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Showing content with the highest reputation on 08/27/2020 in all areas
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4 points
Version 1.1
2,621 downloads
Summary This mod alters the appearance of Jedi robes worn by party members in Star Wars: Knights of the Old Republic, giving them new models based on their basic clothing with added cloaks. Installation Note: If you intend to use this mod in conjunction with either my Cloaked Jedi Robes or Cloaked Hybrid Robes, they should be installed first. Extract files from the downloaded archive. Run Fashion_I_Cloaked_Party_Robes_K1.exe. Select one of the installation options: a) 100% Brown b) Brown-Red-Blue Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_Juhani.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment. Permisisons I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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. -
3 pointsView File JC's Fashion Line I: Cloaked Party Robes for K1 Summary This mod alters the appearance of Jedi robes worn by party members in Star Wars: Knights of the Old Republic, giving them new models based on their basic clothing with added cloaks. Installation Note: If you intend to use this mod in conjunction with either my Cloaked Jedi Robes or Cloaked Hybrid Robes, they should be installed first. Extract files from the downloaded archive. Run Fashion_I_Cloaked_Party_Robes_K1.exe. Select one of the installation options: a) 100% Brown b) Brown-Red-Blue Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_Juhani.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment. Permisisons I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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. Submitter JCarter426 Submitted 08/26/2020 Category Mods K1R Compatible No
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3 pointsQuestion in the subject - is it possible to adjust the speed of the Sith fighters as they fly around their paths in the KotOR turret minigame? I'm fairly new to modding but something I'd like to try is making the turret minigame a little deadlier. I've reskinned the fighters so they have the ruby red of the Sith heavy troopers, I've bumped up their hp and damage, and given them a new fire sound effect. What I'd like to do next is make them faster. I remade the "on create" script for the fighters - while the script ran without issue, it appears that Sith fighters are not affected by the increase speed effect (not too surprised given they are not NPCs in a traditional sense). Anyone aware of a way to make Sith fighters move at a different rate? The only reference to Sith fighter speed in the .are file determines the speed of their blaster shots, not what I wanted to change. If the Sith fighter speed is hardcoded then I will try something else like making the models and hitboxes smaller, but ideally I would like those buggers flying around faster.
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2 pointsIt looks like it's an animation on the track model, e.g. m12ab_mgt02.mdl/mdx.
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2 pointsQuanons modding tutorials A long time ago, on the LucasForums, I made some tutorials. Most where about 3d models and how to get them working in the game. Mind the long time ago, most of these tutorials will mention older modding tools. Still, they might contain some helpful knowledge and a few handy tips. The files aren't ordered, most names should give you a good clue though, what the tutorial is about. Most are old AVI videos, the quality isn't super. Other files often contain a word doc and some extra gubbins you can open in 3Ds Max. Not much is said on how to model in 3Ds Max, for that, far better videos and instructions can be found on youtube and on the internet at large. Even I use it frequently to learn new tricks or speed up my work or to troubleshoot a model. Also, keep trying and trying, you don't want to know how often I had to. Happy modding! And enjoy the nostalgia trip. Links to my Mediafire: http://www.mediafire.com/folder/4xndcfs4zrm3d/Kotor_Tuts http://www.mediafire.com/file/kw7btvf80epzcyp/Lights%26Render.pdf/file http://www.mediafire.com/file/uo4di9y8bjt4gac/Creating_Lightmaps.pdf/file
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1 point
Version 1.0
3,493 downloads
** Improved K1 dialog.tlk compiled by KnifeMaster, with huge contributions from Gimmick5000, Salk, Kainzorus Prime and DarthParametric ** This mod attempts to fix all known typos, subtitle mismatches, bad punctuation and other grammatical sloppiness found in the first KotOR game. I'd like to give a huge thanks to Gimmick5000 for discovering the overwhelming majority of these issues while working on his "eXtensive Dialog Overhaul" mod, and Fair Strides for his TLK>TXT tool. Gimmick's "eXtensive" project aims to replace a lot of player responses, though, while this one keeps those as is... sort of. Kainzorus Prime was kind enough to let me use his "PC Response Moderation" as the basis for this mod, which is a massive improvement over Bioware's player responses. If you're interested in Gimmick's dialog overhaul, be sure to follow it here: https://deadlystream.com/topic/7022-extensive-dialog-overhaul-beta-for-kotor-103/ Quite a few corrections were also made by Salk, DarthParametric, ebmar and myself, but unfortunately I don't have a complete list of fixes. Most of the issues are listed in Gimmick's thread, and a few more can be found here: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/148 I'm sure there are still errors out there, but hundreds upon hundreds, if not thousands have been fixed. To install, simply replace the stock dialog.tlk file in your "swkotor" folder with this one. I highly recommend using this mod on a clean install of the game. And, of course, INSTALL THIS BEFORE any other mods that alter KotOR's dialog.tlk. It should be compatible with K1R, but you must install K1R afterwards. So, in summary: lots of typos and subtitle mismatches fixed, no more double, triple or quadruple (yes really) exclamation or question marks, dashes ( - ) used less liberally and a few awful run-on sentences have been reworked. Enjoy, and feel free to report any issues on the download page. -
1 point
Version 1.1
6,342 downloads
Summary This mod adds five new lightsaber colors to Star Wars: Knights of the Old Republic, including the colors that were introduced in Star Wars: Knights of the Old Republic II – The Sith Lords. The new colors are cyan, orange, pink, silver, and viridian. The orange and cyan blades are similar to but visually distinct from Heart of the Guardian and Mantle of the Force. In KOTOR 2, the Heart of the Guardian and Mantle of the Force textures are simply reused, but I decided to retain the idea that these are unique crystals, so they are a little different from the standard orange and cyan. There is one item drop for each new color. Cyan: in some rubble near Juhani's haunt in the grove on Dantooine. Orange: on the corpse of Shaela Nur in the Tomb of Naga Sadow on Korriban. Pink: in the crystal cave on Dantooine. Silver: carried by an elite Sand People warrior in the desert on Tatooine near the entrance to their territory. Viridian: on the corpse of poor Nemo inside the ruins on Dantooine. Additionally, Suvam Tan on Yavin will sell the new crystals. He will have at least one and up to three of each color when he restocks his store. I thought it would be weird if he sold only the new colors, so for extra flavor he will also sell crystals in the original colors (blue, red, green, yellow, and violet). I have also swapped the placement of the other crystals in the cave around so they match the appearance of the crystal formations from which you receive them better. The blue crystal comes from the crystal formation that looks blue, etc. The lightsaber blade textures are based on the template I developed for my Lightsaber Visual Effects mod. I suggest that you also use that mod for aesthetic consistency. There are two versions of the mod: one that uses the original hilt models, and one that uses Hi Poly Tin Cans courtesy @VarsityPuppet. Installation Extract files from the downloaded archive. Run Extra_Saber_Colors_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Optionally, copy the files from the Alternate Viridian folder to Override if you want to use the alternate version that is closer to the original KOTOR 2 viridian texture, replacing the previously installed files. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility Ths mod uses TSL Patcher for compatibility, but various subtleties may make it incompatible with other lightsaber mods or mods that affect the same areas. This mod patches the following: upcrystals.2da danm14ac danm14ae korr_m39aa liv_m99aa tat_m18aa This mod must be installed after any non-TSL Patcher mods that edit those. On Tatooine, one instance of g_tuskenmale003 (Elite Warrior) has been replaced by a new creature file so only one of them will drop a silver crystal. The other instance of this creature is unaffected This mod utilizes the following model variations for lightsaber crystals and hilts: 200 206 207 208 209 This mod is compatible with my Darksaber mod. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe, with updates by Fair Strides ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON... 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 pointA little background information on what Artbreeder is. . . Artbreeder.com is a website that lets you combine and edit images using AI and machine learning to make portraits, landscapes, and objects. Luckily, it's free. Before today, I've seeing Artbreeder examples of characters from SWTOR which seem to my eye to be improvements on the original static picture. Source: https://twitter.com/Sutherland1P It was inevitable that the same concept would come to KOTOR characters. I leave it to you judge if the example below is an improvement or not. Source: https://www.reddit.com/r/kotor/comments/igdcqi/you_are_beautiful_to_me_exile_a_dead_spot_in_the/ I have to to wonder how long it will be before someone decides to redo some or all of the humanoid characters using that program. (I don't think the droid characters would turn out the same way.)
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1 pointI know that hoods aren't really possible for the player because the head and body animations get out of sync a bit. That's why Kreia and the Handmaiden use full body models in the second game. for their clothing appearance. It could potentially be done for other party members, but I don't know if I have the modeling skills for it yet. I don't think KOTOR 1 supports the appearance.2da hack that Obsidian used to let the Handmaiden and have a different appearance for her clothing, but there are probably other ways to do it.
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1 pointRelease soon, 2 years after starting the project. In fairness, the original mod is from 12 years ago so I'd say I've made progress.
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1 pointI would suggest you take an existing module and repopulate it and place a demo quest inside it to help you gauge how long it will take you to build content. This means having dlg with scripts that do checks on jrl entries , etc. This will help you see how involved it can be to build a mod this size. This can also help you figure out how long/ large you want this mod to be. Keep things as simple as possible with scripting or you could place yourself in a spot where you wrote something cool for a level or quest but the scripting might not transfer as easily to this idea you have.
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1 pointWhat you're asking for is a mod that remodels every body model in the game. That's fair, I get that, it's an unexplored area, but it's unexplored for good reasons. 1) That's a lot of different models to modify 2) With our current modeling tools, we could probably apply a turbo-smooth modifier to the meshes, but the problem with that is it's a pain in the butt to redo the bone weights. Even with Turbosmooth, you'd still have to do a little editing
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0 pointsYes! Finally someone who isn't complaining about how "hard" it is. I look forward to this being released!