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Showing content with the highest reputation on 11/28/2019 in all areas

  1. 1 point

    Version 1.0.0

    9,867 downloads

    Compatability Note: If you're using TSLRCM, Extended Enclave, or M4-78 EP mods, please install the optional Patch file matching your resolution after installing those other mods. 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, which is in your main game directory. Download the main pack(s) that matches the resolution you play at. 1440p and 2160p are each broken into three packs. If using TSLRCM, download the matching Patch file as well. Extract/unzip the pack(s) you downloaded. Replace everything in your Movies folder with the extracted files. Do not place them in your Override folder. If you're using Aspyr's (Steam) version of the game, these should work "out of the box" without any tinkering. If you're using a different version, you can use UniWS to patch your game to the correct resolution. If this doesn't work on your version for whatever reason, you may need to use a hex editor to change some values in your game executable to get them to play correctly. Please refer to the following guide on how to do this, skipping the parts about upscaling the cutscenes: https://deadlystream.com/topic/4631-how-to-force-kotor-i-iis-bik-movies-to-play-in-any-resolution/ NOTE: Many cutscenes in KotOR 2 are in-engine recordings. These have be re-recorded at 4k60 rather than upscaled.
  2. 1 point

    Version 1.1

    19,252 downloads

    One thing that I found blatantly irritating is that while the dialog for how the Maintenance Officer met his demise on Peragus was both graphic and descriptive, the actual "body" of the aforementioned was absolutely untouched. This really breaks the immersion for me, so I changed the texture for his model and re-skinned the texture to have more "damage". The screenshots do a pretty good job of showing what it looks like.
  3. 1 point
    June 2020 here we come.
  4. 1 point
    Might need an appearance.2da edit to set a default envmap. What player head are you using?
  5. 1 point
    The problem is that a mod like this would require Quanon's approval and I don't think he's been very active as of late. The good news is that something like this is actually fairly easy to do. I like taking DIY approaches for stuff like this so I can walk you through it but the use of the end result needs to be restricted to yourself and yourself only: no uploading or sharing via private message without Quanon's approval since this is based on assets he has made. With that out of the way, here's the tutorial. You're gonna need an image editor such as Photoshop or Gimp. You won't need to do anything fancy but you'll need an image editing software. Grab the following file from Quanon's mod: "P_BastilaH04.tga" and place it in a folder somewhere on your computer. Extract "P_BastilaH04D.tga" from the other mod you have listed, this one contains the dark side eyes that you want. Place it in the same folder as the other .tga file. The "D" at the end of the file name indicates that it is the dark side texture variant for Bastila. Rename that last file to something like "P_BastilaH04D001.tga" or whatever to avoid conflict later on. Now copy the first file, the Bastila texture made by Quanon and rename it to "P_BastilaH04D.tga". This is the one you're going to work on and that you'll place in your override folder in the end. Now open the two dark side textures (the newly created "P_BastilaH04D.tga" and the one you had renamed, I'm gonna assume you used "P_BastilaH04D001.tga") into your image editor What you need to do is simple: You need to grab the dark side eye texture from "P_BstilaH04D001" and move it onto the copy of Quanon's texture. You can do so using a lasso tool, a polygonal lasso tool or any similar mean of selection your image editor might have. Select the eye as best as you can and move it onto the other texture and place it exactly over the existing eye texture. And that's it! Save "P_BastilaH04D" (you need to keep the .tga file format) and copy/paste the file into your swkotor/override folder. I want to add that the dark side eye texture on the mod you've chosen is not of great quality. I suggest you take a look at Shem's movie style dark side transition mod for your eye texture. The following files in that mod use a similar UV map for the eye texture to Bastila's, allowing you to use them without too much trouble: PFHA02d3 PFHA03d3 PFHC04d3 I want to stress again that whatever you chose to do with this, you can under no circumstances share your files without original authors' consent. Good luck.
  6. 1 point
    WOW I haven't seen anyone successfully make custom animations in KotOR (or I'm just out of the loop). Terrific work!!
  7. 1 point
    Entry#11: ActionJumpToLocation >= ActionJumpToObject Today I learned that to avoid T-posing of a jumped creatures, ones should use ActionJumpToLocation rather than ActionJumpToObject. Though they have a same purpose but the end-result look to be different some other times. I was having a trial-and-error experience with the HoloRakata/unk41_holo spawned outside the Elder Settlement [Lehon - South Beach/unk_m41ab]. Originally it was spawned by unk41_holo02 using CreateObject, thus having the holo spawned with a T-pose. I recognize the taste of the fruit for sometimes so I moved the spawn part one script earlier -with custom location- to have it with unk41_holo01 and jump the holo with the latter. The waypoint/UTW for initial spawn location already present, which is spawn1 - I have to go with ActionJumpToObject for convenience's sake to avoid fiddling with location's Vector for the jump. Alas, the T-pose still there. I thought I had to add a PlayAnimation before the jumping part [to override the T animation] but it didn't worked. So I look for a location to pair it with ActionJumpToLocation, as well as using it instead, and then - yeah, the T-pose's gone. I hope this information can be helpful to you, fellow Jedi. May the Force be with you.
  8. 0 points

    Version 1.0.0

    8,125 downloads

    This mod removes what is intended to be snow covering the forcefield in the Telos Academy's hangar and adds a skybox for the now visible exterior. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit
  9. 0 points
    In reference to the last few posts I'm happy to announce that we're officially moving 1.8's release date from Soon™ to Very Soon™ 😀