Leaderboard
Popular Content
Showing content with the highest reputation on 09/21/2018 in all areas
-
4 points
Version 1.0.0
2,253 downloads
This mod adds a new fat commoner male model, ported from The Old Republic MMO. It replaces the generic appearance used by Handon Guld on Dantooine, who, judging by the dialogue he is involved with, was originally intended to be an overweight character. Additionally, there are several other changes that have been made to the Calder Nettic murder investigation sequence: Handon now sports an injured idle animation to conform to dialogue mentioning he is holding his injured side Two erroneous fades to black in penultimate dialogue lines have been removed When the player solely accuses either Handon or Rickard, the other will now run off after being given permission to leave rather than standing around Master Bolook has had his appearance changed to a green Twi’lek to match one of Rickard’s lines of dialogue referring to him as a “green-skinned nerfherder” (apparently he was green in the original Xbox version, but was changed to orange for the PC version) N.B. - You will need to load a save prior to entering the Dantooine Grove for the first time in order for this mod to take full effect. Acknowledgements: This mod was inspired by Merkuri22's episode of her "KOTOR 1 Experience" series dealing with this quest Very special thanks to @JCarter426 for writing the custom scripts and doing lots of troubleshooting to get them working correctly Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Original models and textures ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script -
4 points
-
1 point
Version 1.1.1
32,238 downloads
This mod replaces the vanilla and/or the installed Republic Soldier texture with the new shade-specularity tweaked version. # Background # The way I see it; the vanilla and/or already present Republic Soldier texture lacks some shading and reflection particularly on its trim, so I thought adding ones would somehow enhance its appearance. # About this Mod # Inside this mod are 6 options of new shade and specularity tweaked Republic Soldier texture in TPC format: [Main] New Shade for Male NPC Republic Soldier [Option-1] Vanilla version for JC's "Republic Soldier Fix for K1" - Male and Female * [Option-2] Vanilla Version Model - Female NPC Republic Soldier [Option-3] New Shade for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-4] Vanilla version for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-5] New Shade for JC's "Republic Soldier Fix for K1" - Male and Female NPC Republic Soldier * * Option 1, 3, 4 and 5 requires JCarter426/JC's "JC's Republic Soldier Fix for K1" to be installed first. # Final Remarks # There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: I suggest you to manually removes any TGA/DDS and TXI instances of the relevant files [if there're any] from the 'Override' folder. And then - run the installer [TSLPatcher.exe], and hit the [Install Mod ->] button! Uninstallation: remove the installed files from the 'Override' folder or replaces them with the files stored in the 'Backup' folder [if generated] Compatibility: this option will be compatible with JCarter426's "JC's Republic Soldier Fix for K1" as long as this mod was installed after the said mod has. With any mods that is using the same name for the assets and/or potentially overwrite this mod, no compatibility is guaranteed Redistribution: if you want to redistribute the mod - just go with it. Though less likely I will provide supports to any other place than DeadlyStream. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to credit BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant work here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for "JC's Republic Soldier Fix for K1" release; as without his mod - most of these contents would not have been possible Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor, and especially for making me revisit this mod for an update Salk for the input to include additional before-after screenshots Fred Tetra for the amazing KotOR Tool ndix UR for tga2tpc DrMcCoy for xoreos-tools' "xoreostex2tga" stoffe for the magnificent TSLPatcher, and Fair Strides for later improves it Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site -eb -
1 pointHey everyone, The day is finally here. The Prodigal Knight is finally out and viewable for everyone. Four years of work culminating in this final film You can watch it here: https://www.youtube.com/watch?v=_BZpAZM43Zo What a journey this has been. Thank you so much to all of you for your patience and support in particular this year as the first half of 2018 was a bit rocky for me. This has been exhausting, but so much fun, and I'm so glad I could see it though to the end. To my countless voice actors - you know who you are! - thank you to all of you so much, again. Please feel free to leave any kind of review, feedback, etc., you like! That's all for now, I really hope you all enjoy it. Now I suppose I should look at adapting that other Knights of the Old Republic game? Hmm, maybe a short break first... Take care, ~ DV Oh, and you might wanna stick around until after the credits...
-
1 pointPrestige Padawans does not use the TSLPatcher, and is installed by extracting and putting files in the Override folder, so there is no install log for that mod. The script that is conflicting is named a_makejedi, which is used to give the party members Jedi classes when you train the party members to become a Jedi. In KotOR Tool, the path of the source code of the script is Kotor II > scripts.bif > Script, Source > a_makejedi.nss
-
1 pointThanks @ebmar! It’s been mostly @Sith Holocron & myself since the beginning, but we’ve had some fantastic help along the way. @Jenko has been a great help for consulting when writing KOTOR scripts (and teaching me how to write them) and it’s thanks to @DarthParametric that Zekk has his wonderful head wound in this film.
-
1 pointWanted to drop by to say that you as the director and SH as the producer, along with the whole squad is doing an awesome work judging by the end-result of the movie. I see that you directed the movie really well; the pacing was good and the audio production is exceptional. Congratulations!
-
1 pointEnjoy the movie marathon, SH! Alternatively, there are recaps of the first three films on my channel if you want to dive straight into TPK, but that's up to you. Here are the two lovely album covers designed by @Sith Holocron! TPK Soundtrack Cover (red).bmp TPK Soundtrack Cover (yellow).bmp
-
1 pointI will like it. 2 hours 28 minutes and 44 seconds? Damn, that's massive! So instead of watching it from YouTube I decided to download it from mega. 1 gig to go now... Update: It is done now. Have a nice weekend y'all!
-
1 point
-
1 point
-
1 pointXeNTaX is the place to go for the tools. Sorry I don't have direct links as I got most of the tools a few years ago. But I can tell you what you're looking for. EasyMYP is the equivalent of KOTOR Tool. It'll extract files from the MMO's archives. The majority of the game file names, however, are encrypted. You need to add a hash list that's able to it what to name everything, although even the most recent one won't succeed with everything. It is disappointingly incomplete, particularly for the later expansions. But it does cover a lot. There are two ways to get models into a modeling program. The first is Noesis, a free model format converter that will be able to convert from GR2 to OBJ or whatever you want. It's not perfect - sometimes it'll flip normals and it doesn't import skin weights at all. But it's pretty good for static meshes. You need a plug-in for it to work with the MMO models. The other method is to use the GR2 import scripts for 3ds Max. One imports the skeleton and the other can import meshes to be placed on the skeleton. If you want to port body models, this is a necessity. It doesn't do animations, though; supposedly, nobody has released anything for that yet. Jedipedia is a good source for hunting down models. It catalogues item model and material ID numbers. You can search for these IDs in an index to find the specific model and texture files. Generally there is an index for each body part. Since I'm not that familiar with the game as some of you out there, I also find TOR Fashion useful in hunting for items. It sorts items by type and similarity and is generally good at matching an official item name to the visual, which one can then look up on Jedipedia to get the ID numbers. That should be enough to get you started. If you're trying to port a body model, once you have all the parts in your modeling program you'll have to weight it to a set of KOTOR bones. And for that, it's a matter of time, effort, and whether you're fortunate enough to find something that will make the assets both games cooperate. We're currently working on some resources to make the porting process easier. Right now I'm working on a BFN rig (female player, normal size) that fits the S_Female03 standard. Theoretically, you can import any MMO model that uses that skeleton and my project puts it into the proper pose and corrects the proportions so it can then be given a skin wrap to match a KOTOR model. My intent is to eventually do one for each skeleton (or each one I want to use) and either get them in a releasable for so anyone with the tools and the inclination can port stuff with them, or allow for some sort of batch porting process by which we import every mesh (surprisingly, there aren't a whole lot of them) and form some sort of archive for them. But it's still early days.
-
1 pointCongratulations on this new release. I have taken the liberty of adapting it to my personal preference (removing the import of the TOR model because I find the difference in quality and style to be jarring) and when doing that I noticed something that you may want to include in your next version. In the Murder quest, it is possible to accuse Handon to have lied about knowing Calder well without Handon himself ever mentioning anything about it. It happens if the player speaks with the droid and asks about the relationship between Handon and Calder. I remedied by making a small change (actually extending it also to Rickard, although in his case it is less important) in the dan14_idroid.dlg file. I created a new script: that would replace k_pdan_state1+.ncs at R11. As I mentioned, I did the same also for Rickard so that the Droid won't offer info about Rickard and Calder before the Player has asked Rickard how well he knew the victim. Second custom script replacing k_pdan_state1+.ncs at R8: I just thought of leaving it here, in case it may be of any interest to you, hoping to return in a small way all the help you have been giving me in these months. Cheers! EDIT: I also noticed that the quest is seriously bugged because four scripts use GetGlobalBoolean() instead of GetGlobalNumber() (k_pdan_murder56.nss, k_pdan_murder57.nss, k_pdan_murder58.nss, k_pdan_murder62.nss) practically giving the player infinite chances to make wrong deductions. I fixed this locally as well.
-
1 point
-
1 point
-
1 pointYou need the version for the game you're porting to, so in this case K1. Everything else seems fine, so if that's still not working, it's possible MDLEdit requires you to convert to ASCII, then load the ASCII before compiling. I usually do manual adjustments with KOTORMax rather than a straight port so I don't remember the specifics on that. And if that is the case, then you would likely have to do manual adjustments as well, because MDLEdit & MDLOps don't always get the smoothing groups right when converting.
-
1 pointjust checked them on Manaan. now the reflection on the chest plate and helmet is so fitting, and the whole texture improvement aswell. Well well done indeed !!! (well not sure if the helmet is actually shinny now or its just the improved texture, in the chest is far more perceivable) the Republic deserved this, for all their neverending efforts against both mandalorians and Sith?? cheers.
-
1 pointYou aren't supposed to install S_Female02. You just need it in the same folder as N_SithSoldier when you convert that from K2 format to K1 format. Both MDLEdit and MDLOps need to read data from the supermodel to compile a model's animations properly.
-
1 pointKOTOR 1 > BIFs > models.bif > Aurora Model & Aurora Model Extension That texture is N_SithSoldier02. All the soldiers use the same model but different texture variants. You'll have to replace 1, 2, and 3 to cover all of them.
-
1 pointRenaming the textures isn't enough either. You'll need to either leave a copy of the K2 texture files with their original names or edit the model to change the texture name. Probably easiest to do that with a hex editor to find and replace all instances of the texture, if they have the same number of characters. If not, you can edit them in MDLEdit by right-clicking each mesh. Also, it's usually a good idea to edit the model name to match the file name. You can do this in MDLEdit by right-clicking the header to edit the values.
-
1 pointYou need to convert the models from TSLs format to K1s format first. I might be wrong here but I think all you need to do for that is open them in MDLEdit while in TSL mode while also having the K1 supermodel in the same directory and then change MDLEdit to K1 and export the model again. The supermodel is where all the animations are stored and I don't know which one the Sith soldier uses but it's probably S_Female02.
-
1 pointNaturally I couldn't work on upgrading Wookiees without also devoting time to their mortal enemy: The textures are mostly still the base untinted brown colour at the moment.
-
1 pointFrom a quick sample, it looks like the K1 voice files have a fake header of 199 bytes. You can batch convert them with DD - http://www.chrysocome.net/dd (scroll to the bottom of the page). Put the source WAVs and DD in a folder together, open a command window (Start -> Run -> CMD), navigate to the folder, then put in this: for %F in (*.wav) do dd if=%~nF.wav of=%~nF.mp3 bs=1 skip=199That will trim the fake headers. If you want to turn it into a batch file instead, you need to change it slightly: for %%F in (*.wav) do dd if=%%~nF.wav of=%%~nF.mp3 bs=1 skip=199 pausePaste that into a text file, save it out as xxx.BAT, put it in the same folder as the files and double click. The "pause" at the end isn't strictly necessary, but it will leave the window open with a "press any key to continue" so you can see what happened. Edit: Or, if you want something where you can enter whatever number of bytes you want to trim, try this: @echo off set /p byteno="Please enter the number of bytes to trim from the header: " for %%F in (*.wav) do dd if=%%~nF.wav of=%%~nF.mp3 bs=1 skip=%byteno% pauseAlternatively, install Cygwin - https://www.cygwin.com/setup-x86.exe or https://www.cygwin.com/setup-x86_64.exe - making sure to enable XXD in the package list, download the bash scripts I linked to earlier, https://gist.github.com/shmerl/2cec6273ba25dd1486dd and https://gist.github.com/shmerl/30412cda5a5107132a1f, copy the K1 and TSL music files to separate folders under the Cygwin Home directory (e.g. \cygwin64\home\<username>\) and put the appropriate SH script in each. Now open a Cygwin terminal, navigate to the particular music folder (you can use CD to change directory, the same as DOS) and run the bash script using "./", for example, ./gog_kotor_extract_music.sh
-
0 pointsThank you for the concern! I'm doing alright, things have just been really crazy. My baby girl has some serious brain damage and we've been in and out of the hospital a lot recently (Although it looks like we're home for a good stretch now). I also just got a full-time job and I'm still finishing up a web project that I started a long time ago. So all things considered, I have pretty much no time for anything right now. Hopefully it'll only be another couple weeks before things will settle down and I can take up modding again though...I miss it! For those of you who are the praying type, our little girl's name is Fiona, and we're standing in faith for healing, if you'd be so kind as to pray with us for that Also my wife is at home taking care of her all day, so that can get pretty tough sometimes, and she'd definitely appreciate your prayers as well. Thank you all!