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3 pointsThis happened to me more that once. Looking for some very basic KotOR info and you get https://en.wikipedia.org/wiki/Kotor Looks like a nice coastal town in Montenegro, though. https://en.wikipedia.org/wiki/Kotor#/media/File:Kotor_Montenegro_panorama_2016.jpg
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1 point
Version 1.0.0
20,749 downloads
======================================================== KNIGHTS OF THE OLD REPUBLIC SOURCE FILE ======================================================== New_Lightsaber_Blade_Model_K1_v1 ================================= Author: Crazy34 Contact: PM me on Deadlystream For: K1 Date: 03/02/2021 ================================= DESCRIPTION: The vanilla lightsaber blades in Kotor and TSL look bad in my opinion. So, I tried to improve them by adding a dynamic ambient light to the blade (environmental lightning), which works quite well. Since this is hard-coded in the model I also optimized the blade plane models to have a different UV layout inspired by Sithspecter's work. I also simplified their geometry and fixed the different brightness bug (different brightness of the blade when viewed from the front compared to the back). Additionally, I included 3D models for the core of the blade and the inner glow of the blade, which can now be used to create black core sabers as seen in SWTOR. The glow - as well as the models - are fully animated to work as the vanilla blades. The hilts are updated together with the blades including hilts from Kaidon Jorn's SLM 2.0 mod. Summary: - All saber hilts are updated with hilts from Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models, textures and icons go fully to him! - Ambient light for lightsabers - 3D models for blade core and inner glow - Symmetric lightsaber blade planes with a modified version of Sithspecter's crossguard saber UV layout. (Compatible with his unstable textures also included with all credits going to Sithspecter.) - Black core sabers are possible - Homogeneous brightness of the blade (no more “brighter blades when viewed from the front” happening any more) - All sabers are fully upgradeable (added black core and unstable crystals as well as crossguard versions of them) How to use the new lightsabers: Get the black core, unstable and crossguard sabers or crystals by cheating them by using the giveitem command or use KSE to include them in your inventory. The item codes are organized as follows: Lightsaber and crystal follow the standard naming scheme: Black core: 51-60 Unstable: 21-30 Crossguard: 101-110 Crossguard, black core: 111-120 Crossguard, unstable: 91-100 For example: giveitem u_l_colo_51 (Blue, Black core crystal) giveitem u_l_colo_92 (Red, unstable crossguard crystal) giveitem g_w_lghtsbr118 (Viridian, crossguard unstable lightsaber) giveitem g_w_dblsbr025 (Purple, unstable double blade lightsaber) giveitem g_w_shortsbr53 (Green, black core short lightsaber) For the TSL colors such as Viridian, Silver, and Bronze; you can get the crystals with the following giveitem codes. giveitem u_l_colo_07 (Silver) giveitem u_l_colo_09 (Viridian) giveitem u_l_colo_10 (Bronze) !!!! Important: If you put a crossguard crystal in either a short lightsaber or double blade lightsaber the crystal will be transformed into its normal non crossguard version! I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models. I plan to upload a Modders Resource explaining the blade system in detail. CREDITS: Kaidon Jorn: Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/ Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them. Sithspecter: The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/ Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors. ___________________________________________________________ COMPATIBILITY: It should pretty much be compatible with any mod that doesn't use the same crystal and lightsaber model slots. However, please notify me in the release thread if any bugs do appear that are not listed below.) ___________________________________________________________ INSTALLATION: Use the TSLPatcher multiple times. You can choose which lightsabers you want. So, for example say you are only interested in the normal saber update and the related crossguard sabers: Then install the standard saber first and second run the TSLpatcher again and install the crossguard sabers. The crossguard sabers require to have their related non-crossguard sabers installed first. The TSLPatcher is set up to only install a certain part of the mod and requires multiple runs to install all sabers. It should install everything correctly. UNINSTALL: Navigate to the backup folder and place the contents into the Override folder. Remove all files from the tslpatchdata folder of this mod from your override folder. ___________________________________________________________ BUGS: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.) The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.) ___________________________________________________________ PERMISSIONS: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. If you have any ideas for improvements, or if you want to you can mod them yourselves and include them in the mod. Saves me time and I'll give you credit for what I put in. ___________________________________________________________ THANKS: Fred Tetra: All the thanks for KotOR Tool. TK102: All the thanks for K-GFF. ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models. bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code. Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much. Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place. Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod. JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation. DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models. Sith Holocron: For minor proofreading of the mod documents. For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar. Also, I want to thank all the modders out there whose work I've consistently studied and learned from. ___________________________________________________________ LEGAL: THIS MODIFICATION IS PROVIDED AS-IS AND 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. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 2.0.0
7,635 downloads
Does it bother you reading lore on Revan + Mandalore & then simplistic that ugly mask on Canderous? Me too, so this mod features: -Matching HD icon in three different variations (two matching the armor and zoomed out and one zoomed in where you cannot see the armor that matches vanilla game) -Upscaled base texture thx to ShiningRedHD -25% more reflective & color corrected beskar texture all over (with Damascus steel overlay lightly showing like on the ingots in the mandalorian tv show) -Mandalores mask matches the KOTOR comicbook style (partially hand drawn but heavily modified to preserve the proportions while still fitting the vanilla model) -Custom hand drawn vambrace + shoulder pad -Optional matching chest piece version (I prefer this version) -Optional all silver coating version -Optional white war paint version with clan ordo symbols -Optional dark brown version (mask now matches the vanilla shoulder pauldron color) -Optional obsidian/dark grey version -Restored content mod compatible (simply put in override folder) -
1 pointView File T3-M4 Lightsaber Construction Mod Tired of missing a lens? T3-M4 can help! You can have a lightsaber as early as your first trip to the Ebon Hawk in a way that fits in with the story & adds additional dialogue & immersion to the game. You can construct as many lightsabers as you have crystals! UPDATE: Reconstruct Visas Marr's destroyed ligthsaber via T3-M4 for some added dialogue and influence gain/loss options with Visas when you give it back to her. T3-M4 Lightsaber Construction Mod v1.2 ====================================== By brents742 ============ Version Notes ============= v1.0 - 3/4/2021 - Initial release v1.1 - 3/7/2021 - Added ability for T3-M4 to rebuild Visas' lightsaber and place in player inventory after Visas joins the party - Created new dialogue with Visas via existing sound files for returning her lightsaber - Added new influence gain/loss options with Visas when returning her lightsaber v1.2 - 8/10/2021 - Updated M4-78 compatibility to properly display T3's dialog options for the planet - Grammatical errors corrected when returning Visas' lightsaber to her Requirements ============ TSLRCM 1.8.5 or above Installation ============ First, it should be noted that using Steam Workshop is NOT recommended as it can cause any number of issues during your playthrough. Especially with TSLRCM. With that in mind, if you are using Workshop mods, follow the Steam instructions below versus the regular install instructions. REGULAR TSLRCM INSTALL USERS: Run TSLPatcher.exe and follow the prompts. The patcher will make backups of any existing files you may have that are the same as files this mod uses. Keep track of this backup folder - which will be located wherever you have the TSLPatcher.exe running from. TSLRCM + M478 INSTALL USERS: You will need to go into the download files and copy the t3m4.dlg file from the M4-78 folder within the folder called Compatibility. Drop this in your respective override folder after regular install of this mod. Failing to do so will cause M4-78 to not be accessible as T3 will lack the dialog options to unlock the planet without this file. TSLRCM INSTALLED FROM STEAM WORKSHOP USERS: When installing with TSLPatcher, you MUST select your Steam workshop TSLRCM directory. Not the main KOTOR 2 directory. When asked by TSLPatcher to browse for a folder, go to your main Steam folder, then steamapps. Then workshop. Then content. Then 208580 (This is KOTOR 2's game code) then find the TSLRCM file. For TSLRCM + M4-78 it will be called 1402798020. For regular TSLRCM it will be called 485537937. Choose which of these folders you have for TSLPatcher to install to and let it work. If you are using other than English TSLRCM your folder code will be a little different. !!!IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS AND ARE USING THE STEAM VERSION OF 1.8.5 THE MOD WILL NOT WORK!!! Description =========== -This mod expands upon existing lightsaber construction methods (Bao-Dur) and allows T3-M4 to not only help you construct your first lightsaber, but further allows him to construct as many lightsabers as you have crystals available in your inventory (double-bladed, one-handed, short lightsabers, and Visas Marr's lightsaber) - on demand. -The intention of this mod is to give players the ability to have a lightsaber that fits into the existing lore and story of the game as early as your first visit to the Ebon Hawk if they choose. I wanted a mod that didn't just magically give the player lightsabers. -How T3-M4 is able to help you create lightsabers is explained in as much detail as would be available to the Exile at this stage in their journey. Speaking to T3-M4 and asking him to help you construct a lightsaber will begin the series of short steps required that will activate this ability for T3-M4 and give you three crystals of your choosing for use in construction. -This mod pays careful attention to ensuring nothing is removed from the base game. If you still want to follow Bao-Dur's lightsaber construction method and search for parts across the galaxy - you can do that! -The Crafting a Lightsaber quest is now given directly after regaining your Force powers on Peragus. -Using T3-M4 to construct a lightsaber will trigger the Crafting a Lightsaber quest as completed just like if you made one through Bao-Dur. Bao-Dur will not ask you why you do not carry a lightsaber anymore once this occurs. Likewise, if you have not used T3-M4 to construct a lightsaber before bringing Bao-Dur aboard the Ebon Hawk, he will speak to you about a lightsaber as normal. -Lightsaber training with Kreia is CONFIRMED to be working using T3-M4 to construct your lightsaber. -Looting post Crafting a Lightsaber quest works as it would in the base game. Where you would have found a lightsaber part, you will now find a lightsaber, just like in the base game. -This mod was designed to work within the existing format of the game concerning lightsaber construction. The only difference is the lightsaber quest will trigger early and is able to be completed via T3-M4 versus only Bao-Dur. There are some additional dialogue options for immersions sake and T3 can construct multiple lightsabers but everything else works exactly as it should. -There's a cool story easter egg within the Security System tucked away Getting Started =============== This mod works best from a new save to experience all the changes as they were meant to be experienced. This is not mandatory, however, as the mod is designed to be used at any point in the game. If Using an Existing Save ========================= Talk to T3-M4 and he will give you the access codes to the Ebon Hawk. Ask him about lightsaber construction and he will direct you how to upgrade him. If using a New Save =================== Play the game as you normally would through Peragus. T3-M4 will give you the Ebon Hawk's access codes before leaving Peragus. Ask him about lightsaber construction and he will direct you how to upgrade him. Important - Timing ================== Due to the natural progression of the game, it is best to speak with T3-M4 about lightsaber construction just before or after your initial conversation with Kreia aboard the Ebon Hawk. If you wait, your next opportunity will be directly after leaving Telos. Compatibility ============= IMPORTANT - This mod relies upon the default crystal files that come with the game. (U_l_colo_01 thru u_l_colo_10) Any mod that removes some of these files for some reason will cause this mod to not function at 100%. Mods that change existing u_l_colo files should not be a problem. Any mod that gives you a lightsaber and then changes how the Crafting a Lightsaber quest works is likely to conflict with this mod. A mod that just gives you a lightsaber and messes with nothing else should be okay, if also redundant. -I have made a somewhat thorough search of existing lightsaber mods to search for any crystal files they may add. -To my knowledge, no existing mod adds new crystals to the game beyond Prydeless' Pink Lightsaber mod. -If you are using a mod that adds crystals to the game, then after running TSLPatcher.exe and the installation of the base mod has completed, open the 'Compatibility' folder inside 'tslpatchdata' and drag and drop the secsys.dlg from the folder corresponding to the crystal mod you have installed into the override folder located inside the main directory of your KOTOR II installation. When prompted, override the existing file. I will update this file as more mods come out / I am made aware of that add new color crystals to the game. Current compatible crystal mods: -Prydeless' Pink Lightsaber mod -Working on adding more! If you run across a mod that this mod seems to conflict with, or a mod that adds crystals to, the game, please let me know and I will work to update this mod to address it. What Specifically does this mod do? =================================== -000.dlg was modified to give the player the Crafting a Lightsaber quest early (Peragus after regaining Force powers). -Global.jrl has been updated to reflect a non Bao-Dur specific lightsaber quest through string 128188 that comes with the base game and a new string appended to dialog.tlk that reads "With your companion's assistance, you have crafted a new lightsaber." -103atton.dlg was modified to reflect T3's new abilities and gives the player owner identification codes to the Ebon Hawk. -T3M4.dlg was modified with a new dialogue option that will begin the steps needed to allow for lightsaber construction (double-bladed, one-handed, short lightsabers, and Visas Marr's lightsaber) Will not allow creation without a crystal. Will properly set boolean 000_Lightsaber_Built that flags the Crafting a Lightsaber quest as completed. This is the same boolean the game has always used. T3 can be asked how he learned to help create lightsabers, after a brief explanation of time serving the Jedi, conversation is routed to existing conversation that can lead to the holorecording with KoTOR 1 characters. -Modified u_have_any_co_cr.ncs, a script that comes with the base game, so the game properly checks bronze crystals in your inventory when checking for crystals (This script will continue to be updated to reflect additional lightsaber crystals that new mods add to the game). -Modified baosaber.dlg so that Bao-Dur's conversation about lightsabers will not trigger if Crafting a Lightsaber quest is complete. This conversation will occur as normal if it is not complete. -Modified secsys.dlg with an Access System Commands option. Added a hidden compartment with three crystals that can be made into any color. Created the process for upgrading T3-M4 to allow for lightsaber construction. Placed existing camera recordings within an Access Security Cameras option. -Modified visasmarr.dlg to allow for dialogue when returning her rebuilt lightsaber as well as influence gain/loss options. -Created the following Booleans: KES_CR1 boolean - flags when the compartment crystals are created, preventing crystal creation from repeating. KES_CR2 boolean - will allow for the secret easter egg to take place. KES_CR3 boolean - prevents an infinite LS/DS point exploit from forming from repeating the secrete easter egg. KES_CR4 boolean - flags T3-M4 as having had an update, allowing for lightsaber construction to take place. KES_CR5 boolean - flags whether the character has received the Ebon Hawk's owner identification codes. KES_CR6 boolean - flags when T3-M4 has helped rebuild Visas' lightsaber, preventing this option from appearing again in dialogue. KES_CR7 boolean - prevents repeatedly activating the dialogue of giving Visas her lightsaber back. Permissions and Disclaimers =========================== I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. The user of the mod is responsible for any damage to their game that may result from using this mod. Users are encouraged to make relevant backups and do their research on existing mods they have installed to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible but ultimate responsibility lies with the end user to check for possible conflicts before installing. Special Thanks ============== Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Prydeless for their pink lightsaber mod that inspired all of this to begin with. The entirety of the DeadlyStream modding forums for their inexhaustible resources and information that allows anyone with a computer and an idea to sit down and learn how to make their first mod. Lucasarts, Bioware, and Obsidian for making a game I am still funneling dozens of hours into nearly two decades after its initial release. Contact ======= PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you. Submitter brents742 Submitted 03/04/2021 Category Mods TSLRCM Compatible Yes
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1 pointI think you are misinterpreting things, I believe what you think is a hood are the arms and the black part is the normal under shirt.
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1 pointThanks! i can safely say that the reworked areas / textures for this newest overhaul will be unlike anything i did before. The heightmaps have a ton more detail, the shine is directly linked to the texture noise itself , thus way more natural and overall the tex designs are much more linked to the movies than games for more realism. This, and the splitting of planets into different areas visually makes it a very large project. Current status for K2: Harbinger tex = done, but K2 has a nasty bug with a low res overlay that needs to be solved. Beta: Peragus, Korriban, Dantooine, Ravager (only minor tweaks) Alpha: Telos, Onderon, Nar Shaddaa, Goto (still some work ahead, but nothing major) To be done: Ebon Hawk, Malachor, Dxun, M4-78 (major work to do)
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1 pointI wanted to give an update a few weeks ago, but I had to tackle a problem I ignored for months. The reverse compiler is now more than 5,000 lines in length, and that makes it difficult to maintain. So, almost 4,000 lines of source code have been moved into a library. Additionally, many functions did too much and have since been split into smaller functions or replaced entirely. It's not sexy, but coding never is. Or is it? Cue: Salt-N-Peppa's "Let's talk about sex" Let's talk about Hex, baby! Let's talk about Binary! Let's talk about Octal numbers, Signed and unsigned, number theory! OK, OK, I'm back to "normal". Anyway, after three weeks of maintenance I got back to the real work and decided to rewrite the remaining 1,000+ lines entirely. Everything from reading an NCS file from disk to producing NWScript is new. And so much better than before, since I eliminated some bugs in the code. I'll provide a more detailed post later, but here's some sample output from TSL's k_inc_npckill.ncs: I purposely left out nested scopes because I wanted to focus local variables. This script is particularly interesting because it contains a vector. See the really long line that starts with float = GetPositionFromLocation? That's one of the vector's members. The source code looks like this: The really long line in the sample output essentially merges the two lines above, but if you look closely you'll see it's the combination of creating vPos.z, adding 1.0f to vPos.z, then storing the result back to vPos.z. Here's a cut-and-paste from the NSS file to compare to the sample output: Now that I've confirmed the stack is being created correctly, the next tasks are to: Add variable declarations, e.g. int nParam, object oParam Properly display modification of variable values, e.g. vPos.z = vPoz.z + 1.0f Insert nested scopes (if-else, while, etc...) Probably other stuff I can't think of right now
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1 pointThe ambient lighting is something I've been wanting for YEARS. Thank you for this amazing addition! Is it possible to use the blade models and textures without using any of the new crystals or saber hilts (for compatibility with SLM or something similar)? Thanks.
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1 pointDuros Rework in-game preview It's alive! What you're seeing is V3 of my Duros head. I've tweaked pretty much everything, multiple times. The head is pretty much done now, all I need to do is create the three texture variations, as well as incorporate any advice or feedback I'll get from now on. Now I'm off to work on the body model. Until then, here are a few other angles (diffuse texture only): And, as always, critique and feedback are very much welcome.
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1 point
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0 points@Kimosabe Sith Holocron has a point in the questions he's asking to clarify things. The way most mods that aren't just models or textures work involves adding data that's saved into games (like creatures in areas, or variables used to reference the state of progress in the game) or altering existing files. Simply uninstalling a mod (this by itself can be problematic if the mod changes data inside the packs for a level or area) doesn't guarantee that its effects are gone from your save. So uninstalling the mods and not fixing the issue isn't too surprising, but to have a chance to help, we need a list of your mods (perhaps a screenshot or two of the packaged files [the .zip, .rar, or .7z] from your Downloads?) to be able to begin helping. Otherwise, we literally can't diagnose what went wrong...
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0 pointsLet me see if I've got this straight - and please, correct me if I have any of this wrong... You modded up your game with many mods - none of which you've listed. (Listing all mods is required.) Then - you uninstalled those many mods (excepting TSLRCM) - without starting a new game. Is that about right? Edit: I'm going to head off to sleep right now. If @Kimosabe answers in the affirmative to both of the bulleted lines above before I get back, please feel free to jump in and explain why deleting several mods in the middle of a playthrough might be . . . problematic.