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Showing content with the highest reputation on 08/01/2019 in all areas
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1 point
Version 1.0
2,600 downloads
Using the techniques pioneered by the great modder Canderis, I have created my own version of the Darker Peragus formula. However, when working with the darker areas, I noticed that no matter what I did, all of the Plasteel Canisters and Footlockers were much too bright. And so, with the help of my modding compatriots, I have darkened all of the placeable items in the Peragus, Peragus Spacewalk, and Harbinger portions to match the darker lightmaps. To Install: Choose from either the full REDUX (WIth all of my customized lightmaps), or from the compatibility option (For those using Canderis' A Darker Peragus mod) (Note: There are two versions available to download. Use the A_Darker_Peragus_REDUX_TSLRCM if you have TSLRCM installed, and A_Darker_Peragus_REDUX_Vanilla if you don't) To Uninstall: 1) Replace the .mod files in your Modules folder with the .mod files found in the Backup folder created by the TSLPatcher, 2) Replace the placeables.2DA in your Override with the placeables.2DA from the Backup folder, and 3) Copy all of the TGA MDX and TXI files from the TSLPatchdata folder to your Override (let them overwrite files if they’re already there), and then delete them all from it Permissions: Please inform me if you would like to use this mod or its assets in your own projects. Credits: Canderis for his permission in making a compatibility for his mod and for teaching me how to edit lightmaps to darken levels with his own mod A Darker Peragus; FairStrides for his endless insight, his BGR-RGB Converter, and for packaging this mod’s install as well as walking me through the process, LiliArch for her research into editing assets within the GIT and teaching me what a ColorTweak variable is; Darth Sapiens for his resource Cubemap Pack to make the Spacesuit snazzy; The rest of the Deadlystream community for their continued support and enthusiasm; TK102’s KGFF for its easy to use interface and raw GIT editing power; Fred Tetra for making KOTORTool which is still my favorite modding utility; Adobe for their Photoshop; Obsidian for making KOTOR2 in the first place; Bioware for starting the KOTOR craze in the first place; and George Lucas for starting all of the Star Wars insanity. -
1 point
Version .215b
18,080 downloads
Making lightsabers is incredibly easy! 1. Go to the Workbench and select "Use Saber Console" 2. Choose "Create a hilt", choose a model and a color 3. The hilts are like a lightsaber crystal. Just equip it into the crystal spot and voila! It comes with its own installer, but I assure you it's not malicious. If you run into incorrect colors, simply switch out the crystal at a workbench and rebuild the lightsaber. HOLOWAN DUPLISABER v.215b Chainz.2da Darth Deadman Evasto Inyri Forge OldFlash Qui-Don Jorn Quanon Seprithro Svosh T7Nowhere TriggerGod VarsityPuppet This mod expands the current lightsaber selection to include 59 different hilts, 13 different colors and long-bladed lightsabers. There are 59 total saber hilts to choose from, and they are available in 13 different colors, making for 767 possibilities. Future versions will integrate the saber hilts into the game as prizes and earnable or collectible items. Installation: Just click "Install" and wait for the progress bar to finish. If the installer closes early, the installation was not successful. Using the mod: Once in game, go to any workbench and you should have the option to open up the Saber Console. From the Saber Console, you can choose any hilt and the color of that hilt. This will give you a "hilt" item that you can use at a workbench to create a lightsaber. Simply switch out the color crystal for the desired hilt and it will change your lightsaber. Due to the nature of the game engine, you can even change the type of the weapon based on the hilt you choose. Changing from short to long to single to double is as easy as switching out a hilt. Disclaimer: This mod was built to be compatible with all mods (TSLRCM and M4-78 included). Any errors you encounter either come from a conflict caused by another mod or are a result of an installation error. DO NOT MESS WITH THE FILE FOLDERS. DOING SO WILL RUIN THE INSTALLATION. Credits: This mod was made from saber mods for which I asked for permission to use or were already open for free use. Each lightsaber is marked in-game with its original designer in its description. Thanks to: Bioware - Documentation on GFF and 2da formats. Designers -Chainz.2da Darth Deadman Evasto Inyri Forge OldFlash Qui-Don Jorn Quanon Seprithro Svosh T7Nowhere TriggerGod Fair Strides - For integrating the mdlops replacer into my dev version of the project. -
1 pointA weird request for y'all... could someone post the texture in question converted to a PNG and then post it to this thread? I would love to see what this thing looks like.
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1 pointAsking because I did a google search and didn't come up with anything. Also I figured I'd post in this specific forum because I'd like to mod them into my own personal game if it's even possible. I have the feeling there are only dark side transitions, but I gotta make sure! One last question while I'm here... I've been meaning to ask if there's any in depth guides to modding KotOR 1 that I can view offline on my computer? Sometimes I linger around on sites, some of which will end up disconnecting me for being on them too long (even though I'm still working on stuff, I'm looking at you Canva) and it takes my tiny little pea sized brain a while to absorb information. I don't own a printer, and I'm always very hesitant about visiting new sites that I'm not familiar with. TBH I'm not sure how I even got here on deadlystream with that mindset lol. TL;DR: I would like to add light side transitions to my game and I'm looking for a complete offline/downloadable guide to K1, if possible.
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1 pointTSL-Style Jedi Feat Progression. And, if deemed necessary, you could always tack on "for K1" to the end.
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1 point
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1 pointIf you wanted to create a tutorial for the 2da fixes for others, that might helpful too!
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1 pointIt's certainly been a while but I believe I've managed to install these two side-by-side before. IIRC there were some issues with the Appearance 2da file which I fixed manually myself. Other than that, there were no major issues. I am planning to do a major playthrough (my first in a long time!) by the end of the year so if no one else has been able to confirm compatibility, I'd be more than happy to share my results too!
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1 pointI made it through the entire mod successfully. Didn't play it until the end of the entire game though.
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1 point2405, 31461, 2265, 23980 I processed these. Lower city elevator guard: I could find the following discrepancies: Line 24077: The guard's VO says "pass" and the subs "past". (NM03AASITH19000_.wav) Line 24082: The VO says "ahhh, yeah these look..." and the subs "hmmm, these look..." (NM03AASITH19002_.wav) Line 24078, where the VO says "operations" and the subs "operation" (NM03AASITH19016_.wav) Line 2256: This line resides in k_hcan_dialog.dlg in the templates.bif and I can see the text is present. Could it be caused by the 'delay' being 0 instead of -1 like all his other lines? Line 10054: Here, also, is a delay set to 0. I'll add a screenshot. (the line resides in unk41_carth.dlg in ebo_m41aa_s.rim) Line 17462 is using VO nm26aamanm07014_.wav and I did not hear any issues there. The sample cuts of a bit at the end but the " is available." is still clearly hearable. It's more of a "is availabl." (That does not mean persé that it isn't cut off ingame. I tested only the .wav itself)
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1 pointIf anyone finds incompatibilities between my mods and others they're using or just bugs with them in general, please let me know so I can fix them.
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1 pointLate to the party here as usual, but WOW WOW WOW!!! It is looking so good. Cracking the lightmapping REALLY makes it feel like an original game asset. Amazing work. Love the variegated arenas, too.
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1 point
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1 point
Version 2.0
3,572 downloads
Original Review on Filefront: "Please, Shem," said InSidious, "what do you call good?" "I call all mods good," said Shem; and instantly he vanished away and InSidious was alone with Inyri...' And lo, it came to pass that InSidious, of the tribe of Holowan was elevated unto the Filefront. And a voice, liken unto an voice cried out unto the wilderness: "You're in trouble now, folks!" Meanwhile (and on a more serious note ), Shem graces us with another of his mods. More specifically, it's a re-do of the Dark Side transitions - that is, with the increasingly zombie-like appearance - pale flesh, cracked, almost varicose skin and glowy yellow eyes. Now, a lot of people think these look a bit rubbish, and would rather that just the eyes changed, and so Shem has given us a mod that does just that for the default heads for KotOR. But not just that! Shem has gone a step further, and, given Inyri's go-ahead, has made his subtler Dark Side transitions for Inyri Forge's KotOR Male Head Pack! How do you like them apples?! Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future. - Darth InSidious -
0 pointsHrm. A delay of zero should functionally be the same as -1 in theory, but given it is present in both cases I'll test it out and see if it makes a difference. The last one is one of @ebmar's so I haven't seen/heard it firsthand. Could be resolvable with a scripted pause on the line if it is skipping early for some reason. Edit: Hah, son of a bitch, that actually fixes it. Nice find @Gimmick5000. We'll add it to K1CP and credit it to you.
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0 points