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Showing content with the highest reputation on 01/06/2019 in all areas

  1. 3 points
    Great idea! Havent thought about that. No adequate Picture to represent Telos though; but here you go:
  2. 3 points
    some more WIP screenshots - what do you guys think about this Telos version comparing int to the first one? Telos V1: Telos V2: Onderon:
  3. 2 points
    I like the idea of porting the modules between the games for further expansion. I would agree with what has been said, porting the entire story between either game would not be allowed with out specific permission from the publishers/developers/Disney. With that said, I am against blocking of all discussion on the matter, as I think that even if it is only for educational and research purposes it is a great subject to discuss and collaborate on.
  4. 2 points
    Uhm, what? No progress, sorry. The last thing I did with the mod was to send it out to my testers. They tested it and provided very helpful feedback but I have not yet implemented any of it. I haven't forgotten about the mod, it's just not on top of my priority list right now.
  5. 2 points
    Greetings, fellow Jedi! Hope y'all having a good time. I am here to ask; Are there any consequences for a model that is missing a letter(s) on its node? I'm pointing to the vanilla comm_a_m model which appeared in the game as Asian commoners head appearance. Particularly this variant: Big thanks to @Thor110 for referencing Simple Model Viewer on [WIP] Expanded Galaxy Mod thread; very helpful tool to provide quick-detailed screenshot for the model and its texture! Here's also a screenshot of the model's information, opened with MDLedit: As we can see there; usually in any other head models [including its counterpart comm_a_m2] they are written as eyeRA and eyeLA respectively, which leads me to asking the forum about the matter. I hope the information provided is sufficient, and many thanks for considering this.
  6. 2 points
    The eyes (and eyelashes) are effectively bones, so yes, any misnamed bone will not inherit animation. The eyeball trimeshes must be named eyeRA/eyeLA and the lashes trimeshes eyeRlid/eyeLlid.
  7. 2 points
    Seeing as the Czerka logo is used in multiple places, I have the following suggestion. Leave the text but have the background picture shift from desert (representing Tatooine) your already have, to a forest picture (representing Kashyyyk), Coruscant (as mentioned in dialogue in the Tatooine Czerka office), and Telos Citadel Station. That would cover the Czerka appearances/references in both original games. As Czerka is a galaxy wide corporation, it seems logical that they would promote that in their marketing materials such as your sign.
  8. 2 points
    During the works on Telos i tried a different approach to the Czerka Sign while being inspired by the awesome London conference Signs of Deus Ex: Vanilla: new - shiny appearance/reflections ingame:
  9. 1 point

    Version 1.3.2

    4,001 downloads

    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.
  10. 1 point
    In this Topic i want to share my current progress on a project to make the visual appearance of the Planets in Kotor 2 more appealing. While learning to create textures in my previous Mods like the Complete Overhaul Series for K1, this mod is the end- product of that process over the years. The overall goal of this mod is to bring more of the movie flair to the game by emulating the panel designs of the Prequel, Sequel Trilogy and (perhaps in the future) Battlefront II. I know this is a very ambitious project so i cant tell if im able to pull it off in time, but while its already covering large parts of the game, i try to improve it, by adding some textures here and there from time to time. WIP Screenshots:
  11. 1 point
    I am looking for players for a multiplayer session with a mod for Star Wars Battlefront 2 called Humans vs Bots 3 as it is a mod that's intended to be played with multiple people for a cooperative experience If you are interested, let me know.
  12. 1 point
    My next project is to make a K1 soundset for Lana Beniko. Yes, I know no one has extracted either of her two heads yet for use in K1 (or TSL) but it's only a matter of time, I suppose. I may as well be prepared. I've actually done a majority of her lines. However, you folks out there could help me in this endeavor. If Lana Beniko has even mentioned anything about the subjects listed below, please post a link to a YouTube video where she has said it, with a time stamp. By finding a relevant video, it cuts down my time extracting and converting unnecessary files. Keep in mind that it has to been said as if she's talking about herself, and not Lana talking to the player character. These subjects are listed from top priority to lowest priority. Regarding Mines (need 1 line for disarming them) Lana is poisoned (only need one good line but will accept more if you find them!) Using Stealth (need one good line but will accept more if you find them!) You find me a usable line, you're in the credits! PS: If you can't recall what she looked like, this should remind you. "Before" indicates Forged Alliances, Shadow of Revan, and Ziost sections. "After" is KOTFE and beyond. (Please don't quote lines from the Ossus storyline though. I don't have access to those lines yet.) By the way: Like in my other soundset replacement pack , I will not be replacing the injury sounds as one scream sounds very much like another. Adding amusing in-game comparison shot taken today (01MAY2021)
  13. 1 point
    I'm well-aware of the situation regarding the K1 mobile release, and I made my statement with that in mind. A market cut would be the likely result of such an act because the "free" mobile version would be more accessible to many, and thus the paid PC version would drop sales as people figured out ways to just use the mobile port alone. No purchase validation is flawless, and platform-to-platform just makes it easier to spoof and much, much more visible when it happens. There may be ways to mitigate the risk, but from a legal perspective it's not something I think Ty will want to mess with. I'm not the one who will make that call, though.
  14. 1 point
    Sounds like a very ambitious project, good luck with your endevour! Could you please write a detailed tutorial about mass porting all maps and content from one game to the other. You mentioned that you somehow automated the process and managed to port all the K2 modules to K1 in like 5 minutes or so...when you get the time please make a tutorial explaining exactly how you did this procedure step by step, for n00bs I tried to port the Ebon Hawk first module from K2 into K1 using your tutorial, and after 2 hours of multiple trial and error, ended up almost giving up...so many files, locations and filenames...damn *For anyone who makes this confusion: Apeiron was not a port! It was a remake, meaning it was K1 remade from scratch in another engine (in this case Unreal Engine 4). The only content "ported" (though more likely copied or imported is the proper term here) was the soundfiles and dialogue files, which it used instead of recording new VO's and writing new dialogues, and this was also used as some form of DRM, to prove that the user owned a genuine copy of K1 and to prevent piracy! Apeiron has not been shut down for mass porting, because it didn't port any modules / characters / skins / models / textures, they built them from scratch using the original game as reference! They were C&D-ed because of "plagiarism", that is because they recreated new models, characters, maps and props and basically a whole game copying K1, and launching it as a brand new "remake" game! In Disney's opinion, this was an unfair use of their Intellectual Property and they said that Apeiron would be confused with the original K1. It's like if someone decided to make a blockbuster movie with a remake of "Star Wars VIII - The Last Jedi" with new identical or similar props, actors, costumes, locations and story, while ripping the actor's dialogue lines from a copy of the genuine film.
  15. 1 point
  16. 1 point
    I can't help but wonder why Aspyr decided to abandon the idea to make a Kotor II port. It just seemed like a great way of making lots of Star Wars fans happy and a relatively easy prophit opportunuty for the company... On the forums people talk about technical and legal issues that would prevent Kotor II TSL to be properly ported to mobile platforms, but that doesn't make any sense at all, because: - Technical: 1. Kotor I and Jade Empire were already ported succesfully, so there is a proven, effective workflow for the porting process that has been already implemented with great results. 2. Kotor II runs on the Aurora Engine (based on nwscript), same as Kotor I and Jade Empire (which were already ported). Kotor II uses a slightly updated version of the engine, while Jade Empire uses an even more updated version of the Aurora Engine and features highly complex combat mechanics, and it was still sucessfully ported to mobile platforms nevertheless! 3. Kotor II has already been ported to Mac OS, and is present in the official Mac OS App Store, and it is a known fact that IOS is a modified version of Mac OS (that shares the same kernel and UNIX core, but is optimised for mobile devices). Considering the facts above, it would look like most work is pretty much already laid out ahead for the developers, at least for porting the game to Apple's IOS. There is also the increase in computing power and storage speed for mobile devices, that happened since Kotor I was ported, so there should be even less limitations and work to be done involving reducing the size of the downloaded and installed files of the game and other tweaks necessary to make the game run smoother, as was the case with Kotor I. On an iPad Pro 2, the game would most definately run and look nothing short of absolutely stunning! - Legal: 1. Since Aspyr Media already got the rights to port Kotor I, Kotor II and Jade Empire to the Mas OS and Linux operating systems, and thay got the legal right to publish these 3 games to Steam, and most importantly to the Mac OS App Store, and since they already ported Kotor I and Jade Empire to IOS and Android as well and published the 2 games on both the IOS App Store and Android's Google Store, what is stopping them in porting the app to IOS and releasing it to the Mobile Apple App store as well? Isn't it basically the very same thing as the Mac OS App Store from a legal standpoint? Both the Mac and the Mobile App Store are owned by the same company, have the exact same License Agreement, can be accesed with the same User Account that signed the same EULA, and are basically stored on the same datacenters! 2. Some people stated on the forums that there might be a legal problem preventing Kotor II being ported to mobile, involving the fact that the game was developed by Obsidian instead of Bioware. If that was the case, how come this did not prevent the game to be ported to Linux and Mac OS as well, and how come despite this the game has been legally published to the Apple App Store? The same people also stated that Aspyr officials informed them that Disney / EA did not agree with the porting of the game. Again, the same question arises here, then how / why was the Linux and Mac OS port and the Apple App Store publishing possible, since it involves the very same legal envirnoment? In conclusion, I cannot find any logical explanation as to why this great game with a huge fanbase has been excluded from Aspyr's project list...
  17. 1 point
    If you have an Xbox controller or a program to create macros you can use that to quickly extract the entire directory in that format to gain all the textures, split them into m01/m02 folders and then search for "*.*" let it finish searching and then cut and paste it into either the same directory ( end_m01 or dan_m13 ) for the corresponding module. I have been using Xpadder, it made extracting models for easy viewing with this program much less painful for me. Thor110
  18. 1 point
    Thank you for the insight! I noticed the differences soon after attempting to change the head trimesh of my requested "hi-poly L_commF and L_commM" model you posted here which is using the comm_a_m model as its head. But until the information above, I'm not really sure what is going on with the model with/without the change. Think now I'm convinced, thanks!
  19. 1 point
    Previous message with my reply and notes about using Xpadder & a 360 controller to do most of the basic editing for me.
  20. 1 point
    Kotor 2 on mobile already sort of exists... You can just run K2 on a Windows Tablet / Phone with a virtual Joystick emulator and that is about it! Also, EA / Obisidan never actually did port K1 to IOS and Android...they simply comissioned a third party company called Aspyr media to port it, and they did a market study to see if it was worth it to port K2 as well...and ultimately decided not to go ahead with it. Quote from: https://toucharcade.com/2018/05/03/kotor-2-mobile-not-on-the-horizon/ So, there would be no market cut in this case since there is no intention to launch a K2 Mobile port in the future, and it is already an almost two decade old game, so every year the chances of it being ported to mobile actually fade more and more! As another example...Beloko games did an unofficial Android port of the Star Wars Jedi Knight shooter games, and there were no legal problems of any kind! The way they adressed the issue was that they just provided an alternate engine for the game that ran on Android, and the user had to own a genuine copy of the game, and copy the .pak files from the PC version into the Android engine in order to play the game! www.beloko.com
  21. 1 point
    That seems to have worked! Thank you everyone who helped me!
  22. 1 point
    Oh I didn't see you already had a TSL play as Carth mod. That one should be fine to use as long as you run TSLPatcher and install it properly. It appears to use "P_PCarthH" as the head texture name.
  23. 1 point
    Player head mods require 2DA edits. Additionally, K1 and TSL have different model formats, you can't use one directly in the other without first recompiling for the target game. What you want to do is not just a simple case of "drop a texture in the Override folder".
  24. 1 point
    Chiming in to assist SH on this matter- I think it is OK only to hyperlink as references. Edit2: And as SH has suggest you too- it is necessary to provide any; as they will help others on troubleshooting the issue you're having. Seeing how IR77 sets up the labeling, I suspect that you should renaming Fens' Carth's texture to P_PCarthH for the texture to functioned properly. Edit: And yes, quoting from DP earlier- That is a valid point on addressing the issue you're having.
  25. 1 point
    Thanks for the ping, @jc2. From a rules standpoint we have absolutely nothing against a full-game port. Porting some content from one game to another is quite different from porting all content, but again from the standpoint of the restructured rules there is nothing which prevents such a project from being undertaken, discussed, and uploaded here on Deadlystream. With that said, that is different from an attempt at cross-platform porting (IE making a hypothetical KOTOR 2 for mobile), which we did not think to address at the time that we restructured the rules. Frankly I have my doubts about how feasible such a concept would be anyway, but until @Tyvokka and the rest of the staff can weigh in I would offer an initial assessment that we would be against that--no discussion of it, no condoning of it, certainly no uploading of it. While a hypothetical KOTOR-to-KOTOR 2 port could (and probably would) need some form of purchase validation for both titles in order for us to feel comfortable with it being hosted here, a KOTOR 2 made mobile-compatible would be a direct cut into the market for the game, which would quite likely damage sales and increase the chances of ire being drawn over the issue. Keep in mind that this is my initial, singular opinion and assessment of the issue based on the wording of the rules, which as I noted don't fully account for this particular circumstance. When other staff have weighed in, the final consensus may be quite different.
  26. 1 point
    The walls are strongly inspired by Deus Ex, marble tiles with shiny reflections. The thing is, at Original K2 Citadel basically everything is grey. No contrast at all. And - like some other locations e.g. Dantooine Academy sublevel - they are textured in a very lazy way: Look at the trim TEL_tr04 and the floor, just awful. Todays games have much more variety and details on their textures as well. I feel a different look from vanilla here and there is needed to get it a bit easier on the eye.
  27. 1 point
    I am definitely interested in this, I will unpack my modded version of BF2 at some point and a fresh copy of it ( I was working on a little mod a while back that I set aside for a while ) and was also hoping to include a lot of other good mods for an end / ultimate build of the game just like I am for my current Expanded Galaxy TSL mod. What exactly does the mod do, my guess is it improves the AI / Bots, which would be good to see! Thor110
  28. 1 point
    That Czerka logo looks soooo much better than the original.
  29. 1 point
    Well thank you! About Cz 198 - new areas are always a welcome addition, though time is a big factor. Since a long time i want to finish my K2 texture overhaul and its still some way to go. However, if you want to make Cz 198, dont worry about retexturing; porting the modules & making the questlines working is the more important part. They always can be retextured afterwards. ------------------------
  30. 1 point
    Well thank you! About Cz 198 - new areas are always a welcome addition, though time is a big factor. Since a long time i want to finish my K2 texture overhaul and its still some way to go. However, if you want to make Cz 198, dont worry about retexturing; porting the modules & making the questlines working is the more important part. They always can be retextured afterwards. ------------------------
  31. 1 point
    Wow that is absolutely amazing! I could actually see it working in-game! Though perhaps take a look at CZ-198? I had thoughts of using all Czerka map assets / parts and placeables from both games to make a CZ-196 or something. Thor110 Some amazing work going on in this thread, definitely amongst a lot of things I am looking at including in an overall either list or compilation / mod or install for K2 and or K1 or both. @JorakUln That is an awesome design for the Peragus Monitor, but is it just me or does it not fit the original feel? Perhaps it could be re-used somewhere along the lines or included with my mod with your permission, if not I will make a list of links for the best mods to go alongside my planned mod.
  32. 1 point
    Do you mean Kotor 2? in contrast to K1 the planets feel a lot too short although storywise TSLRCM does excellent to make up for it. However, the missing areas from K1 Dantooine, Korriban ported to K2 and filled with quests would surely help. Speaking of some bonus quests - what about porting some SWTOR questline voiceovers & recreating them in K2 to expand/flesh out the game further? Implemented to the plot they might come in handy to emulate the feeling of a "fresh playthrough" again..... Thoughts?
  33. 1 point
    I just want to say I am very interested in this idea. I had an idea awhile to try and learn the KoTOR tools and create a small Yavin 4 mod in KoTOR 2 using the station from 1 and re-purposing the Dxun jungle temple area. I would be extremely pleased if you could somehow bring the swoop tracks in 1 and put them in 2. I would love to visit those planets in two, even if they don't really have much of a story, just kind of a hub area with minigame stuff set up (pazaak/swoop).
  34. 1 point
    These modules from K1 are good job! I am very interested in how the expansions will stick to the storyline. TSL's main plot was very deep and much darker than K1, which could make it a better RPG, but it doesn't because the game seems kind of rushed. Nar Shaddaa is the only longer planet, Dantooine and Onderon could be great but everything is rushed in there (albeit Dxun by itself is OK) and Korriban is just a giant red rock of solitude and depression (M4-78 expanded the story in that point quite well, without the droid planet Korriban feels so rushed that it makes the story overall quite lacking). Having this in mind, I very much look forward to any additions of new quests and planets which could compensate what I missed from K1 - longer planets filled with content. Good luck with your work!
  35. 0 points
    Suggestions: Can you link to the mods in question? Can you show pictures of the issues you are having?
  36. 0 points
    Is it ok if we just work on this for personal use only, eventually release only a tutorial here so that anyone with basic computer skills could create their own K2M Port? Eventually the final mod could be published on some other site non-affiliated with DeadlyStream, like Moddb...
  37. 0 points
    Let 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?