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Showing content with the highest reputation on 10/20/2018 in Posts

  1. 2 points
    What's new? * Changes to the ending * New intro (less spliced party members lines) * Reduced amount of walking * Fast travel in droid quest - no more running trough the planet multiple times * You can now do Environmental Zone first and gain Kaak's help, allowing you to skip a large part of the Industrial Zone * Better filters on VOs so your ears won't bleed (at least not as much) * Industrial Zone FPS drop fixed * Other stuff Available for download on deadlystream: Steam version probably coming soon.
  2. 2 points
    View File [TSL] Animated Computer Panel This mod replaces the static computer panel placeables [PLC_comPanel] that found throughout the game; such as one in the Bumani's, Medical Unit, and Czerka's [on Telos] with the animated ones. -= BACKGROUND =- It was Sith Holocron's request about his least favorite texture in KotOR2/TSL that makes me work on this mod. But as time goes by curiosity on trying to improve it haunts me, by doing more and looking much better -- hence the born of v2.0.0. On this [as well as the previous one] I have him to help on making the panel screen, hence the sweet result of a movie-like looking ones. You should check out his blog from where the inspiration comes -- And then with DarthParametric's handy-hands the panel now have a new symmetrical frame, some 3D buttons, also few TOR-ported bits on the screen. Not stopping there, it now have a new panel board decals -- a copied work from Frank Diorio's downloadable decals [then niubniubsuniverse-dot-com]. -= ABOUT THIS MOD =- Inside this mod are 2 version; transparent screen and a solid-non-transparent version. Preview: Transparent Solid Specifics: New panel frame trimesh made by @DarthParametric New 3D buttons trimesh made by DarthParametric Panel screen bitmap made by @Sith Holocron Panel board bitmap made by Frank Diorio TOR ported animated bits redistributed by DarthParametric Tools mostly worked on to -- KOTORmax [gmax] by bead-v / Aurora MDL [N++] by Symmetric The panel texture currently still in vanilla scheme [based on stock PLC_comPanel], albeit upscaled to x1024 from x256 using PS'. -= KNOWN ISSUES =- With transparent version, some objects will become invisible behind the screen; such as traffics seen from Medical Unit and lightsaber as well with the hilt. There's a workaround for the traffics, but that's beyond the scope of this mod so they're something to live with at the moment. Nothing that I know of though for the lightsabers. -= FINAL REMARKS =- There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Run the installer and choose INSTALL option. Pick one you choose -- then hit the [Install Mod ->] button! -= UNINSTALLATION =- Choose the UNINSTALL option in the installation menu For a clean uninstallation, remove these files from the Override after proceeding with the main procedure -- eb_plc_commpane1/2.MDL eb_plc_commpane1/2.MDX eb_plc_commpane1/2.PWK eb_companel_btns.TPC eb_companel_pnel.TPC eb_companel_wave.TPC sheb_compnl_scrn.TPC -= COMPATIBILITY =- Not compatible with mods that hard-overwrites placeables.2DA Not compatible with mods that alter the modelname and label setup for RowIndex 292 in placeables.2DA Not compatible with mods which happened to have the same name with the MDL, MDX, PWK, and TPC-s that included with this mod -= REDISTRIBUTION =- Do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use an assets to a project you will be releasing, please be kindly to ask for permission first - that way I know what's up, and if it's interesting enough I might offer to be involved, lol. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force Obsidian Entertainment and LucasArts for The Sith Lords Frank Diorio as the creator of panel board bitmap Sith Holocron for feedbacks, ideas and the panel screen DarthParametric for past-present knowledge, his creation that I took learn from, and particularly with this project -- the panel frame, 3D buttons as well the TOR-ported bits [and both endless technical-to-non assistance which makes this mod possible] JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method Fred Tetra for KotOR Tool bead-v for KOTORmax and MDLedit Symmetric for Aurora MDL ndix UR for tga2tpc and tpcview stoffe for TSL Patcher and Fair Strides for the updates VarsityPuppet for 2DA Editor All Tool Makers wasn't mentioned - can't make it without y'all! All streamers on DeadlyStream All 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 DeadlyStream's #modding [Discord] channel that particularly essential for this project -eb Submitter ebmar Submitted 10/20/2018 Category Skins TSLRCM Compatible Yes
  3. 2 points
    sry, havent seen that earlier - happy belated anniversary !! About the screens give me some time, there are still many changes to make, so it might be best if you/we try out something near/after release. You still have those SWTOR loading templates?Dont delete them if possible, they might be useful later. Currently i draw some inspiration from BF2, amazing textures! Hopefully, i can mimic some e.g. for the med monitors as well. Nar Shaddaa is already done more or less - in ME Omega style however. I'll need to do some adjustments to get a bit more the vibe from the movies though.
  4. 2 points
    Over the last weeks I continued to tweak the clouds for TSLs Dantooine and finally arrived at a version that I'm really happy with, so as always here's the render to celebrate the completion of a skybox: And of course some screenshots. These also show the changed fog settings for the Khoonda plains. The enclave didn't need any changes. I also continued work on the Taris skybox. This screenshot shows only the actual skybox, the 2d buildings are disabled here as are most of the clouds to save render time. I think I'm getting there. Currently I'm stuck on finding a good way to lightmap the 2d buildings. The problem is not to get them lightmapped, that's easy, but to create the lightmap automatically and not by hand. I was thinking of projecting a cylindrical image onto their geometry to create the lighting, but tests in that direction have not been very successfull. If anyone has any ideas on how to get this done, please let me know. And as the last update for today, I rendered the 2d buildings for Tatooine. I'll have to see whether or not I'll disable the fog for Anchorhead and I might also tweak the Tatooine skybox some more. We'll see^^
  5. 1 point
    Yep. They're both in Star Forge areas. I plan to do another 2 playthroughs just to make sure everything's finalized anyway, but I think that should be good. Thanks so much, JC. I'm (very) slowly getting the hang of this. XD
  6. 1 point
    I'm not sure, might be easier to just look in each Star Forge module since there are only four of them and you know it's not going to be anywhere else.
  7. 1 point
    It was way easier than I was making it. Just ripped the utc from the module with KotOR Tool, changed the stats and boom. Glad it wasn't something more complicated. Even though I didn't end up using your method I really appreciate the help, Salk. Thanks.
  8. 1 point
    Ah, that's a good solution. I'll have to remember that one.
  9. 1 point
    The Rise of the Hutt Cartel and Shadow of Revan expansions are being made available for F2P players via entering the code REVANSFATE on http://www.swtor.com/redeem-code The code is valid until November 1 (you only need to unlock it by then - once unlocked you retain access permanently). I gather this also unlocks progression up to level 60, since F2P is typically capped to level 50. Note that subscribers already have access to these older expansions, so it's really only for new F2P players. https://www.swtor.com/info/news/news-article/20181018
  10. 1 point
    There's no way to remove it without creating similar freezing issues. You could try setting it to fire and forget in animations.2da as well, but it's likely the only way to fix it is to fix the animation. I remember that one being particularly bad from the last time I played. It's only a second long and looks more like a spasm. I don't remember if it's used in K2 at all, but I loaded up the supermodel and it doesn't look any better there.
  11. 1 point
    How did you manage that? UTM files have an option to only buy or only sell (and I don't even know if those work) but I don't see any way to restrict the buying to specific items. I suppose it would be possible if you temporarily removed all other items from the player's inventory, but I don't know how well that would work in practice. Interesting. The function may be limited to affecting base item types rather than specific items. Most quest items are plot usable items, but you also can't sell a lot of them, so it might not be a problem. And of course affecting every crystal was the intent before anyway.
  12. 1 point
    You can change it from a looping to a fireforget animation in dialoganimations.2da. But this means the animation will freeze after it plays until the end of the node. The mouth still moves but if the node is a bit longer, it looks kind of weird. Up to you to decide which option is worse
  13. 1 point
    Hello! It should be easy enough via script using: void AdjustAlignment(object oSubject, int nAlignment, int nShift); At the moment I cannot check what file should be used on but perhaps someone can chime in. Cheers!
  14. 0 points
    I think I remember that being one of the problematic ones, but the only way to be sure would be to do a search in KOTOR Tool.
  15. 0 points
    That's probably not going to work with Bastila, though, because BioWare used the file name in several instances throughout the game and putting one in Override will change all of them. To get it to work without doing that, you'd have to set up TSLPatcher to change the alignment and insert the edited UTC into a MOD file.