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3 points
Version 1.0.0
8,347 downloads
Pretty much, what is says, the mod contains higher resolution versions for most of the item icons in KOTOR 1. Namely - Armor, Weapons, Headgear, Shields and other Usables, Droid Gear, Belts, Implants and other miscellaneous items. Feel free to modify and reuse. Giving Credit is appreciated. Would have liked to include crystals too, but oh well. Maybe next update. Needless to say this works best with stuff like: KotOR High Resolution Menus 1.4 by "ndix" - Cheers and Happy Playing!!! -
2 pointsThe Mod Forge is the glory of the modders, the apex of their infinite subfolders. It is a source of infinite robe reskins, a tool of unstoppable uploads. An awful lot of information was lost with LucasForums, including the identities of the old Mod of the Year winners from 2005 to 2015. This isn't, per se, important; it's less useful than, for instance, the many, many tutorials we used to have. But it is a loss, nonetheless, particularly since we've kept up the Mod of the Year here at DeadlyStream since. I've tried to collect what information I can here, though some of it is, for now at least, irretrievably lost. Mod of the Year 2005 - Users' Pick KotOR Winner: Revan's Mask+ by T7Nowhere Runners Up: 1. Carth Romance Fix by cjt0202 2. Lightsaber Forms by deathdisco 3. Mekel Recruitment Mod by Tanesh 4. Ebon Hawk Workbench to a Construction Bench by RedHawke 5. Republic Commando: Delta Squad by Prime 6. Kamino Eugenics Chamber by RedHawke 7. Quest for tk102's Birthday, by Darth 333 et al. (includes svösh's hv88 blasters, Seprithro's blaster model and t7nowhere's saber models + birthday cake) 8. [MECK] Enter Jabba's Palace by Xavier2 et al. 9. Meet Athena (Selectable Female PC) by kristykistic 10. Xia Terashai Set by Chainz.2da, RedHAwke, and JediKnight72482 11. Kain Sword for The Real Kain by oldflash TSL Winner: Ultimate Lightsaber Mod (USM) by Chainz.2da, Darth333, Seprithro, svösh, and T7nowhere. Runners Up: 1. High Level Force Powers by stoffe -mkb- 2. TSL Movie Jedi Robes and Armour Mod by Prime 3. Jabba's palace Themed Dancer Outfit Additions by Drakonnen 4. Combat Simulation Arena by stoffe -mkb- 5. Real Darth Nihilus by Darth Stryke 6. AVol's Character: Darth Vader by Avol 7. The Dark Apprentice: Gold by MacLeodCorp 8. "Heart of the Force" Sabers by MdKnightR 9. Ceremonial Weapons Pack (melee) by oldflash 10. Floating Lightsabers Force Power by Darth333 11. Darksword by ChAiNz.2da Mod of the Year 2005 - Staff Picks KotOR 1. Carth Romance Fix by cjt0202 2. Quest for tk102's Birthday by Darth333 et al. 3. Chained Force Lightning by tk102 4. 2 Altered Endings by kristykistic 4. Ryyk Blade by Achilles 5. Ebon Hawk's Workbench to a Construction Bench by RedHawke 6. [MECK] Enter Jabba's Palace by Xavier2 et al. 7. Republic Commando: Delta Squad by Prime 8. Kain Sword for the Real Kain by oldflash 9. Kamino Eugenics Chamber by RedHawke 10. Segan Wyndh's Sabers by ChAiNz.2da 11. Revan's Mask+ by T7Nowhere 12. Mekel Recruitment Mod by Tanesh TSL 1. Male/Female Master + Padawan Robe Models + UV Fix by svösh 2. Hardcore Mod by beancounter 3. High Level Force Powers by stoffe -mkb- 4. Ultimate Saber Mod by ChAiNz.2da, Darth333, Seprithro, svösh, and T7nowhere 5. Game Balance Mod by Achilles 6. Remote Tells Your Influence by tk102 7. Putting the Sith Back in the Sith Lords by Prime 8. Floating Lightsabers Force Power by Darth333 9. Prestige Class Robe & Saber Pack by RedHawke & Maverick187 10. Combat Simulation Arena by stoffe -mkb- 11. Ceremonial Weapon Pack (melee) by oldflash 12. TSL Hack Pad by ChAiNz.2da Mod of the Year 2006 KotOR Winner: WOTOR (Weapons of the Old Republic) by T7Nowhere Runners Up: 1. Bastila and Fem Revan, the Untold Love Story by Master Kavar 2. Carth's Clothes I, II, and III by Kha 3. The Super Enhanced Mod by Shem 4. Super Skip Taris mod by Lit Ridl 5. Bastila: The Jedi Royal Guard by MacCorp 6. Ryyk Blade by InyriForge 7. Make Zaalbar a Jedi by Darkkender 8. Melee Pack by InyriForge 9. Patterned Jedi Robes by Silveredge9 TSL Winner: The Dark Apprentice: Holowan Consortium by MacCorp Runners Up: 1. Final Touch by oldflash 2. NPC Recruitable Dustil by Princess Artemis and Jiara 3. Kreia's Assorted Robes by ChAiNz.2da 4. Combat Simulation Arena v4 by stoffe 5. BloodRayne as PC by mjpb3 6. The Super Enhanced Mod by Shem 7. Floating Lightsabers 2.0 by Darth333 8. Imperial Knight by Prime 9. Atris Robes for Females by mjpb3 Mod of the Year 2007 KotOR Winner: Brotherhood of Shadow by Silveredge9 Runners Up: 1. Recruitable Kay by InyriForge 2. Bastila Romance Enhancement by swfan28 3. PC Hybrid Lizards by redrob41 4. Yuthura Ban to Darth Talon Conversion by Prime 5. Bastila Unchained by Kristy Kistic 6. Male Head Pack by InyriForge 7. Ajunta Pall Unique Appearance by Silveredge9 8. mjpb3's Selene from Underworld 9. Taris: Sith Planet by Rueben Shan 10. Darth Bane Pack by Silveredge9 TSL Winner: Coruscant Jedi Temple by deathdisco Runners Up: 1. KotOR II Restoration Mod (The Unrestored Content) by Team Exile 2. Peragus Correction Mod by Ulic and Cay 3. Five Twin Suns-esque Outfits For Female PCs by Emperor Devon 4. 'Fork' Short Lightsabers by oldflash and Darth InSidious 5. PVC Dancers Outfit by Kristy Kistic 6. Wilhelm Yell by Miles Edgeworth Mod of the Year 2008 KotOR Winner: Project Yavin 4th by MotOR Squad, Master Zionosis and ÐeceptiKain TSL Winner: TSL: Un-restored Content by zbyl2 Mod of the Year 2009 KotOR Winner: Brotherhood of Shadow: Solomon's Revenge by Silveredge9 TSL Winner: TSL Restored Content Mod Version 1.4 by DarthStoney and zbyl2 Mod of the Year 2010 No information Mod of the Year 2011 No information Mod of the Year 2012 No information Mod of the Year 2013 No information Mod of the Year 2014 May not have run Only nominations known. Mod of the Year 2015 KotOR Winner: K1RP v0.9b by RevanFan90, zbyl2, LDR, Dan Loto, Fallen Guardian, Seamhainn, Jatku and Fair Strides Runners Up: 1. Weapon Model Overhaul by Toasty Fresh 2. PC Response Moderation by Kainzorus Prime TSL Winner: The Jedi Masters 3.0 by Trex Runners Up: 1. NPC Overhaul for TSL by Kainzorus Prime 2. Revenge of Revan Playable Species 1 - Humans by redrob41 3. Phildevil's Twin Sun to Asari Mod Mod of the Year 2016 (DeadlyStream) Mod of the Year 2017 (DeadlyStream) Mod of the Year 2018 (DeadlyStream)
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1 point
Version 1.1.0
3,938 downloads
This mod is build by Steam-User Bobbi No-Nose. I've got the permission to upload his files. I prefer this Zeison Sha and Jal Shey Robes to Jedi robes, because they are upgradable with overlays and underlays. Description (Quote): " Replaces the Zeison Sha and Jal Shey armor texture and models with KotOR1 style robes. Stats remain unchanged. TLSRCM compatible Not compatible with any other mods that change Zeison/Jal Shey armors. Feel free to use this mod without giving me credit. I just renamed some TSL files and colorized a texture. Update: I changed up the color scheme of the robes with new colors. I also removed some unnecessary textures that were in the original release of this mod. Two of the Jal Shey Armors appear to use the same texture by default, despite their being more textures present in KoTOR2's files. Bugs: Due to the fact that Obsidian replaced some of the KotOR1 models with their own robe design, the male version of the robes defaults to the large size player. If these robes are equipped to a male Scoundrel, Consular, Scout, or Sentinel, you may notice their height change. Please let me know if you encounter any other bugs. This is my first published mod. " I've done a complete lightside playthrough with this mod, and had no problems using it. Install: Just copy the files in the override folder. Steam-User just subscribe. P.S.: In my next playthrough, I will use this mod again and add "Cloaked KotOR Tunics for TSL" for a higher KOTOR feeling. -
1 point
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1 point
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1 pointNo, that's not how it works at all. The problem you had is that the droid is indeed set to non-destroyable by its OnSpawn script. I then made a mistake in the script I posted above, using the wrong nth creature - 1 instead of 0. So it should be: object oDroid = GetObjectByTag("dan15_ancientdrd", 0); Your original bit for that would have worked, since you omitted it and it would default to 0. You just lacked the required setting it to destroyable first. Here's a test with fade enabled so you can see it working.
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1 pointThose ice walls will be included, definitely. ------------ You guys certainly remember that ugly, flat Onderon Backdrop here: As you immediately see, its 2D which really breaks the immersion here, and the only way to make it 3D would be to place a real 3D model which probably has the Skybox getting in the way. The solution? Goes really quick with VUE, just rendered the scene in 8K and downscaled it to 2K to avoid artifacts when making the background transparent (ignore the Sky for now): For purists, here a red variant:
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1 pointFirst, let me go ahead and say that not only is this possible, it's actually extremely simple. It's also extremely tedious to set up as the global default, unless you're building from the ground up anyway. Now, a little background info: When I was younger and more naive (read: four years ago), I had the idea to start working on a massively ambitious project (read: total conversion mod) all on my own just to see how far I could push the envelope when it comes to modding. I was no novice when it came to ingenuity in KotOR modding, having already cut corners to introduce the community to a mod that had been wished for many times since the release of TSL (insert shameless PartySwap plug here). It quickly hit me that there was something else about the KotOR games that bugged the crap out of me, and that was that they were fully voiced - with exception to the most important character in both games. I quickly decided that would be the next hurdle I tackle. It didn't take too long to figure it out. That's right - I've been semi-selfishly sitting on this information for four years. Why? I don't really know, maybe because I wanted to present it to the community in a large project that I was happy to be a part of and blow everyone's minds. But it has become clear to me that others have been looking for a way to make it work, and I'd be remiss to not share my experiences with this particular endeavor. With all that said, here's a bit of a disclaimer: All instructions in this tutorial are given under the assumption of modding TSL, NOT KotOR. The reason for this is simple - TSL scripting, especially when it comes to dialog, is a lot more malleable. I'm not saying this is the only way to pull it off, it's just the easiest to illustrate. The first question is "How do we enable the PC to be a valid speaker?" The answer: We don't. Simply put, any time you type 'PLAYER' into the Speaker tag line in a DLG node, the dialog will crash. This alone has turned others in the past off of pursuing this endeavor. "So, we can't use the PLAYER tag to make the PC talk, and we can't assign a new tag to the PC, so how do we make this work?" This is where one's fundamental understanding of how dialogs work comes in handy. There's always one performer in a dialog that doesn't need a stated speaker tag, and who is that? The owner. So necessary workaround #1: Make the PC the owner of the dialog. This presents a new problem, however. The game is coded to always assume whatever other valid object is in the command chain in game scripts that fire dialog is supposed to be the owner, whether it's the object starting a conversation with the PC or vice versa. You know what the solution for this is? Remove those objects from the command chain. So necessary workaround #2: Make the PC start the dialog with their self. That's right, the PC is going to be starting up conversations with him/herself that you will need to invite all other participants into through the use of the Speaker/Listener tags - and those tag lines are going to be used a lot, unless you literally want the PC to be talking to him/herself. The way to set this up in a script is quite simple: AssignCommand(GetFirstPC(), ActionStartConversation(GetFirstPC(), "name of dialog")); Note: I'm including a Modders Resource (jb_func.nss) that functions as an #include script, which already has this function set up as a custom function, so all you need to type up is PCStartDialog("name of dialog"); jb_func.nss Any dialog fired by this function will have the PC speak all the entry nodes with blank speaker tag lines. Yes, you are still required to put VO on Entry nodes, not Reply nodes, which means having the PC speak a line of dialog that the player chooses from a replies list requires creating an entry after said reply with the VO information attached. Of course, this particular solution only covers game-triggered dialogs so far. What about click-started dialogs, the ones triggered by the player? This is where we get into potentially tedious territory. See, player-triggered dialogs are fired by the game gathering the name of said dialog from the objects Dialog string entry. This data call is hard-coded - we have no access to it through scripting. The obvious solution would be to set up a custom script for that object's OnDialogue event, but when one such object becomes a hundred or a thousand, that's a lot of OnDialogue scripts. This is where I came up with a different solution, which proved to be quite ingenious. Simply put, convert the player-triggered dialog to a game-triggered dialog. So necessary workaround #3: Make the dialog re-trigger itself. Note: Regarding the steps below, If you want to skip most of the work, I'm including here the script that I use to re-trigger the dialog, as well as a new dialog template to start from. Sadly, you'll have to do the globalcat.2da editing yourself. a_load_dialog.nss a_load_dialog.ncs newdialog.dlg How do we set this up? First, you need to create a global in the globalcat.2da. It can be a boolean or a number, doesn't really matter. For the sake of this tutorial, I'll be using a boolean and naming it "dialog_pc_owned". Next, create a blank entry at the very top of your DLG. Set its first conditional to "c_glob_bool_set", set the String Param to be "dialog_pc_owned", and check that "Not" box. Right now, this node does nothing but always fires. What we want to do next is make something happen. Specifically, we want to set the global, so in the first script field, insert "a_glob_bool_set", set the first parameter to 1, and the String Param to "dialog_pc_owned". This means the next time the dialog is fired, it will ignore this top node because the condition isn't being met. Obviously, there's still something missing. We need to trigger the dialog to fire again under ownership of the PC. So leave the DLG as is for a moment, and create a new script - I'm naming mine "a_load_dialog.nss". Now, in order to avoid compiling a ton of different versions of this script, we'll be making use of the String Param in the TSL dialog system. So if you're using my include file, the script would look like this: #include "jb_func" void main() { PCStartDialog(GetScriptStringParameter()); } Compile that bad boy (make sure the include script is in the override folder in your game directory), then go back to that top node in the DLG file. Insert "a_load_dialog" into the second script field, then in the String Param field, insert the name of your DLG file. So now your dialog will re-trigger itself with ownership belonging to the PC. We're done, right? WRONG! This is where I reckon I'll lose most of you, because it's a bit difficult to put into words, so please bear with me. When you trigger a dialog like this, you're setting a variable that wasn't set previously so that you can call it to re-trigger itself. The downfall is that variable will not automatically reset so that the top node triggers every time. In order for this to work, that top node needs to trigger every time, which requires resetting the global after the dialog re-triggers itself. How you set this up in the Dialog file is completely up to you, but my preferred method is to create a second blank entry underneath the first one, set the first script field to "a_glob_bool_set", first parameter to 0, and String Param to "dialog_pc_owned", then let that node be the master root for the rest of the actual dialog tree. That's all there is to it, obviously the rest is on you to write the dialog and acquire the VO in the typical way. I hope this helps, folks. Until next time... DarthTyren has spoken!
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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: