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Showing content with the highest reputation on 12/23/2018 in all areas

  1. 3 points
    Merry Christmas to all and your families! God Bless
  2. 1 point
    Star Wars : Knights of the Old Republic II : The Sith Lords : The Expanded Galaxy Project The Expanded Galaxy Project aims to combine both games into one installation utilizing the second games engine and allowing the player to select whether to choose the first, or the second game, as well as the bonus option of Brotherhood of Shadow : Solomon's Revenge, an excellent mod for the first game which I have also ported over to the second game. All three parts of the project now have an installer! Which handles everything. The project is still very much a work in progress, I suggest just trying out the main project for most users as the port and brotherhood are likely to have a lot more bugs! Brotherhood Of Shadow : Solomon's Revenge! This is a short trailer for the KotOR Port, a part of the Expanded Galaxy Project, the trailer was made for me by CatDaddy407, so a big thanks to them for that! I thought I would drop a link to the video here for people to see, though it doesn't show anything special, but it does highlight the state of the project quite well. NOTE : The port is currently not available on DeadlyStream and is only available on ModDB or from the GitHub repository. NOTE : The port is an add-on for the Expanded Galaxy Project. Expanded Galaxy Project The goal of the Expanded Galaxy Project is to provide as much additional content for both games as possible utilising the second games engine. Please join the Discord to find out more about the project and to get access to the latest patches. ( Link at the bottom of this post ) Install Instructions Progress & Plans Current progress for the Expanded Galaxy Project overall is as follows : 1 : Expanded Galaxy Project : Main : Demo (Complete) <-- 100% --> The base of the project is complete. ( Early Demo ) 2 : Expanded Galaxy Project : Port : Demo (Complete) <-- 100% --> The base of the port is complete. 3 : Expanded Galaxy Project : Brotherhood Of Shadow : Solomon's Revenge : Demo (Complete) <--- 100% ---> Brotherhood Of Shadow : Solomon's Revenge has been ported in it's entirety and seems to work almost flawlessly. ( Early Demo ) There is still a lot left to be done, much of which is not documented anywhere currently. Mod Compatibility Overall I have heard that people generally have success installing other mods alongside this but not always or entirely, there are also still many issues remaining in the project on it's own. Currently I do not know what mods do or do not work with my project but I do plan to try and provide compatibility for as many mods as possible in the future. Note : texture, model, item and many other simple mods should work if installed after the rest of the required or optional files for the project. KotOR Modding Tools Here is a list of tools that made this project possible. Included Mods Below is a list of all mods that are included with the Expanded Galaxy Project. Contributions Here is a list of contributors that helped early on with advice on KotOR modding or who contribute to the project heavily. I wanted to say a big thank you to all the creators of the tools that made this project possible and I wanted to provide an accurate list of the tools I used to make this project possible here, I also want to say thank you to everybody that has supported or contributed ideas to the project, if your name is not found anywhere above please feel free to let me know and I will make sure to include you and your contribution above. Thor110 Rate (ModDB), Like (Facebook & DeadlyStream), Watch & Follow (Twitch & Twitter), Watch, Like & Subscribe (YouTube) and get involved on or join the Discord to get the latest updates!
  3. 1 point
    This will be my first published mod, the aim of witch is to upscale all game UI elements. - all menus, the gameplay GUI, loading screens and icons. Personally, i always thought, that the terrible low resolution UI just doesn't work anymore and dates the game horribly. Ndix UR’s brilliant ui mod was a fantastic inspiration, but also all the HD work on this site. KOTOR was my favorite gaming experience, once upon a time. And it make me very happy to try and contribute to its continual enjoyment. Any feedback, thoughts, ideas, and perhaps slight assistance would be greatly welcomed. For one thing, can anyone point me to software, that allows for seamless viewing of KOTOR models and textures in a 3D frame with free camera?
  4. 1 point
    What's your favorite planet from each game? Mine would be Tatooine for K1 and Nar Shaddaa for K2.
  5. 1 point
    Usually you shouldn't use KOTOR Tool's inventory editor. It's buggy. If you open the file with K-GFF, you can edit the fields directly.
  6. 1 point
    For the textures, you need to replace all the files in the TexturePacks folder. Though I believe you will still get some hangups with the GUI on account of name changes. All I can suggest is you do that first, then eyeball what is still wrong and continue from there. A module includes the following files: all the contents of the .rim and _s.rim files (these can be extracted with ERFEdit) the module's layout (.lyt) file (located in layouts.bif) the module's visibility (.vis) file (located in lightmaps.bif) the map (located in swpc_tex_gui.erf) the loadscreen (also located in the _gui.erf) the area models (.mdl, .mdx, & .wok, located in models.bif) the lightmaps (located in lightmaps.bif) If you are porting the whole texture archive, that should take care of the map and loadscreen already. The models must be converted because the games use slightly different formats. My usual procedure for this is to extract everything, convert the binary MDL/MDX to ASCII, then load the ASCII files and convert those back to binary. This isn't foolproof, though, as you can see here . I've put my area porting endeavors on hold until the next update to MDLEdit (plus I've got other projects anyway). Everything else can be archived in a new .mod with ERFEdit and then placed in the modules folder.You can put modelsand textures in there too, but they are often used for more than one area, so it's not as practical. Like I said in the first post, ultimately I would like to explore a way to create new archives for the games rather than shunting everything into Override. We've had some progress, but there's still more work to be done.
  7. 1 point
    I can't take full credit for the idea, as it was partly by request... and I stole most of the other part from D&D. Though the door opening code itself is borrowed from my Toolbox.
  8. 1 point
  9. 1 point
    Great mod! I combined it with the Sith Assassin Ambush mod to have the best of both worlds. I really wish Bioware had used a design closer to this for all Sith NPC's in the game.