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2 pointsView File K1 Ported Alien VO Replacements This mod replaces the voice overs used for Nikto, Aqualish, Gran, and Quarren NPCs in KOTOR. In KOTOR I, Nikto, Aqualish, Gran, and Quarren NPCs use VOs that are meant for and shared by several other species. KOTOR II fixes this by adding VOs specific to these four species, so I figured hey, why not incorporate them back into the original game? The intention of this mod is to provide a stronger sense of immersion and consistency between the two games, while keeping the affected dialogue true to its intended "feel." A bonus side effect is that the aggressive Nikto VOs make the Black Vulkars seem like an actual threat instead of comic relief. Installation & Uninstallation To install this mod, run Installer.exe, select the option(s) you want, and proceed with the installation. To uninstall this mod, run the installer again, select the same option(s), and click Tools -> Uninstall Mod / Restore Backup. Compatibility Compatibility patches are included for K1CP (Queedle Fix) , KOTOR 1 Restoration, and Kainzorus Prime's K1 NPC Overhaul mod. K1R has a Nikto NPC in the Vulkar Base sublevel with Basic (English) VOs. I decided to leave this unaltered since it's restored content. Known Issues Some of the Nikto and Gran VOs don't have perfectly matching mouth animations, which is because KOTOR II is missing some LIP files. The placeholders I'm using are as close as I could find. These may be replaced in a later version. Redros's mouth doesn't move for a couple of lines of dialogue. This bug happens regardless of this mod and only if his appearance is Nikto, so I felt the bug is beyond this mod's scope. Please let me know of any other issues you find, or if you come across anything I missed! Credits Fred Tetra, Kotor Tool Fair Strides, KotOR Toolset tk102, DLG Editor & K-GFF Editor JCarter426, SithCodec NickHugi, HoloPatcher Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site. Submitter Ashton Scorpius Submitted 01/04/2019 Category Mods K1R Compatible Yes
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2 pointsI wonder if in the future folks should list what gear (and dye packs) their characters are wearing/using, so if folks want the same look, they know what to try to pick up. Update: Once my new graphics card arrives on island and is installed, I'll be able to update my pictures and provide the relevant information on my character's outfits and weapons. Update 2: As of 11JAN19, the original post has been updated.
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2 pointsOld messages and K2 to K1 screenshots, now also in the first post!
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1 pointStar 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!
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1 point[TUTORIAL] - KotOR Modding Tutorial Series These tutorials should be enough to get anybody started making levels for the game using the available resources and tutorials / tools etc IMPORTANT NOTE : A lot of the tools I use are outdated now that Holocron Toolset is out, however I still prefer working with each filetype as I am use to the programs that edit them directly that I use throughout this tutorial. So if you are using Holocron Toolset or KotOR Level Editor, things will be different, but the general idea should be the same. I suggest trying out Holocron Toolset if you want an all in one program for editing levels, it does everything KotOR Level Editor does and most of what all the tools I have below do, except perhaps findrefs, dencs, kotor gui editor, walkswitch, anicam, ptheditor and lip synch editor, but it does everything the rest of the programs do and it might even do some of the things from the programs I just mentioned, I am not sure! Available Source Material & Tools These are the tools I use for modding the game. Lots of source material is available on DeadlyStream as well as many tutorials, some old, some new and very detailed information on the filetypes and the game itself, so make sure to have a good look around. .nss scripts for every script I have been able to access from both games are available in the GitHub repositories for my project. Some scripts from KotOR1 require the files to be trimmed of some excess bytes, there is some information on it around here somewhere and I will post a link to it when I next find it, the scripts in question are some of those from Tatooine, Manaan, Kashyyyk and the Unknown World. Actually Decompiling Scripts Steam KotOR Tool Issues KotOR2 Expanded Galaxy Thor110/Expanded-Galaxy-Main: Expanded Galaxy Main (github.com) KotOR1 in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Port: Expanded Galaxy Port (github.com) Brotherhood of Shadow : Solomon's Revenge in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Hood: Expanded Galaxy Hood (github.com) PLEASE do not redistribute the entire project anywhere without my express permission, but feel free to learn from the source material to make as many modifications to the game as you wish. If you wish to work on the project or contribute by offering or allowing your mod to be included with the project feel free to contact me on here or elsewhere. In future I might go beyond these basic scripting tutorials and add other types of tutorials such as texturing and modelling that are focused around KotOR2 TSL or working with others towards making a comprehensive KotOR modding guide. Most material I write will be aimed at KotOR 2 TSL, though a lot of the structure of the game is very similar between them both if not almost identical. For now here are some really basic written tutorials for getting setup with Blender and modding for KotOR or just messing around with the models from the game. I will continue to work on these providing screenshots and more as necessary. The first two blender tutorials here are a little outdated, there is a new version of KotORBlender for example which can import MDL files without the need for them to be converted to ASCII. I advise having a folder with all of the games model files ( mdl/mdx/wok/dwk/pwk ) and related files ( .lyt/.vis ) as well as textures ( swpc_tex_tpa/swpc_tex_gui ) And even all of the .gui files, this way you can use that folder to instantly import an entire level as well as properly display .gui files in the KotOR GUI Editor. Blender Tutorial 00 - Getting Blender Setup ( OUTDATED ) Blender Tutorial 01 - Asset Editing ( OUTDATED ) Blender Tutorial 02 - Creating A Placeable Blender Tutorial 03 - Character Editing Blender Tutorial 04 - Level Editing Outdated Tutorials & Intro Individually written and quite specific tutorials, mostly scripts and guidance towards achieving specific goals or tasks. 01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map! The first tutorial should be a great guide for porting a level from the first game into the second game as well as that it shouldn't be too difficult to work out how to do it the other way around from there on out! These are some useful links that I have found around that might guide you towards making mods for the game. Useful Links for learning to mod TSL & KotOR Thor110 In the following post in this topic are many more tutorials that I am working on to guide people through the process of making mods for KotOR.
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1 point@Thor110 If I were you, I'd hold off for a bit. Being that this is the initial release, I want to make sure there's no issues & get to a few more tweaks before deciding if I want to let it be included elsewhere. Until then, I can't stop you from using it in personal testing, though. Also, luckily this mod didn't require any 2DA editing. KOTOR I has aliensound.2da, but it's just a reference & not actually used in the game. I did create my own copy with the added in VOs, but haven't included it as a resource yet due to issues with it saving improperly.
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1 pointI would love to beta test the mods on IOS and Android for you! I have an iPad and an Android tablet, both with a genuine copy of KOTOR Mobile installed. I'm also quite good at adapting / porting PC KOTOR 1 Mods onto KOTOR Mobile. So far I even managed to get Yavin IV to work flawlessly on IOS, K1R (Kotor 1 Restoration) to work partially on IOS, and Brotherhood of Shadow: Solomon's Revenge to work very well on Android. I also kow how to mod KOTOR on newer, locked (jailed) versions of IOS by sideloading the KOTOR app with the mods preloaded into it, I even discovered a way to "sign" the preloaded app by updating it with the genuine one (provided it has been bought on the App Store Account used) so that the preloaded app works permanently, instead of the 7 day temporary license! I really admire what you did with porting the maps, it is awesome so far and I can't wait to get the uploaded K2 maps for K1! Hope you plan to upload these soon! Many Kudos for your work so far! I just started learning to make KOTOR mods as well, so far I only managed to make a simple mod for K2 that turns Visas into Mira! I am also working on a proper Mira Romance mod, I already altered her Dialogue file, but I ran into some issues preventing me from finishing the mod... The plan is to also port the animation from K1 where Revan and Bastila kiss and have that scene with the male Exile and Mira! I also made a mod for K1 and ported Mira to replace Juhani, but that one had weird results so i did not post it here (her head is untextured and her outfit is messed up)! My dream project is to port the entire content of K2 as a mod for mobile K1, thus getting K2 on mobile (the maps You have already ported, the characters and textures should be easy to port too, and lets hope that the scripts will not require some adaptations). However, if the scripts will not work fine it will be a very hard, next to impossible project, but at least we'll get the maps and assets!
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1 pointIn order to stick to the vein of Battlefront 2 discussions that have just sprung up, here are a few mods that were just released that make the game look and feel much better. HarrisonFog's 2018 HD Graphics mod and Rezzed Maps http://www.moddb.com/mods/hd-graphics-mod It adds much higher resolution textures (hence why he calls it "rezzed") and his 2018 Graphics mod complements it by adding extra levels of detail and brightens the skies significantly. Currently he has released Hoth, Mustafar, Death Star Interior, Tatooine (Mos Eisley), Geonosis, Kamino, Coruscant, and Mygeeto The Graphics mod is a Reshade Preset, so it will work on every map in the game. Ultimate Sides Mod http://www.moddb.com/mods/ultimate-sides-mod First of all, this changes up some of the units so there are entirely new classes devoted to most existing classes and each complement eachother. For example, the engineer no longer has to carry all of the healthkits, that role is taken over by an actual Support class which has their own regen buff. With the new units come a bunch of new weapons and abilities. http://www.moddb.com/mods/ultimate-sides-mod/news/class-description A big reason I also like this mod the most is that it greatly improves the blaster bolt sprites and makes firefights quite cinematic in dark spaces as it also causes them to cast a lot of ambient light. If you want screenshots or videos of these mods ingame, there are a bunch on the Moddb site, and I frankly don't know if the authors would want me to repost them here. I figured I'd mention these mods since it seems like most mods for Battlefront 2 (Original) are from 5 to 10 years ago, and it's good to see some new and better stuff still being developed for it.
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1 pointHello! I am resurrecting this thread because I think it is better to do that rather than open a new topic of very similar content. What I am trying to do is figure a few things out about AI behavior in combat. I have made the No Script option available for party members and it does prevent the blind charge forward when that is undesirable (ex. mines ahead) but it does nothing to help in the case of shouts. The AI uses GEN_I_WAS_ATTACKED as shout and that triggers responses found in the k_inc_generic script. I added a new entry to aiscript.2da which sets "aistate" to 6. What I thought to do was to compile k_ai_default.nss using a k_inc_generic.nss with the following change: /*(line 1053)*/ void GN_RespondToShout(object oShouter, int nShoutIndex, object oIntruder = OBJECT_INVALID) { ... /*(line 1061)*/ int nNPC_AI = GetNPCAIStyle(OBJECT_SELF); //Determines how the individual should react in combat ... /*(line 1085)*/ if(GetPartyMemberByIndex(0) != OBJECT_SELF && nPartyAI != PARTY_AISTYLE_PASSIVE && !GetPlayerRestrictMode()) ... } changed to: /*(line 1053)*/ void GN_RespondToShout(object oShouter, int nShoutIndex, object oIntruder = OBJECT_INVALID) { ... /*(line 1061)*/ int nNPC_AI = GetNPCAIStyle(OBJECT_SELF); //Determines how the individual should react in combat ... /*(line 1085)*/ if(GetPartyMemberByIndex(0) != OBJECT_SELF && nPartyAI != PARTY_AISTYLE_PASSIVE && !GetPlayerRestrictMode() && nNPC_AI != 6) ... } Can anyone confirm that this is a good enough solution? I would very much rather have someone with expertise and familiarity with scripting be in charge of the code but alas, blinkyzero's project has never seen a public release anywhere and the author has not been seen for well over a year now. Thanks for your attention. Cheers!
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1 pointHello! I do not know how many of you agree with me but I personally hate that all 3 AI scripts in the game include the running into mines and making it impossible for the Player to withhold an attack. The file aiscripts.2da has 3 AI states set for these 3 scripts: 0 (Default), 4 (Grenade) and 5 (Jedi). Checking the .tlk file I found reference to more scripts: Aid, Melee, Ranged and No Script. Now, I'd happily settle for the No Script and manage each of the party members in combat. Is there someone that knows more about those 3 AI states? I suppose that 1, 2 and 3 might be legitimate values and I am going to test that but if there is someone that has some tips, I'd welcome that wholeheartedly. Thanks!
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1 pointMy old message with potentially relevant information about scripts kept, removed or edited.
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1 pointIs it possible to make a port of the K2 maps for K1 in the future, after you are done with all your projects, without ripping out the missions, stories, scripts, characters, triggers, area transitions, etc and leaving everything intact so i can experiment with them? That would help me greatly with my K2M mod... Or better yet, maybe you could lend me a hand with it later on, if possible... https://deadlystream.com/topic/6833-wip-kotor-ii-mobile-k2m-project-kotor-ii-tsl-content-ported-to-kotor-1-mobile-ios-android/ Great work so far, can't wait to play with the maps. And when it's done, I'm sure your mod will be awesome!
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1 pointThis mod loks great, Thor110! I know you plan on adding your own story content to this mod, but do you also plan on releasing it prior to that as a modder's resource? Among others, I'd find it very useful in my machnima films, personally.
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1 pointi saw this amazing hood mod on a thread from 2016 was wondering if anyone can release it or is working on it?
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1 pointHere are my nominations! #1 - A nice little addition to the game. - Best Content Addition #2 - An overhaul of one of the overlooked areas of the game / story. - Best Texture Enhancement #3 - Female Armour Collar Fix by DarthParametric, it's really nice to see odd pieces of the game that have visual issues getting fixed. Best Content Restoration Most Helpful Community Member I nominate Kexikus for most helpful community member, though I have not been on the forums long they have helped me and I have seen they help around the site in general. Mod of the Year For mod of the year I nominate Lehon by jc2 Just saw this thread and noticed I had like a day left, so I thought I would write up and submit my nominations now before it's too late. Thor110
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1 pointI'm a bit out of my depth here, but what if you link the parameters of when they use certain consumables to their combat stance IE Agressive, Jedi, Ranged, Grenade, etc..
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1 pointwondering if it is possible,ive managed to make the ai use custom spells,but it wont use grenades,attached is the ai source i have k_inc_generic.nss k_inc_gensupport.nss k_inc_switch.nss k_inc_utility.nss k_inc_walkways.nss st_inc_ai.nss st_inc_utils.nss Hardcore_Mod.nss HC_Control-Custom.nss k_ai_master.nss k_inc_debug.nss k_inc_drop.nss edit : for got to say,non party npc use the grenades,want to add heal and grenades use by party memebrs
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1 pointThe Mandalorians on the Unknown World throw all the grenades at you that they have in their inventory, it's a long list of complicated scripts to go through though haha. But it's the only instance where the developers force the NPCs to really go all out with the grenades that I can think of.
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1 pointA big thanks to everybody that helped early on and helped me learn my way into KotOR modding as well as the people who made the tools that made this whole project possible, when I started this project two years ago I had no idea how far it would really go beyond just a dream of porting the original DLC for KotOR to TSL on the original Xbox and PC. Quite quickly I was able to release the Modders Resource ( v0.4.0 ) which ultimately was a mess that was sort of smashed together in a rush while learning my way into KotOR modding and after sometime being unable to work on the project I was quickly able to get back to it.
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1 pointLots of really good submissions here. I don't really have much to add as everyone else covered the primary ones I could think of. Except one, a very recent one that just came out. Mod of the Year: I'd like to nominate jc2's "Lehon Mandalorian Expansion." I love seeing gameplay expansions, and it's awesome to see the hard work jc2 put into this mod, especially with the Mando'a language.
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0 pointsLet me stop you there. Do not port the entire game from one engine to the other. They will notice, and they will shut you down, and they could shut down Deadlystream.com. Do you remember Aperion? They too wanted to port the game of k1 into a different engine. Deadlystream has allowed ported between games, but that does not mean it allows the entire game to be transfered from one to the other. @Tyvokka @Fair Strides @Snigaroo @Hassat Hunter What is the official word on this mods/admins?
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0 pointsWith the advent of the steam workshop and the fall of Kotorfiles I have noticed a surge of people uploading mods that are not theirs. Many people in the comments of my videos even ask for, or advertise the new locations of these mods and send me messages telling me where to get them. In these cases, I ask the uploader to kindly take down their mod and delete any links in the comments. At this point, many of them ask me why. While I understand many reasons why, I think it would be good to discuss why you do not want your mods to be reuploaded. Many users seem to not understand or even consider that this is somehow wrong, or if they do they follow the mantra that it is easier to ask for forgiveness than permission. So please, discuss why you do not want your mods to be spread around, so that we may help inform those who do not understand. Your thoughts will be collected by me and put into a video at a later time to help educate newer members to the mod community.