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Showing content with the highest reputation on 04/12/2020 in all areas
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3 pointsSeeing as I've received this particular request numerous times, and have not heard a valid argument to accept it, I figured I'd take an official stance, state my professional opinion, and make a final announcement regarding the subject. Official stance: TSLRCM is the only way to get the "canon" experience of TSL that is continuous with the rest of the Old Republic storyline. Making any other claim is futile. Professional opinion: TSLRCM is a requirement to enjoy TSL at all. It's very existence is not only the reason mods like PartySwap exist, but also the reason why making them work with the game was relatively easy. Anyone who doesn't use it does themselves and the game they're playing a great disservice. So here's the announcement: A version of PartySwap that works with non-RCM installs of TSL will NEVER enter development. Along with the statements above, to do so would be to also subject myself to replaying an inferior product for the purposes of testing, and let's not forget the fact that I would also have to start completely from scratch, with different files, different installer setup, etc. I know of no one who would willingly subject themselves to such torture. So, yeah, not gonna happen. DarthTyren has spoken!
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3 pointsGreetings, mod's author! So I went with Option 4 which is -- - and saw an oversight in the namespaces.INI setup which are wrong references for both the Ini/InfoName. On the IniName it was written changes50TSLRCM while the physical file's written as changesTSLRCM50 - therefore, the patcher reads that as changes50 which is Option 2, and is not a TSLRCM compatible form setup. I believe that would causes troubles as one listed for compatibility and the other one aren't. The InfoName was wrong too but I don't think it matter that much. I was saved and being grateful to stoffe's TSLPatcher's setup overview that makes it possible to preview the oncoming installation, hahah. That's all for the report, and many thanks for considering this.
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2 pointsThis 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
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2 pointsAnd theres all too clear evidence of that environment impact too when you take a look at the textures in Kotor Tool. The technology simply wasnt ready back then to display it. Btw, are you still working with Vue? Sensational piece of tech indeed! And easy to use - this time tried sth. different for the Outside:
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1 point
Version 1.0.1
15,641 downloads
When you first meet HK-47 in KotOR II: TSL, he’s basically junk until you put him back together. I’ve always wanted this evolution from a piece of junk to a high quality assassin droid to be visible on HK-47, so that’s where this mod comes from. With this mod, the HK-47 you find in your cargo hold looks like the piece of junk he is but over time you replace his parts with new ones and he returns to his old self we know from the first game. This is not a purely cosmetical change however. I restored HK’s upgrades from KotOR 1 and each time you repair/upgrade him, he’ll look better and get a stat bonus. The requirements to unlock these upgrades increase with each successful upgrade: For the first one you need to be level 6, have a repair skill of 8 and at least 41 influence with HK-47; for the last one you need level 15, 17 repair and 51 influence. Optionally you can also install HD reskins for HK-50 and HK-51. All of the new textures are based on Quanon’s excellent HK-47 reskin for KotOR 1. See a video demonstration of this mod here: Installation: Run TSLPatcher.exe and choose the version you want to install. Then simply let TSL Patcher do its magic. When asked to select the folder where TSL is installed, choose the folder that includes swkotor2.exe or if you have TSLRCM from the Steam Workshop, choose its folder. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. For modders: I included the source scripts in the download in case you're interested. Ignore them if you only want to install and play the mod. Uninstallation: Take all the files from this mod’s tslpatchdata folder and delete those from your Override folder (except for the .nss and .mp3 files). Also delete hk_repair.ncs from your Override and the .mp3 files from streamvoice/GBL/HK47. Then copy all files from the backup folder created during the installation of this mod into your Override. Compabilitiy: This mod is NOT compatible with ANY mods that alter HK-47’s appearance in any way. The HK-50/HK-51 reskin option is also not compatible with mods that alter the appearance of HK-50 and HK-51 either. Most other mods however should be compatible. Changelog: 1.0 Initial release Credits: Mod by Kexikus HK-47 texture by Quanon (modified by Kexikus) TSL Patcher by stoffe THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
1 pointAfter 86 hours-10 minutes of accumulative game time, 952 saves in a span of year and a half, I finally - legitimately - finished my Darkside K1 playthrough -- [!Spoiler Alert!] I've got mixed feelings about it, lol. I feel awesome, proud, crazy - all things 'bout, as this was the first time I finished the game legitimately; without skipping any of the dialogues, doing most of the side-quests and also - do most of the walking! Yeah, if not because ZimmMaster's Movement Animation Fix for both KOTOR and TSL I'd definitely not doing that, lol. So many mods from fellow modders I have used with the playthrough -- namely DarthParametric's, JCarter426's, Sithspecter's, Kexikus', Dark Hope's, xander2077's, VarsityPuppet's, Sith Holocron's, Inyri Forge's, jc2's, and I'm sure pretty much everyone I have used theirs -or at the very least, tested- on my end. I have to thanked them a lot for their awesome work which I learned along from as I did the playthrough. And If you're interested on seeing some of them in action while also following the journey you can take a look here at The Playthrough gallery. And not to forget I had to thanked the modding tools authors, namely Fred Tetra, TK102, stoffe, bead-v, ndix UR, Fair Strides, and anyone that is not mentioned - I am grateful to you all. So, what I've been waiting for all this time - as the next step will be playing TSL [legit for the first time - as earlier runs was me just running around the module and mod their stuffs], and if things went well then I will take a break this week to contemplate on what mods I will use with the playthrough - aside of TSLRCM and K2CP that comes in mind firstly. But I'd surely take different approach in how I will play it compares to K1. With previous K1-playthrough everytime I saw something that I don't like [or broken] I tend to go and fix them. Now I will enjoy TSL as-TSLRCM-K2CP-is and mind about my nitpick later. I think that pretty much sums it - and above all that I'll have to thanked The Almighty Force - which gave me chance to finish the playthrough, and both BioWare & LucasArts for developing one of -if not- the best RPG I've ever played. The game's awesome, many ups-and-downs - I like how I can blend with the main character and feels like I'm them. Granted, some of the player's response wasn't the best in the world but I am passionate on how the game was paced. All said and done - many thanks to you that have been reading this, and may the Force serve you well! -eb P.S. also on this break I will take a chance to review some of the mods I have used and do things that I should have done back then, lol [mod updates, patch-requests etc.]
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1 pointHello, I was experimenting with the sitting people in Javyar's Cantina and changed one of the sitting swoopgangers to the sitting male twilek. Much to my horror, I discovered the sitting twileks don't have heads. I looked at all the "sitting people" in placeables.2da and noticed that apart from the twileks, they all only use one model for body and head. In placeables.2da, the sitting twileks use their usual body models: N_TwilekM and N_TwilekF. So it seemed the game was displaying just what it's set for - it placed the model in the chair - it's just that this particular model is only of a body. Then I noticed that there are the L_TwilekM and L_TwilekF models, and the TGA files for those have the head and body in one file (N_Twilek_low_M.tga and N_Twilek_low_F.tga). So I changed the model in placeables.2da to L_TwilekM. in appearance.2da, the entry for that model (Lite_Twilek_Male) still uses the standard model (N_TwilekM) and has a head assigned. So I changed the appearance.2da modela entry to L_TwilekM. This successfully put an entire male twilek in the chair (see image). But as you might be able to see even though the screencap is of particularly low quality is that these Lite_Twileks look terrible. They are way less detailed than the other sitters. So, what I'm wondering is, is there a way to actually get the real twileks with both the body and head models sitting in the chairs, or is using L_TwilekM/L_TwilekF the only option? Thanks!
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1 pointNormally i use Blender converting SWTOR models into Jedi Academy, But when i saw a blender video about destroyer, i have been inspired ^^
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1 pointI really love the ice climate look of The Telos Jedi Academy. What do you mean by Ice Walls? Are they featured in these images?
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1 pointThats true. Ive thought about it - do you know the super enhanced mod btw? It makes the game fast paced & much more intense - i remember being 1 shotted by the first droid encounter at Peragus back in the day. I think with a few adjustments e.g. setting blasterbolt deflection to 0 without lightsaber and combining by disabling the saving option (only autosaving at certain points) it would be very cool indeed. well the flag is a bit polarizing, true - but for now i did what i could so there other things that need to be finished as well. Btw, what do you guys think of making the Polar Academy with real iced walls? To enhance the feel like traveling through different climatic zones of Telos? SW electronics always have those lights to indicate operational readiness: "iced" ground/walls with slight reflections: new doors with frozen wire parts (display panel = placeholder, needs attention though) For Dantooine, created new ground tex & muddy sinkholes:
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1 pointGlad you like it! Dantooine just has that special atmosphere, especially the first game! The Flag is, as @Kexikus said, quite a difficult one, because its cut into 3 pieces each with only 1 tex assigned, and also im struggling to get the logo properly distorted; anyway, here is another iteration: Made some changes to the Military Base, including some highres Concrete/ walls & getting rid of the blue tint, actually im quite happy how it turned out:
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1 pointVery, very interesting indeed. This could be a major breakthrough for Kotor similar to those dx11 mods for games like Gothic or Morrowind. Even if SSR has visual artifacts its should be very cool for wet surfaces. Is there by chance a possibility to display "wet puddles" or rain?
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1 pointI wasnt aware that it works for Kotor/TSL - this is certainly a most awesome turn of things! Especially when combining it with texture packs... Just to understand correctly - the lighting of animated textures like adboards & panels is reflected in Realtime, right? That means, in theory if you mod an area e.g. Nar Shaddaa pitch black with only the light sources emit light, every change to intensity of lit objects (like lights switching on & off) would dramatically impact the environment, right?
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0 pointsWell thanks! This is indeed a good question.. and difficult to answer ^^ What i can say, is - its making surprisingly good progress in both quality and quantity, and using e.g. UHQ nature resources recently has helped a lot actually - so, i already can see the finish, but its still some way to go. I know what you mean. But as Malkior said -especially K2 art design is not well thought and if i can achieve a better look- why not? Since those FMV only play for a few seconds anyway- but keep in mind that the game play goes on for hours & hours and its better to have those 10 sec inconsistency instead of compromises in overall visual quality . That doesn't mean I don't try to make it as canon as possible, but I try to up the color variety whenever i can, every area should look unique after all: Especially areas like Telos Military Base & Ravager look too generic in vanilla game, so I also changed the color scheme: Bare steel visible on the edges when turning the camera Countless improvements have been made for Dantooine, including 8k rock textures: WIP skybox: Animated brushed aluminum panels when turning cam: Ultra-realistic 8K grass texture: You can see the sand grain in game: New marble & windows for Onderon, shimmering in sunlight: