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Showing content with the highest reputation on 11/13/2019 in Posts

  1. 1 point
    View File KotOR 1 Remastered (AI Upscaled) Cutscenes The cutscenes were upscaled using Topaz Gigapixel AI, and interpolated to 60fps using SVP Pro 4. Black bars are used to maintain the aspect ratio of the content while bringing the videos to 16:9 overall. TO INSTALL: Make a backup of your "Movies" folder, in your main game directory. Download the pack that matches the resolution you play at. (Available: 720p, 768p, 1080p, 1440p, 2160p) Extract/unzip the pack you downloaded. Replace everything in your Movies folder with the extracted files. Do not place them in your Override folder. From here, there are two options to get them to play properly: Use Universal Widescreen (UniWS) to patch your game to the desired resolution. Video tutorial. Using a HEX editor, change the a set of numbers in your game's executable. See below. If you're using the Steam version, you may need to get a replacement executable (which I can't provide here) to be able to open it with the HEX editor or UniWS. Other online guides may have a link to a suitable file. To edit your executable, follow one of these two guides (skipping the parts about upscaling the cutscenes): https://www.youtube.com/watch?v=bA5l6HVs4Y4&feature=youtu.be&t=548 https://deadlystream.com/topic/4631-how-to-force-kotor-i-iis-bik-movies-to-play-in-any-resolution/ You will need to change the first and last two values in this set in your exe: 80 02 00 00 75 15 81 3D D8 D1 78 00 E0 01 The new values you should use, per resolution, are: 720p: 00 05 00 00 75 15 81 3D D8 D1 78 00 D0 02 768p: 56 05 00 00 75 15 81 3D D8 D1 78 00 00 03 1080p: 80 07 00 00 75 15 81 3D D8 D1 78 00 38 04 1440p: 00 0A 00 00 75 15 81 3D D8 D1 78 00 A0 05 2160p: 00 0F 00 00 75 15 81 3D D8 D1 78 00 70 08 Submitter Naelavok Submitted 11/06/2019 Category Mods K1R Compatible Yes  
  2. 1 point
    In the same DLG. I'd run it on a prior node though so it is already set beforehand. The logical choice would be whatever the starting node is, or one directly afterwards. Although maybe the tokens are set in the save? The ones in k_con_tokens don't appear to be set every time after all.
  3. 1 point
    I successfully compiled a script last May (with KotOR Tool), but now I get "Error: Couldn't initialize the NwnStdLoader". I tried nwnnsscomp in the command line and also the "KotOR Scripting Tool" that's in the Modding Tools section. I of course googled a bit, but no solutions there. I'm using the Steam version on Win 10 64 bit (and I was last May). Does anyone have a clue what the problem might be?
  4. 1 point
    Not by default in K1 I don't believe. However, you could script it using a custom token object oPC = GetFirstPC(); int nSex = GetGender(oPC); if (nSex == GENDER_FEMALE) { SetCustomToken(666, "her"); } else { SetCustomToken(666, "him"); } Then your TLK line would be something like I am no longer <CUSTOM666> now. I'm not sure what the upper bound of custom tokens is though. You can check k_con_tokens for vanilla ones. Look like they go up to at least 45, so you'd need to be above that.
  5. 1 point
    Sorry if I wasn't clear enough. I had to set the path manually in the registry itself. Before you do that read this thread: https://deadlystream.com/topic/4568-kotor-tool-wont-work/?tab=comments#comment-47386 Setting it manually should be a last resort.
  6. 1 point
    Looking closely at his question, I understood that he was more asking for a roadmap (knowing more or less where we're at, and where we're going - aka what's the scope of the release and the remaining tickets that needs to be done) than asking (or even "demanding" - come on guys!) for an actual "deadline" to be met by developers (and certainly not asking to "rush" for the release to happen...). Maybe at the most, he asked for a rough time estimate (for which a sentence like "one to three month" would have probably been more than enough for his curiosity, even if it's not accurate in the end). Having worked for a decade as a software developer and team lead, I find roadmaps to be really valuable tools both to communicate with your customers (or here, fellow community members) and to help with motivation for the developers on their journey through a release (looking back at what has been done already can alleviate frustration, for example - the same when looking at the backlog of tickets shrinking when you get things done). If you only have an infinite backlog and no scope for a release, it can get difficult for everyone to ever "see the end of it". So if the questions "what's the progress?" (scope) or "when will it be done?" (time estimate) comes too often and irritate developers, maybe a roadmap (using GitHub's "Milestones" or "Project board" for example?) is a way to answer that... It's about finding ways to achieve clear, transparent communication and expectations. Not about lowering the quality of the releases nor rushing out the developers. #foodforthoughts #loveyouguys #keeprocking
  7. 1 point
    No worries, I learned my lesson. I apologize then if I sounded pushy.
  8. 1 point
    Make sure you look at other hair danglymeshes so you can add a bit of life to that topknot. I don't think her vanilla one uses it.
  9. 1 point
    But when is it comin- *dodges thrown projectiles*.
  10. 1 point
    The hobby is not the chore. You and other demanding folks are the chore.
  11. 1 point
    Good idea. I'll look into that once I'm done with the textures. Speaking of which, I finally managed to paint some textures that ressemble Kotor's art style: Once I finished painting it, a quick pixellisation filter on Photoshop should give it a nice final retro game touch. Also, I'll sprinkle it with just a bit of noise. I have been quite busy these past couple days. I started working on a new project that I had in mind for almost a year since I stumbled on this incredible piece of art by Corbin Hunter. I've contacted the author via Reddit and got his permission to bring his art to game. Here's what I've been toying with: I've finished the basic modelling. The upper torso has been ripped from Juhani's underwear model and painted over in order to remove the underwear textures (the result is very convincing). I've also started texturing the new outfit. The torso/abdomen part is quite detailed so that's gonna take a while to get to look right, but I'm optimistic. You may notice the head is quite a bit different as well: It's crazy the difference a couple eyebrows can make. And a decent haircut, because I don't know what Bioware was thinking when they made.. whatever this is. Feedback is welcome. I'm afraid she might look too angry, so I might lift her eyebrows a bit to make her look more friendlier.
  12. 1 point
    Hey dude? Stop talking. You're only digging the hole deeper.
  13. 1 point
    No need to get so angry. I never asked you about it before so it was enough to just say "its done when its done" if you don't won't to answer and I wouldn't ask again. Your "policy" was not written anywhere I could see either. I'm just surprised why you wrote that its very close to release if giving time frames is something you hate. Btw, it is meant to be just a hobby and not a chore. If you feel too much pressure by doing it within a decided timeframe then nothing stops you from extending said timeframe as much as you want. You can even delay it by a decade or drop it altogether if you want. Take care.
  14. 1 point
    Thank you for brought the topics up! I have been fiddling with the sitting NPC placeables recently and stumbled to the exact problems as yours - I am thankful for this. Much thanks for the insight! They works for me. Anyway, about this - I've found the alternative that is as effective but with less effort as we don't have to inject or reconstruct the module's OnEnter. We can use the NPC placeables' OnHeartbeat to signal the sitting animation with something like this - //::////////////////////////////////////////////////////////////// //:: Sitting and Drinking Animation for NPC Placeables //::////////////////////////////////////////////////////////////// /* Fired by NPC placeables' *OnHeartbeat* for them to routinely does the *sitting and drinking* animation. */ //::////////////////////////////////////////////////////////////// //:: Constructed By: ebmar //:: Constructed On: November 12, 2019 //::////////////////////////////////////////////////////////////// void main() { // Play the looping *sitting and drinking* animation with the NPC placeables PlayAnimation(ANIMATION_PLACEABLE_ANIMLOOP02); } I have found no issue so far using that, as far as the sitting animation does looping forever - uninterrupted.
  15. 1 point
    My standard policy is that any time someone asks when something is coming out, I delay it for another 12 months. So thanks for taking the pressure off. See you in 2020.
  16. 1 point
    I recently did manage to compile with KotOR Tool. I'm not sure what changed, maybe a different version of Microsoft Visual C++ Redistributable, since I tried different programs at the time and different programs may potentially use that.
  17. 1 point
    Sure. I just wanted to give you an idea of the work that would be involved. Thank you, I can hardly take any credit for the original model and texture, which were made by DT85 and Toshi over at JKHub. The female model is the result of some heavy editing on my part though. Now that the cloaked version has been released, here's a sneak peek at what I'm working on next: This is a brand new model that I've created from scratch by using the female underwear model as a reference for the shape and proportions. The basic design is heavily inspired by this artwork by Jan-Wah Li. The idea I had for this mod was to create a set of simple robes that the Jedi Exile would wear once his/her training with Kreia begins and that would evolve with the player just like the way the Exile's Crystal works: the higher the light side (or dark side) stat of the player, the better the buffs. The outfit will also get a new color scheme as the player evolves: as the player tends to the dark side, the robes will get closer to black. Inversely, for light side players the robe will get a more colorful texture. I'm not decided on the colors yet but I might include a few versions as an option to chose from during installation (I'm open to suggestions). All of that will of course involve a bunch of scripting which is really not my thing, but that's a problem for later.
  18. 1 point
  19. 1 point
    OK, I think this is done, at least as far as K1CP changes go. I changed the Dodonna backwards walk back to the vanilla version. I'm not keen on it, but it's less egregious than the hacked moonwalking version to get her in the proper position.
  20. 0 points
    He's never going to finish it with that sort of attitude. Clearly he needs to be chained to his computer and beaten every time he stops working on it.