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Showing content with the highest reputation on 10/11/2018 in all areas

  1. 2 points
    I recently remembered that, during the ending celebration scene, if you wear the Star Forge/Darth Revan robes, the cutscene shows the player in basic brown robes. I was wondering if it would be possible to mod this scene to recognize both the Star Forge and Darth Revan robes so that it remains consistent.
  2. 2 points
    Hey Deadlystream, What I'm looking for is a port of, or a way to port, the head of Brianna/Handmaiden from Kotor 2 and making it playable in Kotor 1. I've done some modding in other games before so I'm willing to give it a shot of my own, I just fear that I'll start only to realize that a) it can't be done, or b) it's already been done, I just didn't look hard enough. Edit: So far I've extracted all the .tga, the .mdl and the .mdx file for Handmaiden (one less dark side variant than I expected). Currently I'm working on figuring out the conversion process in MDLedit. Final edit: I actually managed to get it done myself. Turns out there's a lot of really helpful reading material on this site if you look close enough!
  3. 1 point

    Version 1.0.0

    2,830 downloads

    This mod adds the head model of Sith Warrior companion Jaesa Willsaam from The Old Republic MMO as a selectable player head for female characters. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair mesh is currently using skin weights and is fairly rigid. Possibly I may add a danglymesh version in a future update. The underside of the hair at the back of the neck is fairly bare. I may add some additional hair elements in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. 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 Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  4. 1 point

    Version 1.0.1

    2,212 downloads

    This mod adds the head model of the Jedi Knight companion Kira Carsen from The Old Republic MMO, ported to TSL as a selectable player head for female characters. TOR uses the same base head mesh for Kira and Meetra Surik, so this was basically a two-for-one deal since the most difficult part is reskinning the face. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Installation If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. 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 Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  5. 1 point

    Version 1.0.1

    3,965 downloads

    This mod adds the head model of the “Jedi Entity” AKA the Jedi Exile AKA Meetra Surik from The Old Republic MMO, ported to TSL as a selectable player head for female characters. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. 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 Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  6. 1 point

    789 downloads

    Mandalorian Armor Pack This mod will add a total of 9 new items to TSL - 6 new Mandalorian armors and the 3 vanilla armors available for you to wear. All of them are available in-game without cheats: Mandalorian Warrior Armor (Vanilla Blue) - Given to PC after you tell Mandalore you've activated the permacrete detonator in the Dxun jungle Mandalorian Scout Armor (Vanilla Red) - Given to PC while helping Kelborn in the Dxun jungle Mandalorian Seargent Armor (Vanilla Yellow) - Given to PC after talking to Xarga after finding/killing Kumus Mandalorian Tech Armor (Orange) - Given to PC after giving Zuka the 3 parts of the Phase Pulse Converter Mandalorian Battle Armor (Green) - Given to PC after giving the Zakkeg Ear to the gate guard Mandalorian Private Armor (Purple) - Given to PC once you've proved yourself to Mandalore Mandalorian Brawler Armor (Light Blue) - Given to PC after defeating Tagren in the battle circle Mandalorian Camo Armor (Dark Green) - Given to PC after defeating Kelborn in the battle circle Mandalorian Champion Armor (Gold & Black) - Given to PC after defeating Bralor in the battle circle This mod will also alter the appearances of some of the Mandalorians found in game to give them these new armors.
  7. 1 point
    Yeah the normal map on the face looks pretty crap. I removed it and I think it looks a lot nicer without it:
  8. 1 point
  9. 1 point
    Thank you for the compliment, the stats for this are based on cut content but I'm glad you tweaked it based on your own interest.
  10. 1 point
    @JDub96: Here, try this: https://www.darthparametric.com/files/kotor/k1/[K1]_Revan_Star_Forge_Robes_with_Medal_Hook.7z Although I'm not sure what the alignment will be like. I suspect it will probably need adjustment. You'll also need to use it combination with @JCarter426's script: JCs_Award_Don_Robe_Scripts_Compiled.7z
  11. 1 point
    That looks absolutely incredible. Great job!
  12. 1 point
    One or two weeks ago, I decided to quickly finish Onderon, thinking that there were only some tweaks to the TG scene and the fixed skybox models left to do. Turns out that I had forgotten about the turret scene and the swoopracing. For the turret minigame I had to add the palace model and alter the visible terrain as the vanilla one didn't fit my skybox design at all. So that's done now except for some lightmap tweaks to make the palace blend better with the vanilla geometry. The swooprace is another thing entirely. I didn't even know there was swoopracing on Onderon and my Onderon landscape doesn't really work well with the swooptrack as that one seems to start outside of the city and then gradually enter it, so neither my normal Onderon skybox nor my skyramp skybox work well for that module. I tried creating a third one from a different point of view but that didn't look great either. I'm not quite out of ideas yet but we'll see how it goes. Anyway, I wanted to share what I have. So here are two renders and two screenshots:
  13. 1 point

    Version 1.0.0

    171 downloads

    TSL Armored Flight Suit Mod by 90SK --- Description: Adds a new TSL themed armored flight suit item, a new encounter, and a new merchant and inventory on Onderon. The item is found as a reward for completeing Onderon. This mod will replace Gegorran with a new merchant, and add to the Onderon end sequence. This mod replaces Gegorran, and the HK-50s from TSLRCM at the end of Onderon. The characters also appear in loot&immersion upgrade and are an addon to Iziz. --- Installation: Copy files to the Override folder in your SWKotOR2 directory To Uninstall, remove mod files from Override --- Legal: Do not redistribute this mod or release on a website at all. Any use other than personal use please contact the original authors for permissions. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR 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.
  14. 1 point
    I'm only a beginner so I could be wrong, but for triggering a conversation when a group of enemies dies here's how they did it for the very fist encounter on the endar spire: In the OnSpawn script for the two sith the local boolean SW_FLAG_EVENT_ON_DEATH is set to true. What this does is trigger the OnUserDefined event when OnDeath is triggered. This is because of a conditional in the default OnDeath script, k_def_death01.nss I think. Actually, each default event script has a corresponding SW_FLAG_EVENT_ON_* boolean that triggers OnUserDefined. So once each of the sith die their OnUserDefined script activates and that script first checks if a global number representing the amount of dead enemies (in this case it's called END_ROOM3_DEAD) is greater than or equal to 1 and if so the conversation occurs. If you haven't killed all the enemies yet then the global number is incremented. In this case there are 2 sith you have to kill which leads me to believe that all global numbers are initialized as -1. Someone please correct me if I'm wrong. Now if you wanna make your own script then what you gotta do is go into globalcat.2da where all the global numbers/booleans are stored and add a new global number to represent the amount of dead enemies. Then add a line in the OnSpawn script that sets SW_FLAG_EVENT_ON_DEATH to true SetLocalBoolean(OBJECT_SELF, SW_FLAG_EVENT_ON_DEATH, TRUE); Then make a custom OnUserDefined script or add to the existing one. Here is the decompiled OnUserDefined script of those sith: void main() { int int1 = GetUserDefinedEventNumber(); if ((int1 == 1001)) { } else { if ((int1 == 1002)) { } else { if ((int1 == 1003)) { } else { if ((int1 == 1004)) { } else { if ((int1 == 1005)) { } else { if ((int1 == 1006)) { } else { if ((int1 == 1007)) { int nGlobal = GetGlobalNumber("END_ROOM3_DEAD"); object object1 = sub1(); object oPC = GetFirstPC(); int nCurHP = GetCurrentHitPoints(oPC); int nMaxHP = GetMaxHitPoints(oPC); int int9 = GetCurrentHitPoints(object1); int int11 = GetMaxHitPoints(object1); if ((nGlobal >= 1)) { sub2(intGLOB_163); // TRASK_ROOM3_DONE SetLocked(GetObjectByTag("end_door05", 0), 0); if (((int9 < int11) || (nCurHP < nMaxHP))) { CancelCombat(sub1()); CancelCombat(GetFirstPC()); DelayCommand(1.0, sub3()); } } SetGlobalNumber("END_ROOM3_DEAD", (nGlobal + 1)); } else { if ((int1 == 1008)) { } else { if ((int1 == 1009)) { } else { if ((int1 == 1010)) { } else { if ((int1 == intGLOB_21)) { sub4("wp_homebase"); } } } } } } } } } } } } Each default OnEvent script has its own OnUserDefinedEventNumber() that can be used in a script like this to determine which event is triggering OnUserDefined. In this case the OnDeath event number is 1007. Actually this script is decompiled they probably used a switch statement in the original source code instead of these nested if statements. You can also just delete the nested if statements if you want and just check if the event number is 1007. Then just do what they did and check if (nGlobal >= number_of_dead_enemies) then trigger the conversation but make sure to cancel combat like they did: CancelCombat(sub1()); CancelCombat(GetFirstPC()); DelayCommand(1.0, sub3()); sub1() returns Trask and sub3() I'm assuming is ActionStartConversation().
  15. 0 points

    Version 1.0.0

    1,655 downloads

    This mod adds the head model of a Pureblood Sith from The Old Republic MMO as a selectable player head for male characters. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. A unique underwear model is included, but the join line between the body and head is very apparent. I gather TOR is doing something to blend the join seamlessly, but I’m not able to replicate it. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. 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