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4 points
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2 pointsHello! First of all, great job on the new facial animation! I discovered recently that KotOR uses in more than one dialogue a non existent TALK_FORCEFUL animation for the Selkath. I was told they only have the TALK_NORMAL animation. Adding the TALK_FORCEFUL would be a great feat, in case you are up to have our aquatic friends to show extra emotions when they talk. Cheers!
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1 point
Version 1.10.0
203,115 downloads
The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent. A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file. List of Contributing Authors (alphabetical): A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation: Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first. N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here. It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Translation: The mod now has translations in French and Russian, available as separate patches. To use, first download the base K1CP v1.10.0 archive and extract it to your harddrive. Download your translation patch of choice and extract its contents into K1CP's tslpatchdata folder. Proceed to install the mod as normal. Traduction (Français - Harlockin): Le mod a maintenant des traductions en français et en russe, disponibles sous forme de patchs séparés. Pour l'utiliser, téléchargez d'abord l'archive de base de K1CP v1.10.0 et extrayez-la sur votre disque dur. Téléchargez le patch de traduction de votre choix et extrayez son contenu dans le dossier tslpatchdata de K1CP. Procédez à l'installation du mod comme d'habitude. Переводы (Русский - olegkuz1997): Мод теперь включает в себя переводы на французский и русский языки, доступные в виде отдельных патчей. Для использования сперва скачайте базовый архив K1CP v1.10.0 и распакуйте его на жесткий диск. Скачайте нужный вам патч с переводом и извлеките его содержимое с заменой в папку tslpatchdata K1CP. После чего приступите к установке мода как обычно. Compatibility/Known Issues: K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible. K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know. The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/ These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder. Uninstallation: Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed. Permissions: Due to this mod being a compilation from many different authors, please do not distribute/rehost it. Acknowledgements: All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION. -
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. -
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Version 1.0
22,641 downloads
for KotOR II: The Sith Lords by bead-v, Sith Holocron and Kexikus This is a combination of: bead-v's TSL Galaxy Map Fix, Sith Holocron's KOTOR2 (TSL) Animated Galaxy Map, Kexikus' TSL Galaxy Map Fix Coruscant AddOn & New Coruscant Icon and Planet Textures. Links to the original mods: http://deadlystream.com/forum/files/file/28-tsl-galaxy-map-fix/ http://deadlystream.com/forum/files/file/1024-sith-holocron-tsl-animated-galaxy-map-texture-in-canon-positions/ http://deadlystream.com/forum/files/file/778-tsl-galaxy-map-fix-coruscant-addon-new-coruscant-icon-and-planet-textures/ Description: The mod pack changes the positions of the planets in the galaxy map to roughly their canonical locations. It also fixes the planet locations on the Galaxy Map texture accordingly, and also animates it. Some install options will also install Kexikus' New Coruscant Icon and Planet Textures. In case the Jedi Temple Mod is installed, Coruscant will also appear in the canonical location on the Galaxy Map Screen, regardless of install option. There are FOUR different install options: 1. The Galaxy Map TEXTURE will show only the vanilla planets in their canonical locations. 2. The Galaxy Map TEXTURE will additionally show M4-78. 3. The Galaxy Map TEXTURE will additionally show M4-78 and Coruscant. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!). 4. The Galaxy Map TEXTURE will additionally show M4-78, Coruscant and Cathalan. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!). About Cathalan, see this post: http://deadlystream.com/forum/topic/4304-april-fools-an-exciting-mod-to-appear-on-deadly-stream-soon/ CLARIFICATION: With TEXTURE I mean the invariant texture of the Galaxy Map that you see on the Ebon Hawk before you have actually clicked on the Galaxy Map. What appears on this texture is completely unrelated to what shows up on the Galaxy Map Screen when actually clicked on. This means you can use any of the install options regardless of which mods you have installed (But see the requirements section about the new Coruscant textures!). Requirements: 1. This mod needs to be installed after any planet mods or patches for the relevant changes to take effect. If you are not seeing the desired changes and had already installed this mod and then installed a planet mod or patch over it, you may safely run this installer again and it will fix the issue. In case you have both M4-78EP and Coruscant Jedi Temple installed, you also need to install the compatibility patch before installing this mod (link: http://deadlystream.com/forum/files/file/394-coruscant-jedi-temple-compatibility/). 2. In order to see the new Coruscant textures, you need to have HK-42's Jedi Temple Expansion mod installed (link: http://www.nexusmods.com/kotor2/mods/210/), on top of deathdisco's original Coruscant Jedi Temple mod (link: http://deadlystream.com/forum/files/file/585-coruscant-jedi-temple-by-deathdisco/). Installation: Run TSLPatcher.exe. If the installer gives you these warnings: Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\LEFT" in galaxymap_p.gui, skipping... Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\TOP" in galaxymap_p.gui, skipping... ... you don't need to worry, the mod installed correctly. If at any point you wish to reinstall the mod with a different texture option, you may simply run TSLPatcher.exe again. However, if you intend on uninstalling this mod later on, make sure the backed up files from the first installation are in a safe place, to prevent the new installation from overwriting them. Alternatively, you can manually copy the correct LEH_scre03.tga and LEH_scre03.txi to the override folder. Reinstallation will not remove the New Coruscant Icon and Planet Textures, so you will need to manually remove the following files: Uninstallation: 1. Remove the following files from your override folder: - galaxymap_p.gui - GAL_Onderon_2.tga - LEH_scre03.tga - LEH_scre03.txi - gal_cor_2.tga (if new Coruscant textures were installed) - Gui_coruscnt.tga (if new Coruscant textures were installed) - Gui_coruscnt.txi (if new Coruscant textures were installed) - CM_coruscant.tga (if new Coruscant textures were installed) - CM_coruscant.txi (if new Coruscant textures were installed) 2. Copy any files with the above names from the backup folder created upon installing this mod. The backup folder is created in the same folder as this installer. Permissions: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., we own none of the materials, and we are not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod authors. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, please put a line in the readme, mentioning us. We hereby state that we specifically do NOT wish this mod to be uploaded to Stream Workshop. If bead-v is unreachable at any point, Sith Holocron or Kexikus may give any permissions concerning bead-v's mod on his behalf. Credits: Kexikus: Help with putting together KOTOR2 (TSL) Animated Galaxy Map. LSaberDuelist and OldFlash (of LucasForums): Their instructive discussion and tutorial at LucasForums. Thanks: Fred Tetra: Kotor Tool Stoffe: TSLPatcher tk102: K-GFF GFF Editor Contact: Send us a personal message on www.deadlystream.com. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. -
1 pointThis is a little something that I'll be working on over the upcoming months. A cross-platform modding tool designed to create and modify the various file types used by KotOR's engine. A new KotOR Tool if you will. This is in very early stages so don't expect much and anticipate crashes and bugs - so save regularly! The file size is fairly large as well due to it including needed libraries inside the executable. I do intend to make this open source at some point in the future, but not for the time being. I'm testing this in Ubuntu, so I'm unsure of how stable the Mac and Window versions are so testers are appreciated. I welcome any feedback and suggestions. Whats currently implemented in v3: GFF Editor 2DA Editor TLK Editor ERF/RIM Editor TPC Viewer MDL Viewer Audio Player Saving files directly into modules Opening and extracting files from the game's data Search filter on files from the game's data Any number of game directories are loadable at one time Choose between different themes (System/Light/Dark) Download Links: Windows (7 and up, requires VC++ Redist) Mac (10.9 and up) Linux
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1 pointA K1 version would be awesome, too, if possible. Maybe find him in Dantooine with Sherruk 😂
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1 pointI may have misinterpreted the method of my reply with the TSL soundset addon mod by mistake.
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1 pointThank you for the latest build of mdledit, bead-v! So - Just recently I did the test again with MDLedit v1.0.3, and compare both binaries by using HxD's Data comparison feature the result are indeed identical [accepting that's a valid method to do], which puzzles me also. Though I ain't really sure if the in-game result would be different as I haven't tested it. Thank you for the heads-up. I have lost the incorrect smoothing ones [as I don't feel the need to keep it back then], therefore, I'll be back with the relevant evidence when I got one in the future. May the Force be with you in your attempt on updating this wonderful program. I can't thank you enough for this.
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1 pointThanks! So if I understand correctly, the selkath have an unused slot animation for talking and you want me to make one? If so, when does it play? Because the TALK_NORMAL animation would be overriding it right? Anyway, I might look into it later this week if I have the time.
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1 pointOooo *bows* spashiba! 😄 😄 😄 *offers homemade gingersnap cookies* will this work with Vette, or the Smuggler or Darkside Jaesa for example by Sith Holocron?
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1 pointOkay, so here's what should work: 1. Open the K2 soundset.2da 2. Add the entries for the PC soundsets at the bottom of the table. These are the entries in the K1 soundset.2da, for reference: 3. Save the modified soundset.2da to your K2 override folder. 4. Open KSE and change the soundset for your PC on your last saved game. 5. The soundset files need to go into the SWKOTOR2/StreamSounds folder and need to be named correctly according to the .2da file. Take the files for other characters as reference.
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1 pointThis is one of my favorite mods as said to you over on Steam reminds me of Darth Talon even if she doesn't have the tattoos. Hence why I choose the Lethian style for her, as someone who has the old rp lexicon and groups the female twilek's name and the clan name I love the way you've done this very much. Combined with smugglerAlex's fully upgradeable clothes (which take on the appearance of her snazzy outfit) my Twilek's ready to lay down Sithy darkside on Kreia for her stupid commentary! 😉
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1 pointSince it took me a while to figure out why my custom sound file did not work ingame today, I figured I'd write a very, very short tutorial on the specifications they need. Sound files in KotOR need to me MONO .WAV files. .mp3 might also work, but with .wav files you're on the safe side. Also, sound files can be placed in the Override folder without problems.
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0 points
Version v2.2
4,085 downloads
Update: Please check out the improved 2021 version: ************************************** Knights of the Old Republic - The Sith Lords ************************************** TITLE: TSL Effixian's Twi'lek PC Pack AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Unzip somewhere and run the file "TSLPatcher - Install TSL Effixians Twilek Pack.exe". If you use the Steam version then point the patcher to the game's location, for example: [drive]:\[steam folder]\SteamLibrary\steamapps\common\Knights of the Old Republic II If you use the Steam version + Steam's TSLRCM then point it to something like: [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937 Feel free to ask me about the above if you run into issues. ************ DESCRIPTION ************ This mod adds 2 male and 4 female Twi'lek player characters. - Male: Xor (purple, NPC clone) and Zhar (pink/red, NPC clone) with yellow eyes at fully dark side, underwear to match their skin. - Female: The Twin Suns (Seer'aa and Teer'aa, NPC clones), Yuthara Ban (from KotOR 1, her head texture is in the K2 files) and a new red female. Apart from the red female there's no real dark side transitions. The red one gets some tattoos halfway to dark and full Sith tattoos at fully dark side, Yuthara starts with tattoos. For the females there's also underwear to match their skin. Check out my TSL Mission Vao Deluxe mod for one more unique female Twi'lek. ***** BUGS ***** None known. ************* UNINSTALLING ************* 1. Remove the following files from your Override folder: (not harmful if you leave these, step 2 will make the game not use them) pmbamXor01.tga pmbamZhar01.tga po_pTwiAFX.tga po_pTwiAFXD1.tga po_pTwiAFXD2.tga po_pTwiBFX.tga po_pTwiBFXD1.tga po_pTwiBFXD2.tga po_pTwiCFX.tga po_pTwiCFXD1.tga po_pTwiCFXD2.tga po_pUtharaFX.tga po_pUtharaFXD1.tga po_pUtharaFXD2.tga po_pXorFX.tga po_pXorFXD1.tga po_pXorFXD2.tga po_pZharFX.tga po_pZharFXD1.tga po_pZharFXD2.tga P_TwiAss0AFXH.tga P_TwiAss0AFXHD2.tga P_TwiAss0BFXH.tga P_TwiAss0BFXHD2.tga P_TwiAss0CFXH.tga P_TwiAss0CFXHD1.tga P_TwiAss0CFXHD2.tga P_TwiAssCX01.tga P_UthuraFXH.tga P_UthuraFXHD1.tga P_UthuraFXHD2.tga P_XorFXH.tga P_XorFXHD2.tga P_ZharFXH.tga P_ZharFXHD2.tga 2. If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your Override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the game, yet the associated .tga files would still be in the Override folder. ******************* DISTRIBUTION NOTES ******************* You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if you simply ask me. ******** Thanks to ******** Stoffe and Fred Tetra for the needed tools and tutorials ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. --------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix -
0 points
1,262 downloads
============================================================================================================ Knights of the Old Republic II : The Sith Lords Modification ============================================================================================================ Like my previous mods this one allows to upgrade your clothes and some special outfits (Mira's and Atton's Jackets, Dancer's Outfit), but unlike my previous mods this one allows to insert ANY armorings and overlays to those clothes. I just realized that Mira's and Attons's jackets look so tough they just must have those armorings/overlays that are only meant for armors in that game. Also, about simple clothes, you can now insert all available armorings/overlays to your clothes, because even IRL nothing can stop you putting some kevlar plates under your T-shirt =). Of those four only dancer's outfit lacks the ability to insert just EVERYTHING, because wearing some armor plates under your T-shirt is one thing but concealing those plates to the color of your skin is something else..... so u can insert only robe overlays to dancer's outfit. ============================================================================================================ Installation ============================================================================================================ Just drag'n'drop all the stuff from mod folder into your override folder. Note: For this to work you will have to start a new game or use cheats/save editors. ============================================================================================================ Uninstallation ============================================================================================================ Delete all that stuff from your override folder. =============================================================================================== Credits =============================================================================================== Me (smugglerAlex) - for creating this. -
0 pointsI'm not good enough with manipulating the 3D models, could someone try to edit the n_yoda model to make it look like a baby Yoda? Scale certain parts, scale the animation hooks along with it. I think I could take care of the texture. We could then simply have it follow Mandalore, like Bao-Dur's remote (Like how the Cati Mod by Princess Artemis does with the Gizka), that would be very funny and cute.
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0 pointsI've been preparing a known issues list, because I want to get an official MDLedit update out as soon as possible. Posting it here in case there is something I missed. 1. MDLedit is not capable of processing some very large models (eg. the K1 DS endgame scene area models). I may be able to solve this in the future. 2. When converting area models from K1 to K2, some models lack an aabb node in the MDL. Without the aabb node, the model will not be displayed in the game (unless the VIS file is missing, but this shouldn't be the solution). In this case, first decompile the model to ASCII, then edit the file with a text editor and add the following lines in an appropriate place: node aabb NEW_AABB parent BASE_NAME endnode 3. There have been reports of smoothing not working properly if the model was converted with the batch convert function. I haven't been able to reproduce the issue so far and would be grateful if I could receive all the relevant files to examine them if it happens to you. 4. In some area models, the aabb mesh isn't properly modeled to be used for the creation of the walkmesh, which causes the compilation to fail. If that happens you have two options. You can either inspect the aabb mesh and delete all the offending faces or you can enable the 'Export WOK file' option in MDLedit, then use that mesh to replace the aabb mesh, just make sure it has all the right options afterwards. In the future, I will add an option for the WOK file to be handeled separately, so this issue won't arise anymore. 5. Smoothing will sometimes not work across boundaries where the UV is mapped in different directions. This requires an update to the vertex normal calculation and will hopefully be solved in the future.
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0 pointsCongratulations! I have personally not the slightest doubt that K1 CP is the best single thing that could have ever happened to Knights of the Old Republic. A huge, immense thanks to every one involved, especially Darth Parametric who single-handedly took care of the vast majority of the new content in 1.8. This version is such a huge step forward that it may as well be released as 2.0. Cheers!
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