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Showing content with the highest reputation on 01/08/2019 in all areas
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3 points
Version 1.0.0
890 downloads
[K1] Lana Beniko - PC Replacement Soundset AUTHOR: Sith Holocron ORIGINAL RELEASE: 07 JAN 2019 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: -------------------- Now your PC character in KotOR1 can sound like Lana Beniko from SWTOR! I've filled out as many of the options that I showed in the female PC voice lines document that I could. This also enables you - the player - to go through the lines and decide which is the best one to use. Options, people! Who doesn't like options? BTW, there isn’t a ported head mod for this voice to go with yet. If you wish to join the thread to offer your interest in such a thing, go to this thread. Hopefully, I've found suitable lines for the PC various scenarios. You'll have to let me know in the review section below. (Details are better than just leaving stars, you see.) Feel free to link videos of the lines in use in your review. I would've done it myself but my computer has not been brought to repair shop yet. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - that game doesn't have them activated, rendering the Exile mute. In order to use this mod in Knights of the Old Republic 2, you must install JC's Player Soundset Restoration for K2 in KotOR2 before this mod. That being said: As this mod is strictly designed for KotOR1 and not for KotOR2, any sounds that do not end of playing what you expected should not be reported to me. Installation: -------------------------- You'll not be dropping these into your Override like my usual mods. This time you have new steps to follow. 1) Move the original KotOR1 files that share the file names in this mod to a place you can find them. (I recommend a folder on your desktop but you do you!) Those files will be located in the "Streamsounds" folder. Do not delete or move the files that don't share the filenames included in my mod. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. Note: If you're using the mod on Steam this quote may prove helpful. Uninstall: ---------------- Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder. Legal Disclaimer: ------------------------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration unless notified in writing of permission granted by me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me in writing before your use. Special Thanks: ---------------------------------- @HK-47 - For suggestions on other characters to use to help fill in the blanks I was having. The suggestion proved invaluable. @ebmar and @thor110 – For their unbridled enthusiasm -
2 pointsView File Control Panel For Kashyyyk Shadowlands Forcefield This mod makes some minor changes to the forcefield in the Upper Shadowlands on Kashyyyk that gates access to the Lower Shadowlands. In the vanilla game, the forcefield is never actually disabled. Rather, the sound effect is simply turned off while the camera is pointed away from the forcefield, followed by an immediate area transition. It appears that Bioware did this due to issues with opening and closing doors via scripting. Additionally, there are no apparent controls for the forcefield, simply a frame and the field itself. The level model containing the forcefield has been edited to add a computer panel, fix a gap above the forcefield via some adjustments to the frame geometry, move some vines out of camera shot during dialogue, and prevent grass planes from spawning too close to the ramp and clipping through. The dialogue that occurs when interacting with the field has had some scripts injected to play animations implying that the forcefield is being switched off via the control panel. Jolee will now approach the control panel when the dialogue starts, and will face it when disabling the field. The field itself is now shown shutting down before the party transitions to the Lower Shadowlands. Additionally, there appears to have been an error in leaving out a script on one of the nodes that would stop Jolee from saying "You aren't going to ask about it?" even if you had actually asked about it, which has been fixed. Compatibility: The K1 Community Patch edits the Upper Shadowlands OnEnter script. Those changes are also incorporated into this mod. If you are using a mod that forcibly overwrites MOD files (like NPC Overhaul), make sure you install that mod first. This mod will patch a pre-existing kas_m24aa.mod in the Modules folder. Not compatible with any other mod that replaces the same level model (m24aa_09a). Not compatible with any other mod that puts kas24_force_01.dlg in the Override folder (although such a case should be fixable with a compatibility patch). Known Issues: In order to get the forcefield to close and function properly again after a level transition, it was necessary to resort to a hack function Bioware implemented for (presumably) the same issue they had with doors on the Yavin space station. In testing this has worked perfectly fine, however, the specifics of the hack are undocumented, so there may be edge cases I haven't encountered. If anyone experiences any issues with it, let me know. As you can see in the video, there's a subtitle error for one of Jolee's lines. Fixing it is better left to dedicated dialog.tlk overhaul. The mod doesn't touch the Lower Shadowlands module, so there's no active field or control panel on that side. Perhaps that could be an optional extra added in a future update. Acknowledgements: Thanks to @A Future Pilot for permission to distribute a modified version of K1CP's k_pkas24aa_enter.ncs Thanks to @JCarter426 for various scripting advice and troubleshooting, past and present Thanks to @LiliArch for correctly guessing that it wasn't just Bioware being lazy, which lead me to find Bioware's hack Thanks to @bead-v for MDLEdit and KOTORMax Thanks to @ndix UR for TGA2TPC The control panel textures include a mishmash of various textures from The Old Republic MMO The robes worn in the screenshots/video are from @JCarter426's Fashion Line I: Cloaked Jedi Robes for K1 Thanks to @ebmar for pointing out the lack of TSLPatcher.exe in the initial release Submitter DarthParametric Submitted 01/08/2019 Category Mods K1R Compatible Yes
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2 pointsI like the sound of that. I'd like to point out though that the modules can also be used in different ways than just porting all of Tatooine to K2 for example, people could if they wanted to Port Anchorhead and maybe the K1 Dantooine and reskin it and add it as part of an Onderon Expansion where the player can leave Iziz and go explore the outside of the city, the possibilities could be endless.
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2 pointsLana Beniko soundset in download section now. Next up: (male) Revan! We will have to wait until my contributors send the necessary files to me before I proceed with my next soundsets. (Note the plural.)
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2 pointsIt is k_hbas_dialog.dlg in BIFs -> templates.bif -> Dialog.
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2 pointsI'm not a modder and typically I stay away from these sorts of things, so now in butting my head in I hope I'm not misreading your intent, but am I correct in saying you're suggesting that you would like to create an offsite for users to collaborate with you for the development of mods and porting of content in a way which you would define as being beneficial and compatible with the game's original aesthetic/design, and to reduce the frequency of projects created which are contrary to that interpretation? The online thing aside, I'm not sure I understand what you would want out of such an offsite, and why you're worried about alternate aesthetic/design interpretations--universes, as you call them--being developed. Is not the point of creating a mod to allow users and modders to decide what kind of content they would like to use, whether it be in their games, with compatible mods, or simply to draw inspiration from? What is the downside of users having open access to this content, if whatever mods come of it are the user's choice to utilize or not? The only mods which are ever going to be universalist are TSLRCM and a few assorted bugfixes, after all; there is no great likelihood that the entire KOTOR community would become so reliant upon the usage of one new mod that it would become a standard, as TSLRCM has. Forgive me if I am misinterpreting you, I'm simply not clear on this.
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2 pointsOld message about project plans removed, check first post for updates.
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1 point
Version 1.1.0
29,430 downloads
This mod makes some minor changes to the forcefield in the Upper Shadowlands on Kashyyyk that gates access to the Lower Shadowlands. In the vanilla game, the forcefield is never actually disabled. Rather, the sound effect is simply turned off while the camera is pointed away from the forcefield, followed by an immediate area transition. It appears that Bioware did this due to issues with opening and closing doors via scripting. Additionally, there are no apparent controls for the forcefield, simply a frame and the field itself. The level model containing the forcefield has been edited to add a computer panel, fix a gap above the forcefield via some adjustments to the frame geometry, move some vines out of camera shot during dialogue, and prevent grass planes from spawning too close to the ramp and clipping through. The dialogue that occurs when interacting with the field has had some scripts injected to play animations implying that the forcefield is being switched off via the control panel. Jolee will now approach the control panel when the dialogue starts, and will face it when disabling the field. The field itself is now shown shutting down before the party transitions to the Lower Shadowlands. Additionally, there appears to have been an error in leaving out a script on one of the nodes that would stop Jolee from saying "You aren't going to ask about it?" even if you had actually asked about it, which has been fixed. Compatibility: The K1 Community Patch edits the Upper Shadowlands OnEnter script. Those changes are also incorporated into this mod. If you are using a mod that forcibly overwrites MOD files (like NPC Overhaul), make sure you install that mod first. This mod will patch a pre-existing kas_m24aa.mod in the Modules folder. Not compatible with any other mod that replaces the same level model (m24aa_09a). Not compatible with any other mod that puts kas24_force_01.dlg in the Override folder (although such a case should be fixable with a compatibility patch). Known Issues: In order to get the forcefield to close and function properly again after a level transition, it was necessary to resort to a hack function Bioware implemented for (presumably) the same issue they had with doors on the Yavin space station. In testing this has worked perfectly fine, however, the specifics of the hack are undocumented, so there may be edge cases I haven't encountered. If anyone experiences any issues with it, let me know. As you can see in the video, there's a subtitle error for one of Jolee's lines. Fixing it is better left to dedicated dialog.tlk overhaul. The mod doesn't touch the Lower Shadowlands module, so there's no active field or control panel on that side. Perhaps that could be an optional extra added in a future update. Acknowledgements: Thanks to @A Future Pilot for permission to distribute a modified version of K1CP's k_pkas24aa_enter.ncs Thanks to @JCarter426 for various scripting advice and troubleshooting, past and present Thanks to @LiliArch for correctly guessing that it wasn't just Bioware being lazy, which lead me to find Bioware's hack Thanks to @bead-v for MDLEdit and KOTORMax Thanks to @ndix UR for TGA2TPC The control panel textures include a mishmash of various textures from The Old Republic MMO The robes worn in the screenshots/video are from @JCarter426's Fashion Line I: Cloaked Jedi Robes for K1 Thanks to @ebmar for pointing out the lack of TSLPatcher.exe in the initial release -
1 pointThis 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?
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1 pointI don't believe I used any Mass Effect lines for that scene specifically. You might be thinking of his speech in TPK using the lines you spliced for me. As far as I remember, all of Carth's conversation about Revan with Zekk in Legacy of the Sith was made up of lines from the cutscene meeting Carth in TSL, and some of his lines from K1.
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1 pointAdding multiplayer to KOTOR... I think someone tried it 5 years ago...check this project out: https://kotorremastered.weebly.com and https://www.kh13.com/forums/topic/72719-kotor-hd-remake-currently-in-development/ Also check the description of this video: https://m.youtube.com/watch?v=M5Fnke4AKIU Looks like they were trying to do an overhaul of K1 with some new added planets and multiplayer / Co-Op support. According to the description in the Youtube video and in their forum post, they were planning to add an open world game mode as well as 5 competitive game modes with 32 players per server... I have no idea how thay were planning to do that, if they were trying to alter the game engine or use a third party utility to create and host the servers. Unfortunately, it seems the project was abandoned. Qoute from their project description at: https://www.kh13.com/forums/topic/72719-kotor-hd-remake-currently-in-development/
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1 pointOld message about what is edited in the Source Files released on ModDB.
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1 pointDid you edit the K2 to K1 files and "empty" the levels, or are they as they resulted from the porting? I mean, are the placeables, characters, area transitions, scripts, etc. still in the level / module or have they been removed and the module is a "blank slate"?
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1 pointOld message about re-using module pieces from both games to create entirely new levels using content already available in the game.
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1 pointHey guys maybe is this possible to make some backhand lightsaber mod? I know that there is a backhand saber mod,but the hilt model of that mod looks bad. https://staticdelivery.nexusmods.com/mods/234/images/96162_1.jpg Maybe can you do the default hilt remake from jedi academy but with backhand style? https://jkhub.org/files/file/2240-kotor-lightsaber/
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1 pointI'm definitely with you on that point. It always bugged me how if you went DS in K1 and were male, Carth simply died, yet doing DS female he shows back up on the Star Forge. Carth's a resourceful guy, a war hero, I refuse to believe he'd just retire to Lehon to do his own Cast Away spin off. This is why I had him in my TSL films despite my Revan being a DS male. I can't see any issue with having him still pop up in Cede's place and the Exile still having a meeting with him, but some of his lines would have to be altered to imply Revan's allegiance. This is how I did it in my film, a combination of line splicing and Zekk's responses. It could be very feasible doing the same in the game (but obviously replacing Zekk's responses with the player dialogue choices).
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1 pointI think the matter of upcrystals.2da was already conveyed to you via Reddit, but I wanted to add that the file has a limit of 255 lines. After that, it won't recognize any new crystals, so you may want to keep that in mind if you're planning to add a lot.
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1 pointThe game's .wav files are actually .mp3s with the extension changed. I made slight edits to the two .mp3 files (the endings were weird) & decided to leave them in that format.
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1 pointOld message about the purpose and goal of the Expanded Galaxy Project.
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1 pointOld message about patch information. Any more input about the best versions to use is welcome as I am open to re-extracting the files to use the best versions.
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1 pointDid you manage to fix the lighting problems, how is it going? What editions of K1 / K2 did you use when porting the maps and are now having lighting issues with? The Steam, GOG or 4CD Original edition? Since you mentioned patching I believe it is the 4CD version? If you don't have the GOG version of the games, I highly recommend you purchase them, as they are optimised for modern OS, and only about 10$ each game (20$ for both games), a true bargain! Which texture pack are you using, since there are actually 3 versions of the same textures: TPA - High Texture Quality; TPB - Medium Texture Quality; TPC - Low Texture Quality, you said you mixed all 3 of them and dropped them into the Override folder? Though since it's a lighting issue, i don't believe the textures have any impact on that, just saying...
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1 pointJust wanted to say that I love the idea for this mod and will use it in my future playthroughs. Thanks a lot! Makes me also wonder if we could get some other better VOs from SWTOR. Could be worth investigating.
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1 pointYou're very much welcome! Glad that it wasn't as bad as I expected. Thought it was a result of an incompatibility with K1R in the first place. Thank you for providing the fix in a relatively quick fashion; very much appreciated.
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1 pointGreat idea! Havent thought about that. No adequate Picture to represent Telos though; but here you go:
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1 pointsome more WIP screenshots - what do you guys think about this Telos version comparing int to the first one? Telos V1: Telos V2: Onderon:
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1 pointDuring 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:
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1 pointHello everyone! I just wanted to stop by and give everyone an update on the Community Patches. Although I've started to have a little bit more of a normal schedule these days, I'm still really busy and as much as I'd like to work on modding KOTOR, it always seems to slip further and further down my TODO list. However, there's still lots to do on the patches, and I don't want them to stagnate, so towards that end I'm giving @JCarter426 and @DarthParametric permission to update both of the community patches. They are both veteran modders who understand the spirit of the patches, and will take good care of it I'm sure! This doesn't mean I'm done working on them, just that I'm bringing in other people to the project for its own good I'll still work on it whenever I get the chance for sure! Thanks again for all your well wishes and support!!
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1 pointView File JC's Dense Aliens for K1 There are so-called "lite" alien models that are of lesser quality than most other models in the game. These include the Quarren and Gran species. Both aliens feature more prominently in the sequel and their models were given an overhaul. This mod ports the K2 versions of the models back to K1, improving the quality of models and creating a more consistent aesthetic. Submitter JCarter426 Submitted 06/25/2018 Category Mods K1R Compatible No
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1 pointThere's nothing fancy about it. I just copied the mesh from another module (Upper City South), positioned it in my Davik's Estate scene in 3ds Max and linked it to the skybox odysseybase. And since I'm lazy, I took a building mesh that already has a proper lightmap so I didn't have to add that one either. In other news: I now consider the skybox part of Taris final. I will probably go back and tweak the lightmaps some more in the future but that will be only tiny changes. And to celebrate this milestone there is the obligatory render: I also went back to the very first skybox I made when restarting this project almost two years ago: The Telos Polar Plateau. There was always something bothering me about its snow in particular, but that's now fixed. The trick was to get rid of the fancy snow shader (which had among other effects an actual displacement for piled up snow) and replace it with a very simple color shader instead. Then I lightened up the rock color to better match the ingame terrain and the skybox was done. Afterwards I just had to fix up the model and while doing that, I also added a skybox to the academy hangar similar to DarthParametrics standalone mod. And even though it's not exactly spectacular, here's a standalone render of that skybox:
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1 pointJudging by the escape scene pre-rendered vid, there's one rectangular looking building in the foreground: But otherwise that looks about right.
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1 pointYou are absolutely right about that. The colours were still a bit off and Bioware's lighting on Taris is terrible^^ So I continued iterating over the lightmap for my 2d buildings and also the lightmaps for the 3d buildings to get everything to blend together. Once I was happy with that, I enabled all the clouds in TG and rendered the skybox again. That changed the lighting of the skybox so there was a mismatch once again. That meant tweaking the skybox lighting to get it closer to where it was before, followed by tweaking the lightmaps again. And finally, I rerendered the 2d buildings with more contrast and a better cubemap. Here's the result of all that: Much better if you ask me. What's left now is to rerender the cubemap (used both when rendering the backdrop buildings and ingame for reflections) at a higher resolution and then maybe do some additional tweaking. More importantly, I still need to do the same thing (changing all the lightmaps) for the Upper City South. But I'm getting there I also noticed that I had forgotten about one skybox when going through all the models and fixing them: Davik's Estate. That was changed and Davik has a nice view from his hangar now. I decided not to add additional backdrop buildings here since I figured that his estate was probably expensive and should thus stand a little more separated from the rest of the buildings.
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1 pointI'm still here. And after moving, handing in a thesis and working a lot I finally had some time to work on skyboxes again. Yeay I also just realised today that I can use a simple cylindricalk UVW map for lightmaps and don't have to use a multi-unwrap script followed by somehow projecting a cylindrical map and rendering that to a texture. With that roadblock out of the way I was able to get a lot of work done for Taris. The backdrop buildings are now lightmapped to blend with the skybox: For comparison. Here's the same without lightmaps: In that case one would of course change the color for the texture but you can also see the change in "lighting" in the lightmapped image from left to right. That would have been impossible with a single backdrop building texture and no lightmaps. Now I just need to figure out what those weird white rectangles floating around the upper city are and get rid of them. I might also tweak the lightmap some more, especially for the Upper City South. And I need to check if everything still looks good once I render the skybox with all clouds enabled. Apart from the lightmaps I also did something else today. I'll show it in a screenshot and for some reason I'm feeling like making a guessing game out of it. Please don't ask me why. I'll post some hints in spoiler tags below and if you don't feel like guessing, you can just open the answer-spoiler^^ Answer: That's it for now, so all that's left for this post is me wishing you all a MERRY CHRISTMAS!
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1 pointWell thank you for the warm welcome and the cookies! Nice to see many familiar people and that the community is still alive! For an old single player game with no mod support Kotor seems to be aging well (not as well as Jae's "permanently 29" status but almost). I am surprised to see that my very old geocities site (and the tacky fancy color script) is still up lol...that was more than a decade ago! I am a bit rusty when it comes to Kotor Modding but hopefully i will find time to catch up soon (and hopefully fix a few things bothering me in my old mods). First things first though: game has been reinstalled on my travel laptop
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