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2 pointsShow me a legitimate, proffesional, non-terrible developer, with any kind of experience, willing to work on a project this complex for free. I'm very interested in hiring that person. edit; by developer I mean a programmer who can do any kind of gameplay stuff. DP did a good job of explaining what they should have done first, but that'd require apeiron team to know anything about game development. also making levels without a gameplay isn't just useless, it's a complete waste of time. You just can't design a level without knowing how the game behaves, how good your path finding is, how your AI behaves and so on.
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2 pointsKorriban Expansion is moving closer and closer to being finished up. Just thought you might like to know.
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1 point
Version 1.10.0
203,241 downloads
The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent. A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file. List of Contributing Authors (alphabetical): A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation: Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first. N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here. It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Translation: The mod now has translations in French and Russian, available as separate patches. To use, first download the base K1CP v1.10.0 archive and extract it to your harddrive. Download your translation patch of choice and extract its contents into K1CP's tslpatchdata folder. Proceed to install the mod as normal. Traduction (Français - Harlockin): Le mod a maintenant des traductions en français et en russe, disponibles sous forme de patchs séparés. Pour l'utiliser, téléchargez d'abord l'archive de base de K1CP v1.10.0 et extrayez-la sur votre disque dur. Téléchargez le patch de traduction de votre choix et extrayez son contenu dans le dossier tslpatchdata de K1CP. Procédez à l'installation du mod comme d'habitude. Переводы (Русский - olegkuz1997): Мод теперь включает в себя переводы на французский и русский языки, доступные в виде отдельных патчей. Для использования сперва скачайте базовый архив K1CP v1.10.0 и распакуйте его на жесткий диск. Скачайте нужный вам патч с переводом и извлеките его содержимое с заменой в папку tslpatchdata K1CP. После чего приступите к установке мода как обычно. Compatibility/Known Issues: K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible. K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know. The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/ These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder. Uninstallation: Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed. Permissions: Due to this mod being a compilation from many different authors, please do not distribute/rehost it. Acknowledgements: All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION. -
1 pointI figured I'd post some pics as I mess around with various TOR stuff, figuring out what works and what doesn't. I posted these in a status update the other day: And here's the latest experiment: But those bloody envmaps, ugh. So terrible. They ruin everything. Edit: Although @Darth_Sapiens' CM_baremetal replacement is a lot nicer: Edit 2: Sapien's CM_SpecMap is arguably better again. Shiny, but not an overpowering mirrored chrome:
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1 pointYou have to decompile the scripts yourself. That snippet is from the decompiled on-enter for TAR_M03AE (Javyar's Cantina). You'll want DeNCS for that - http://www.starwarsknights.com/mtools/DeNCS.zip I would suggest creating a duplicate copy in a separate folder and using K1's nwscript.nss for decompiling K1 scripts.
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1 pointYou'll probably need to add to the module's on-enter script. Something like this: sub3(OBJECT_SELF); oAreaObject = GetFirstObjectInArea(OBJECT_INVALID, 64); while (GetIsObjectValid(oAreaObject)) { if ((GetTag(oAreaObject) == "ptar_pazplayer")) { AssignCommand(oAreaObject, ActionPlayAnimation(206, 1.0, 0.0)); } if ((GetTag(oAreaObject) == "ptar_sitter")) { AssignCommand(oAreaObject, ActionPlayAnimation(204, 1.0, 0.0)); } if ((GetTag(oAreaObject) == "ptar_drinker")) { AssignCommand(oAreaObject, ActionPlayAnimation(205, 1.0, 0.0)); } oAreaObject = GetNextObjectInArea(OBJECT_INVALID, 64); } Check the on-enter scripts of other modules with sitting placeables to see what they do. Edit: The 64 in the oAreaObject statement equates to OBJECT_TYPE_PLACEABLE. The 204/205/206 in the ActionPlayAnimation statements equate to ANIMATION_PLACEABLE_ANIMLOOP01/02/03, respectively. You'll want to check the model to see what animations it has to determine which you want to play. Edit 2: Ah, that's right, the placeable sitters are actually just standard character models. The animations are on the S_Male02 supermodel. Looking at it in Max, ANIMLOOP01 is a static sitting pose, ANIMLOOP02 is sitting and drinking, ANIMLOOP03 is sitting playing pazaak.
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1 pointYour source normal map is incorrectly formatted. Try this and see what happens: Edit: Whoops, made a meal of the first one. 2nd attempt - Alt_JC_HandBA_B_v2.7z Also, for future reference you can dispense with the isdiffusebumpmap 1 isspecularbumpmap 1 TXI semantics. Per discussions with @ndix UR, they are leftover remnants from NWN that aren't actually used by Odyssey.
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1 pointThat's just more art. That doesn't advance the project, if anything it pushes it even further along the wrong path. Artists are a dime a dozen. A monkey could slap together some art assets in Unreal and call it a game (as evidenced by all the asset flips on Steam). What a game needs is programmers. If you don't have any then you shouldn't even bother starting a project. If I was going to undertake a hypothetical KOTOR remake (and let's call it what it actually is and dispense with this "mod" BS) in Unreal or other 3rd party engine, I would start with a fully functional recreation of the Endar Spire level. Forget about the art assets, simple white box mockups and default Unreal characters would suffice. What matters in an RPG is the underlying systems. If you are starting KOTOR from scratch, you need to develop a multi-node branching conversation system, equipment and inventory system, stats and levelling system, party/companion system, ranged and melee combat mechanics, etc. The Endar Spire is the perfect test level for developing and testing that. You have a couple of NPCs with a few lines of dialogue, a couple of conversations, a few combat encounters, a few cutscenes, etc. all in a very small space comprised of a few small rooms linked by corridors. And if you haven't demonstrated even a fraction of any of that after 2 or 3 years of screwing around, you should just stop wasting your time.
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1 pointGot some more, although they aren't really supposed to be used with heads with hair (but meh). And if anyone wants to make suggestions for replacements, here's a chart of what the vanilla masks look like: Edit: And a couple more to round out the evening's work:
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1 pointI was thinking there was one dialogue that wasn't pursued that was suggested. If so, a dialogue where you convince the Sith - in a serious manner - that you are the true leader of the Sith and they should go away might be a good addition. Anyone wish to take a stab at writing it? (Of course, your character would have to know ... ... for this option to appear.)
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1 pointQuery: What? Yes, you heard that right, what started as what was (probably) a joke made by @A Future Pilot on the r/kotor discord has gotten my creative juices flowing. If you're like me, you might have asked yourself at some point "HK-47 is my favorite companion in the KotOR games, so why can't I romance him?" Well, soon™️ you can! The goal of this mod is to make a believably written, slightly tongue in cheek but also emotionally sound "mini romance" option between a dark sided player character and her/his homicidal droid companion. What do I mean by "mini romance"? For now, I am going to try and keep the scope small while I learn the fundamentals of modding. I have finished a first pass at the script, and will be working on recording the voice over sometime soon to get a feel for how it all sounds when spoken. Right now, it is a total of 2 to 3 conversations, depending on whether you pass a [Repair/Computer Use] (player's preference) skill check on the first try or not. Perhaps this will expand in the future, but right now, I think it gets the job done without needless beating around the bush. This is an optional/additional romance and its not meant to rival/replace any of the vanilla options in terms of complexity. The non-spoilery gist of it is, HK has discovered that he has developed what he sees as a flaw in his programming since he's started travelling with you, that's since grown stronger with every act of cruelty you inflict upon others. The player character has the option to dismiss outright, confusedly entertain his concerns to an extent, or try their best to understand the situation, some of which open up a path to a whole new look into his "abnormality" that's formed. Basically, I'll be using this thread to update with progress and let you know how it's going. Keep in mind, this is my first ever mod and thus I have no idea how long this project will take me. I'm also attaching to this post a design document that features all of the dialogue that I've currently written for the mod, if you're interested. I would appreciate that if you'd like to mention something about it in this thread, that you properly spoiler tag it. Thank you. - UC P.S. Let me make this point for you, so that you don't have to. HKromance.docx
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1 pointYes! Please made them available for K1 also. 😁 How will you manage to use two envmap in one item? I mean, if I follow your plan 100% correctly, you were planning to add some glow meshes [which pointing to the use of CM_Bright] and then use an envmap for the lenses for a bit of reflection [which could be a CM_SpecMap].
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1 pointI lean towards replacing the in-game BIKs completely rather than merely extending them. As you pointed out, it enables to avoid the issues of assets you don't have access to and using any sound design and music that you wish to use. Seeing as you would be making a higher resolution (and larger) movie, not reusing any of the original materials to artificially extend the preexisting video is actually a bonus. I would cheer for new versions that make use of your current talents and the latest available tools.
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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 pointThat had to be hard to even vaguely sound like Kevin Michael Richardson but you managed to pull it off
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1 pointWith @ndix UR's blessing and @Sith Holocron's recommendation, here is a quick look at Jolee Bindo's new voice over for this upcoming expansion performed by your's truly.
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1 pointYup, I ported that for the movie. Those are the master robes from K2. Yce wanted Vrook to wear the same robes he wore in his films. That's not really in releasable condition - I don't remember if his cape even animated. I'm working on a proper robe port now, however.