirety of model.bif (also player.bif for K1) to a folder on your HDD. Then you can easily fish out the particular binary models you need and decompile them properly. I would also second the suggestion of using MDLEdit for new users. MDLOps is more or less a black box. You feed it something and it either works or it doesn't - it provides very little in the way of feedback. MDLEdit is a bit more communicative and will typically let you know when you are doing something wrong. They are in models.bif, along with most of the other models. As above, and as I have suggested to you previously I believe, I would recommend you extract the entire BIF instead of using KTool every time.
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0 pointsThis is intended to be the last beta, if everything checks out I'm uploading it as mdledit v1.1.0. This version has a completely redone vertex normal and tangent space vector calculation algorithm, which also affects smoothing group calculations. Generally, mdledit will calculate the intra-mesh normals correctly, it will calculate those inter-mesh normals where only two vertices overlap correctly, but where more vertices overlap, it's more likely to fail. I can't spend more time on figuring out how to calculate those right now, but there will probably be improvements in the future, just like this was an improvement now. When compiling models there should be no issues however, inter-mesh smoothing really does work now. Some crash issues are also fixed, one that I found myself and one that DP encountered with the K1 endgame area models. mdledit_v1.0.9b.zip mdledit_v1.0.9b_xp.zip
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0 pointsYeah, I don't like where this thread is headed. I'm going to lock it now.
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0 pointsThey will be approved or removed at the discretion of the staff. As a general rule we won’t allow content that may be seen as exploiting children (be them real or fictional).
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0 pointsYou know you want to. The swirling pool of blood and the red Sith ritual lightning ball calls to you.