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Showing content with the highest reputation on 08/19/2018 in all areas
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3 points
Version 1.0.0
4,667 downloads
Good afternoon. I worked very long on these textures. I can call them one of the best of my works. The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy. -
3 points
Version 1.1
22,675 downloads
This mod alters the (frankly terrible) holograms used in the cutscenes prior to boarding the Star Forge at the end of KOTOR to bring them more in to line with the style seen in the movies and TSL. For some unknown reason, Bioware decided to go with a weird texture-based approach that simultaneously looks both horrible and nothing like how Star Wars holograms are typically depicted. Before: After: Changes: Admiral Dodonna hologram model completely replaced with a new one based on her regular appearance. No longer has incorrect mirrored torso UVs. Dodonna model split into sub-meshes for optimal hierarchical occlusion. Vandar model given some mesh tweaks to remove some intersection issues. Models now use mesh-based transparency rather than additive texture blending. Custom keyframes added to animations to facilitate mesh-based alpha approach and added meshes. New animated textures for Vandar and Dodonna created based on their regular appearance textures. Minor alteration to one shot during the DS cutscene to prevent Dodonna leaping out of frame while Vandar is speaking. Known Issues: Because meshes do not self-occlude, there are some artefacts during certain shots. For example, seeing the neck through the chin. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for MDLops -
3 points
Version 1.0.1
2,520 downloads
This mod replace the vanilla Ajunta Pall's voice with the "Legends" version. # Background # The main motivation of this mod was, for me personally; to have me enjoy VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance", to the most immerse experience I could have. So, I fiddled around with the vanilla voices to have me get that spectral feeling inside the tomb. # About this Mod # Inside this mod are 59 edited voice-overs of Ajunta Pall, using the game original files as the base voice to work with. [Updated in v1.0.1] # Final Remarks # I suggest you to install VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance" first, and then install this mod after. This mod aims to complete the Ajunta Pall's spectral ambience part. Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or 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: Run the "Uninstall: Vanilla Ajunta Pall's Voice" option from the installer directory. Compatibility: Will not be 100% compatible with VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance", as VP's mod also include VOs replacement upon installing. To make this mod compatible, install this mod after VP's to have the intended effect. This mod will only affect the voice of Ajunta Pall. Redistribution: You can redistribute this mod or re-release it on any website; all I'm asking was just not to take credits for it. You don't have to ask for permission, but I do appreciate all the kind intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare & LucasArts, as inside this mod are their base assets too. All said and done, credits to my name is always a welcome, welcome. Credits: [Updated in v1.0.1] DarthParametric for the past-present knowledge which allows me to create any customs for the game, and his guidance on working with the installer. DarthParametric again, for the "addheader.bat"- which tools have been proven very useful to re-compressed the .WAV files. VarsityPuppet for the permission to have "Spectral Ajunta Pall Canonical Appearance" stand-out-ly featured in the preview. VarsityPuppet again, for inspiring me with the amazing "Spectral Ajunta Pall Canonical Appearance", and later for his input which enabled me to have the .WAV files compressed to micro-sized ones in v1.0.1, and resulting in better blend with the game- all but goodness. 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. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss. -eb v1.0 Preview [featuring VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance"]. v1.0.1 Preview [Under Development] -
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2 pointsView File Sith Tracker Trio Funny Dialogue Warning: This is a joke mod; if breaking immersion/suspense of disbelief even the slightest bit isn't your thing, this mod is not for you. This mod was requested by Sith Holocron (request thread). If you replay the game a lot and find the "Lord Malak was most displeased..." guys comical, this mod will add to that and allow you to make fun of them, freshening up the experience. The third time you meet them you will have 6 new dialogue options to say to them. They all have fully voiced responses. You can meet them at Tatooine (Anchorhead), Kashyyyk (The Great Walkway) and Manaan (instead of 3 Dark Jedi, there is a Dark Jedi Master and 2 Selkath apprentices at the Sith base, but he says the same line so...). There are some peaceful outcomes where you can talk the Sith into leaving you alone. However, some responses will only aggravate them, and they will still attack you. HK-47 will also mock them if he is in your party at the time. Note: The sixth dialogue option will only be available after you complete the Leviathan. It is the only serious dialogue option. This mod should be compatible with anything that doesn't change the Dark Jedi trio's dialogue (tat17_darkjedi01.dlg) or the Sith Master's dialogue on Manaan (man27_sithmas.dlg). Installation: Simply run TSLPatcher.exe and select your main game folder (swkotor). Uninstallation: Removing tat17_darkjedi01.dlg and man27_sithmas.dlg from your Override folder would suffice, but if you want to completely cleanse your game's directory of this mod, leaving no trace behind, then you will have to remove disadd.ncs, displeased3.ncs, k_ptat_isrevan_y.ncs, triofade.ncs, triofadem.ncs from your Override folder and all the SithTrackers0xx.wav files + HKmostdispleased.wav from your streamwaves folder, as well as replace your globalcat.2da with the backup that was generated. But honestly none of that is necessary, unless you want to clean up your mod files. Credits: Bioware (KotOR) Fred Tetra (KotOR Tool) Sith Holocron(the original idea) UnusualCharacters (voice acting) Merkuri22 (joke ideas on the reddit post) Stoffe (TSL patcher) Submitter eNoodles Submitted 08/16/2018 Category Mods K1R Compatible Yes
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2 points
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1 point
Version 2.4
28,999 downloads
While working on the K1CP I discovered that there are actually three different Sith soldier textures. There's the red and the silver that we're all used to, but there's also a white one that is unused. This restores the white texture into the game. You have the option to either make the standard troopers white and the elite/command troopers silver, or vice-versa. INSTALL: Run the installer and select either Main OR Alternate. I recommend installing this AFTER the KOTOR 1 Community Patch and JC's Korriban: Back in Black if you use them. PERMISSION: I give anyone permission to do whatever the heck they want with this, whether or not they give me credit. (Although credit is always nice, y'know?) -
1 point
Version 1.5
21,405 downloads
This is a collection of various things that I found annoying enough to alter. It started with that crazy window on Nar Shaddaa, by the landing pad, that would mysteriously render anything that was behind it invisible. It turned out to be as simple as a missing TXI. But it was at this point that I decided to start collecting little things like that into a single mod, to be released to the general public when it became more substantial. Due to the nature of this mod, I haven't bothered to make a proper installer with the TSL Patcher. Just install whatever you want to install. Don't install what you don't want to install. Some of these fixes are included in TSLRCM, while others are not. Either way, it's compatible. Other mods may not be compatible; contact me if you have any questions. -
1 pointView File Movie-Style Holograms for End Game Cutscenes This mod alters the (frankly terrible) holograms used in the cutscenes prior to boarding the Star Forge at the end of KOTOR to bring them more in to line with the style seen in the movies and TSL. For some unknown reason, Bioware decided to go with a weird texture-based approach that simultaneously looks both horrible and nothing like how Star Wars holograms are typically depicted. Before: After: Changes: Admiral Dodonna hologram model completely replaced with a new one based on her regular appearance. No longer has incorrect mirrored torso UVs. Dodonna model split into sub-meshes for optimal hierarchical occlusion. Vandar model given some mesh tweaks to remove some intersection issues. Models now use mesh-based transparency rather than additive texture blending. Custom keyframes added to animations to facilitate mesh-based alpha approach and added meshes. New animated textures for Vandar and Dodonna created based on their regular appearance textures. Minor alteration to one shot during the DS cutscene to prevent Dodonna leaping out of frame while Vandar is speaking. Known Issues: Because meshes do not self-occlude, there are some artefacts during certain shots. For example, seeing the neck through the chin. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for MDLops Submitter DarthParametric Submitted 08/18/2018 Category Mods K1R Compatible Yes
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1 pointView File [K1] Form of soldier HD "International Global mod" Good afternoon. I worked very long on these textures. I can call them one of the best of my works. The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy. Submitter Dark Hope Submitted 08/17/2018 Category Skins K1R Compatible Yes
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1 pointAUDITIONS ARE NOW CLOSED. THANK YOU TO EVERYONE WHO AUDITIONED. Hey everyone, Well, this is a post I had hoped I'd never have to make, but here we are. I regret to say that the final film in my series: "The Prodigal Knight" is on an INDEFINITE hiatus. This is due to my main voice actor for Zekk becoming AWOL and failing to meet various deadlines and (recently) no longer responding to my emails at all. Because of this, I have finally decided to part ways with this voice actor. I want to say now, that I hold no ill will against this person, this is not a character assassination or a rant against him, but I can no longer continue to delay this film because of him. I have an understanding of his situation and I wish him all the best, but I don't feel it's fair on myself to be kept waiting any longer whilst wondering if I will ever receive the final sets of lines to complete the film. What does this mean for the project? Well, first of all: IT IS NOT DEAD. This project WILL eventually be done, I promise. This setback, however, means I must now re-cast Zekk for this final film and find a new actor to re-record ALL of his lines for this film, not just the remaining few. I won't be happy with releasing a film where the lead changes voice halfway through. They don't do it in the movie industry, and I don't see why I should either. This will take time, yes, but I have all the lines written and ready to go, to be sent in one large batch to whoever eventually takes the part. Auditions for the part are now OPEN. If you are interested, please contact me directly on here. Or, if you have a recommendation for a voice actor, please send it my way. Please note I am NOT able to offer any voice actors any form of payment other than my undying gratitude and an early download link to the film before it goes public. I will not being looking into paid voice acting sites, either. If you want to audition for the role, you must fit the following criteria: - Have access to HIGH QUALITY/professional level recording equipment. I am not *too* picky, but background noise and/or gaming headset mics are a no go. - Have a link to at least one existing showreel you are willing to share with me, so I can hear your work before considering you. - Be punctual when replying to emails and meeting deadlines. - Able to act using a deep and confident tone. For further reference, please consult my previous films to see how Zekk sounded. Please remember: This is a BIG part, with a lot of lines. Please don't audition for this role if you are not up to the commitment. Thank you to everyone who has stuck with me as I make it through this film. It will see the light of day, I promise. And I hope you will all agree when I say it will be worth the wait. ~ DV
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1 pointI got some reports on the area tools. As I said when we talked on Discord, these are more ease of use issues than critical bugs. But I think I've nailed down which problems were in KOTORMax and which were in the user, so here we go: If I've imported rooms from different modules or duplicated rooms, then some rooms will have the same assignment number in the room order. This breaks the Order Rooms function - it won't allow reordering of rooms until the conflicts are dealt with. The issue will happen if there are Odyssey base objects with the same room number (obviously) but it can still occur after the duplicate rooms have been deleted. I suspect this happens if there are still walkmeshes pointing to the deleted ghost rooms. At first I was deleting all Odyssey bases and OddysseyWalkmesh modifiers and redoing everything, but fortunately that is not necessary. I've found that setting every Oddyssey base layout type from "room" to "none" will clear the room order and then they can be set back to "room" without having to relink everything. Though these must be done one by one, so it's a little inconvenient. Edit: Scratch that, I was just dealing with this again and this didn't work. It gave everything the same assignments they had before. And the walkmeshes assignments seemed to be cleared already. I did have to delete one of the "duplicates" and create and link everything to it. Maybe when that error occurs, have an option to clear the room order and all assignments? After changing the room order, the new order is not reflected in the visibility GUI or the walkmesh room link GUI. KOTORMax's visibility preview is super handy in theory, but the problem is you can't control the viewport while editing the visibility because it's in a prompt window. If it could be changed to an undocked window, like the animation editor, that would make it a lot more convenient. Visibility is always output in the order that it's selected rather than being based on the room order or alphabetically or something. This doesn't make a difference, but it kind of irks me that there's no way to change it once it's done apart from setting everything to no and starting over. A way to reorder the visibility in the same manner as the rooms would be nice. With the above two matters in mind, I've found it quicker in some cases to edit the visibility in Notepad, but there is no way to then import that back into the KOTORMax project. Same goes for the layout file. I tried importing them without models but KOTORMax treated it as adding new copies rather than updating them. I can update the info if I import everything from scratch with the new files, but this means losing stuff outside KOTORMax's scope like selection groups or anything not linked to an Odyssey base (like objects kept for reference, or templates for things like doorways). So I can get around the issue, but it would be more convenient if KOTORMax had an update function for layout and visibility files. For your consideration.
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1 pointI can get it to crash. Also crashes 1.0.5. PLC_RakatHol-kotormax.mdl.7z MDLOps compiles it and it works OK in-game. Oh and something I realised with that model - it seems like KMax doesn't like alphakeys by themselves. I'm not sure if it is stripping them on import or on export, but any nodes with only alphakeys ended up blank, whereas those also that had pos/rot keys kept their alphakeys.
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1 pointThat's not the installer. I mean, it is, but all it does is ping the CSLU server to download the actual installer. And their server has been down for over a year. Their server did go down once before, and came back after a few months, but never for this long. Their website is still online, though, so who knows what's going on in Oregon. We've also tried manually copying the installation and making registry edits, but the checksum blocks the program from running because it checks hardware IDs and knows the other computer is not the one it was installed on. So you have to legitimately install the program by pinging their server which hasn't been online in over a year and without their server, the EXE is useless. Direct all complaint emails to these people. I do have the installer for an older version of Miles (the real installer) that used to be hosted on their website for free, but I don't know if I'm allowed to share it.
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1 pointI know I said there'd be no more unoffical versions, but the changes for this version were so big it would be stupid to release it directly. All the binary read/write functions were rewritten to make sure errors that were happening previously can't happen anymore. In terms of new functionalities there's not much, except that the connection between the tree view and the hex view has been improved and if you turn on AutoScroll, the hex view will automatically jump to the corresponding data as you traverse the tree nodes. Nothing new with the tangent space vectors, I took a look at it but I would need more time for that... I think this'll have to wait a bit more until me and ndix UR have more time to figure out the algorithm. Anyway, this is the release candidate, if there are no serious bugs I'm releasing it as v1.1.0. mdledit_v1.0.99b.zip mdledit_v1.0.99b_xp.zip
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1 pointNo worries! Nope, not working. This what I get from the failed installation process: I have no idea with what's happening so, I hope to hear the good news from others on this attempt.
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1 pointI haven't levied some praise your way in a minute so I'd like to say that I love the touch of Selven's lowered voice. The implication that Selven did hormone therapy to make her stronger and faster to be an even more dangerous assassin adds another great level to her characterization. I just found your Ajunta Pall and Lyn Sekla mods as well so I'll tell you what I think of those when I get the chance (and hopefully I can get Pall's mod working with the 3-ish others I have running for him 😅). Keep up the great work, bud.
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1 pointI have all the tools required for creating custom lip files. I’d be happy to share them and write up a tutorial on how to use it. I’ve been doing it for about a year now so I feel confident I could write a cohesive tutorial. Or maybe even a video tutorial? Whatever people think would be easiest.
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Version 0.5
5,782 downloads
DISCLAIMER: I did not make ERFEdit originally. I did however receive the source code from Stoffe via PM at Lucas Forums, after telling her about a severe issue that needed to be fixed. I have fixed the issue and am now releasing the updated version of the tool. ERF/RIM Edit Version: v0.5 Released: 2006-05-18 Updated: 2007-03-11 Updated_FS: 2017-03-19 What is this? ------------- This is a simple Packer/Unpacker/Browser for the ERF/MOD/SAV/HAK/RIM format files used by the bioware engine games Neverwinter Nights and Knights of the Old Republic. The resource type list is updated to handle some types of files used by the KotOR games that were not used by Neverwinter Nights. It is capable of creating new files or modify existing ones, as well as extract any resources found within the file. A simple search feature makes it easier to locate resources in the list within large ERF format files. The Description field is currently not shown or editable since it is not used with the KotOR games. User Interface shortcuts ------------------------ You may drag and drop files into the list to add them instead of using the "Insert" button, or you may drag selected files from the list to the Desktop or a Windows Explorer window to extract them rather than use the "Extract" button. Selected files in the list can be deleted with the hotkeys Backspace and DEL in addition to using the Remove button. When dragging many or large files from the ERF/RIM file to the desktop (or a Windows Explorer window), keep the mouse button pressed until the progress bar has reached 100%, then drag the files to where you want them and let go. Hopefully I'll be able to fix this quirky behavior in the future. IMPORTANT! ---------- New files/resources added to an ERF file are not actually added until you Save the file. Do not move, rename or delete any files you have added before you save the open ERF/RIM file, or the resource will not be added upon save. Resources in the list with an asterisk (*) following the ResRef are newly added and not yet saved into the file. These files cannot be extracted until the ERF file has been saved. -
0 pointsPlease discuss Miles in another thread and save this thread exclusively for lip syncing? Thanks.
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0 pointsHuh, it seems to be a moot point because the Internet Archive saved it: download Miles.
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0 pointsOh, right. I'm with you now. Just ran a search through my downloads and I do have the CSLU toolkit, which is odd because I don't ever remember installing it. Must have been a long time ago. If what the others say about it no longer being available/installer not working is true, then it probably won't work. But I'll attach the installer anyway if you want to chance your luck. cslu206.exe
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0 points@Sith Holocron Sure thing! Give me a few days, as re-casting Zekk in my films is the priority at the moment. @eNoodles Off the top of my head (away from PC atm) all you need is the LipSyncEditor software, dlg_editor & the makephn.tcl programme (and access to notepad, obviously). I think I was sent them a while back from either @JCarter426 or DarthYcey. As I say i’m happy to share these programmes. Either way, I’ll try to get on this as soon as I can. If anyone has any questions, ask them here and I’ll address them in the tutorial.
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0 pointsSo, big problem with the TSL Patcher in this mod. It says "File Not Found! Please locate the "heads.2da" ("heads.2da") file." • Installation started 16/08/2018 3:41:48 PM... • Installing unmodified files... • Copying file P_Helena.tga to the override folder... • Copying file p_helenah.mdl to the override folder... • Copying file p_helenah.mdx to the override folder... • Error: Critical error: Unable to locate file to patch, "heads.2da" file not found! (GEN-9) There is no heads.2da file included in the mod or already in my main/override folder so the patcher cannot find it to add the changes to it. Any fix for this? Update: 18/08/2018 - This mod also requires an appearance.2da file in the override folder, which also isn't included in the mod, so the patcher isn't able to locate it either. Basically, the mod doesn't currently work from a clean install.