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Showing content with the highest reputation on 08/27/2018 in all areas

  1. 4 points

    Version 1.0.0

    862 downloads

    This mod adds a new type of stimulant item that will remove status effects applied to the user. There is a bug with the game that in some instances causes effects such as Slow to be applied to the player/party (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Cup of Caf" item (g_i_adrnaline025) to your inventory via KSE or console command. It will appear in the GUI alongside other stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the user. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The droid-specifc companion mod, Droid Oil Bath, is available here. Known Issues: Uses the "inject into thigh" animation like all stims/meds. I did attempt to disable that, but I suspect it is hardcoded. Acknowledgements: Thanks to @JCarter426 for pointing out the cause of the bug and coming up with the original script fix Cup image/icon modified from "Coffee cappuccino cup" by PikWizard Gulp sound effect modified from "gulping and drinking_1-2" by schatzl03 / Freesound
  2. 3 points

    Version 1.2.1

    21,393 downloads

    This mod replaces the model used for the Rakatan hologram to bring it more in-line with the style seen in the movies and TSL. It also now has lipsync, unlike the original model. Additionally, the placeable Rakatan holo statue has been changed, swapping the original 2D billboard for a 3D model, and again bringing the appearance in-line with other holograms. As of v1.1, the hologram in the Elder's compound has now been moved above the computer to an added hologram projector rather than standing in the hallway, and the static camera reoriented to suit. As of v1.2, a hologram has been added to the computer in the Temple Catacombs. Note that changes to this scene probably mean the mod is no longer compatible with K1R. Video of it in action: https://www.youtube.com/watch?v=KWPjUp_8Ax0 To install, run INSTALL.exe. Known Issues: During testing a crash was discovered during the Kashyyyk Star Map sequence. I believe this has been completely resolved, but if you encounter any such issues then you may need to add the "Disable Vertex Buffer Objects=1" line under [Graphics Options] in swkotor.ini The original holo statue uses a billboard VFX which always faces the camera. As such, the directional facing of the placeable is irrelevant. The switch to a 3D model results in a static facing, I set this to match the facing of the placeables used in the South Beach Elder's compound, but if this placeable is used elsewhere it may end up facing the wrong direction. If anyone spots such a case, let me know in the comments. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and for figuring out the skin vs trimesh hierarchy alpha crash issue. Thanks to @ndix UR for TGA2TPC. Thanks to @JCarter426 and @jc2 for undertaking some testing to confirm the crash issue. Thanks to @EbonHawkStowaway999 for informing me about the Catacombs walkmesh error.
  3. 2 points

    Version 1.1

    3,221 downloads

    This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from TOR. Male and female officers get a generic uniform, while Admiral Dodonna gets an admiral outfit that matches the one used in the companion mod for TSL. Her hologram appearance also uses this outfit, with alterations to bring it in line with the appearance of holograms in the movies and TSL. Additionally, Master Vandar’s hologram gets a movie-style upgrade as well for the sake of visual consistency, as per the previously released Movie-Style Holograms for End Game Cutscenes mod. Compatibility: With the switch of both danii-chi's Dodonna’s Transmission mod and this mod to module injection, install order should no longer be an issue. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  4. 1 point

    Version 5.2

    55,190 downloads

    In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!
  5. 1 point

    Version 1.6

    32,167 downloads

    This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game. First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that. Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1. Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models. I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix. If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list. 
  6. 1 point

    Version 1.0

    902 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 11.05.2018 Installation: Copy and Paste the file within "For Override" into your Kotor Override folder Uninstallation: Remove the file you copied from the Override folder Description: Queedle is an Ithorian Swoop Racer on Manaan, he seems all well and normal until you find out he claims he is from the world "Ando" (which is the same homeworld as the Aqualish species) and a Sith refers to him as an "Aqualish" which leads me to believe Queedle is supposed to be an Aqualish but during development his appearance was set to an Ithorian as both Ithorian and Aqualish NPCs share the same VO thus the confusion. This fix turns Queedle into an Aqualish Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Shouldn't be incompatible with anything but if there is just PM me on Deadlystream Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: Bioware for such an amazing game Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  7. 1 point
  8. 1 point
    I havent really got any videos of what I mean but ill try my best. Ive always pictured Revan as having a very strong and powerful voice, like that of a leader. He speaks as though he always knows what hes doing, even if he does not. He inspires his allies and makes his enemies lose faith in the way he talks (sort of like Hux does when he uses their death planet thingy on TFA, just not as sinister) (This could honestly apply to both a male and female version). I think Revans voice has to sound more youthful, like 25-mid 30s) as for the accent, i am not overly sure. The exile however, he doesnt speak with that same ferocity as revan, his voice isnt very strong or powerful. Hes more careful about what he says and he isnt always overly sure of his actions, even if he believes he is. He's more of a follower than a leader. and the way he talks should reflect this. His voice doesnt have to inspire people because the connections he makes through the force allow him to do that (again, could apply to both itterations). The exiles voice sounds alot older, they have been through alot and their voice should reflect this, maybe 30-40s. Again, im unsure on the accent tbh. I think the accent is less important than the way their voices are portrayed I hope this helps I may look for some videos today if I have the time
  9. 1 point
    Interesting idea with the water. I always thought it was meant to be a reflecting pool, but never thought to do anything with it out of laziness/lack of ideas. I also suspect the water might be blocking it. Bump maps are reactive to light sources - if you put a bump mapped model in a really dark room, for example, you won't see much of a difference due to how even all the lighting is. So the water mesh may be blocking all light, even though it's meant to be translucent, just because of how the game calculates things. However, there may be some fix for it. I believe there's a water alpha setting that isn't entirely understood, and you may also want to look into alpha blending to see if it would have an effect here.
  10. 1 point
    "I have always been a fan of your Review since what you did with Selven "Legends" / And now I have wowed again." I don't think I deserve all that, but thank you. 😅I try to give my full opinion while still remaining a positive voice, which can be a rough balance depending on whom you're talking to. Thank you for being such a great sport about it. That's a rare quality. "Mmm, wasn't it finished already? 🤔" Unfortunately, there's still an issue where you get locked inside of the tomb and can't progress if you kill Ajunta's ghost, but Puppet's aware of it so hopefully, it will be fixed shortly. 🤞 "Actually, back then there was a plan to have the new textures show up along with the acquired notched steel sword, and it was for immersion reason. But it seems the decision to make it not was the right one." While it makes sense on the surface, it breaks the game for a first-time player that doesn't know which sword is Ajunta's. However, having the textures show up afterward logically follows, since once the sword is identified as Ajunta's, not only its name but its description and stats change as well. So it makes sense that, especially with the stat change, the sword's appearance would change along with it. It helps to view it through the lens that the sword has been entombed for who knows how long. It's old, rusted, and broken; a shell of its former self (kind of like Ajunta himself, sans the rusted bit). But upon recognition, it has renewed purpose and restores itself (or Ajunta restores it if you'd prefer, though if I remember correctly, the sword is thought of as having a pseudo-will of its own) to its original glory, ready to spill the blood of the weak once more. "I found a white glow suits better with the Spectral Ajunta, particularly with his glowy white eyes." That was an aesthetic choice that I found rather odd. While originally looking quite intimidating, upon speaking with him, you can tell that Ajunta is in a very weak state. He seems as though he's in a daze, barely aware of his surroundings, and his spirit is struggling to hold on to its final moments of life, such as it is (which is BTW, why I really like your modified voice files for him (review incoming soon hopefully, I've got to work my way back to that point in the game)). Having his eyes a bit more grayed-out would have suited his character better I think, rather than having him look like he's a vessel of un-li-mi-ted pow-ah. "Perhaps, with the v2.0 I can accommodate this fantastic idea as an alternative for the v1.0." That would be really cool to see. "Again, many thanks for the amazing feedback. These brilliant thoughts are very much appreciated." Thank you for all the amazing work. As long as you keep making 'em I'll keep trying them out and letting you know what I think. 😁
  11. 1 point
    Excellent work as always, ebmar. Her new look perfectly encapsulates a rising young star with a touch more ego than talent. If there's anything that could be improved it's the resolution of her body, as it juxtaposes poorly with the excellent detail of her head. Though, if I remember correctly, upscaling those textures may not actually be possible in the current build of the game (*looks dreamily at Apeiron*).
  12. 1 point
    Hello, wearymad. Thanks for the offer but what you are suggesting are mostly stylistic choices which may or may not be to general liking. I have already actually made some changes in this sense but I am hesitant about introducing new ones, especially since these are quite minor tweaks. Locally I use a much more heavily customized dialog.tlk file that includes more stylistic changes (I also changed the "??" to "!?" and the "!!!"/"!!" to "!") but here on Deadlystream I'd rather have a cleaner version and I am thus making changes only if I encounter more typos.
  13. 1 point
    It may also not work very well through the water. You should try setting the Render flag of the water plane to 0 and recompiling so you can get a good look at it.
  14. 1 point
    View File Movie-Style Rakatan Holograms This mod replaces the model used for the Rakatan hologram to bring it more in-line with the style seen in the movies and TSL. It also now has lipsync, unlike the original model. Additionally, the placeable Rakatan holo statue has been changed, swapping the original 2D billboard for a 3D model, and again bringing the appearance in-line with other holograms. As of v1.1, the hologram in the Elder's compound has now been moved above the computer to an added hologram projector rather than standing in the hallway, and the static camera reoriented to suit. As of v1.2, a hologram has been added to the computer in the Temple Catacombs. Note that changes to this scene probably mean the mod is no longer compatible with K1R. Video of it in action: https://www.youtube.com/watch?v=KWPjUp_8Ax0 To install, run INSTALL.exe. Known Issues: During testing a crash was discovered during the Kashyyyk Star Map sequence. I believe this has been completely resolved, but if you encounter any such issues then you may need to add the "Disable Vertex Buffer Objects=1" line under [Graphics Options] in swkotor.ini The original holo statue uses a billboard VFX which always faces the camera. As such, the directional facing of the placeable is irrelevant. The switch to a 3D model results in a static facing, I set this to match the facing of the placeables used in the South Beach Elder's compound, but if this placeable is used elsewhere it may end up facing the wrong direction. If anyone spots such a case, let me know in the comments. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and for figuring out the skin vs trimesh hierarchy alpha crash issue. Thanks to @ndix UR for TGA2TPC. Thanks to @JCarter426 and @jc2 for undertaking some testing to confirm the crash issue. Thanks to @EbonHawkStowaway999 for informing me about the Catacombs walkmesh error. Submitter DarthParametric Submitted 08/25/2018 Category Mods K1R Compatible No  
  15. 1 point
    Thanks a bunch, ebmar. Had a rough go of it (learning PS especially) but I finally got it implemented properly. While the image did scale in-game, it didn't do it in the way I expected, so I had to put some extra pixels around it for it to be sized properly and not go outside of the UI. Really appreciate the help.
  16. 1 point
    It's just LTA_metal26 (or one of those) with an added alpha (inverted greyscale copy of the RGB) and a TXI pointing at an envmap. Edit: Here's a version with the sides of the bottom of the pond split out into a different mesh so you can change the texture. https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c_v3.7z I have no idea what the UVs are like though, so it may not look great with complex textures. Look for node trimesh DPPondBaseSides
  17. 1 point
  18. 1 point
    Four Hours Later Tython Orbital Station Zarev stared at the ship outside the docking port and shook his head in disbelief. I'll give them credit. They managed to fix it up quickly. I don't know who's sick idea of a joke this is but I'm going to be having a talk with someone very soon. The Jedi had a somewhat angry expression on his face and for good reason. This ship had belonged to his deceased master and someone had been insensitive enough to rename her ship. Zarev had been her apprentice and no one had thought to clear this with him?! And what sort of name was "Redemption?! What exactly was that supposed to mean? Zarev shook his head as two technicians walked past him with confused looks on their faces. He was probably overthinking this. He walked through the hatch and a wave of sorrow and nostalgia hit him. He aimlessly walked through the ship for a few minutes as memories of the past continually overcame him. "Welcome to your new home Padawan Zarev. I am Jedi Master Beveral and this vessel will serve as your home and training center." Zarev looked up expectantly at the face of the woman who had taken him as her apprentice. If this was anything similar to the training he had undertaken on Tython it should be relatively easy. His new Master pointed at a table that had a few different pieces of foods on it. Food that smelled quite good. Zarev eagerly approached the table but stopped as Beveral's voice reached him. "I am considered a bit of an oddity among the other Jedi instructors. I like to combine lessons for lack of a better word. Like this." The food suddenly begin to lift off the table and began to float around the room without coming into contact with anything. He looked at his new master in confusion and she grinned. "You'll eat today...but you have to use the force to get at the food." Zarev narrowed his eyes. "Challenge accepted." More and more memories began to rise to the surface of his mind. Many of them much more recent. "Zarev, we've been issued a new mission. Apparently the Hutts have something the Jedi want. Looks like we're heading to Nal Hutta." "You know, for being relatively low on the Hutt Social ladder, he has impressive security." "By the force that's a really big battle droid. Get your Lightsaber ready!" "Master! No!" "I-It's alright Zarev...there is no death, there is only the force." Zarev knew that for the moment he was alone on the ship and thus no one was going to see what he was about to do. He sat down on the bench near the back of the ship and he simply let the tears fall as he began to weep.
  19. 1 point
    thank you for this. although more of an English major type than a technical type, I have made an edit that I did crudely by by importing the Dialogue file with Atom for macOS and doing case-by-case search and replace. I don't know that if I removed all instances of "!!" and "?!" because then I started messing with the code. changes I made: changed "alright" into "all right". ("alright" does not break the rules of English usage but in more formal circumstances, it seems wrong. better to change all of them than none of them, in my opinion.) changed instances of "??", which just doesn't happen with standard English, into "?!" (I understand that the authors wished to emphasis an emphatic question here, so I did that.) changed instances of "!!" and "!!!" into simple exclamation marks. (again, I may not have done so in all instances so as not to mess with the code). I also changed your "meatbags" to "meat-bags", which to me looks better. I would post a copy of the file but then I just reread in your Read Me that you did not want altered versions of your mod circulating. but I can send you a copy if you like.
  20. 0 points

    Version 1.0.1b

    2,592 downloads

    N.B.: THIS MOD IS A PATCH FOR THE “FIXED HOLOGRAM MODELS AND ADMIRALTY REDUX FOR TSLRCM” MOD. YOU MUST INSTALL THAT FIRST AS IT IS A PREREQUISITE FOR THIS MOD. This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from the Old Republic MMO. Admirals Cede and Onasi both get uniforms that match the one used for Admiral Dodonna in the companion mod for K1, while male and female officers get generic uniforms. Known Issues: Apparently some graphics cards may not render the hologram effect in conjunction with normal maps. I have added an optional patch which removes normal maps from the hologram models. If you experience this issue, download the "NM FIX" and copy the models and texture into your Override folder, overwriting when prompted. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  21. 0 points
    View File TOR Ports: KOTOR Comic Republic Uniforms for K1 This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from TOR. Male and female officers get a generic uniform, while Admiral Dodonna gets an admiral outfit that matches the one used in the companion mod for TSL. Her hologram appearance also uses this outfit, with alterations to bring it in line with the appearance of holograms in the movies and TSL. Additionally, Master Vandar’s hologram gets a movie-style upgrade as well for the sake of visual consistency, as per the previously released Movie-Style Holograms for End Game Cutscenes mod. Compatibility: With the switch of both danii-chi's Dodonna’s Transmission mod and this mod to module injection, install order should no longer be an issue. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 08/25/2018 Category Mods K1R Compatible Yes  
  22. 0 points
    Are any of you familiar with the game You Don't Know Jack? (NO!?! Here's a YouTube video describing one of the entries.) Why do I bring this up? I bought a Humble Bundle for it a few minutes ago and it turns out that I already own a few ofthe games. Have a Steam account? Do I know you? If so , I may give away one of the codes of the games that I already own to you. PM me if you think you qualify.
  23. 0 points
    View File TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch N.B.: THIS MOD IS A PATCH FOR THE “FIXED HOLOGRAM MODELS AND ADMIRALTY REDUX FOR TSLRCM” MOD. YOU MUST INSTALL THAT FIRST AS IT IS A PREREQUISITE FOR THIS MOD. This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from the Old Republic MMO. Admirals Cede and Onasi both get uniforms that match the one used for Admiral Dodonna in the companion mod for K1, while male and female officers get generic uniforms. Known Issues: Apparently some graphics cards may not render the hologram effect in conjunction with normal maps. I have added an optional patch which removes normal maps from the hologram models. If you experience this issue, download the "NM FIX" and copy the models and texture into your Override folder, overwriting when prompted. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 08/25/2018 Category Mods TSLRCM Compatible Yes  
  24. 0 points
    Just wanted to publicly thank SH for giving me You Don't Know Jack Vol. 2! Good on him to give it away rather than resell the code (He wanted you guys to know he wasn't joking about giving away games)