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  1. 2 points
    v.0.7.4 of the Expanded Galaxy Project Demo for the KotOR 2 The Sith Lords is out and available on the Work In Progress page on page 4, I have tested it as best as I can using saves, but I am looking for testers and people to get involved with the project.
  2. 2 points
    Btw, to dispel another misconception, KOTOR doesn't use blur for its saber trails either. The reason you need the blade planes is because they are what creates the trails - i.e. the trails are a geometry effect. Here's a wireframe to demonstrate: This is why sabers have their own unique model type. I would guess this is some sort of vertex buffer trick or the like.
  3. 2 points
    There is no plans to include Lehon as of yet, but I might look into replacing Malachor IV on the planet list because the cutscene makes you travel there. Taris cannot be included for obvious reasons. I did have thoughts of using the Taris Sewers for Kiras getaway through the Escape Tunnel on Nar Shaddaa, but it depends how well it would fit in. I have just uploaded 0.7.1 which is the latest and I have tested quite thoroughly, there are a few bugs that I know of but there shouldn't be anything game breaking. After completing the game all these levels can be travelled by the player, I will slowly be adding in the ability to complete / hand in any quests that the player might have left as well as possibly pick up new ones, but this will be after making use of the new planets during the main game. It's a slow process but I am still working on it all. So it seems your comment got me thinking about it, so I decided to dive into the galaxy map scripts again, I have now managed to enable the final four slots making use of the Ebon Hawk, Peragus, Malachor V and Telos Polar Academy Slots. For the moment I have set it up so that the tutorial galaxy map dialog skips over actually using the galaxy map, it also does the same for when leaving peragus. Sleheyron & Lehon can be travelled to. I might end up removing Sleheyron as it is converted from the Demo and the models didnt convert properly, perhaps in future if the new Sleheyron gets released I could add it in, if not it is another planet slot that could be used, but for the moment it exits to the Sleheyron Demo Docking Bay, which for the best part works. Malachor V only appears on the galaxy map when you have defeated Nihilus. There is a duplicate version of the Yavin Orbital Station for the extra planet slot, Malachor V is also removed from the galaxy map after completing the game. All of this is available on page 4 of this topic, it still requires TSLRCM, M478EP and the Jedi Temple / Coruscant mod. All this means is the player never sees the galaxy map until leaving the Academy on Telos and getting the Ebon Hawk back. Malachor V remains selected after completing the game. Sleheyrons docking level mostly works, the rest dont. Kashyyyk & Manaan still have slight map problems. Exiting Kashyyyk enters Hyperspace for the Ebon Hawk. Leaving the Ebon Hawk in Hyperspace exits to the previous planet. The End Game Levels are duplicates of the main game levels so will be a little buggy, but work for the most part. That should be the majority of bugs that I know of for the moment, I have tested heavily with a playthroughs worth of saves in depth but not played the game all the way through so there are bound to still be problems to found.
  4. 1 point

    Version 1.0

    2,311 downloads

    A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 Release Date: 11.06.2017 Installation: Simply Copy and Paste or Drag or Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: While I was playing the game I discovered the "Get out of here before I space you" Guy at the Serroco camp had a line to say that wasn't voiced by his correct actor. Naturally I threw together this quick mod to give fix that small problem so the NPC now speaks a line that was voiced by his original actor. Here is a preview of the problem and the fix Known Bugs: None that I know of but if there is please report it so I can fix it Incompatibilities: Is incompatible with anything that edits "serthug2.dlg" Permissions: Do NOT claim credit for this mod and please ask me for permission if you want to use this in your mod Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool, Obsidian for not deleting the textures and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  5. 1 point

    Version 1.0.0

    8,750 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!!!
  6. 1 point

    Version 1.5

    206,233 downloads

    Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/
  7. 1 point
    View File [K1] Yavin IV Planet Mod Name: [K1] Yavin IV Planet Mod Author: MotOR Squad + Master Zionosis Translator: ĐeceptiKain TSLPatcher: EGJason Date: 05/03/08 E-Mail: masterzionosis@hotmail.co.uk Contents: 1 Description 2 Installation 3 Uninstallation 4 Future Releases 5 Bugs 6 Adknowledgements 7 Permissions 8 Website 9 Spoilers -------------------------------------------------------------------------------- 1 Description --------------- This mod will add an entire new planet to KotOR I, Yavin IV. They're are 10 new modules in total and a great new storyline. 2 Installation ----------------- Simply run the new installer. If you also want the MotOR Yavin launcher copy the Launcher folder to your KotOR directory. 3 Uninstallation ----------------- Just remove all these files from the relevent folders in your K1 directory. 4 Future Releases -------------------- -Voice Overs for non alien species Of course if there is any bugs or errors these will be assessed as well. 5 Bugs ------ None that i know of, if you find any PM me at Holowan Labs please. There is, however, the issues that crop up with other mods installed, most notably with Brotherhood Of Shadow. This patcher version may correct some issues with that, but probably not all. I reccomend that you install Yavin IV first, then Brotherhood Of Shadow. 6 Adknowledgements ------------------ A massive thanks to the original creators of the Yavin mod (MotOR) and allowing me to translate the mod. A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. Also thank you ĐeceptiKain for your excellent work on the translations, without you this wouldn't have happened. And a very appreciative thanks to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this. And another thank you to EGJason who got the mod to TSLPatcher state. 7 Permissions ------------------- This mod may only be used/modified with my consent. 8 Website ------------------- Visit my website to see what other mods I have created and what I will be doing in the future. http://masterzionosiskotorsite.com 9 Spoilers ------------------- There are quite a few puzzles, riddles and secrets in the mod, many that made me even think that the mod was 'broken', well I have play tested the entire mod and after going through the messy process of decompiling certain scripts I found out that the mod does work properly. To complete certain things you will have to concentrate considerably on what you have recently done or aquired. If you do get completely stuck consult this table below -The door that does not open in Exar Kun's Tomb in the Chamber Of Spirits is actually a mirage, you can walk through it after you have aquired the crystal of darkness. -The most tricky part of the mod is the door puzzle, it is completeable but quite tricky to get your head round, it took me about 30 mins to figure it out, so if you figure it out straight away then maybe I'm just stupid. But here is the combination if you get stuck: Open door 5, then open door 3, kill the spirits, then go back and open door 4, then door 1 will be open. These are the only tricky parts I can remember, if you find any more don't hesitate to ask in the project thread at Lucasforums. Submitter MotOR Squad Submitted 02/26/2020 Category Mods K1R Compatible Yes  
  8. 1 point

    Version 1.0.0

    2,069 downloads

    Name: [K1] Yavin IV Planet Mod Author: MotOR Squad + Master Zionosis Translator: ĐeceptiKain TSLPatcher: EGJason Date: 05/03/08 E-Mail: masterzionosis@hotmail.co.uk Contents: 1 Description 2 Installation 3 Uninstallation 4 Future Releases 5 Bugs 6 Adknowledgements 7 Permissions 8 Website 9 Spoilers -------------------------------------------------------------------------------- 1 Description --------------- This mod will add an entire new planet to KotOR I, Yavin IV. They're are 10 new modules in total and a great new storyline. 2 Installation ----------------- Simply run the new installer. If you also want the MotOR Yavin launcher copy the Launcher folder to your KotOR directory. 3 Uninstallation ----------------- Just remove all these files from the relevent folders in your K1 directory. 4 Future Releases -------------------- -Voice Overs for non alien species Of course if there is any bugs or errors these will be assessed as well. 5 Bugs ------ None that i know of, if you find any PM me at Holowan Labs please. There is, however, the issues that crop up with other mods installed, most notably with Brotherhood Of Shadow. This patcher version may correct some issues with that, but probably not all. I reccomend that you install Yavin IV first, then Brotherhood Of Shadow. 6 Adknowledgements ------------------ A massive thanks to the original creators of the Yavin mod (MotOR) and allowing me to translate the mod. A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. Also thank you ĐeceptiKain for your excellent work on the translations, without you this wouldn't have happened. And a very appreciative thanks to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this. And another thank you to EGJason who got the mod to TSLPatcher state. 7 Permissions ------------------- This mod may only be used/modified with my consent. 8 Website ------------------- Visit my website to see what other mods I have created and what I will be doing in the future. http://masterzionosiskotorsite.com 9 Spoilers ------------------- There are quite a few puzzles, riddles and secrets in the mod, many that made me even think that the mod was 'broken', well I have play tested the entire mod and after going through the messy process of decompiling certain scripts I found out that the mod does work properly. To complete certain things you will have to concentrate considerably on what you have recently done or aquired. If you do get completely stuck consult this table below -The door that does not open in Exar Kun's Tomb in the Chamber Of Spirits is actually a mirage, you can walk through it after you have aquired the crystal of darkness. -The most tricky part of the mod is the door puzzle, it is completeable but quite tricky to get your head round, it took me about 30 mins to figure it out, so if you figure it out straight away then maybe I'm just stupid. But here is the combination if you get stuck: Open door 5, then open door 3, kill the spirits, then go back and open door 4, then door 1 will be open. These are the only tricky parts I can remember, if you find any more don't hesitate to ask in the project thread at Lucasforums.
  9. 1 point

    Version 2.1

    2,630 downloads

    The Jedi Masters is a story conversion mod for Kotor2, a fan made Kotor3 with it's own storyline spanning up to 14 hours. For installation instructions, visit : http://www.the-jedi-masters.com/download.html Trailer :
  10. 1 point

    Version 1.0

    12,729 downloads

    Revenge of Revan Demo (Beta) The mod is a sequel to The Knights of the Old Republic 2 (Sith Lords). The game takes place 8 years after kotor2 where you will find the Jedi Order starting to rebuild as they find their place in the Republic that has been absent of the Jedi Order for some years. An event on Corellia will set events in motion as you try to unravel this mystery before its too late. RoR is a stand alone original story that allows you, the player, to continue your saga with whatever choices you made in kotor1 and kotor2 whether you use the canon setup or your own personal version. The mod is a bridge between kotor2 and TOR. You will see cameos and interact with some former characters from kotor1 and kotor2, depending on your choice setup. New Features: Well over 50 PC heads including aliens with the ability to wear head gear. Species optional based attributes setup. Around 2 hours of gameplay There is a new Lightsaber Creation system as well as the old looting/inventory system will be tweaked and allow more crafting. Also within the Lightsaber Creation System is a Progressive lightsaber/hilt system which will allow you to follow certain progression trees as you advance in levels and hilt design. This system will be user friendly and allow the player to switch from one progression tree to another with out a penalty. A New Trust System which will be connected to the existing Influence system for kotor2. You will have moments to gain and lose Trust with party members. If you gain enough Trust then you will be able to Influence their alignment as seen in kotor2. Dialogues will not be simple black and white in the area of receiving Dark Side and Light Side points. With the newly added motive feature the player can actually do something that is considered nice to manipulate a NPC and gain Dark Side points. The player will have a ( ) similar to when a player can show they are going to lie but in RoR you will have options in the ( ) for example: Diplomatic, Aggressive, Empower them/encourage, Manipulate/control. These will lead to dialogue that match your motive during the conversation. With these new features and RoR's new NPCs, modeled and skinned by Redrob41, which not only include Party members but even mid to high level NPCs. In the Demo some of these features are only introduced and not fully active based on story and game play layout. The next installment will see all of these functioning and being used through out the game on a larger scale. -------------------------------------- Note: This is a work in progress so not all the human VOs are in the game, there will be a VO patch released later.
  11. 1 point
    Yes, exclude that line entirely. Steamcmd adds it (will add the line to your vfd file), like last mod number+1. You can reuse your vfd and the publishedfileid will tell Steam which mod to update.
  12. 1 point
    @Jorak Uln The reason why in kotor the blades look brigther from the front, is that the trimesh planes of the saber are onesided facing in front. So from behind you don't get any effect from them. @DarthParametric Is it possible to set faces to be double-sided in the ascii? Or do I need to add two more planes to the model with different orientations? Also do you know by chance with lightpriority value would be the best to use? The only way I could imagine how to get the special effect for the black core TOR blade is to have a texture with a alpha mask which is white for the black part of the blade and has greyish something for the glow and black outside of the blade. With this alpha mask one could try to set the blending to normal (from additive as default) and see how this looks ingame. I tried and it looks promising but the bad texture creator I am I was not able to get satisfactory results. For the double blade bug: In order to have not visible planes I could add a third 3d Model, which edge would mark the end of the glow. But personally I think it looks worse then the current state I posted before. Jorak Uln our textures look really great. Your are right, then I am in the right state of mind I should set up a consitent texture system such that you can tweak overthing for each model seperately. Big THANKS to DarthParametric for you help aswell as to @bead-v. I hope my lack of knowledge is not to annoying.
  13. 1 point
    mmm, you might want to ask @Effix I believe he has a tutorial on steam under modding that explains how to do it. Let me link it here: https://steamcommunity.com/sharedfiles/filedetails/?id=838182756
  14. 1 point
    There is no quest associated with the Rakata genes, and once you talk to the Elder tribe the One and his tribe become hostile. Doesn't matter, because the researcher tells you they just need access to the computer in the temple.
  15. 1 point
    Why would you want to upload your mods to the Steam Workshop though? Might I suggest a read through this thread? Before I get any comments, yes . . . @Hassat Hunter has uploaded a few of my mods to the Steam Workshop in the past for me. However, I don't think that Steam Workshop has a stable way of using multiple mods. For more on that, read the linked thread. It's also why I've never asked HH to update any of my old mods when I've done so on this site.
  16. 1 point
    We called it the "inverted counter", it seems to be a number that is different for each mesh, but it usually starts from something like 99, 98, 97, etc... however, it doesn't seem to affect anything, even if we leave it zeroed out. The tools use an algorithm that creates this kind of sequence, but really the pattern isn't uniform across models, so the algorithm is just there for the numbers to kind of look like the vanilla ones. In case you decompile a model, the numbers will be stored as inv_count in the ascii, so that the same ones may be used if that model is recompiled.
  17. 1 point
    Is this an updated version that was originally on the Jedi Master download site?
  18. 1 point
    Yes absolutely. Great work so far with the model, its definitely much better than vanilla, i know that the planes are still a bit visible, but thats due to the engines limitation. Btw, i tried out your testfile, and thats what i found out: I noticed that you use dont use a separate set of textures for the dark purple "core" model but the normal purple Lightsaber + the purple core model. (That way both lightsabers use the same textures). I think, its better if you dont use shared textures, but give the dark core ls their own set of textures. Now, i tried to recreate some SWTOR sabers, and so far it works great for the bright colored sabers (below just some quick takes on the sabers) Green empeth SWTOR: https://swtorista.com/crystals/green-empeth front view in Kotor always seems to be brighter: Those bright LS are covered well now. However, the dark colors are still not working yet - > Kotor planes seem to display dark colors transparent: simple dark core sabers are possible thanks to your core model, but when creating more special sabers like this one here- the red & dark areas are displayed semi-transparent: Would it be possible to somehow create that dark frame around the core (or even the whole blade being a flat plane that moves when you turn the camera)?
  19. 1 point
    Nothing of direct importance to modders. I gather it has something to do with data structures in the model format, but @bead-v would be the one to elaborate on its mysteries. You can't. It's an engine issue, due to the way it handles the render order of objects. It was likely a deliberate choice as the lesser of evils vs other render problems.
  20. 1 point
    It's the character seam line on the model. I believe it is a problem with mipmapping in the game. In your case, it may be the modded texture. Hopefully this will help.
  21. 1 point
    Thanks for the pointer I'll have a nose around with the ASCII
  22. 1 point
    Since this mod only utilizes one file, "a_pc_jedi.ncs" it would be worth checking if TSLRCM has edited that file. The easiest way to check is to install tslrcm and search your override folder for "a_pc_jedi.ncs" if there is, then it would be incompatible. I don't know of any changes made by TSLRCM that changes the prestige class script, but I can't say for certain.
  23. 1 point
    It's ok, if completely overhyped. It is the best thing to come out of the Disney Star Wars era by a large margin though, so I guess that shouldn't be too surprising. If you've ever seen Eddie Murphy's skit about a starving man in a desert being given a cracker, you know what to expect.
  24. 1 point
    Interesting mod, lots of potential! Nice voice splicing, by the way. Most of the lines are super recognizable for those that played this game bazillion times, but they're still fun to hear. Although this mod certainly adds to the replay value, at this stage I feel the Genoharadan faction is way too similar to the Exchange. They have the same base of operation and the storylines are directly linked. The new fight sequences and additional dialogues are nice but don't feel particularly refreshing. Completely separating the Genoharadan storyline from the Exchange storyline and change its base of operation to another planet (something like Telos surface military base) could potentially boost replay value. I would suggest adding some motivation for the Exile to go after Genoharadan. Perhaps instead of the Exile being kidnapped, its one of his/her companion like Atton that's kidnapped. And despite Kreia's disapproval, the Exile decides to go after the kidnapper and is lured to another planet for a final confrontation.
  25. 1 point
    Alright, first matter of business: GenoHaradan Legacy Demo 1.5 has been released! I've fixed up the Jekk Jekk Tarr fixes as well as added a new TSLPatcher installation method for optional installs. Right now: I am looking into the Jekk Jekk Tarr section of this mod. In Vanilla, after Mira opened the emergency escape tunnel she would proceed to enter the tunnel like Hanhar does and watches the Exile get zapped by Goto through the cameras as Hanhar did, Mira will then bump into Zez Kai-El as Hanhar did and unlike Hanhar inform Zez that Goto has captured the Exile. In TSLRCM, instead, Visquis orders his Ubese to capture Mira and lock her up somewhere and immediately after he says in the cutscene the next cutscene shows Mira locked in a storage room where her restored line "I need to get out of here before Visquis executes me" is played. After the Exile gets zapped instead of Mira watching through the camera instead Atton shows up and rescues Mira from the room, after a restored conversation is played they then leave and go to her safehouse. The TSLRCM scene doesn't make much sense. While getting locked up inside the room and getting saved makes sense Atton must have walked through not only the poisonous Jekk Jekk Tarr but the poisonous maze tunnels as well without a space suit. On top of that, this scene makes Zez's lines from earlier about "I am going to save her, I'll be back soon or not at all" kinda pointless as he doesn't turn up at all in the Jekk Jekk Tarr unless you recruited Hanhar. My plan to fix this: the line "I need to get out of here before Visquis executes me" will play just after Mira kills Hanhar. Visquis will still order his men to capture and lock up Mira but they won't because she'll flee into the tunnels. I'll restore the Vanilla scene with Mira and Zez in the tunnels that'll play right after the Exile gets zapped and Atton's new restored conversation will be moved outside the Tarr. After Atton fought the Zhugs on the landing pad he'd be rushing to the Tarr but once he arrives Mira is outside and will say "Uh, you're running a little late - your friend already walked into a trap in the Jekk'Jekk Tarr." which will be followed up with Atton's dialogue options which will lead to the cut conversation that would play in the Jekk Jekk Tarr "Name's Mira - I've been watching you all stumble around this moon for a while, causing trouble.". After the cut conversation it'll end with "Come on, I know one place where they won't find us." After that, the screen will go black and the pair will teleport into her hideout and her normal dialogue will play "We took out Visquis, but Goto has him... and that means no bounty for me." from there it'll transition to T3's mission and it'd go as normal... for now. After some testing I have a question to ask: Just before the Exile enters the Arena a dialogue starts with some force effect on the screen, it immediately loads up the landing pad module and Atton's fight with the Zhugs starts there. What dialogue causes that to happen?
  26. 1 point
    I also regularly experience this issue. It seems to be an issue with the algorithm in the game for getting data to make mipmaps from. Mipmaps are smaller versions of your texture which the game uses for rendering at different distances. This is why close up you (almost) never see this issue, and it is generally very affected by camera angle/distance. You can reduce the issue by making sure that all your UV islands have nice big like-colored dead zones/borders around them. I didn't know this early on and have paid the price. The game's mipmaps are 1/2 size at each 'level'. So, at the first level, your UV island border pixels are blended with 1 pixel (from the original sized image) from across the border. At the 2nd level, 2 pixels, 3rd level 4 pixels, 4th level 8 pixels, 5th level 16 pixels. It's a bit more complicated than that, but that is kind of the general idea. You have to balance the size of your border areas with the level at which the mipmap has so little detail it doesn't really matter. Like, a 2K texture will have 11 mipmap levels, which would need UV island borders of 1024px to be "perfect" at the last level ... but that last level is only 1 pixel, so what detail would you really be trying to preserve with that? For me, personally, I find 16px for 2K textures to be a good balance. A reason why you see this less in default textures is that they use the TPC format, which includes precomputed mipmap images (for which, presumably, they took care to make sure the mipmaps came out with good visual characteristics). TGA images don't have mipmaps, so they are generated by your video card (there is an OpenGL function that does this), which is also why there is some variance w/ different cards/drivers/etc. Seems like driver-level AA settings would help too, but in-game AA settings don't seem to affect the issue. In an ideal world, the mipmap generation would use UV mapping to refrain from using pixels from outside the UV islands, but that is not 2003 tech My understanding for why this issue never really goes away is that the game seems to maybe use black pixels when a mipmap is blending with pixels outside the border of the image. That is just a theory though.
  27. 0 points
    View File Kotor III : The Jedi Masters The Jedi Masters is a story conversion mod for Kotor2, a fan made Kotor3 with it's own storyline spanning up to 14 hours. For installation instructions, visit : http://www.the-jedi-masters.com/download.html Trailer : Submitter Trex Submitted 04/24/2020 Category Mods TSLRCM Compatible No  
  28. 0 points