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2 points
Version 0.1.6
3,643 downloads
Just a little 2DA Editor I've been working on for a few months. Has a few neat features that the Kotor Tool one doesn't have like: - copying/pasting cells - search/filter - backup format in case of catastrophic file write failure Credit to @JCarter426 for an awesome logo 👍 -
2 pointsFor the most of the meeting, Janek just sat silently, listening and observing; he had nothing to add, and on top of that, taking a reading of others was equally if not even more important than getting all possible information out of the conversation. To say the least, this didn’t sound good. When agent Reskos’ hologram appeared, Janek blinked an extra time, crossing his arms, doing his best (athough not completely succeeding) to not break from his neutral appearance. No, this most definitely didn’t sound good. Well, at least there was no telling what to expect, which could be a very bad or a very good thing. Probably both. ”Splendid”, Janek said as casually as possible, despite his growing nervousness, when a suitable moment finally presented itself. ”Let me get this straight. We’re supposed to dance straight into the lair of a Force-using, mind-controlling, dual-wielding, unaccounted entity, who either is or is connected to a missing Jedi master, and who creeps out the most seasoned undercover agents?” He took a quick breath, and continued: ”Don’t get me wrong, I’m not backing off. I simply prefer to know where I stand.”
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2 pointsVP was kind enough to make the new forum for us, thanks again @VarsityPuppet! Though it would be nice if we got some news as to where the other site updates are at.
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1 point
Version 1.2.1
8,881 downloads
This mod changes the models for the robes you receive on the Star Forge (Darth Revan’s robes for dark side or Star Forge robes for light side) to a modified version with the cape and belts seen on the cutscene version, but without the raised hood and mask. Alternative models with different arrangements of cape/belts/folded hood are available in the mod’s OPTIONAL folder. Once you have finished installing the mod, you may copy and paste the MDL/MDXs from relevant folder to the Override folder, overwriting when prompted. This mod relies on Sithspecter’s Revan's Flowing Cape and Belt Fix mod for the animations. You can download that mod from here: http://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/ Extract n_darthrevan.mdl and n_darthrevan.mdx to your Override folder (you don’t need to install the rest of that mod’s files, but it is fine to do so). If you do not have this mod then you will not have any animations for the cloak or belts. How to Obtain: The mod retains the vanilla route to obtaining the robes, namely accessing the fabrication computer on Deck 2 of the Star Forge. However, in order to allow people to get the robes early, I have added a new fabricator on Dantooine. It is located inside the Aratech Mercantile room next to the Ebon Hawk's landing pad at the Jedi Enclave: In order to use this component of the mod, you must run the installer a second time and choose the option Dantooine fabricator from the drop-down list. Notes: This mod is not compatible with any other mod that changes/replaces the scripts for the computer on the Star Forge that grants you the robes, k_psta_replicat4 and k_psta_replicat5. The male version is a straight replacement for the PMBJ model, so it will not be compatible with any other mod that replaces/modifies that model, or changes the values for that column in appearance.2da. Because of the way animations work, the female version must be set up as a disguise, so it uses its own independent models and appearance.2da rows and is unaffected by changes to the PFBJ model or appearance.2da values. Note, however, that this means it is not compatible with custom female head models. The Darth Revan robes use the vanilla PMBJ01 texture, and is compatible with texture replacements from other mods. The vanilla texture for the Star Forge robes, PMBJ02, has no provision for the cape or belts, so I have provided a very basic replacement with those sections coloured. I suggest that you replace this with a better quality texture from another mod. I recommend ZM_StarForgeA08 from ZimmMaster's Revan's Jedi Robes mod. Download that mod here: http://deadlystream.com/forum/files/file/466-revans-jedi-robes/ Extract Zimm’s texture from his mod’s tslpatchdata folder, rename it to PMBJ02.tga, and then put it in your Override folder, overwriting when prompted. Make sure you do this after installing the current mod! Additionally, grab the TXI from the OPTIONAL folder and place that in the Override folder as well. Known Issues: There will be some clipping during certain animations. Some of this is related to the animations, some of it the meshes. If you spot something particularly egregious, then let me know in the comments and I may be able to address it if it is model-related. Currently there are no limitations on the Dantooine generator. You can fabricate either set of robes regardless of alignment, and you can make as many copies as you like. I may change this in future. If you are using the K1 Community Patch, the K1 Restoration mod, or another mod that has added danm13.mod to your Modules folder, you will get a warning from TSLPatcher that this file already exists and was skipped. This is intended behaviour and not an error. Acknowledgements: Thanks to Sithspecter for the n_darthrevan flowing robes animations, without which this mod would not be possible. Many thanks to Fair Strides and bead-v for looking over my scripts, checking for errors and streamlining syntax. Thanks to DarthTyren for his tutorial on camera placement (although I had to source the quaternion conversion elsewhere). Thanks to Salk for informing me of a missing ini config for one of the UTI files. -
1 point
Version 2.3
41,755 downloads
Summary Almost everybody on Korriban wears the standard bland Sith officer uniform. This mod alters the look of almost everybody on the planet so they're dressed more appropriately. Czerka workers wear Czerka uniforms, Sith troopers wear Sith armor, Dark Jedi wear Dark Jedi robes. While I was going through all the files I noticed some other oddities and corrected them – things like missing items or misplaced files. See the change log for a full list of changes. Installation Note: It is recommended that you uninstall any previous versions of this mod before installing a new version. Extract files from the downloaded archive. Run Korriban_Back_in_Black_K1.exe. Select which version to install. If you have the KOTOR Community Patch installed, choose the KOTOR Community Patch-Compatible Installation option. Otherwise, choose the Basic Installation option. Click "Install Mod" and select your game directory (default name SWKOTOR). There are additional options for Uthar, Yuthura, and Tariga that you may install after the rest of the mod is installed. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod may be compatible with but will overwrite other mods that alter the appearance or equipment of characters on Korriban. It's safest not to use it with any other mod that alters the same characters. Some of the changes will take effect immediately, but for best results you should install this mod before visiting Korriban for the first time in your game. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. -
1 point
Version 1.0.1
15,811 downloads
May your father and mother rejoice; may she who gave you birth be joyful! Proverbs: 23:25 HELENA SHAN IMPROVEMENT DESCRIPTION: This mod gives Bastila’s mother, Helena, an overdue makeover so that there is an actual noticeable family resemblance between the two women. INSTALLATION: - Use the TSLPatcher to install UNINSTALLATION: - Sorry, I don’t have a real good uninstallation process for you. I guess delete helena.utc from your override? CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved. -
1 point
Version 1.0.1
3,753 downloads
This mod presents you an overhauled version of Lyn Sekla; a female Twi'lek who wanted desperately to get off Taris. In 3956 BBY, she heard that Bib Surool was stuck on Taris due to the Sith quarantine, and auditioned for him as a dancer. # Background # "But if you're ever traveling the galaxy and you see the Starlight Entertainers performing, stop by and ask for Lyn. I'll see if I can get you some free tickets". Spoiler-alert!: Actually, there's no correlation between the above statement and this texture overhaul, sorry for that lol. This overhaul was started because when surfing through mod's section in DeadlyStream, I saw an amazing Twi'lek's texture by @Dark Hope that leads me to think "Ah, this could be something!", and when I saw the description, DH also seems to wish that the texture could be utilized as a character for a story. So, I made up my mind to use the texture for Lyn Sekla; which I believe she would need a custom-unique appearance upstaging the rest of female Twi'lek's in the planet. The Force works right through me; I have the permission to use the assets from DH, and then the project was started then. # About this Mod # Significant change to the appearance of Lyn Sekla, using the base texture of "Girl with Ritual Tattoos", a high-quality texture mod created by Dark Hope which later I have them edited to fits this concept of the 'Legends' series of Lyn Sekla. [Updated in v1.0.1] # Final Remarks # Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- PM me at deadlystream.com [ebmar] or just write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe]. Uninstallation: Remove n_twilekf001.utc [and the rest of the textures files, if you wish] from the 'Override' folder. Compatibility: Will not compatible with mods that changes the value nor conflicted with n_twilekf001.utc. This mod will be compatible with Dark Hope's "Girl with Ritual Tattoos" as this mod use different variation for the textures and the model that will not conflicted with the said mod. There is an update from @DarthParametric whom has found one other instance of n_twilekf001.utc in the game which potentially can caused multiple appearance of "Lyn Sekla". So, where the other instance is? The good news is, the mod probably in an OK state now. 🤞 Redistribution: Do not redistribute this mod or re-release it on any website at all. As inside this mod, there are base assets which they are not belongs to mine. If you plan on using this mod or only the assets from this mod to a mod you will be developing, I would be thankful if you give credits to Dark Hope as the creator of the base texture. Also, a credits to my name is always a welcome, welcome. Credits: Dark Hope for permission and for the "Girl with Ritual Tattoos" mod. DarthParametric for past-present knowledge, that made it possible for me to create custom NPCs. DarthParametric, again; out of the goodness of his heart looking through every damn module in the game to find one other instance of n_twilekf001.utc which potentially can caused multiple appearance of the texture. BioWare & LucasArts for the 'Game of the 21st Century'. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. bead-v and ndix UR for the MDLedit. Fred Tetra for the KotOR Tool. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss. -eb Preview [Under Development] -
1 point@ebmar: That's a completely different texture, by the way. I didn't say I'd consider this . . . but . . . drop the attached file in your Override and let me know if shows up. (Pictures would help if it does.) If it works and if people want it, give the first person that posts pictures of this new texture in the game likes or light side points. That's how I'll determine if I need to update the package or not - your like will be vote. (Because the way the site works, this attachment won't last forever.) I'd test it myself but I have my own Ord Mantell textures replacing these. (Those Ord Mantell textures were for this video, which could use some comments and likes on YouTube by the way.) LZA_scre01.tga
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1 point
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1 pointThanks to @eNoodlesand @UnusualCharactersfor working on my Modding Request. From what I hear, it's been submitted for approval.
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1 pointHello! First of all, congratulations and thanks for creating this modification. I installed it and I noticed something that perhaps you haven't considered. In the Taris upper cantina, we meet some patrons. One of them has the old male commoner look but his voice is mismatched since it is a young male voice. I wondered how many such situations we may encounter during the game? While I do enjoy the head variety of the former Lite NPCs, I fear the voice not matching the age is a jarring issue. If I am not mistaken, there are 8 Commoner Lite that use one of the "old" heads, while in the original game they are all young.
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1 point
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1 pointTYTHON: JEDI COUNCIL CHAMBER "Excuse me, Grandmaster," interjected Master Vek, "but are all of us in this chamber on the task force to find Voleran and the data? Will we all venture into unknown territory?" She looked around, eyes veiled but seeing everything and everyone. "We'll require several ships." "When I said 'task force,' I did not mean 'strike force.'" Shan narrowed her eyes. "Are you volunteering for the latter, Master Vek?" "Yes." Vesi gave a start. The Miraluka had always taught her about caution, patience, weighing assignments before accepting them. Now this? The young Jedi couldn't believe her ears. "As is my apprentice, Vesi Svari, Jedi Consular of the second rank." "Excuse me," Vesi replied, trying not to stammer, "but with all due respect, I am grossly unqualified for such a mission. As my Master said, I've only reached the second rank of Consular training. Against experienced assassins, Dark Jedi or Sith, I doubt I'll achieve victory." A beat. "Besides, I'm equipped with an implant nodule at the base of my skull that could be hacked - exploited - by our attackers. I do not decline such a duty out of insubordination, I assure you, but a desire to protect myself and others from my inexperience." She bowed deeply to Grandmaster Shan, the other Council members, and finally to her own mentor. "I'm sorry." Murmurs from the other Councilors, followed by a firm silencing gaze from the senior Jedi. "May I ask you a question, Knight Svari?" "Of course." Vesi blushed. She sensed that whatever Satele Shan had to say to her next, it would result in disciplinary action. "Was I always this experienced? At your age, with my Force and lightsaber talents, did I hold my current rank?" When Svari shook her head, the Grandmaster continued, "Nevertheless, even in my novice years, I was sent on important missions to serve this Temple - along with my superiors. I did not work alone. Neither shall you. Even if you're assigned to clean battle and reconnaissance droids, will you forsake your chance to serve? Will you fulfill your duty despite your fear? Your Master sees much that you do not, young Jedi." "I...I know." What does she see in me? On a mission of this magnitude, why send someone so weak? However, if I'm needed..." "I accept." "Good." A small smile tweaked the corners of the Grandmaster's lips. "Now, then: My fellow Councilors, I have delegated roles upon the strike force or the task force here at the Temple to each and every one of you. As for the Masters, including you, Canitha Vek, you shall report to your Council superiors each day with the progress you have made on your various assignments. Any other questions?" When silence ensued, Shan said, "Very well. This Council meeting is adjourned, and in the meantime, one by one, come and report to me." As everyone filed into line, Councilors in front, Masters behind them, and apprentices and various attaches in the rear, Vesi asked Vek: "Why?" "Why not?" Seeing as this cryptic reply did not satisfy her apprentice, the Miraluka said: "Trust me, as you always have. Now is the time to put such loyalty and devotion to the test. I'll be with you every step of the way. Let your fear subside, and let courage take its place."
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1 point
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1 pointAdded my own touchups: Could still use a little bit of touchup around the beard. Oh, and the UV map. Revan_Head_d_v3.7z TOR_Revan_Head_UV_Map.7z
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1 pointReally looking forward to the Wiki inclusion for basic modding tutorials! Thanks for letting us know what's going on!
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1 point
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1 pointHey all, first off I just want to say how inspiring and important everything in this thread has been. Big shout out to DarthSapiens and OldTimeRadio for their work on this in the worlds of KotOR and NWN. Also to DarthParametric and Dastardly, whose posts I wish I would have read roughly one day sooner than I did Also sorry about this seriously massive wall of text. TLDR I figured out the numbers, I'm working on this actively, still a *couple* kinks causing K2 to crash on certain newly-bump-mapped models, K1 yet to see any success, going to take a bit of further study it seems. Some numbers are still coming out pretty far from vanilla, but how much they are affecting things visually is TBD, I have been recompiling vanillas that originally did and didn't have bumpmapping without seeing any crashing for about a day now (6 models "tested", half originally non-bumpmapped). The Good I can tell you what the 9-float vertex Tangent Space is and the algorithm to calculate the 3 vectors per vertex in 95+% of cases. As DarthParametric theorized, they are the 3 components of a Tangent Space, to figure this out I used the info here: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/ Because I used that info, I call the 'binormal' vector a 'bitangent', but either way, let's just call them T, B, and N for Tangent, Bitangent, and Normal (all are 3-space vectors). So, the 9 floats in order are [ Bx By Bz Tx Ty Tz Nx Ny Nz ]. These are vertex vectors, distinct from face vectors, with the distinction being that vertex vectors are 'averaged' with all of their adjacent face vectors. I'm not going to go into details that are covered in the opengl-tutorial article, and mdlops already contains the vertex normal calculations, but I do want to write out the oddities of calculating the vertex BT vectors etc. In many ways it works just like calculating the vertex normals. Here is the abbreviated algorithm: Put it into BTN order, and there's your data. For skinned models like c_malbeast in k2, this produces a high number of nearly exact matches compared with the vanilla numbers. I tried a number of other things that don't seem to be right (although I might try some of them again now that I have it working), such as orthogonalizing, deriving B as TxN, not normalizing everywhere, and of course making the system right handed. It all kind of makes sense in hind-sight but damned if it wasn't tricky to figure out. Fun note: comparing the skinned results to the trimesh results, there seems to be a crease angle test that the vanilla compiler did, but only for non-skin. The Bad All of the droid models I have attempted this on have at least one mesh that has overlapping texture vertices in a face, which makes the r factor in the tutorial's vector calculations into a divide by zero. I have not yet figured out if/what dummy data to use in this case that will produce models that don't crash the game on load. Luckily this is true of vanilla bump-mapped models such as g0t0. But... there is definitely some kind of crease angle calculation that comes into play in a big way on droid models (sigh ... it's def not smooth group data), meaning that the vanilla normals are coming out different, and the vanilla BT vectors ... makes it tougher to track this down. This is what I am kind of side-tracked with at the moment. Also, all of my testing has been in K2, the one test I attempted in K1 crashed the game on load. The Ugly The bump-mapping doesn't render (none of it, no vanilla, none of people's experiments etc.) when the game is running in wine on a mac, so I can't see whether it looks right at all. The only ways I can tell that "it's working" are: the game doesn't crash (anymore) when my model loads the game doesn't give me the error message about invalid bumpmap (anymore) since I know from redrob's g0t0 bump research on LF that low alpha on the main texture is necessary, I have done that on my test textures, and the meshes that have working tangent space numbers turn 'solid' or 'alpha 1.0' while the non tangent space meshes remain (mostly) transparent. if the models don't have their tangent space numbers on a node, the node also loses its bumpyshinytexture, which I *can* see in k2 (but not k1). So yeah, I don't have the software to actually see normal maps working, I can just sort of tell. sort of. Crap. After trying every every other option ... I just realized I might have to try the steam version. ALSO - Color Normal Maps as TGAs in Override I didn't see it here, which could be a 'me' problem, but I just read this last night on OldTimeRadio's NWN thread (on forums.bioware, not here) and "tested" (see The Ugly above) it today. It seems like we can use custom (8-bit) color normal maps in KotOR! I don't know if people are largely aware of this or not, but the impression I was left with from this thread was that we were stuck with grayscale height maps rather than actual color normal maps. In case you're wondering why that's a big deal and don't want to look it up, color normal maps encode a full 3-dimensional vector at each pixel, whereas grayscale height/bump maps basically just alter the apparent height of a surface. The visual differences can be kind of subtle, definitely, but when done well and in the right gfx engine, a normal map is a much more powerful tool. For anyone that wants to try this extra easily and has (kind of old but hopefully basically the same) photoshop, open a full color normal map of whatever format. Go to Image > Mode > Indexed Color. I like Local (Adaptive) for Palette, 256 color, Forced None, Dither None (when possible ... if it is creating weird banding you will have to dither) for settings. Save it as a TGA, pop it in your override (rename it to an existing bump map texture ... such as twilek_m01b like the one used in this thread), go look at a twilek (or whatever you chose to replace). The thing I have no idea about is whether you need to reverse the blue & red channels (swizzle it) in these for them to work correctly (as they appear when exported by Kotor Tool). I found this technique to do the color switch in photoshop before I realized that none of it was working for me for a lot of reasons: http://i.imgur.com/nNHu7yf.jpg Testing? I am thinking I could post a vanilla-recompiled model or two for people that can see the bumps to test with. Suggestions? Something that's going to show the normal mapping in a potentially good way and is known to compile easily would be ideal. I have used DarthParametric's Test Pyramid a little bit to calculate on, but I'm too noob (and busy) to attempt to get it in-game. FYI, the values he posted above are definitely for the non accumulated face vectors. Here are the numbers I get from my calculations for it (for anyone else trying to implement the calculations): Anyway ... unless the normal mapping on the new models turn out to look all messed up ... newly normal-mapped models (and compiler support) might be coming sooner rather than later.
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1 pointhere's something interesting. I opened twilek_m01b.tpc and twilek_m01b.tga with a hex editor. The tpc had a bunch of empty bytes (is that correct term? they all say 00) for the first eight lines. Then at the end of the file came the isbumpmap 1 bumpmapscaling 1 xbox_downsample 128. The tga (converted by MDLOPs) only had one line of mostly 00 at the beginning, while at the end it had isbumpmap etc... then 76 hex digits, then it repeated isbumpmap etc... The result is that the tga had 18 extra hex digits over the tcp version. Then, I opened the tga with Photoshop, and saved it as a copy tga. When I checked it with a hex editor, this version had 87534 fewer characters than the original version. I have no idea what any of that means . If you need some pixels or vertices pushed around, I'm your guy. If there is eldritch languages, call Robert Langdon to figure out the DaVinci Code I honestly wish I was more help
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0 pointsThe torso and arm meshes in the supermodel use completely different names, had their trimesh alpha values set to 0.5, had their render flags set to 0, and had all their alphakey nodes removed. I don't think the cause can be pinned on them. The problem for me is, is this something I am doing/not doing, some sort of bug, or just the game being a dick. Edit: Maybe it is the game being a dick. I edited the DLG and pointed that line of the LS cutscene to the (different) animation used in the equivalent line of the DS cutscene. Despite there being no problems in the DS cutscene, that animation in the LS cutscene also suffered the same torso and arms going full opaque issue. Edit 2: And I also tried switching the (off-screen) animation used in the previous line to the DS scene equivalent. Again, still does it. I don't know what the hell is going on. Edit 3: OK, I solved the LS Dodonna problem, but uncovered some weirdness in the process. The previous animation switch I tried still had a fade in from alpha 0.0 to alpha 0.5 (even though by the time the camera actually switches to Dodonna she is already fully visible). This time I switched to an animation where she was already fully visible and the problem went away. So I tried an experiment with Vandar to see what would happen. I switched his reveal animation from the original with a fade in to one where he was visible the whole time. For some reason, everything except his eyes was completely invisible. And not just for the duration of that animation. His body remained invisible for the rest of the cutscene (which is comprised of a further 8 separate animations). The eyes in this case had animations switching between visible and invisible, because of the aforementioned blinking trick where it swaps visibility between two different sets of eyeball meshes. This is really doing my head in. Edit 4: Oh FFS. I found the problem, and I should have realised sooner. The DLG references stunt models for the animations. In this case, it's the unique hologram models for both Dodonna and Vandar. But for some reason it seems the game reads animations from both the stunt model and the scene model, and in this case even the scene model's supermodel. So I see now why I could never get Vandar to go transparent. My model was using the same mesh names, so clearly it was pulling the 1.0 alphakeys from the stunt model. The stunt model field for Dodonna is blank in the DS cutscene DLG, which is why she worked without a hitch in that one. I guess this is what happens when you try to get fancy and use custom names. Although to be fair to myself, I only really did that because of the MDLEdit crash issue. So, really, it's all @bead-v's fault.