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Showing content with the highest reputation on 07/28/2018 in all areas

  1. 3 points
    If you extract the vanilla TPCs instead of converting them to TGAs, you won't need to worry about creating TXIs as the info is embedded in the TPC file.
  2. 2 points

    Version 1.2.0

    1,563 downloads

    This mod was requested by @Spectrometer. This replaces part of the trio of Dark Jedi that ambush you on Tatooine and Kashyyyk with Sith Assassins from TSL. You have two options: 1) The two Dark Jedi by the sides are replaced with Sith Assassins 2) The leading Dark Jedi is replaced with a Sith Assassin Personally I would go with option #1 because in #2 the Sith Assassin will be the one speaking to you, while in #1 they will silently stand by the side. I doubt Sith Assassins would waste time on pointless conversations. But it's your choice, otherwise I wouldn't have made it Note: If you go with option #1, you will make the fight slightly easier. This is because one of the Dark Jedi had a Dark Jedi Knight robe, which I had to remove because it obviously looked weird with the new model. I might address this in the future. Installation: Run TSLPatcher.exe, choose which option you want from the dropdown menu, and select your main game folder. You will get 4 warnings if you install one of the versions when you already had the other installed. Uninstallation: Remove n_darkjh01.mdl/mdx, n_darkjlowm.mdl/mdx, tat17_darkjedi01-03, N_DarkJLowM01.tpc, and N_DarkJH01.tpc from your Override folder. Replace your appearance.2da and heads.2da with the backup that was generated. This is a port from TSL. I'm not sure if I have to clarify that, but just in-case. Compatible with any mod unless for some reason it uses the Sith Assassin TSL models/textures (n_darkjlowm.mdl/mdx, n_darkjh01.mdl/mdx, N_DarkJLowM01.tpc, and N_DarkJH01.tpc) Credits: Obsidian Entertainment (Sith Assassin model/texture) Bioware (KotOR) Fred Tetra (KotOR Tool) JCarter426 & Darth Parametric (helping me figure out porting between K1 and TSL) Spectrometer (original idea) bead-v (MDLedit) Stoffe (TSL patcher)
  3. 2 points
    For the Download section: When looking through a particular user's mods, could you give the option to sort by how many downloads each mod has had? (I'd like to be able to glance and see what my top 5 mods from time to time.)
  4. 1 point

    Version 1.2

    94,703 downloads

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KotOR 1 Restoration 1.2 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: KotOR 1 Restoration 1.2 TYPE: Restoration VERSION: 1.2 SIZE - Unzipped: 145 Megabytes, Zipped: 47.2 Megabytes DATE RELEASED: May 31, 2016 KOTOR 1 RESTORATION FORUMS: http://deadlystream.com/forum/forum/31-kotor1-restoration-k1r/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WARNING: IN ALMOST ALL CASES, IT IS RECOMMENDED TO INSTALL THE K1R RESTORATION BEFORE ANY OTHER MODS!!! THE ONLY EXCEPTION SO FAR IS KAINZORUS PRIME'S NPC OVERHAUL... The KotOR 1 Restoration Mod is an attempt to restore almost all the content that was cut from the game Star Wars: Knights of the Old Republic by BioWare Corp. Of course, these restorations will be within reason and things that were cut because they did not fit with the plot, and cannot be made to fit with the plot, will most definitley NOT be restored. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INTEGRATED MODS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » RESTORED CONTENT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG FIXES/CHANGE LOG FOR 1.2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ »» Original game: »» K1R Bugs: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG FIXES/CHANGE LOG FOR 1.1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There weren't too many bugs in KotOR 1, thus there is such a short list. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. Alternatively, a secondary installer has been made for convenience. It will not patch the files like the TSL Patcher will, but it should be less of a headache for most users. HOWEVER, IT WILL NEED TO BE INSTALLED BEFORE ANY OTHER MODS!!! Note: The K1R team is not responsible for any incompatibility issues that may arise from the use of this mod in conjunction with other mods. Also, in order to provide the best feedback for us we recommend that you play K1R with NO other mods installed. Note 2: If using the TSL Patcher AND your game is in English, before installing, copy the dialog.tlk file bundled with this package into the KotOR directory. This will give you the grammar and typo fixes to the vanilla text. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ »»»» TSL PATCHER INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Double click K1R_1.2_Installer.exe found in the main directory of the unpacked folder. 2) Click the button labeled Install Mod. 3) Click yes to the box that'll pop up... if you wish to proceed with installation. 4) Watch as all the little file names and progress reports scroll by and wait until the installer is complete. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG REPORTING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream (http://deadlystream.com/) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/4457-k1r-12-impressions-and-bug-reports-read-me-first/ ) 2) Reply quoting and answering all of the questions as they apply to your issue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » VOICE ACTOR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pazaak Tournament Mandalorians...Zhaboka Filters for Zaerdra's lines......Zhaboka Filters for sea floor lines......Zhaboka Thanks Zhaboka. You really brought life to the characters, and those parts would be pretty lame without you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A BIG thanks to all of you! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » TEAM MEMBERS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - ZM90, Team Leader - Mandalore, Team Member - Jatku, Team Member - Fallen Guardian, Team Member - LDR, Team Member - Fair Strides, Team Member and main producer of the 1.1 update (and 1.2 update) - Malkior, Beta Tester - LiliArch, Beta Tester (though, putting them on a test is more like setting off a permacrete detonator in an apartment... ) - GrandmasterArcturus, 1.2 Beta-tester and LPer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » SPECIAL THANKS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To the tool creators of the community ~ Kotor Tool.....................A VERY special thanks to Fred Tetra ~ K-GFF GFF Editor/DLGEditor.....tk102 ~ Lipsynch Editor................JDNoa ~ DeNCS Script Decompiler........JDNoa ~ AniCAM.........................JDNoa ~ ERF Editor/TSLPatcher..........stoffe (and later Fair Strides) And a shoutout for SithRevan (RIP) for beginning the restoration crusade for KotOR 1. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The K1R 1.2 OFFICIAL may NOT be redistributed in any way without the explicit permission of the K1R team and the proper credit given. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » LEGAL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  5. 1 point
    Ok, I think I can confirm that the invisible assassin glitch is isolated to you, @ebmar. Just tried it out on a separate clean install of the game I have with only K1R installed. Manual tweaking for K1R compatibility aside, everything worked as intended. So until you tell me what I should add for a .txi file, I don't see anything else that needs fixing. Will do the 2DAMEMORY thing, but that's not exactly an issue.
  6. 1 point
    Glad to hear about the good news! No worries, your pleasure was mine too. I am here to only provide assistance for this mod which looks like it haven't get any support for a while. Anyways, thank @desmasic for this amazing mod. I am pleased to have it too in my 'Override' folder.
  7. 1 point
    My Light Side PC would say "it's not necessary the apologize". I personally add at the sentence a large amount of thanks!!!! Working fine these .txi!!!!! Now really looks nice the Hawk!!! Thanks a lot!!!!!!!
  8. 1 point
    It's an especially good practice to get into before modding TSL. For example, n_twilekf001.utc is used 6 times there. As I said above, K1 is generally pretty good with unique resrefs. I'd say around 95% of its resrefs are unique. But TSL, ugh. So many re-used/duplicate resrefs.... Edit: I should clarify that I am talking specifically about character resrefs here. K1 is much more generic when it comes to resrefs for things like placeables.
  9. 1 point
    I second this suggestion.
  10. 1 point
    Hah, so doing a search in KTool, I can see one other instance of n_twilekf001.utc. The way the search tool works though doesn't specify the parent module. So I looked through every damn module in the game and where do I find it? STA_M45AD - the final level of the Star Forge. In other words, it's the UTC used for the Easter egg cheat "dancedancemalak". Given that, you are probably ok to keep it as-is, but this should be a lesson for future modding efforts: don't half-ass it, do it right the first time.
  11. 1 point
    You can try with removing the "CM_Baremetal" that came along with this mod, and let the game use its own specularity [default CM_Baremetal]. It works on my end, and I like the result! 😁
  12. 1 point
    Amazing work!!!!! Some times, looking thru the windows of the Hawk I was tempted to grab a ladder, a bucket with water and a piece of rag, just to check... I'm not either one of these fallen in love of the high resolutions, they are grateful and welcome but not a transcendental question for me but this great work is different. I've only seen the aspect of Dantooine and it looks nice, very nice. Just one thing... I'm playing with K1R version and on the landing zone there is a hutt named Shuma in front a big door (hard to lose sight of him) that I don't see when I'm onboard, maybe he goes to toilet every time I board the Hawk? (just kidding) Congrats for this work!!
  13. 1 point
    This is absolutely horrifying and I downloaded it immediately.
  14. 1 point
    There is probably no correlation, but isn't it neat how this track was intended to be used for Sleheyron and it's called the "unknown world"? Sleheyron is pretty unknown about if you ask me.
  15. 1 point
    I was wondering: does the music from KotOR1 and KotOR2 that is included in SWTOR have a higher bit rate in SWTOR than in their original games? If so, perhaps someone should consider making a mod to to take advantage of that.
  16. 1 point
    I decided to add an option for either having the two at the side or the leading Dark Jedi become a Sith Assassin. I might add the stealth thing sometime later. Will upload soon, just need to make some screenshots.
  17. 1 point
    It looks like the thumbnails for mods have a white background set in the css. Could this be removed so that transparency in screenshots display correctly?
  18. 1 point
    Yeah looking at the source it appears the button isn't an image but a CSS element <a href="https://deadlystream.com/files/file/xxxxx" class="ipsButton ipsButton_primary ipsButton_fullWidth ipsButton_small">View File</a> I guess I'll just make my own button then. With blackjack, and hookers.
  19. 0 points
    Haha! Oh my, sorry... my bad! 🤪 Yes, that is certain to happen 'cause I have forgotten that the mod does not include the .txi's files it needed. Alternatively, if you wish; as a token of my apology, I attached some .txis that I hope could be useful to you if you wish to unsee the "recently rubbed and waxed ground and surfaces" looks of your ship. .txis: Just unzip the archive, copy-all and then paste-overwrite [if necessary] all the files to the 'Override' folder. I do really hopin' that helps!
  20. 0 points
    Thanks for the tip!! I was testing just now and the floor looks much better... but now I can see through the walls of the Hawk, I can see most of the light sources, thresholds, the bed in medical cabin looking from the main deck, even the exterior of the Hawk. I think I will stay with my -it really seems- recently rubbed and waxed ground and surfaces...
  21. 0 points
    Well, I guess that there is only so much that I could do and I suppose I should pull the curtains on this and upload the textures. I fear that a non half-assed job would require for me to work on the models and their placement on the trees (which is done awfully by Bioware as the attached images in the thread show). Thanks again everyone for your help, support and solutions!
  22. 0 points
    That's irrelevant if the resref (i.e., filename) is the same. K1 is generally fairly good about unique resrefs, but with such a generic name chances are high that there will be a clash. I suspect you'll almost certainly need to do a proper module injection.
  23. 0 points
    So I've looked into the tslpatchdata of this mod and I see model files, appearance files, utc files but no textures... Is this how it's supposed to be? I imagine you'd need to actually port the textures and the models.
  24. 0 points
    Nice first mod, but do Fenharel and DarthParametric know of what you've done? I doubt this is a bad thing as you technically are not stealing their textures from a certain point of view but pointing this out to them may be a good thing just so they are aware.
  25. 0 points
    Does this put the twilek.utc file into the override? If that is so that may be a big mistake as files that have the same names, for example, g_darkjedi.utc may appear on the Endar Spire but if another NPC with that same tag appears in another module my Endar Spire NPC will appear in another module where g_darkjedi.utc is present. In this case, you might of just broken a lot of female twilek NPCs. There may be a better way to do this and can probably be explained better by someone else but I usually set the TSLPatcher to place the utc file into the .mod file of the module I want it to be in. For TSL this is not a problem as TSLRCM comes with .mod files but you'd require NPC Overhaul or K1R to get .mod files into your modules folder. Unless you either create a .mod file of your own and use that or insert it into the .rim file which I do not recommend though it'd probably work.
  26. 0 points
    She will only spawn after you've spoke to Deesra about the Terentatek. Which is after the completion of the main Dantooine quest, she spawns pretty much when you've completed Dantooine and walk back to the Ebon Hawk for the last time The Hive queen is definitely there, you'll remember her if you see her trust me