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Showing content with the highest reputation on 09/29/2020 in all areas
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1 point
Version 1.2
29,916 downloads
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION Leviathan Differentiated Dialogue by Revanator (ethan.wookie@gmail.com or contact me at DeadlyStream) Description: The Leviathan was always one of my favorite parts of the original KotOR game. I always liked running around as one of my favorite party members, having a mini-adventure before taking control of my PC again. However, it always bothered me that the dialogue you had with the Rodian prisoner was the same for all possible party members (save T3). This mod fixes that. You will now have different options for all party members that fit with their unique personalities, temperaments, and manners of speaking. I left T3's untouched. Installation: Simply copy the lev40_rodpris2.dlg file into your override folder. Uninstallation: Delete lev40_rodpris2.dlg from your override folder. Compatibility: Should be compatibile with any mod that does not touch lev40_rodpris2.dlg. This IS compatibile with K1R, but K1R is not necessary! Credits: jc2 for some heavy testing and bug-finding (and the screenshot). Fred Tetra for KotOR Tool tk102 for DLGEditor Usage: Please do not upload this anywhere without my permission, and contact me if you use this in any of your mods, so that I may approve you. -
1 point
Version 1.1
29,505 downloads
Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1. The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options. Option A Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields). When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus. Option B Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed. -
1 pointI'm currently working on the turret minigame in KotOR I. My goals in order of priority are: Make the game more challenging Scale the challenge of the minigame with your difficulty setting Improve graphics, effects, and audio Diverse enemy types Remove "random" encounters and make it so the battles occur: Once when leaving Taris Once when arriving per planet Once when leaving per planet Once when escaping the Leviathan Once when approaching the Star Forge Optional challenges Unique stages - not always be six interceptors flying the same loops around you, but different numbers and types of ship, different skybox and eyecandy, different movement for the Ebon Hawk, different objectives (escape, survive, destroy x many fighters in a certain amount of time) Persistent health - don't take too much damage, or it will be there next time you fight! You must go to a specific location to receive ship repairs, or leverage your own (or companions) repair skill to "heal" the ship Experience gains for destroying fighters A questline with T3-M4 that allows you to upgrade the ship's health A vendor to install more powerful and unique-looking turrets on your ship While all of these goals are achievable based on what I've observed by going over the data, I know that it's easy to over-promise and under-deliver. Therefore these are mentioned as "possibles". Those in bold above are almost complete. I mention the other goals because I'd like to describe how these could be achieved if my other commitments make it impossible for me. So, I will go over the more ambitious goals in case future modders are interested in how to implement the changes. Remove "random" encounters and make it so unique battles occur This one is pretty easy. At the moment all minigame encounters use exactly the same module: M12ab. Even the battle that occurs over Taris, with it's unique skybox and background Leviathan is still just M12ab. What is actually happening is some scripting that occurs when the encounter is being loaded. When going in to the minigame, KotOR is evaluating your global variables to determine what skybox and audio cues to use (or in the case of the HK-47 practice, whether to apply the holographic visual effect) - in the case of the Taris escape, an animation is actually playing on a loop around you that gives the appearance of the starfield, Taris in the distance, and the Leviathan hovering nearby. This animation can be found in m12ab_01a.mdl/mdx. I've cut out a section of the animation to show you the awesome model that comes in the mdl: In order to create unique encounters, my thoughts are to either create new modules from copies of M12ab, or to use expanded scripting to make the existing module more flexible. I haven't yet tried duplicating the module and seeing how it would effect things, but that's next on my list. If you wanted to go very basic though, you could just use MDLedit to modify m12ab_01a.mdl, and change the LSP_planettari01 texture mentioned in it to some other planet texture. I'm completely new to modelling and haven't animated a thing, so just how far I am able to go with this and how much I can learn is anyone's guess. However if there are any talented animators out there who wanted to create a unique animation for a space battle encounter that takes place prior to boarding the Star Forge, you can find an *awesome* Hammerhead model from KotOR II in 104PERg.mdl: Unique Stages This would come down to scripting. It's possible to decompile all scripts apart from the heatbeat script (thanks to Thor110 for decompiling all the others). Inside the scripts, you can play around a lot with when the encounter ends and under what conditions. Even in the M12ab.are file, it is possible to do a lot with the nature of the encounter. To give you some examples of what is definitely possible: Spawn fewer enemy fighters - this is a simple matter of deleting the enemy structures in the .are: Make the Ebon Hawk fly around - this can be done by changing the track listed under the player structure. You could "hijack" the track of an enemy structure, or create your own custom one in Blender. I've had an absolute blast give the Hawk the m12ab_mgt06 track, making it progress at 1/4 speed, and playing the turret game in a moving ship, with interceptors flying all around me Make the enemies faster This can be done by editing the enemy tracks in blender - just shrink down the animation to play over a fewer number of frames. At the moment, the interceptors in my modded game are flying around 33% faster, and boy oh boy does it make the game better GIve enemies more hp, more powerful weapons, more rapid-firing weapons, or unique models Again, just a matter of making changes to the .are. At the moment, I have 4 normal fighters and 2 "elite" fighters that are colored the same red as the Sith heavy troopers. The elite fighters absolutely rip you apart - they deal +33% damage, fire twice as fast, and have double the hp, so I'm having to actually think in the game and prioritise targets. Make the enemies chase you while the Ebon Hawk performs evasive manoeuvres This is just a matter of editing those tracks. I'm no animator/modeller but this would appear to be the most achievable change to make to the game even as an amateur (though it does require that unique copies of M12ab can be created and function, something I have not tested). What you could do for example is create a simple track that would float up and down and side to side, then copy that and move the track back and to the side by a certain distance, maybe give it an additional keyframe at the start so that it gives the illusion of following your ship movement rather than mirroring it. Naturally if the interceptors were behind you the whole time they would rip you to pieces - at this point I am playing around with the possibility of scripting to adjust the frequency of their shots. Inaccuracy is a good variable to adjust - it is a percentage chance to miss you, so this would make prolonged fire from interceptors survivable. Rate of fire is another that would work in this type of situation, it is something like number of shots per second - however in a tail pursuit this may make the fighters shooting you seem a bit odd if they are either constantly rapid-firing or firing on a precision perfect shoot-wait x seconds-shoot-wait x seconds pattern. There's a lot more I want to say about modding this minigame but I've just looked at the clock so it will have to wait. Suffice to say that there is a LOT of unused potential in KotOR from this game, that was very likely left on the wayside by BioWare due to time constraints.
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1 pointYeah, I can't really do anything with that. If you want you can try adjust lowering the high as your liking. And as for the volume, yeah - it gets normalized hence the cranked-up volume. Again, you can lower it down as you'd prefer. And again, when speaking about [professional] audio quality it all comes down to the resources. We can only do so much with the acting/voicing, but it's really those wares that does all the magic, hahah.
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1 pointTry this one, Salk -- nm35aavict23000_[Salk]_LowCut.mp3 See if there's any improvement with that. What I did was to cut the lower frequencies because I heard a bit too much around that area. Well -- that's just me with my ears, lol. As for the actor's; the quality of audio sounds professionally done -- well, as expected I guess. Can't really tell with the acting part, but I think it's pretty fittingly-good. But that cut at the end was a let down. Adding few silenced bytes could do, though not sure.
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1 point
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0 points
Version 1.0.0
17,263 downloads
Description This mod aims to completely change Juhani's appearance and to bring it close to artist Corbin Hunter's redesign of the character. As a result, her head has been significantly reshaped and slightly retextured. An all-new body model was created and hand-painted from scratch. A new custom lightsaber has been created as well. As several aspects of Juhani have been changed, this mod has been divided into four editions to accomodate the final user's preferences: 1. An All-in-one edition which includes all the changes to bring her close to Corbin Hunter's vision of the character. 2. A head-only edition, which only includes Juhani's revamped head. 3. A body and lightsaber edition, which includes her new body model and lightsaber. 4. Finally, a head and lightsaber edition, which includes her new head model and lightsaber. Please refer to the included images in the 'Editions reference pictures' folder included in the archive to help you determine your preferred edition. Installation 1. Extract the archive's content somewhere on your computer. 2. Double-click the "Juhani Appearance Overhaul.exe" file. 3. Choose an edition to install. Refer to the images included in the 'Editions reference pictures' folder to determine which one you prefer. 4. Click on the "Install Now" button once you're ready. The installer will try to locate your game installation directory. If it can't find it on its own, direct the installer to the correct location. 5. The installer will proceed to install the mod's files into your Override folder. Once it's finished, you may exit the installer and launch the game. IMPORTANT If you choose an edition that includes Juhani's new body model and lightsaber: Juhani will have her new items only if you are using a save that is prior to the moment she joins your party right before leaving Daantoine. If you are past that point in your playthrough, she won't have her new items. You can get them using KSE or via entering the following commands in the in-game console: ⦁ giveitem j_juhsaber01 ⦁ giveitem j_juhbody01 CREDITS Original design by Corbin Hunter: Artstation link This mod uses JC’s TSL Supermodel port in order to animate the skirt. SPECIAL THANKS to Artist Corbin Hunter for granting me permission to use this concept art @DarthParametric for his help and advice throughout the development process @bead-v for the incredible tools MDLEdit and KoTORMax