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2 points
Version 1.0
20,358 downloads
Pretty Good! Icons for KotOR 1.0 by ajdrenter Description: This is a complete set of vanilla equipment icons for high resolution UI scaled configurations. Future updates will include mod specific icons. This mod is intended to be used with "KotOR High Resolution Menus" by ndix UR. The goal of this mod is not to fix any consistency issues or design oversights of Bioware's icons, rather it is to replace them as seamlessly and accurately as possible. Installation: Just drag and drop either the tpc OR tga files to your override. I recommend the tga version for maximum compatibility, as you may want to mix and match with other mods. Credits: Darth Tomer, SpaceAlex, and ebmar for "Three-tiered Dark Jedi Robe". A couple skins from this mod were used to more closely match the vanilla icons. Bioware and Lucasarts for all original assets. Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets. -
2 pointsA conversation is initiated between two objects. One is the owner of the dialogue (and all scripts attached to it) and the other is the listener. This is typically the player, but not always. The owner of a DLG is considered the default speaker of entry nodes unless someone else's tag is specified in the Speaker field for that node. All scripts attached to the DLG are executed by the owner. In practical terms, this means you don't need to use a tag for the owner, you can use OBJECT_SELF. You also don't need to assign commands to the owner - any command that isn't assigned to someone else defaults to the owner. But, as I said, a script (and the DLG itself) will immediately terminate when their owner is destroyed. This can create problems if you need a scene to continue on past a creature being destroyed and it was the owner. In essence, whoever you assign an ActionStartConversation to is the owner of that DLG and its scripts. If you assigned it to a placeable then the placeable is the owner. The game uses a lot of invisible placeables as owners for cutscenes, because it frees the designer up to do whatever they want to the NPC participants. As to your crashes, that is not normal behaviour. Not for a simple fade. That is the default behaviour anyway, so you'd be getting that all the time during the vanilla game. If you are using an EndConversation/EndConverAbort script then yes, I'd expect that could be the issue, since you are presumably destroying the owner of the DLG just as it tries to fire another script due to the delay.
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2 pointsGreetings, ElMarfacho and Thercio (and anyone else reading this post)! I'm not going to call myself an expert by any means, but I just got this mod working on my 1600x900 display after running into the same problems you're talking about. I think I know what you need to do to get this mod to work. I'd already had UniWS's GOG file working correctly, but that's not the only patch you need for the mod to work correctly. The ReadMe file assumes you know you need to patch the swkotor.exe file twice, and I'm just going to chalk it up to my own ignorance. Here's what I did: First Patch Job - Widescreen fix with UniWS (if you patched this using 1024x768 interface to your new display size, you can skim past this part): Start the game, then exit. This will generate the swkotor.ini file. In the .ini file, scroll down to Graphics Options and set the width and height to your desired resolution. (Note: they ask width, then height, as in, a 1920x1080 is 1080 width and 1920 height.) Copy your game's original swkotor.exe file and save it somewhere as a backup. Additionally, if you're a Steam user, go find a usable "cracked" swkotor.exe file that you can adjust, since Steam's file won't work. Just Google/Bing/DuckDuckGo/etc. "Kotor no-CD" and that's how I found mine. Once you have a usable swkotor.exe file, save it somewhere else as a backup. If playing the Steam or CD version, you need a "cracked" swkotor.exe file. As @DarthParametric corrected me, a working .exe file is already here on DeadlyStream at https://deadlystream.com/files/file/1320-kotor-editable-executable/ In UniWS, patch your swkotor.exe file using the 1024x768 interface instead of the 800x600 interface. Don't forget to change the "New Resolution" field. You'll most likely get feedback from UniWS saying the patch was successful. Furthermore, you can go into your game folder and see files along the lines of "swkotorb.undo1" that have the date/time that you ran the UniWS patcher. Note that the patched .exe file will have its original modification date/time. In case you haven't, go ahead and run this swkotor.exe and make sure the game is running at the new resolution. Other posters in this forum have indicated you need the new resolution implemented in the game before installing this mod. In the game menu, change the display to your widescreen display and you should have the main game running at the new resolution, but with the HUD boxes at the old resolution. Your menu screens should also have that extra gray filler border. Second Patch Job - Mod Prep (if your mouse is off and HUD boxes appear on the menu screens, this is probably what you missed): Copy the patched swkotor.exe file to the Hi-Res-Menu Mod folder Referencing the ReadMe file, we are now at "Step 1: Modified Executable swkotor.exe" Double-click hires_patcher.bat and enter the information. (Note: I did NOT have to Run as Administrator, but keep that in mind if you need to troubleshoot.) For my 1600x900 display, which is in the 16:9 range that ndix UR recommends adjusting the letterbox for, I entered 1600, 900, yes, swkotor.exe [well, I just hit Enter for this last one since my .exe file sitting in there is called "swkotor.exe"] After the patcher program finished, I verified that a swkotor.bak.exe file was created. That's the easiest way to see that your second patch job was successful. Installing the Patched .exe and Mod: Copy the new swkotor.exe file from the Second Patch Job (not the backup!) into your game folder Copy all the appropriate .gui files into the game's Override folder (for me, that's the 1600x900 gui files) Testing the Mod: The main menu screen will always appear at the correct size (as you probably noticed when you were testing the UniWS patch) Start a new game and you'll know it's working if your loading screen is properly sized and not running off the screen like it would if you're using a single-patched instead of a double-patched swkotor.exe file. Go to any other menu and see if your mouse lines up with the buttons Until ndix UR or an impatient modder makes a patch for the map, the map will be small. I imagine you can remove that specific gui file from the Override (map.gui) and get the old map back, though I don't know if your mouse will line up with the map's buttons correctly. You might notice extra border lines at the top and bottom during dialogue. I imagine this is ndix UR's way of ensuring all the dialogue text stays on-screen. You might notice some bright blue borders that no longer match the image/descriptions. I definitely caught this on the Items menu, but it's not a deal-breaker for having a widescreen menu with more items-per-page. I like using "HD MENUS AND UI Assets" by @JackInTheBox to get a background that doesn't have those borders, found here: https://deadlystream.com/files/file/1457-hd-menus-and-ui-assets/ May the Force be with you! Since the Steam swkotor.exe file doesn't work, you have to go online and look for a "Kotor non-CD" file. I was able to find one just fine, but I think it's illegal for me to upload it here since it's not really my file. use the file found at https://deadlystream.com/files/file/1320-kotor-editable-executable/ Not the expert here, but I imagine a manually hex-edited .exe would be fine. You'll still need to run it through the other patcher that you download with the mod, or your mouse won't line up with your buttons and you'll see HUD buttons in the submenus (as several in this thread have mentioned). Edited for clarity (and some more detailed steps) because I came back to reference this when getting KOTOR set up on my new computer/display, and I was a little confused by my own wording.
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1 point
Version 1.0.0
120 downloads
This is a modder's resource containing Twi'lek textures from SpaceAlex's K1 Enhancement Pack that have been modified for compatibility with Better Twi'lek Male Heads. Textures are included in both TGA/TXI and TPC formats (the latter is recommended). Models for both the slim neck and original neck variants are included in ASCII format, so you can edit the model name and/or texture then convert to binary for either game. If BTMH is updated in the future with changes to the model, so will this. (Current model version: 1.3.X) Usage If you want to use these files as part of an external work, contact me first to receive my permission. Permission to use the K1 or TSL versions of BTMH automatically extends to this resource. Both SpaceAlex and I should be credited accordingly. This modder's resource should only be found on Deadly Stream, no user may upload it to another modding site. This restriction does not apply to any external works using these files. It should be noted that some of SpaceAlex's Twi'lek textures are upscaled variants from the base game. See readme.txt for more details. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc Autodesk, 3ds Max The GIMP Team, GIMP Darth Parametric, Upper teeth no-clip fix (K1) SpaceAlex, K1 Enhancement Pack's male Twi'lek textures NDrew-25, prompting the creation of these textures for K1 Gameplay Improvement Disclaimer This modder's resource is not supported by LucasArts, BioWare, Obsidian Entertainment, or Electronic Arts. It is intended to be used by other members of the KOTOR modding community and intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. -
1 point
Version 2.2
110,780 downloads
ABOUT: This mod replaces every skybox and every planetary backdrop in the game with a new high resolution version made from scratch. This includes a replacement of every skybox model to fix all the glaring issues with the original. There are also some additional minor changes that either fix issues with the vanilla environments or serve to better blend ingame terrain and skybox. Other than that I recommend you just check out the screenshots as pictures say more than a thousand words or check the video to see the animated skyboxes. Click the following image to see additional interactive screenshot comparisons: There are also add-ons with new skyboxes for the following mods: Brotherhood of Shadows: Solomon's Revenge Yavin IV Ord Mandell including InSidious' reskin Green Grass for Dantooine If you find any issues or have any other comments, please let me know and I'll see what can be done. INSTALLATION: If you have a previous version of this mod installed, remove it before installing the new version or you might run into some issues. For installation instructions check the read-me files of the individual downloads. Usually it's just copying files to your Override folder. For the mod to take full effect you need a savegame where you have not yet left Dantooine. COMPABILITY: This mod is not compatible with any mod that edits skyboxes in any way. This includes mods that only edit their models. There might also be rare incompabilities with mods that edit non-skybox area models if those models are also edited by this mod. PERMISSIONS: You may NOT redistribute any textures included in this archive without my explicit permission. You may however use all the models as long as you give me credit. CREDITS: This mod was created by Kexikus using mainly Terragen 4, Photoshop CS6 and 3ds Max as well as some After Effects. Additional tools used: KotOR Tool by Fred Tetra K-GFF by TK102 MDL edit by bead-v MDLOps by ndix UR KOTORmax by bead-v tga2tpc by ndix UR Additional resources by: Andy Welder: Dantooine tree model Animum: Yavin tree model Bioware: Taris buildings, Kashyyyk buildings, Kashyyyk tree textures, Manaan building textures, Hammerhead cruiser model, Yavin ruins dandelO: grass shader Dantooine and Yavin, snow shader Dantooine Jeronimoe: BOS:SR Taris ship models Jorak Uln: Taris window texture killst4r: Unknown World palm tree Martin Frank: Yavin bush model Misha Winkler: Grass model Dantooine and Yavin Quanon: Additional Taris buildings, Unknown World crashed ship rhcreations: Yavin temple Riccardo Faidutti (SCIFI 3D): Additional Taris buildings Solarsystem Scope: Moon textures Dantooine, Unknown World and Ord Mandell, Yavin texture Tom Patterson: Yavin cloud texture Veronica Bush: Yavin bush model Yughues: Kashyyyk branch texture Unknown: Unknown World fern model THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
1 pointFound my solution to the problem I listed previously. To anyone else with this issue, @MasterKriebel found the fix: you need to patch your .exe again for the mod to fully take place. It works like a charm for me now! Thanks to him and all involved to make K1 fresh and new again. I've posted his solution here for anyone to better find.
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1 pointAh, im on the smartphone & somehow missed that, sorry. But its good to see that youre using an automated process now to generate animations instead of stitching them together manually.
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1 point
Version 1.1.2
496 downloads
I recently made this GUI with the help of a tool created by another user that should see a release soon, I also automated the colour correction of all of the icons that were not already in the first game. Slowly I have been finding every last texture that is involved in the GUI's operation as well as the appropriate colour values in their .gui files. They aren't the best / don't match the other icons very well, but I will work on it again in the future as well as release it on it's own. Thor110 This should work for the base game and most variations, if not let me know. The only unnecessary entries that I can think of might be the planets on the galaxy map but they will now show unless scripted to do so, so it should not cause any problems. These .gui files are based on the base game's .gui files so might not contain any changes made in any other mods such as TSLRCM ( I am not sure how much the .gui's are altered ) -
1 point@Salk, Good day. Thank you for your comment! Applied to the first part of your question. I partially agree with you. The fact is that the nature of the service of individual NPCs at the base is categorically incomprehensible. If we take, for example, a technician from the next room, then he is wearing a uniform, therefore he is a military man. Plus, civil servants also have uniforms that they rarely wear (at least in my homeland - Russia, in the case of the judicial system (all employees, except for judges, who wear robes during a trial), but in other countries, maybe be a different situation). I proceeded from the fact that in Manaan an employee wears a uniform, although it does exactly the same function. It turns out that there is a mess on the Sith base on Taris! It seems to me quite absurd that they put in a hallway based on a person (twilek), which is negatively disposed towards them. It turns out that they have a shortage of service personnel, which is indirectly confirmed by the words of the guard at the elevator, about the difficulties in clearing the slums of the lower city from bandits. I will make, as time will be, a separate version and publish it in the next update, because you are somewhat right. I'll add a club to her arsenal. Now for the second part of your question. By the way, since the twilek is civilian, then her clothes should be ordinary, like the citizens of the planet. Everything is simple here. When we arrive at the embassy of the republic, Revan finds himself in a hopeless situation: we need to help the Republicans get the droid tablet at the Sith base, which we can do in three ways, to choose from (Convince the spy to tell the base password so that the Sith diplomat will let us there - you need persuasion skill and the correct order of interrogation; pick up the code from the base ( it is very easy to do this); to penetrate into the far left hangar, guarded by the Sith, the code from which the ambassador of the republic will give us. This is the third option. Moreover, he is very loyal on the part of the developers. After all, we can get into the base and destroy all the Sith, before we take the quest from the Selkat about the disappearance of young Selkat. Indeed, without this task, the doors to the part of the base where the Sith trainings take place will not open for us (a selkat will appear that will enter there). Applied to the third part of your question. Perhaps there were difficulties with translation. This is not about replacing Saul Karath in the literal sense, but about the fact that after his death, which will be inevitable in the plot, his place is taken by a new admiral, presented on the cut-scene (fourth video clip).
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1 point
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1 pointIs the NPC the owner of the DLG/script? That can sometimes cause problems, since a script will immediately terminate as soon as its owner is destroyed. You can still destroy the owner as the final function in an exit node script, but this will usually happen in plain sight of the player unless you jump them somewhere else first. You can also command them to walk somewhere, like the module exit, first before destroying themselves. In general though, it's pretty straightforward: DestroyObject(oNPC, 0.0, TRUE, 0.0); The variables here are the creature to destroy, the delay in seconds before destroying them, not fading them out (so FALSE if you do want them to fade), and the delay in seconds before they start fading (which only matters if the previous term was set to FALSE). If the creature is the script owner then you can swap the object reference to OBJECT_SELF. But in that case I would delay calling the function until everything else in the script has finished executing, like so: DelayCommand(2.5, DestroyObject(oNPC, 0.0, TRUE, 0.0)); This will delay calling the function by 2.5 seconds, the value of which you can adjust as needed. If you want a creature to destroy itself after walking somewhere first, you can add the command to its action stack. This is commonly seen when an NPC "exits" an area. Often this can be part of the creature's UserDefine script, the case for which can be called at the end of the conversation. For example: ActionMoveToObject(GetObjectByTag("k_exit", 0), FALSE); ActionDoCommand(DestroyObject(OBJECT_SELF)); SetCommandable(FALSE); To issue those commands from a script owned by a different creature/object, you'd need to use AssignCommand to assign them to the NPC of interest. If you want more specific details, you need to provide more info about the circumstances of your scene and how it is currently set up.
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1 pointI guess this is just down to the two games being made by different developers and written by different people, unfortunately I suppose some of these things are the main reason some people tend to prefer the first or the second more, personally I thought they worked together quite well leaving the player to imagine the ultimate conclusion and backstory of the player character in both games. Though there is of course still a lot amiss and that might not add up so well, correcting this could mean potentailly rewriting both games, or just rewriting the second in it's entirety. Ok, now I remember it a bit clearly but it still sounds more like a campaign was led during that last battle that ultimately broke through their lines during a large battle over Malachor V, the inevitable conclusion I think is ultimately irrelevant as it is after the fact. I kind of agree with this one, but no one can say with certainty what any one person would do in any given situation, there could be a reason to shy away from being the centre of attention in the galaxy for a while. It certainly could be possible to tie the two games together a bit better, but major changes to the dialog is a tricky thing to do.
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1 pointView File Blue Kotor-Like GUI I recently made this GUI with the help of a tool created by another user that should see a release soon, I also automated the colour correction of all of the icons that were not already in the first game. Slowly I have been finding every last texture that is involved in the GUI's operation as well as the appropriate colour values in their .gui files. They aren't the best / don't match the other icons very well, but I will work on it again in the future as well as release it on it's own. Thor110 This should work for the base game and most variations, if not let me know. The only unnecessary entries that I can think of might be the planets on the galaxy map but they will now show unless scripted to do so, so it should not cause any problems. These .gui files are based on the base game's .gui files so might not contain any changes made in any other mods such as TSLRCM ( I am not sure how much the .gui's are altered ) Submitter Thor110 Submitted 01/07/2021 Category Mods TSLRCM Compatible No
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1 pointIve taken a break from modding for couple month to keep things fresh, however, there have been improvements for K2 that ive not shown yet. A lot of research regarding a noise - friendly Implementation of reflective surfaces has been done - now the "shinyness" of textures is not "in your face" anymore like in the k1 complete overhaul series but depending on the surface itself - e.g. shine on brushed metal spots that are visible through a worn, rusty texture can now be selected easily in most complex patterns & appearances. Secondly, with that development added to the repertoire i redid Peragus completely and applying the method to places like Nar Shaddaa as well. Due to model editing every area looks different but planetwise conform. I try also to maintain the original games color scheme when possible: Some screens from the reworked Peragus: New "Mustafar" wall concept: Nar Shaddaa is also receiving treatment: Before: after: New console: Before: After: Tell me what you think, also about the Peragus "Mustafar" walls.
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1 pointHello! Thanks for sharing this modification with us. I find it interesting. My gripe is with the first element of the installation giving the receptionist a Sith Officer look. From the dialogue (at least from a branch of it), we discover that she is a civilian hired at the base as receptionist. "[Success] 50 credits? You've got a deal! The Sith have made my life a living hell ever since they took over this base." "Don't shoot! I just work here, I never wanted any part of this! I would have quit when the Sith took over, but they wouldn't let me!" "You know, it's about time someone stood up to these Sith! Just do me a favor and wait until I'm out of here before you start blasting the place up." It makes also some sense that she is unarmed when and if the Player confronts her but adding some basic mean to defend herself may be alright (I'd rather have her use a baton though). I'm a bit confused about the second element: I don't know of a way to enter the Sith base by aircraft. Is it something that perhaps was added by the K1 Restoration Project? And about the last element: is Admiral Varko replacing Saul? Because if that is what happens, it would conflict heavily with Carth's quest. Cheers!
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1 pointThanks for the input, @Malkior and @Salk! @Salk, would you agree with @Malkior's assessment about the fps setting? Also how many frames would you recommend? Edit: For example, this is 104 frames.
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1 point
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1 pointYou attack the Sith throughout the game with Bastila in your party, and none of them says "Lord Malak wants her captured alive!" Malak surely wouldn't prioritize a soldier or officer over Bastila, it's obviously game mechanics. So, the limited game mechanic means Sith should attack Bastila on sight. OTOH, the Sith officers and soldiers are often stupid...
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0 pointsI love(d) Knights of the Old Republic for more than one reason but now that I have been trying for years to make the game even better through fixes and tweaks I cannot help thinking of a few things that Bioware did sloppily. There are several but here in Korriban I noticed how they cut a few corners with some human looking Sith Academy residents whose VO is alien. That's a tolerable thing (especially if there is an interesting story behind it, which is not the case for our game) if it's done once or possibly twice but Bioware did abuse of this in Korriban. I count 3 4 creatures that should speak Galactic Basic but have alien VO and each time all I could think of was that they didn't have the means/time to record the lines properly rather than being a specific choice. The affected creatures are: the Mandalorian Prisoner, Adrenas, Hijata and Tariga. Three Four in a single area module. Way too much, in my opinion. I have half a mind to get someone to record the lines for at least one of the three four and remove the nonsensical excuse for missing a proper VO. Thoughts? Cheers!
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0 pointsFrom an RP standpoint: Yes, since there is no expression for enemies to attempt to capture you in the game, killing on sight is a reasonable action. Moreover, it's clear while Malak preferred to take her alive, he wasn't that concerned about it given he ordered the entire planet destroyed just to remove her as a factor once it became obvious he wouldn't find her. An easy solution would have been to just have a quest in the game that allowed you to find a disguise for her, but I guess Bioware never thought of it. It's amusing though that for some reason they made a huge deal of her being recognized on Korriban, but not on Taris, despite all of the Sith actively looking for her there. Lol. As an aside though, it doesn't make sense for any of your Force Sensitive party members to be allowed on Korriban, since Uthar or Yuthura would pick up on their sensitivity immediately and the jig would be up.
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0 pointsWhich would have played a hell of a lot better if they had a different fake language rather than the overused Twi'lek Huttese again. TOR might have something that could be used as a substitute perhaps.
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0 pointsI thought Adrenas' excuse was an interesting one. I never considered the possibility that a human/near-human species would have grown up in a region speaking something other than Galactic Basic. I wish this was expanded on since he says he can speak Galactic Basic, just with a thick accent. It's understandable that he doesn't since he'd be made fun of, which would be a sign of weakness among the Sith.