Leaderboard


Popular Content

Showing content with the highest reputation on 04/22/2020 in all areas

  1. 2 points
    Try to set "m_bIsBackgroundGeometry" to 1 in this nodes: trimesh Top, trimesh Side04, trimesh Side02, trimesh Side01, trimesh Side03. And then compile. Should help with visible fire, smoke and npc's in the distance
  2. 1 point

    Version 1.0.0

    640 downloads

    *Note: If you still have not seen Star Wars: Episode IX – The Rise of Skywalker and are sensitive to spoilers, please watch the movie before installing this mod. I apologize for some of the low quality images, I use the GOG version of the game without any graphics mods so the in-game screenshots aren't very representative of how the lightsaber actually looks in-game. 1. Description: This mod adds Rey's lightsaber (and saber crystal) from the end of episode IX to KOTOR. 2. How to Access: Rey's saber crystal can be purchased from Yuka Laka's droid shop on Tatooine for 10000 credits. From there, place it into any lightsaber's colour crystal slot. The lightsaber can also be spawned in using the console command: "giveitem sa_reysaber" or "giveitem sa_reycrystal" for the crystal. 3. Installation Instructions (PC): Download and extract the zip file. Run TSLPatcher. 4. Compatibility: This mod uses lightsaber slot and lightsaber crystal slot 34. Any other mods that occupy these slots will be incompatible with this mod. 5. Other notes: This mod was converted from a lightsaber hilt within Plasma's Lightsaber Hilt Collection mod for Star Wars Jedi Knight: Jedi Academy. Plasma has me given me permission to convert his mod to KOTOR and upload it. All credit for the model and texture goes to him, I only converted it to KOTOR and created the KOTOR lightsaber icon. Please check out his original mod at: https://jkhub.org/files/file/3552-lightsaber-hilt-collection/ The icon for Rey's lightsaber crystal was borrowed from Kaidon Jorn's Schematic Lightsaber Mod. He indicated that as long as he was credited for the original work, it could be used in other mods. This is my first mod, so please let me know if you have any problems or suggestions! 6. Very special thanks to: The original mod author: - Plasma Everyone who helped teach and guide me along the way: - Stormie97 - DarthParametric - Rooxon The creator of the lightsaber crystal icon: - Kaidon Jorn The creators of the excellent modding tools I used during the creation of this mod: - Fred Tetra (Kotor Tool) - stoffe (TSL Patcher) - bead-v (KOTORmax, MDLEdit) - mrwonko (GLM Importer and Exporter) - Fair Strides (TSL Patcher) - ndix UR (tga2tpc) Lastly, a special thank you to anyone and everyone who installs this mod, hope you enjoy it! 7. Redistribution: This mod may redistributed as long as proper credit is given to myself for the porting process and lightsaber icon, Plasma for the original lightsaber hilt model and texture, as well as Kaidon Jorn for the lightsaber crystal icon. 8. Legal: This modification is provided as-is and is not supported by BioWare Corp or LucasArts in any capacity. Please use this file at your own risk, neither I nor BioWare or LucasArts are responsible for any damages to your equipment incurred by the usage of this file.
  3. 1 point
    After 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.]
  4. 1 point
    Cool findings, @Crazy34! Probably the best stuffs happened yet in 2020. 😛 I have tested your lightsabers, and they look great. You nailed the radiuskey value of the light [with the animations] quite seamlessly, and I really liked what I saw. I'm very grateful to that knowledge and had to thank you for that, really. While at it I also wanted to share what I could, particularly this one's with RGB value of the AuroraLight, especially for anyone that uses JC's Lightsaber Visual Effects for K2, for the ambient light to match the blade color -- Hope that helps with anything.
  5. 1 point
    The Feats and Content Mod was implemented using scripts. So, same problem I outlined above.
  6. 1 point
    Anything is possible. It just takes someone willing to rewrite the game from scratch... So, practically impossible.
  7. 1 point
    The only way modders can change the game's behavior is through scripting. However, I don't see anything related to sneak attack in the script files.
  8. 1 point
    I know how Sneak Attack works. I know that it works on ranged Weapons if the Target is either delibitated or in a 10m Range while you're in Stealth or flanking it. I want that Sneak Attack works on all ranged Attacks made out of Stealth, not only those within the 10m Range, and/or that it works on Attacks that are made while the Enemy isn't engaged like the Sneak Attack on Force Jump.
  9. 1 point
    And another one is done! It may not be the best render but here is Dxun: The vegetation is very uniform and the mountains don't really look that great on a render like that but they work great when seen in the game. At some point I also had low clouds/haze in the valleys which looked pretty cool in a render such as that one but they didn't match the game look at all and took forever to render so I took them out again. Anyway, here are some screenshots of what it looks like ingame: I have one weird problem with my skybox model however: These fire and smoke emitters in the distance are from another part of the level (crashed ship) and are usually not visible from the landing zone. However when I use my skybox model, they suddenly show up and I have no idea why. They are not part of this model and the skybox has the same size as the vanilla one so it's not like they were previously hidden behind the skybox geometry or something like that. I have not edited the vis file either. If anyone has any idea what might cause this, please let me know. I'll attach the ascii and compiled model to this post. 401dxnk.zip Having finished the Dxun skybox leaves me with only one skybox to make: The secondary Dxun one. Apart from that I still want to experiment with the lightning and maybe cloud movement for Telos and I want to improve the Manaan underwater skybox model. And then there are some skyboxes that I still want to tweak a little (mainly Nar Shaddaa and Tatooine). Maybe some more will show up when I go through the levels again to check for any mistakes before starting the final renders. But I'm slowing reaching the finish line
  10. 1 point
    Revan: "Carth, a sith patrol is harrassing those people outside of our apartment, we gotta help them!" Carth: "You're right, don't worry, I'll just throw a grenade between all of them!" Duros with 1 HP, 3rd degree burns and entrails falling out of abdomen: "Thankfully you were able to step in and help us, human" You know you questioned this whole scenario once lol
  11. 1 point
    Jedi Outcast and Jedi Academy are now on the nintendo switch. Really hoping Kotor/TSL and the original battlefronts follow!
  12. 1 point
    Normally i use Blender converting SWTOR models into Jedi Academy, But when i saw a blender video about destroyer, i have been inspired ^^
  13. 1 point