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Showing content with the highest reputation on 12/15/2018 in all areas

  1. 1 point
    View File Dodonna’s Transmission ======================================================== A KNIGHTS OF THE OLD REPUBLIC I: MODIFICATION Dodonna’s transmission mod 1.1 ======================================================== Author: danil-ch Contact: danil-ch can be reached via pm at deadlystream. Name: Dodonna’s transmission Filename: [K1]_Dodonna's_Transmission_v1.1.rar Original Release Date: 20/08/19 1. Description: ---------- This mod basically makes PС appear during Dodonna’s transmission (LS version). 2. Install: ---------- To install, extract the Main Patch folder to anywhere you like, as long as it is not the SWKotOR1 folder. Simply run “Transmission.exe”. 3. Uninstall: ---------- To uninstall, replace (or delete) STUNT_42.mod in the game’s Modules folder with the original from the Backup folder created during the installation. Remove m12aa_c05_cam.mdl from the Override folder (Revisited version only). 4. Bugs: ---------- This has been tested several times to make sure nothing weird happens. If you find anything, let me know. 5. Credits: ---------- Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier. DarthParametric - For transition to module patching. 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. Submitter danil-ch Submitted 06/02/2017 Category Mods K1R Compatible Yes  
  2. 1 point
    Merry Christmas! Season's Greetings! I'm trying to get us ahead of the curve this year (thanks @N-DReW25 for asking), so we're opening Mod of the Year 2018 nominations! If you've never participated in Mod of the Year before, it's pretty simple. Rules for nominations: Nominate up to 3 mods (1 per category) and 1 community member If the mod/member you're nominating has already been nominated, try to think of another that hasn't received a nomination yet. This isn't required, but it widens the pool The mod doesn't have to be hosted on DeadlyStream to be nominated, but you should provide a link in your nomination Mods eligible for nomination have to have been released in 2018. Mod updates released in 2018 do not count The categories this year are: Best Texture Enhancement - Reskins, HD Textures, or any mod that adds new textures to the game Best Content Restoration / Addition - Mods that enhances the existing game content or add new game content Most Helpful Community Member - A member that has been active in helping the community overall, whether performing mod requests, troubleshooting game installs or if you're named @DarthParametric and of course Mod of the Year - The best Kotor/TSL mod released this year! We'll collect nominations all the way up until January 6th, so there should be plenty of time to get nominations in. Voting will start the third week of 2019. K1 and K2 mods will both be contending for the same awards, so choose wisely!
  3. 1 point
    With the change in porting rules now firmly in effect and the interest in porting up to and including an entire game's worth of content obvious, I've started poking around to see how things can be done in the long term. As it is now, we have a smattering of individual mods that include ported content, which is all well and good, but this depends on individual modders with the required knowledge producing and releasing mods at their own leisure. As with a lot of things in the modding world, a lot of people are interested, but far fewer know how to do it. So I'm interested in automating the process in order to port content on a much larger scale - for example, making every module in K1 available in K2 - and release this content as mod resources that will be as easy to access as anything you can extract from KOTOR Tool currently, or perhaps even allow for the creation of an automated porting tool that the average end user can run. The latter case would apply even to stuff that was allowed under the old rules, like a lightsaber mod that was done for one game but not another. In general, I'm looking to make things easier and require less manual tinkering. Even before the rules change, I experimented for my own personal use. To make things easier for me, I started extracting files en masse rather than bothering to figure out what I needed for each specific job, given that this was for personal use and not release. Once the rules changed and I was free to distribute these, though, it became clear that this was not ideal. My modified texture packs that included all of K1 and K2's textures amounted to about 800 MB of data. It didn't seem reasonable to include all that in an official upload and put a strain on the servers. Plus, this is the sort of thing I've criticized the Apeiron team over, so I figured I should tread carefully and look for a better method. A more ideal situation would involve a tool that could extract assets from one game and send them to another. I started writing some scripts for this, though I've had mixed results and what I really want involves charting into some unexplored territory. Ideally, this new tool would generate a new BIF or ERF archive - portedmodels.bif or what have you - rather than requiring thousands of files to be placed in Override and all the potential file conflicts that come along with that. Ideally, these will be made as universal resources like the existing models and textures - that way people can still edit them and put their edited files in Override without having to overwrite any files. I've spoken with @VarsityPuppet about developing something like this in the long term, and I'm also interested in seeing whether certain porting processes can be automated with MDLOps or MDLEdit, so I imagine we'll be talking about those eventually. In the meantime, I'll also be posting my own, more hacky results. I've included two such attachments in this post. K1toK2 Texture Conflict Guides K2 has hundreds and hundreds of files that were reused from K1. It's not necessary, and generally not a good idea, to try to copy these over. Not just because they're unneeded, but because files with the same names might not actually be the same textures. There's a very good chance Obsidian altered them and kept the original names. So I've created these guides that list the names of textures that are included in both games. There are three lists: for textures.bif, swpc_tex_gui.erf, and swpc_tex_tpa.erf. (The last list also applies to to _tpb.erf and _tpc.erf.) There are two sets of lists: one that lists conflicts, and one that lists files that are only in K1. K1toK2 Texture Filters These are simple batch scripts that will delete all textures in a folder that are known to be in both games. That way you can extract a game's textures, run the batch files, and filter out the textures that are already in the other game. Extract the contents of textures.bif, swpc_tex_gui.erf, and swpc_tex_tpa.erf from K1 with your preferred method and place them in the same location as the included batch scripts, or you can put them each in their own folders if you prefer. You should have thousands of TPC files and a handful of TGA and TXI files. Run the three batch scripts. These will delete all the conflicting texture files, leaving only the ones that are unique to K1. The batch scripts will delete themselves when finished. Copy the remaining textures to K2. You can put them in Override (or a subfolder in Override) or you can repackage the ERF texture packs to include both the original K2 textures and the extracted K1 assets. Note that if you do want to put them in ERFs, you will have to do _gui and _tpa separately, and you will also have to repeat the process for _tpb and _tpc using the _tpa script if you want to include support for the lower quality texture options. For the first version, I've specifically filtered out every file that has a matching file in K2. Eventually, I want to confirm which (if any) textures Obsidian modified, so we can include both game versions by renaming one copy. If you use my filters and start porting K1 content to K2, you won't run into any missing textures, but they might not necessarily look as they did in K1, at least for now. K1toK2 Texture Conflict Guides v1.zip K1toK2 Texture Filters v1.zip
  4. 1 point
    You can also currently get an Old Republic flair: from the Anniversary vendor on the fleet, found in the Strongholds section. The vendor also has a number of stronghold decorations and, most importantly for new players, a holostatue which will allow you to purchase new skills out in the field without needing to visit a trainer. All of it is free until January 15, I believe.
  5. 1 point
    It'll be own of the hardest years to vote for K1/TSL mods as there's been so many great modders that are really helpful and posting some excellent mods that'll never be removed from my override but here goes. My votes are as follows... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Best Texture Enhancement: @Dark Hope's Soldier Reskin for K1. A lot of effort went into this mod, and the final work is outstanding. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Best Content Restoration / Addition: @DarthParametric's Diversified Jedi Captives on the Star Forge. It's the little touches that make this mod fantastic, it was always annoying seeing multiple clones of the same reused head at the end of the game, permanent addition to my override. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Most Helpful Community Member: @JCarter426 as he's always kind and patient when assisting others with their modding queries, this place wouldn't be the same without him! I know I can only vote one person but here's some honorable mentions in this category: @DarthParametric, @Sith Holocron, @Kexikus!! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Mod of the Year: @A Future Pilot's KOTOR 1 Community Patch. I like to think this is a decent shoutout to all the effort A Future Pilot made to get his own work into the mod plus the contribution others have made in the past to fix K1. I loved seeing the community provide permission to use their own work in the mod and the great reception it received during and after the release of the mod. This mod definitely highlights the kindness and generosity of modders in helping others have their visions fulfilled.
  6. 1 point
    Yes. Simply recompile the ASCII against the equivalent K1 supermodel. If you made use of TSL's added bones however, such as for the cloak of a robe, then that won't work in K1, as it lacks those. Fortunately however, @JCarter426 has ported the TSL supermodels to K1 as part of his robes mod, so you can either install his robes mod or just take the supermodels from it (or the modder's resource pack) and compile against those.
  7. 0 points
    No, I will continue to develop the mod up until I reach that bug which occurs near the very end of the mod. Even then I'll at least check with other users if my bug can be fixed. TLDR I won't discontinue the mod at this point