Leaderboard
Popular Content
Showing content with the highest reputation on 02/10/2020 in all areas
-
1 point
Version 1.0
2,264 downloads
Summary In Star Wars: Knights of the Old Republic, the player, like all party members, would occasionally say things during combat and when performing other actions. In the second game, however, the player is mute. This mod restores the player soundset for Star Wars: Knights of the Old Republic II - The Sith Lords. The critical files needed for the original player soundset to function were actually always there, but they were in various states of disuse. This mod fixes them up and restores the player's voice. There are different soundsets for male and female players and they are the same ones as in the first game. Installation Run Player_Soundset_Restoration.exe. Uninstallation Remove the installed files. Compatibility This mod must be installed before any mods that patch soundset.2da. This mod does not use TSLPatcher to patch soundset.2da; it uses a hard 2DA install because the exact line numbers are necessary for the player soundset to work. It feels dirty, but I have to do it. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides SSF Editor– stoffe Permissions Mod JC's Player Soundset Restoration for K2 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference "Player Soundset Restoration by JCarter426" or "uses JC's Player Soundset Restoration" or some other reasonable phrasing. This mod is released under the following licenses: Attribution Only License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers WHOEVER STEPS ON THIS WILL GET A NASTY SHOCK. THAT HURT, I BET! I'M THE LAST THING YOU'LL EVER SEE. SILENT AND DEADLY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. -
1 point
Version 1.0.1
3,963 downloads
This mod adds the head model of the “Jedi Entity” AKA the Jedi Exile AKA Meetra Surik from The Old Republic MMO, ported to TSL as a selectable player head for female characters. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script -
1 pointThis mod is made by Pascal Gilcher, and it works on any game which has Depth Buffer access. The mod in the beta stage right now, and only available to patreon users, but it will be available for free for all once its done. This mod adds Ray Traced Global illumination to the screen space(depth buffer) to lit the scene. Global Illumination is consists of 2 things, Indirect shadows(ambient occlusion) and Indirect light. I will post bellow few comparison shots bellow, it worth mention that it is very option heavy, for example you can choose how long your shadows are, or how bright or dark indirect light are, and I choose setting which I felt are right for this game. Comparison shots: http://www.framecompare.com/image-compare/screenshotcomparison/DPKWPNNX http://www.framecompare.com/image-compare/screenshotcomparison/J2F0CNNU http://www.framecompare.com/image-compare/screenshotcomparison/DPKYLNNX http://www.framecompare.com/image-compare/screenshotcomparison/J2F1JNNU http://www.framecompare.com/image-compare/screenshotcomparison/DPKY7NNX
-
1 pointI think these are the droids you're looking for- https://www.lonebullet.com/models/download-padme-amidala-pc-knights-of-the-old-republic-model-free-3825.htm
-
1 pointI'll get to the discoloration later. Right now I need to fix the skin and the scar first before I apply the discoloration layer, Then it'll come down to the eyes.
-
1 pointCongratulations, Kexikus! I think you have done an excellent job with the Kashyyyk sky and the wait and effort was worth it. Looking forward to have all the updated KotOR skies out to make a nice comparison with your older version. Cheers!
-
1 pointAnd exactly one month later, Kashyyk is finally done. If I had not decided to add some fancy shenanigans that would've taken much shorter but I like the result even though you can't really see much of the skybox. And here's the entrance to the Wookiee village that you can actually see now (that's what was taking so long to get right). And finally, the usual render of just the skybox: Not sure what I'll work on next. The only big one still missing is Dxun and then there are some other skyboxes that still need little tweaks but I'm getting very close to actually finishing the vanilla skyboxes