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Showing content with the highest reputation on 02/22/2019 in all areas
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2 pointsOk. Officially - anyone can do whatever they want with my mods - any of them, from here on Deadlystream or anywhere else. That now officially includes SotOR as well. (SH, I think I originally told you to remove it because I intended to fix and change it, then reupload it, but never got around to it.) More importantly, I think though, is that anyone can do whatever they need to do with my mods. Which would have more to do with scripting since there might be a compatibility issue or even a simple mistake on my part. Now that I think back on it, I never really got the original saber quest in KotOR scripted correctly (not for a lack of trying), or maybe I did. I really don't remember now. So if someone had the will and the knowledge to fix that and reupload that'd be cool too. Also, would anyone be interested in the original source code for many of my mods? I got a big folder with your name on it. Alright, I'm off to play TOR,...toodles. -KJ
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1 point
Version 1.2
2,005 downloads
MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 03 OCT 2018 MOST CURRENT RELEASE: 22 NOV 2024 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Description: The video on the download page covers what I’ve done with the Medical Monitors you encounter at the start of your game. The “PER_Cpanel.tga” texture has been remade from ground up. First off, it uses a new upscaled version of the texture to bring it from 256 x 256 to 1024 x 1024. Then, I added new blinking LEDs. Also included: new tachometers to replace the old meters. And there are new monitors . . . and those have 8 frames of animation. The “PER_Cpan” and “PER_Cpin” textures are also new. PER_Cpan uses a upscaled version of the texture to bring it from 256 x 256 to 1024 x 1024. Then I added new LEDs. The “PER_Cpin” texture is now sized at 256 x 256 (upscaled to twice its original size) with 4 frames of animation and new lighted buttons. The final new texture is PER_Tek2 has 16 frames on animation. I used Thor110’s upscale of the texture added a frame around it and created the missing TXI file. Installation: Put all TGA and TXI files into your KotOR2 Override folder. Uninstallation: Take them out again. Known Bugs: None known at this time. (None were ever reported for the first release.) Special Thanks: To ConansHair: For providing the upscaled “PER_Cpanel.tga” in the previous version of this mod and for helpful feedback. Though I used my own upscale for this updated version, I wanted to keep this shout out intact. To Malkior: For suggestions on texture inclusions (including the fader levels on the lower left -most monitor. To Fair Strides: For helpful feedback. To Thor110 for making his upscale package a modder’s resource – indispensable for the PER_Tek2 texture. 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. 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. Ever. 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 before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Additional Information: If you're curious what the monitors on the Computer Panel looked like before I shrank them down, look below. Keep in mind that GIF speeds are not indicative of speeds of animations in the game. And in the video below, you can see what the Medical Monitors look like in the game. -
1 pointVarious documentations of my past-present modded KotOR playthrough. With this album I wanted to say - Thank You to all KotOR modders (either here on this site and/or everywhere round the Galaxy! - both active and inactive) for giving me great time on playing this amazing game which was developed by BioWare and published by LucasArts. May the Force be with You all!
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1 pointHello! I am in Manaan and while playing the Swoop Racing minigame, I am reminded of how useful it would be to have a chance of tweaking a little the record times (especially here in Manaan) to give more meaning to the "amateur", "semipro", "professional" racing class by making the time difference more prominent. I noticed how in the file k_inc_man there is this: int QUEEDLE_TIME = 3012; int CASSANDRA_TIME = 2702; int JAX_TIME = 2548; int CHAMP_TIME = 2348; Does anyone know whether or not this is what needs modifying? Is there something else I should be looking for? Thanks!
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1 pointSo... this request may not be possible, but I figured I'd ask anyway. I was wondering if it would be possible to have the vanilla Mandalorian armors, as found by the player in shops or as loot, match the model of the Mandalorian NPCs? Specifically: Mandalorian Armor and the Mandalorian Battle Armor as the blue armor. The Mandalorian Heavy Armor as the red armor. Cassus Fett's Armor as the yellow armor. And maybe something similar for TSL that's compatible with TSLRCM? I'm not gonna be too demanding, and I'm not certain it's feasible. I just figured I'd ask. Thanks for your time.
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1 point
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1 pointThis is how I recolored the original unused texture for Ulic Qel Droma's Mesh Suit.I am still a bit uncertain about using a dark blue as opposed to black, which was my initial preference. Only, there are already too many black armors in the game. The Armor will give +10 bonus to resist vs Force Powers (which, from what I understand, means it raises the DC for the attacker of 10 points) and has a malus of -2 to saving throws against Dark Side (the armor, as the description says, is "a powerful, if tainted, item").
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1 point
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1 pointThanks for your input, Ragnarök. I have decided that I will want only one bonus (since the fact that this particular Armor won't restrict Force Powers is already a big bonus in itself) and I am leaning towards Force Resistance although I still need to figure out how it works. I like it because it is a more original Armor bonus than the common immunity or regeneration, which are very fine but a bit overused in the game. About the penalty, I am not sure a Dex malus would cut it. Mainly because Armors already limit the max Dex bonus of the wearer. This is a light armor, it is not supposed to hinder movements too much. Cheers!
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1 pointIt's a d20 thing. Damage Reduction is subtracted from the damage roll. Damage Resistance is multiplied to the damage roll. Let's say you get a hit that deals 50 points of energy. If you have Damage Reduction 10/- Energy, the amount of damage negated is 10. The total damage you face is 50 - 10 = 40. If you have Damage Resistance 10% Energy, the amount of damage negated is 10% of 50 = 5. The total damage you face is 50 - 5 = 45. I'm not sure about Force resistance, but it sounds like it would be either Damage Resistance vs any damage from a Force power, or a bonus to save roll to resist the Force power. I'm also not sure whether Damage Reduction or Damage Resistance is calculated first, but you could probably check the combat log for that.
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1 pointI was looking for a centralized list of all of the parameters for .txis and what they do, but I wasn't able to locate anything. Here's what I've discovered so far, looking through various KOTOR files. blending Various blending options using the alpha channels of the .tga. (Think Photoshop blending options.) blending additive Used for translucency. Equivalent to Add or Linear Dodge, the color is added to whatever is underneath. blending punchthrough Used for transparency. e.g. grass, hair, etc. bumpmapscaling Increases the intensity of the bump map, i.e. increases the height of the bump map. bumpmapscaling 1 bumpmaptexture Defines the bump map for the texture. bumpmaptexture C_Hutt01b bumpyshinytexture Used with a bump map on a texture that uses an environment map. e.g. If you're using cm_baremetal on a metal texture, you'll want to use bumpshinytexture instead of envmap. bumpyshinytexture C_Hutt01b cube Defines that the associated texture is a cubemap. cube 1 decal Renders the texture on top of anything it's flush with. Black areas of texture will be translucent. decal 1 defaultheight The height of 1 frame for an animation. defaultheight 128 defaultwidth The width of 1 frame for an animation. defaultwidth 128 envmaptexture Defines the environment map for the texture. envmaptexture CM_Bright fps The speed at which frames will cycle when animated. fps 24 isbumpmap Defines the texture is a bump map. isbumpmap 1 mipmap Multiple copies of the same texture in different sizes to be rendered based on distance from PC. With this command, you can force the game to always show the highest mip. mipmap 1 numx The number of horizontal frames for an animation. numx 4 numy The number of vertical frames for an animation. numy 4 proceduretype Followed by cycle, initiates the cycling of frames for animations. proceduretype cycle Here's a more specific example for how an animation would work: proceduretype cycle defaultwidth 256 defaultheight 256 numx 3 numy 2 fps 12 By all means let me know if anything is inaccurate or if you can provide any more information. Thanks!
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0 pointsWhich is a great sentiment. I guess we'll see if he drops a note in this thread or to me what his actual wishes are. Until then, there's a number of other mods from him folks can check out in the mean time.