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Showing content with the highest reputation on 10/13/2019 in all areas
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3 pointsDespite the sparse updates recently, the texture production is going pretty well actually. For the upcoming K1 Overhaul I will open a thread soon, but I can assure you guys it's a massive, epic mod that blows any of my previous mods out of the water. Literally. For instance all textures (already > 7 GB) have been remade over the years from scratch, and it doesnt use repetitve tex either - e.g. some computer panels using the same vanilla texture like the Sithbase ones are now divided into at least 6 totally different animated panels with original designs from the movies. original vanilla panel: Ep VII: Mod: Panel EP VII: Mod: Or this lock mechanism inspired by BF2 is only used for a tiny texture to make the SB door panels feel more realistic: To get an appropriate feel to Taris Lower City i also made some cyberpunkish Light tech and such: But there's much more to come!
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2 pointsWell glad you like it! Things like wind & vegetation effects would be certainly cool but probably not possible... However, filling the skyboxes with numerous objects would simluate variety to some degree. Dantooine btw. is done with Naboo in mind: Mod: For the Crystal cave im still thinking about emulating the shimmering effect on the rocks here: Still WIP:
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1 point
Version 1.0.0
860 downloads
This mod adds a new type of stimulant item that will remove status effects applied to the user. There is a bug with the game that in some instances causes effects such as Slow to be applied to the player/party (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Cup of Caf" item (g_i_adrnaline025) to your inventory via KSE or console command. It will appear in the GUI alongside other stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the user. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The droid-specifc companion mod, Droid Oil Bath, is available here. Known Issues: Uses the "inject into thigh" animation like all stims/meds. I did attempt to disable that, but I suspect it is hardcoded. Acknowledgements: Thanks to @JCarter426 for pointing out the cause of the bug and coming up with the original script fix Cup image/icon modified from "Coffee cappuccino cup" by PikWizard Gulp sound effect modified from "gulping and drinking_1-2" by schatzl03 / Freesound -
1 point
Version 1.0.0
3,433 downloads
This is a companion to my K1 Main Menu Widescreen Fix mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). But of course the major feature is that it swaps out Darth Malak for Darth Revan. There are four versions included: Version A uses the vanilla Revan N_DarthRevan01 texture, upscaled to 2048x2048. This texture will override the original and be used by the Revan stunt model (or flowing robes mods) during the game. Alternatively, the menu model will make use of any third party texture of the same name, should you prefer those. Version B uses a uniquely named texture, so it will not override the one used in-game, and the menu model will not make use of third party textures. Additionally, the envmap mask on this texture was adjusted to tone down the shininess of the chest and arms, as I found that a bit too overpowering. Version C uses a further modified version of B's texture to also adjust the colour of the helmet/mask visor to make it a little more apparent. Version D takes this a step further and adds a slight glow (self-illumination) to the visor. Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model (including my own - although the replacement KOTOR logos are compatible). As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod. N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS. Installation Instructions Extract the archive, navigate to the folder that contains your desired version, copy and paste the files into your Override folder, overwriting if prompted. If you are using version A and wish to use someone else's texture, don't copy N_DarthRevan01.tpc. Known Issues The crossed over belts lack a proper animation, so they are basically static. Even scaled up the Revan model lacks the shoulder width of the Malak model, so crossing the arms was a bit difficult to replicate. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for TGA2TPC. Thanks to @ebmar for enquiring about the feasibility of the Malak/Revan swap, leading me down the rabbit hole of actually making the mod. -
1 point
Version 2.0
24,905 downloads
HD NPC Portraits for Knights of the Old Republic v2.0 - 20200119 by ndix UR (DeadlyStream user) This modification adds high resolution rendered portrait images for NPCs. The 1K portraits have 256x the resolution of the 64x64 originals. The portraits are rendered to match the poses, expressions, colors, and lighting of the vanilla portraits as closely as possible given the following constraints: Only vanilla textures (and my own additional maps based on same) are used While the textures are quite low-res, most of the work was in material setup using a modern rendering engine, so even the vanilla textures still wind up looking much better than they have any right to. This is because of real lights, shading, and material properties, of which the original diffuse textures are only a part. I didn't really redo geometry, beyond appropriate use of edge split and subdivision surface modifiers. It also includes 1K versions of the darkened placeholder portraits before you meet characters in-game. BONUS There's a portrait for Trask Ulgo, because why not. Also I've included additional alternative non-vanilla expressions for Mission & Jolee because I don't care for their vanilla expressions. INSTALL / UNINSTALL To install, copy the TPC files from the package Override/ folder to the Override/ folder for your KOTOR game installation. To uninstall, remove the TPC files for this package from your KOTOR game Override/ folder. LEGAL THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. The content of this mod is free for use and reuse, with no expressed or implied warranty; you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required. -
1 pointI was in my local supermarket when I spotted this. This. This is a thing. Apparently the original price for a 12 packs of cans - according to the supermarket anyway - was over 20 bucks. (I'll provide a shot of it tomorrow when I return to that supermarket.) Apparently there are several different can pictures. (The Darth Maul cans apparently are all gone and who knows who else they stuck on these things.) The only cans left "feature" Kylo Ren. Now the going price is two 12 packs for 5 bucks. This must be rancid. So I did what anyone would do in this situation. I bought two of them! I was musing about this for most of the day: what to do with this potentially noxious substance. (Besides - duh - drink it.) But how to do it? I settled on the obvious - I must make a reaction video consuming this swill. But when should I release the video? Then it came to me. April 1st, 2020. I'll record a video drinking it on Monday and then record another video on March 31st, 2020 - drinking it again. The reason for the delay is so I can see a before and after of me. I'll be real with you folks - I've gained way too much weight since retiring from the military as of May 1st. Having a deadline to improve how I look (and feel) will prove helpful to making serious in-roads on efforts to curb my weight. Also, if this stuff is as rancid as I expect it to be - think of the extra hilarity of knowing I'll have drink this stuff twice. So . . . thoughts?
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1 pointThis looks incredible! Are you editing the areas models to not have duplicate panels in the same area? And what are your thoughts on the more natural looking worlds like Kashyyyk / Dantooine, which don't feature as much technology as other planets. i.e. swaying vegetation or bugs crawling across rocks etc? As much of your work features animated textures.
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1 point?? There's nothing to work out, just time to devote to it. The basic skeleton of the scene is already done and will be included in K1CP v1.8: All I have to do for the hologram version is edit a couple of extra scripts.
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1 pointHere are a couple more small issues on Taris. First, there is an odd facing choice during Largo's conversation in the North Apartments. As you can see from the screenshot, Largo very briefly and unnaturally turns to Carth as he lectures the PC for being too generous: The next one involves Matrik's "death" in the Lower City Apartments (don't worry, this isn't about #249 on GitHub). Matrik kneels down to set the detonators only for them to magically appear a couple meters in front of him: Oh, and I should probably ask now... Do you mind if others report things on GitHub or would you rather do that yourself, more or less?
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1 pointI need to test the version with Juhani present, since this is a DS save so she's dead. And some of the other player reply choice permutations. Once that is done the scene setup/DLG fixes will all be done (the latter of which are for K1CP - see the vanilla scene here), but the holo/monitor side of things may need some further work. And I think I will adjust the timing of the monitor switch so it happens as Mission says "T3's picking up massive power fluctuations on the ship's sensors" rather than right at the start of the previous line where he is beeping. That way it will look like her air typing is actually bringing up the information.
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1 pointSorry for the very late reply - no, it's very unlikely that I will continue this old series. However, the unreleased textures on my HDD are advancements of those Mods and I hope to find the time to release them. ----------------------------------------------------- The mod is NOT dead, though I can't promise anything, I hope I can release the K1 version soon. Short glimse of the remade red/white cantina sign seen here: Set the flame and let it burn:
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1 pointTo everyone experiencing this problem, I had the same one and realized I was using the wrong version of XnView. If you go to their homepage, the latest version is XnView MP 0.90. This won't work with what we're trying to do. Go here: https://download.xnview.com/old_versions/ and download XnView 2.33-win-full.exe, and then follow the instructions and it will work. You'll notice this is the same version in the tutorial.
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0 pointsI'm not sure if this topic belongs here, so please inform me if and where should I move it. I've written a simple CLI python App for installing mods based on yaml file. Example config below: sh_animated_cantina_sign: file_name: "SH_AnimatedCantinaSign.7z" type: "Suggested" thigh-high_boots_for_twilek_body: file_name: "[K1]_Thigh-High_Boots_For_Twilek_Body_MODDERS_RESOURCE.7z" type: "Recommended" variants: npc_replacement: path: "NPC Replacement" malak_hd_dark_hope: file_name: "Malak.rar" type: "Suggested" variants: blue_eyes: path: "Malak (Blue Eyes)" delete_files: - "N_JediMalekH02.tga" I don't know if KOTOR community have ANY need for such a thing. I had found a great pleasure in using DAOModInstaller and MassEffect3 Mod Installer. I think it's great way to show game for new players without making them spend hours on doing things by hand. At this moment KMI can extract 7z / rar / zip (requies 7-zip installed on host) and move them to override folder (while deleting some files from mod dir if nessesery) Primary target is to create a few "fixtuers" so people would just get zips (unfortutnatly from many sources at this time, we have DS, Nexus, some megaupload links, filefront etc. so I don't see option for making it without manual downloading anytime soon) Of course anyone intrested can edit YAML file which allows changing order of mod installation etc. In long shot I'd like to at least handle conflict between mods and make KMI able to wait for additional user input. What do you think? Is anyone intrested in this project? I'm open to new ideas or simple suggestions / requiments. After all I don't want to end as only user. PS I'll make code public after cleaning. It's horrible mess. I'm also in progress of making bins for windows.