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Showing content with the highest reputation on 10/18/2018 in all areas

  1. 3 points
    I would advise you (and anyone else) not to encourage people to PM you for help. Not only does spoonfeeding tend to create a dependency cycle, if you do actually have new/unique information to pass on then it should be posted publicly so everyone can benefit from it in the future. If no tutorial exists for something someone is asking about, then you should consider creating a tutorial for it.
  2. 2 points

    Version 1.0.0

    4,333 downloads

    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. 2 points

    Version 1.0.1

    570 downloads

    ============================= KNIGHTS OF THE REPUBLIC Mod ============================= Title: K2 PFHC05 Ported Version: 1.0.1 Author: Ferc Kast Contact: PM me on DeadlyStream *********** DESCRIPTION *********** This mod ports PFHC05 from KOTOR II for use as a playable head in KOTOR I. ************ INSTALLATION ************ Unzip the file. Run TSLPatcher, and point the installer to your KOTOR I installation folder. ************** UNINSTALLATION ************** Copy the 2das from the backup folder into the Override folder. Remove the following files from the Override folder: - kfhc05.mdl - kfhc05.mdx - KFHC05.tga - KFHC05D1.tga - KFHC05D2.tga - po_KFHC05.tga - po_KFHC05D1.tga - po_KFHC05D2.tga **** BUGS **** None known, but let me know if you find any. ******* CREDITS ******* - Fred Tetra, for developing the KOTOR Tool - Stoffe, for developing TSLPatcher ********* CHANGELOG ********* 1.0.1 - Fixed Readme 1.0 - Initial Release *********** PERMISSIONS *********** You may not redistribute this mod on other sites without my permission. You may use this mod in your own if you ask me. ********** DISCLAIMER ********** THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.
  4. 1 point

    Version 1.2

    1,785 downloads

    Light Side Ending Masters A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2 Release Date: 30.07.2024 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Description: During the Light Side ending of K1, there is an A New Hope style medal ceremony with your player character and party members with Admiral Dodonna, Master Vander and three Jedi in attendance. Who are these three Jedi? No one knows, in the vanilla game they are simply generic NPCs who serve no purpose whatsoever. This mod replaces those three Jedi from generic NPCs to Masters Vrook, Zhar and Dorak. Known Bugs: This mod shouldn't have bugs but if there is report them on Deadlystream. Incompatibilities: This mod shouldn't be incompatible with anything but if there is report them 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.
  5. 1 point

    Version 1.4

    32,836 downloads

    Based on this request thread, this mod attempts to inject a bit of extra variety into one of the minor elements of KOTOR. It makes some changes to the locked kolto tank room in Zelka Forn’s medical clinic in Upper City South on Taris. In the vanilla version of the game, the room has two placeable square kolto tanks, the floating bodies in which both use the PMHC04 (“Mullet Man”) head. For this mod, those were removed and the room model was edited to add two additional round kolto tanks, which match the ones along each side of the room. Additionally, the glass of the tanks had its texture replaced with one of the other variants in the game that is a bit darker and uses an environment/cube map for a hint of reflection. The empty tanks in the preceding room (behind Zelka Forn) were also edited for consistency. For the sanity of those with OCD, the position of the wall light at the back of the tank room was adjusted so it aligns with the centreline of the room. The floating body model from the kolto placeable was replaced with a new one with clean geometry at the neck join to facilitate using any player or NPC head. Additionally, an all-new female body variant was added, posed to roughly match that of the original male version. Two of these new body variants replaced the original two at the end of the room, with a number of additional bodies placed in the tanks along each side of the room. Zelka Forn’s dialogue when you enter the room for the first time seems to indicate that there should be more present than just the two originally depicted in the vanilla game. Due to limitations on the number of possible placeables K1 can deal with, outlined here by ndix UR, the floating bodies are now part of the room model. Installation: The mod includes a TSLPatcher installer for Windows users. Those on Linux or Mac should replace it with the appropriate HoloPatcher version which will run natively on their OS. Known Issues: This mod relies on editing the Taris Upper City South module's GIT (tar_m02ac). As such, it will not be compatible with any save in which you have previously entered the Upper City South level. Given that is the very first level you enter after leaving the starting apartment on Taris, that means you'll typically need to start a new game to utilise this mod. Per some of my posts in the original request thread, I initially experienced some issues with the tank’s glass texture affecting lighting on the body models (and even outright visibility in one instance) depending on the player’s viewing angle. I believe this has been resolved, but it’s possible the problem may still occur on hardware/OS combinations that I have no way of testing. The floating bodies use these player head models. There is no provision for dealing with a clone of the head the player is using now that the mod has switched to incorporating the bodies into the room model. A future update may replace these heads with NPC heads instead. Compatibility: Edited versions of both room models for the medical facility (M02AC_02G & M02AC_02H) are required for this mod, so will not be compatible with any other mod that edits those models. They still use vanilla textures however, so they will be compatible with texture mods. The mod will not be compatible with any mod that edits the two entries for the original tank placeables in the module’s GIT (Placeable List entries 0 and 22). It should otherwise be compatible with other mods that alter the Upper City South module, as long as they utilise a properly set up TSLPatcher configuration. Since it has come up in the comments, Kainzorus Prime's NPC Overhaul Mod is compatible, but ONLY if you install it before installing this mod (KP's mod will forcibly overwrite any and all module files, so install it before anything). Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for many and various discussions and troubleshooting regarding models, compiling, textures, etc. Thanks to Dark Hope for the suggestion to change the bubble VFX.
  6. 1 point
    My least favorite texture in KotOR2 is for a desk with a unchanging monitor. There is a texture called "PLC_comPanel". Here's the the texture I'm talking about. And here's an example of one of the many places you'll see it. (Two monitors a little bit behind the long table in the picture use this texture.) Though the rest of the desk texture could use some work, the monitor portion is the one that really irks me. I'd love to see the whole thing improved and if someone was to throw in some animation, that would great too! I'm open to multiple submissions. In this case, I'm hoping for multiple requests this time around - just in case folks I know are making movies that could some extra variety. (So even if you think someone else has made a better one, I'll still want to see yours.) The best way to display your work for myself and others reading this thread: Embed a small video clip into your post (like a YouTube video), That should do nicely.
  7. 1 point
    Hey everyone! As of a few days ago, I entered FULL PRODUCTION on the first in my upcoming prequel series to my TSL quadrilogy, tackling K1 itself. The first film in the series, (name to be announced), is looking better than anything I've ever done before, as I am now shooting in full 1080p widescreen whereas with K2 I used to shoot in 1280x720 and upscale it to 1080p. Stupid, I know. But this is how you learn from your mistakes. In addition to this, I am using a plethora of visual upgrade mods to give the film as fresh a look at possible. This is a time before Darth Revan returned to power, so it expect it to look and feel very different to my original films, but unmistakably still feeling like it belongs in the same universe. Expect more humor, more exciting action and a very different in personality protagonist as I aim to show a good, noble man turn into a monster. All of it, the themes, music, characters, style, etc., is so new to me, as I try to break away from the gritty and bleak universe of TSL and make this film (and the two sequels) feel like to most unique version of K1 you've ever seen... That's all for now, but I'll leave you with a couple of screenshots to tease what is to come. I am by no means rushing this one, and a deadline (and trailer) will only be released when I have reached a considerable milestone. ~ DV
  8. 1 point
    I noticed those delightful monitors several times when I was making my TSL adaptation. A fresh coat of paint on them would definitely go a long way!
  9. 1 point
    Reminds me of the robes from L0ki's WIP page (2nd + 3rd page): Edit: Check these out as well (combine them): https://www.nexusmods.com/kotor/mods/148 Edit2: End Result -
  10. 1 point
    Yes, there are three items that are all called "Jedi Knight Robe" with different textures. In the original game, they're different colors - brown, red, and blue - but you have the version that replaces these with different brown designs installed.
  11. 1 point
  12. 1 point
    All these years of playing KOTOR 1 and I never knew that you could goad Calo Nord into fighting you in the Taris cantina....
  13. 1 point
    It's more bizarre to me that supporters and detractors alike are calling it a mod. How is stripping the guts out of something and rearranging it a modification?
  14. 1 point
    Yes, that's their plan. That's why they allowed Aspyr to add Steam Workshop support for mods.
  15. 1 point
    For 15 years Lucas Arts was content to turn a blind eye to modding and even tacitly endorsed it as far as giving the go ahead for Aspyr to add in Steam Workshop support for the TSL remaster. It was incredibly reckless and short-sighted to draw the attention of their legal arm by advertising that they were trying to port the entire game. Anyone with any amount of common sense knew how this was going to go down and this drew exactly the wrong type of attention to the modding scene. The sheer amount of hurr-durr "Screw you Disney!" in the YouTube comments is cringeworthy, when the whole thing was a dumb idea from go.
  16. 1 point
    "Apron". Gave me a chuckle.
  17. 1 point
    After seeing them make a post saying "oh well we actually have this other game we've secretly been developing this whole time stay tuned for that teehee" it's looking like this was basically just a big marketing ploy to garner attention that they had no serious intention of releasing so I can't say I feel as bad for them as I did.
  18. 1 point
    Which one of you is going to address the much more serious issue of spelling it "KoToR"?
  19. 1 point
    And there's already a change.org petition on it. I really don't see it doing anything but sit and go nowhere. It's sad that none of the big companies are willing to remake the games with a better engine and graphics. They would make a ton of money on it. More than their latest AAA Star Wars game that practically bombed due to EA's greed. Here's the link if anyone's interested. https://www.change.org/p/disney-lucasfilm-the-apeiron-project-star-wars-knights-of-the-old-republic-remaster-must-continue/d?source_location=combo_psf
  20. 1 point

    Version 1.0.0

    811 downloads

    Dak's Endar Spire Retexture - A KotOR I Mod Description: This is a retexture of the Endar Spire. All maps are 2k. Bugs/Known Issues: I didn't include a replacement for every texture in the area, so you will still see a few vanilla textures. Installation: Unzip the folder and drop the files into your Override. If you don't have one, make one! Permissions: -You may use these textures in your own mods, so long as you give proper credit. -You may upload this mod to modding sites if there is no other download link. -You may NOT use these textures for any other projects. -The above permissions are applicable to any of my old mods too, regardless of what their readMe's say. Enjoy! -Dak
  21. 1 point
    I know there are many here who love this glorious "mod" as the devs have been telling everyone for the past 2 years. So let me post a conversation that I had with a dev on their discord chat earlier today. For those that do not know, my discord name is Winter 😂
  22. 1 point
    Show me a legitimate, proffesional, non-terrible developer, with any kind of experience, willing to work on a project this complex for free. I'm very interested in hiring that person. edit; by developer I mean a programmer who can do any kind of gameplay stuff. DP did a good job of explaining what they should have done first, but that'd require apeiron team to know anything about game development. also making levels without a gameplay isn't just useless, it's a complete waste of time. You just can't design a level without knowing how the game behaves, how good your path finding is, how your AI behaves and so on.
  23. 1 point
    That's just more art. That doesn't advance the project, if anything it pushes it even further along the wrong path. Artists are a dime a dozen. A monkey could slap together some art assets in Unreal and call it a game (as evidenced by all the asset flips on Steam). What a game needs is programmers. If you don't have any then you shouldn't even bother starting a project. If I was going to undertake a hypothetical KOTOR remake (and let's call it what it actually is and dispense with this "mod" BS) in Unreal or other 3rd party engine, I would start with a fully functional recreation of the Endar Spire level. Forget about the art assets, simple white box mockups and default Unreal characters would suffice. What matters in an RPG is the underlying systems. If you are starting KOTOR from scratch, you need to develop a multi-node branching conversation system, equipment and inventory system, stats and levelling system, party/companion system, ranged and melee combat mechanics, etc. The Endar Spire is the perfect test level for developing and testing that. You have a couple of NPCs with a few lines of dialogue, a couple of conversations, a few combat encounters, a few cutscenes, etc. all in a very small space comprised of a few small rooms linked by corridors. And if you haven't demonstrated even a fraction of any of that after 2 or 3 years of screwing around, you should just stop wasting your time.
  24. 0 points
    Throughout both of the games, you'll find crates in several versions. These cubes have different versions - one for each planetary location. (Excepting Taris with has three versions.) I'll list them all, provide the file names, and put a link where you can download them all. Why this may be important to you? 1) You're making a movie and you want to show different crates for different areas. This way you can swap the different textures in and out. 2) You're making a mod for a brand new area. Instead of looking through the KotOR Tool, you can use this blog page. 3) You want to make sure all of the boxes use the highest quality version of the texture. I'll be grouping these by planet, but not in game order nor alphabetical order. TARIS There are three different textures for crates on Taris. I believe the third more colorful version is in Davik's base. File name: LTS_locrat01.tga Size: 512 by 512 File name: LTS_locrat03.tga Size: 512 by 512 File name: LTS_crate.TGA Size: 512 by 512 HARBINGER File name: HAR_Cr01.tga Size: 128 X 128 Suggestion: Use my pack at the bottom of the page as both crates will now use this larger sized, clearer texture. This is the version I have included in the current pack. This texture is sized at 512 X 512 instead of the original texture. No renaming required. ENDAR SPIRE File name: LHR_crate01.tga Size: 128 X 128 Suggestion: Use my pack at the bottom of the page as both crates will now use this larger sized, clearer texture. This is the version I have included in the current pack. This texture is sized at 512 X 512 instead of the original texture. No renaming required. DXUN File name: DXN_Crt.TGA Size: 512 by 512 Note: This texture is also used in altered versions for Tatooine (LTA_trim02.tga, LTA_trim02_00a.tga, and LTA_trim02_01a.tga)and maybe have also expected to be used for Sleheyron (LSL_crate00.tga). Tatooine will be covered below as it's unique. Onderon (OND_t01a.tga) uses a slightly different version which reorders the boxes, and is also covered below. ONDERON File name: OND_t01a.tga Size: 512 by 512 Note: Onderon (OND_t01a.tga) uses a slightly different version of Dxun's texture which reorders the boxes. TELOS File name: TEL_CBx.tga Size: 128 X 128 Recommendation: Use sELFiNDUCEDcOMA's version instead (shown below) from his mod. This texture is not included in the package at the bottom of the page. TATOOINE This version not only covers the crates but also windows and a rusty wall File name: LTA_trim02.tga, LTA_trim02_00a.tga, and LTA_trim02_01a.tga Size: 512 by 512 Suggestion: Use my new upsized version instead (shown below) available in the pack at the bottom of the page. (You'll have to rename it to from "1024 - LTA_trim02 (New Version)" to the file names listed above.) My version (sized at 1024 X 1024) uses a new seamless rusty wall texture and uses the larger size of the box texture from Dxun so you don't lose as much crispness. MANAAN File name: LMA_crate01.tga Size: 256 x 256 Recommendation: Consider using my replacement instead? You'll have to rename this file from "" to "LMA_crate01.tga" (or to whatever name of crate you're replacing it with) before placing it in the Override. This texture is sized at 512 X 512. Included in package below. NAR SHADDAA File name: NAR_cr8.tga, NAR_cr8s.tga Size: 256 X 256, 64 X 64 Suggestion: Use my new version instead (shown below) available in the pack at the bottom of the page. (You'll have to rename it to from "NAR_cr8 (upsized)" to the file names above.) My version - sized at 512 x 512 - uses a recolored version of a different texture. PERAGUS File name: PER_locrat03.tga Size: 512 x 512 Note: Identical to one of the Taris crates but I included it anyway. DRESHDAE (thanks to @Sithspecter for finding it) File name: LZA_crate01.tga, LZA_crate01S.tga Size: 128 X 128, 512 by 512 Suggestion: Use my pack at the bottom of the page as both crates will now use the larger sized, clearer texture. TARIS (SITH BASE), also possibly Manaan Sith Base and Leviathan) Thanks again to @Sithspecter File name: LSI_box01.tga Size: 256 by 256 Pros: Unique box design Cons: Lower texture size. NEW CRATE Since I was spending all of my time looking at these darn things, I decided to make my own. File name: DRO_crate01.tga (rename it to whatever you need) Size: 512 X 512 I used wall panels from the game to make a M4-78 version of a crate. (They had to be shipping their medical supplies in something!) This texture is mostly a goof but if you can find a use for it, more power to you. If you use any of the above in a movie or in a mod and you've found it useful, please list in your credits/read-me as "Set Direction Assistant: Sith Holocron" SH_Set Decoration Crates.7z
  25. 0 points
    1. Download both of the mods (use Option B for L0ki's revan reskin) 2. Place all files from both mods into the override folder (delete PFBJ02.tga if you don't want it). 3. Rename PMBJ02.tga to N_DarthRevan01.tga. 4. Open up g_a_mstrrobe07.uti within Kotor Tool, Add a disguise property (Choose Unique_DarthRevan). Save the UTI file into your Override folder. 5. Use the Cheat Console command - giveitem g_a_mstrrobe07 And Voila
  26. 0 points
    I love the way everyone (including myself) passed the buck. knitewingtherevanchist if you have any questions just message Fairstrid.... Nah PM me buddy and I'll answer what I can