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Showing content with the highest reputation on 12/03/2020 in all areas

  1. 3 points
  2. 3 points
    In K1 you can add Feats to a character and then give the item the "Required Feat" using Kotor Tool. For example, Juhani already has her feat that shows you she is scripted to always have the Stealth Field ability. Bastila has Battle Meditation, and so on. There're this mod that gives Canderous unique armors but does so by giving the armor the "disguise" trait and anyone that equips it turns into Canderous with the armor. I added a feat with no effect, made a description for it in the dialog.tlk, gave it to Canderous and for an icon I used one from another mod that was the Mandalorian emblem. I gave the feat to Canderous and so now only he can wear the armors. I've been able to pull off some really strange things by being creative with Kotor and taking advantage of things in the Kotor tool I have not seen anyone else do.
  3. 2 points

    Version 1.0.2

    20,556 downloads

    When fading, a portion of the screen fades out of sync with the rest of the screen while using widescreen resolutions. This is a simple fix to solve that issue. To use: 1. Download 2. Move the file from the folder that corresponds to your display resolution into your override folder.
  4. 2 points
    Seasons Greetings! Hope you all have a Happy Life Day, or whatever holiday you do (or do not) celebrate! This is my 2020 display which is appearing this year on my bookshelf.
  5. 1 point

    Version 2.3

    6,376 downloads

    Authors: Kainzorus Prime, Darth DeadMan, Fair Strides, DarthParametric Mod Name: Clone Wars Armor Pack ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod will add variety of clone armors and two variants of DC-15 rifle to your game. You can either get them from the corpse of Republic Trooper aboard the Endar Spire, or use the console commands. 2. Installation: ========= Run the TSL Patcher and sit back, the installer will handle everything, including compatibility with other mods. 3. Usage ========= All armors, ten DC-15A and ten DC-15S rifles can be found on a Republic Trooper corpse aboard the Endar Spire, marked “Republic Quartermaster Corpse”. Item codes are as follows: clone_clean - Clean Episode III Armor clone_dirty - Weathered Episode III Armor clone_blue - 501st Legion Armor clone_red - Shocktrooper Armor clone_green - 442nd Siege Battalion Armor clone_yellow - 212th Attack Battalion Armor clone_grey - 41st Elite Legion Armor clone_star - 327th Star Corps Armor clone_neyo - 91st Reconnaissance Corps Armor clone_shadow - Shadowtrooper Armor clone_para - Paratrooper Armor clone_marine - Galactic Marine Armor clone_gree - Commander Gree’s Armor clone_cody - Commander Cody’s Armor clone_bacara - Commander Bacara’s Armor clone_bly - Commander Bly’s Armor clone_deviss - Captain Deviss’s Armor clone_commando - Commando Armor clone_boss - Delta-38’s Armor clone_sev - Delta 07’s Armor clone_fixer - Delta 40’s Armor clone_scorch - Delta 62’s Armor clone_classic - Clean Episode II Armor clone_captain - Clone Captain Armor clone_commander - Clone Commander Armor clone_sergeant - Clone Sergeant Armor clone_lieutenant - Clone Lieutenant Armor arc_basic - ARC Trooper Armor arc_red - ARC Captain Armor arc_blue - ARC Lieutenant Armor arc_yellow - ARC Commander Armor dc-15a - DC-15A Blaster Rifle dc-15s - DC-15S Blaster Carbine 4. Credits: =========== Special thanks to: MarcusLeCoy - Original 501st Legion texture. Dark_Cuillere - Original Commander Cody texture. Ruku - Most of original Episode III Clone textures. Pahricida - Original DC-15A model and textures. SoM3 - Original DC-15s model and textures. Holowan Laboratories - For all the great resources. 5. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  6. 1 point
    Hello! I suppose it's not possible to do something like that? If that's the case, I find it to be a rather serious limitation and it'd be one more thing that the former BioWare engine Infinity supported.
  7. 1 point
    Warning: Contains heavy SPOILERS for the plot of Knights of the Old Republic 1. Not sure if this should go on "General Modding" as it concerns not a project I'm working on but a series of modifications I've made to my own version of K1 and my desire to compile everything and make it mod-release-ready which would be a huge hassle. One that I would not bother with if there was no interest for it. A big part of this is that I have extensively (EXTENSIVELY) modified the game's "dialog.tlk" file. Thing is, I modified a modified version of it; the "Moderate PC Responses" dialog.tlk, one of the first mods I downloaded when I first started playing the game. I immediately began to modify it and even fix many typos it contained. If I were to release this mod I would imagine people here would want me to get permission from that original mod's creator that did the PC responses modifications and that's a loop I don't want to get into unless interest in this was worth it as who knows if that person is even still around. Taking the modifications I've made to the dialog.tlk alone and putting them somewhere else would destroy the point of the mod as you'll soon see. It would also be a huge pain that I am not willing to go through. With that said... When I first looked into the story of Kotor 1 I was fascinated by the character of Revan but utterly disappointed that the game was a simple "amnesiac" storyline. The more I learned about Darth Revan the more I wanted to BE that character, not a watered down version of him/her that lost all that made them who they were. The genius, the discipline, the manipulative pragmatism. My solution to a problem that I knew would prevent me from enjoying the game? What if Revan... never forgot who he/she was. What if... throught the entire game... they knew they were Revan. Impossible? Nah, turns out it can work with the proper dialog changes. Add dialog here, remove dialog there, use "Jedi From The Start," move 3 cutscenes around and the result? My Revan is actually Revan. I may not know a thing about scripting or creating models and textures but what I know is writing. My professors and teachers always told me it was a gift I have. So I put it to good use in modifying the game's dialog. I built it all up using other mods like RedHawke's crafting mod and so forth to flesh out Revan's mechanical genius and such but that would be up to you and what mods you use. Essentially, my mod would simply be a diverse amount of modified dialog files and the one dialog.tlk. Examples of what I've done is allowing the option to reveal yourself as Revan to Uthar Wynn on Korriban before the Leviathan, Revan recognizing things and playing it off as ignorant to those around him, removal of questions Revan would already know the answers to and the elimination of instances where Revan reveals himself as Revan after the Leviathan like a freaking idiot (actually, I've eliminated a lot of instances where Revan is able to say dumb nonsense that would be out of character for him/her). Another example is the Rakata hologram recognizing you as Revan on Kashyyyk and granting access to the Star Map without the moral testing, all before the Leviathan. And yes, the fact that your character has no memory of where the Star Forge or the Star Maps are is addressed along with why they start from level 1. A big part of this is modifications to the journal entries that give a window to Revan's inner thoughts, like recognizing HK-47 but being unable to reveal to it that you are Revan without alerting everyone else. Things like that. The dialog modifications are extensive and it would take me a while to get everything ready as I would have to dive into my 2,500+ file override folder on top of getting permission from the mod creator of the original dialog.tlk I used. Also removing some things from said dialog.tlk I added all over the place as part of other mods I installed which would be a headache on its own right. If there is no momentum for this pet project of mine my feelings won't be hurt. I understand it is a very personalized thing that I designed for my own sensibilities. If there is substantial interest I may go as far as get permission from the creator of "Jedi From The Start" and other mods that use dialog files as I have improved upon those and made additions to them to work with my other modifications to this. I guess I should also mention that I have not modified dialog that is voiced with the exception of certain characters that speak the "alien" languages. Unvoiced dialog is kinda distatesful. If anything, thanks for reading thus far. Screenshots: Things that cannot be show through screenshots: @darthbdaman has graciously informed me that all of their mods have "open permission" so I will be including them. It's actually just the class selection dialog file, the one for Bastila and I believe another for the masters on Dantooine. That's pretty much it I think. @Kainzorus Prime has graciously allowed me to use their "Moderate PC Responses" dialog.tlk as long as I give them proper credit. With the proper permissions granted I can move ahead with getting everything ready for release... when I get around to it.
  8. 1 point
    Yes, you can, item property. Edit: oh, K1... yeah, that's a no
  9. 1 point
    I'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.