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Showing content with the highest reputation on 04/01/2019 in all areas
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12 points
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3 points
Version 1.0.0
155 downloads
AUTHOR: Sith Holocron ORIGINAL RELEASE: 01 APR 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: If you’ve played Half Life 1 or 2, perhaps you might have considered making your character sound like Gordon Freeman. With this mod for KotOR1, now you can! Installation: You'll not be dropping these into your Override like my usual mods. This time you have new steps to follow. 1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game 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. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. 3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there. Note: If you're using the mod on Steam, this quote may prove helpful. “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!” 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: You – my faithful fans! -
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1 pointWe've all seen what a version of M4-78 padded with side-quests and utilizing the full map looks like with the various versions over the years. I was wondering to myself what a "lite" version of M4-78 might look like. What would the essentials be? Would it be the bare minimum of story - just so you can get that quick conversation with Vash so you could get back on the ship? Or something else entirely? TLDR: What would you want if someone were to make a shortened version of M4-78?
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1 pointView File [K1] Gordon Freeman from Half Life - PC Replacement Soundset AUTHOR: Sith Holocron ORIGINAL RELEASE: 01 APR 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: If you’ve played Half Life 1 or 2, perhaps you might have considered making your character sound like Gordon Freeman. With this mod for KotOR1, now you can! Installation: You'll not be dropping these into your Override like my usual mods. This time you have new steps to follow. 1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game 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. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. 3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there. Note: If you're using the mod on Steam, this quote may prove helpful. “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!” 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: You – my faithful fans! Submitter Sith Holocron Submitted 03/31/2019 Category Mods K1R Compatible Yes
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1 point1. I'd love for there to be a way for at least Kaah to survive the sith assassins. 2. The ending was kind of abrupt and unfulfilling and I actually thought something was broken for a moment. 3. Black market droid worked fine for me, perhaps because I didn't interact with it until after fixing the radiation leak? 4. 'Deadly Upgrade' could not be completed on my own, I had to fetch CS-28 for it to complete. 5. Found the sound mixing to be quite annoying with some voices quite loud and some whisper quiet. 6. Found the Industrial Sector much less laggy but still had a strange bug where it would freeze for a moment then fast forward for a few seconds. 7. Some of the Sith assassins don't become aggressive and remain standing around after the fight. 8. Atton acts like he isn't a Jedi in the intro(Provided you made him one). 9. I get Bao-Dur's shield breaking allowing you to sequence break into the environment zone, But why not your Lightsaber? 10. Never had a problem entering the Enviro-Zone with party memners. 11. Never got the fixing droid quest, perhaps because I progressed too far? On a similar note, I never returned to Telos right after the academy; Instead doing so before/after completing M4-78 and now Telos is messed up with Grenn missing and me being told to wait for Grenn to arrest me again among other things. 12. Found the teleporting to get thru the radiation leak stuff to be kind of jarring but understand the limits. Shame the 'teleport-via-map' from K1 was never implemented... 13. Lip flaps for Kaah and Vash are broken. 14. Part of me wishes I could take all 3 droids to deal with the radiation.
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1 pointAll the script source is available and commented. It is already available on the Github repo in the Source folder. Non-script fixes vary. Generally there is only a vague description in the readme to limit spoilers. Certain fixes we have added in the latest version have been assigned an Issue, which typically provides much more information on the nature of the problem and the specifics of the fix (resolved issues will be in the closed section). As to the TLK suggestion, my personal preference would be not to include something that of that nature. If people want to use it, they can choose to do so, and it will be compatible with K1CP as long as the install the TLK first.
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1 pointIt's okay!! I appreciate that you took any time at all And hmm, unless I've just been making a mistake every time I tried installing the .mod files.. I'll try again with some that I had been trying before, I tested them pretty extensively at the time too, in a saved game before entering that specific module, but I'll try again. Maybe I just made some mistakes since when I was trying with them before, I was pretty new to using the tslpatcher, and I had assumed pretty early that it was an issue with Mac not recognising .mod files, but it won't hurt to try again (and feel like a complete fool if it works fine now...). And it's reassuring to know that it isn't a Mac thing, if you're able to use them fine - means my attempts won't feel useless like they did before Okay I got it figured out!! I have...NO idea what I was doing wrong before, when I initially tried just installing as normal, without messing around with trying mods in different places and renaming stuff (bc with those it's pretty obvious where I went wrong). Maybe I was just messing up because I wasn't yet used to using tslpatcher, I'm not really sure but anyway... It works fine now. Tested with a few mods and it's all perfect so, whew. Safe to assume I was just royally messing it up before. Thank you so much @CarthOnasty I would've gone on with my assumption that .mod files don't work on Mac, and missing out on some amazing mods, if not for your help, so thank you so much!
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1 pointSince we are probably getting close to content-lock for v1.8, I figured I'd post an update of where K1CP is currently at in terms of added content. Some of these additions are from existing mods, but many have been created specifically for K1CP. CHANGELOG v1.8 - TBA 2019 Additions Added a fix to the skin weights of the male player head PMHC01 Added a fix for the commoner Asian male head comm_a_m to restore eye animation Added a fix for clipping collars on female Class 7 (PFBF) and Class 9 (PFBH) armours Added a fix for the credits incorrectly scaling during the Dark Side ending Added a number of model fixes for the Endar Spire to address various geometry issues Added a fix for a stray blaster appearing in the middle of a hallway in the Sith Base on Taris Added a fix for missing lightmaps in the entrance of the Taris Upper City cantina Added a fix for the positioning of the Council on Dantooine to prevent floating Added a fix for the hanging ivy on the walls of the Dantooine enclave landing pad Added a fix for an inaccessible container in The One's compound Added higher poly replacements for the placeable human "sitters" (cantina Pazaak players/drinkers) Added a fix for some female non-dancer Twi'leks wearing armour instead of plain clothes Added a fix for some female non-dancer Twi'leks in default stripper garb instead of plain clothes Added a fix for Helena wearing Jedi robes instead of regular clothes Added a fix for Carth prematurely complaining about being out of the loop Added a workaround/partial fix for the post-Leviathan escape stealth bug Added a fix for Dak respawning in the Korriban cantina Replaced broken injection-based Manaan DLGs in previous release with JC's pre-patched ones (TSLPatcher can't delete nodes) Added a fix for Jedi being visible in the back of a Malak cutscene on Deck 1 of the Star Forge Added a fix for a droid with the wrong soundset in the Taris Upper Sewers Added several fixes to the Dantooine training montage Added a fix for the player freezing during the pre-swoop race scene when racing for the Hidden Beks Added a fix for Carth not facing Kandon when interjecting during the pre-swoop race dialogue Added a fix for one of Canderous' goons in the Undercity having the wrong soundset Added a fix for Sand People disguises not working after the player used the rapid transit system or loaded from a save while disguised Added a fix for certain NPC soundsets with wrong or missing sounds Added new soundset for Trandoshans, ported from TSL Added a fix for the exit in the Sith Base on Taris having the wrong label Added a fix for Bastila not showing the fourth vision (K1R's fix) Added a fix for the Twi'lek Czerka Liaison Officers on Kashyyyk not resuming their patrols after dialogue Adjusted the post-Leviathan scene so the player is forced to talk to HK and therefore doesn't miss his content there Added missing landing gear and ramp to the Ebon Hawk in the Leviathan hangar Added more triggers for the second Xor encounter because he would refuse to show unless the player used the rapid transit system Incorporated some of JC's Minor Fixes Added a fix for two female Jedi background NPCs in the Dantooine enclave that would stop walking after being talked to Fixed some bugs in the Dead Settler quest Changed Casus Sandral's appearance from a generic corpse to something more suitable Added a fix for an NPC in the Leviathan bridge cutscenes that had some deformation issues Added improved commoner clothes textures (variants 01 and 07) ported from TSL Added a fix for Calo's Rodian prey in the Taris Undercity Apartments not properly drawing their weapons Added a fix for one of the Sith female NPCs on the Leviathan bridge having a drawn blaster during a cutscene Added an interjection for Carth in the pre-swoop race scene for the Beks to match his one in the Vulkar version Added a creature-based replacement for the corpse in the Dantooine Murder Mystery quest for improved visual quality Added/edited scripts in the Dantooine Murder Mystery quest to have Handon appear injured and for NPCs to exit when appropriate, plus removed some extraneous fades to black Added melee proficiency and/or weapons for some Duros on Dantooine that were lacking them Added a fix for the blade of Bacca's sword not being properly removed from the player's inventory when giving it to Freyyr in the Lower Shadowlands Switched the appearance for guards in the Sith Academy on Korriban to Sith Soldiers rather than Sith Officers Increased the walking speed of the diving suit on Manaan and the space suit on the Leviathan Added JC's Dense Aliens Added a fix for War Droid racetex variants having their blaster texture overridden by the body texture by swapping out integrated blaster mesh for external reference Added a fix for a non-functional trigger script for the Sharina conversation on Tatooine Since it is a bit lengthy to post directly here, you can check out the current Tier organisation/breakdown here (still subject to change). And you can see the full array of mods with attributions here.
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1 pointUhm, 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.
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1 pointNotepad. Yeah. What DP said is the right process, but because 3ds Max is unreliable with KOTOR models that can cause some serious annoyances - one of the big problems is when you get a difference between what the game thinks is the pivot point and what your modeling program thinks is the pivot point, which skins are especially susceptible to. One particular failure of mine resulted in an eternally sad Malak. Rather than mess about with that, I find it easier to edit the ASCII file directly so you get a model that imports with most things working properly. That minimizes all the fussing around in the hierarchy too. Here is my procedure: Open your head from Game A ASCII in Notepad. Copy all the visible geometry from it (head and tongue skins, eye and teeth meshes, plus any extras like hair dangly meshes). Get a similar head from Game B. Remove all the visible geometry (same stuff as above). Export an ASCII file. Copy the geometry from step 2 to the ASCII from step 3 in Notepad. Use find and replace to make sure everything is parented to the right stuff (replacing the first model's name with the second's). Import into 3ds Max. Using the original head as a reference, make sure all the geometry is in the correct position. It seems that anything without a skin modifier won't necessarily go in place; for example, Malaks's eyes and teeth had to be moved. I usually look at the XYZ values and enter them, but if you want to mess around with the hierarchy you could delete them, import them from the original game ASCII, and put them back in place. Rename your model how you want it for the final time. Export. Convert to binary.
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0 pointsI'm on it. Edit: This should do the trick, unzip into your Override folder. It replaces the vanilla K1 PFHB05. Effixians_PFHB05_from_K2_to_K1.zip In case you or anyone is curious about the process; you export the K2 head with KotOR Tool (mdl & mdx), you export the super model (mdl & mdx) from the game you want to port things to (so K1 here) to the same location. It turned out it was s_female03 for this one (MDLEdit will let you know if you picked the wrong one). Now you open MDLEdit, load the mdl file, switch the game to KotOR 1 with the button, save as ASCII. Next you load the ASCII model that you just saved and save it as Binary. I think the super model is needed for animations and the "saving to ASCII step" is apparantly needed to make things work, you can't do binary to binary with only hitting that game version button.