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2 points
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Version 1.1.0
18,849 downloads
*********************************** Knights of the Old Republic *********************************** TITLE: A Crashed Republic Cruiser on a Nameless World (1.1) AUTHOR: LDR FILENAME: ldr_repshipunknownworld FILESIZE: 176 MB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- There are 2 available methods of installing A Crashed Republic Cruiser on a Nameless World. The standard installation method is done entirely though TSL Patcher, and doesn’t require you to do anything beyond simple button clicking. The manual installation is for those unable, for whatever reason, to use TSL Patcher, and involves the copying and pasting of files from folder to folder. NOTE: With the standard installation method, this mod is far more likely to work alongside any other mods you may currently have installed, which may not be the case should you use the manual installation method. I have attempted naming files in a way where there should be a minimum chance of mod conflicts, but you never know. This mod also has an "Optional" installation meant to use in conjuction with either/both of SithSpecter's High Quality Blasters and Colored Loadscreens mods. To uninstall, remove the files from their respective folders in the SWKotOR directory. ------------------------------ » STANDARD INSTALLATION ------------------------------ 1) Double click TSLPatcher.exe. 2) Click the "Install Mod" button and select your SWKotOR game directory. 3) Sit back, relax, and wait for the installation to complete. ------------------------------ » MANUAL INSTALLATION ------------------------------ 1) Open up the tslpatchdata folder. 2) Copy all files with a .wav extension and paste into the streamwaves folder located in your SWKotOR directory. 3) Copy all files with a .mod extension and paste into the modules folder located in your SWKotOR directory. 4) Copy everything else (With exception to changes.ini and info.rtf) and paste into the override folder located in your SWKotOR directory (If there isn't one, create one). ------------------------------ » OPTIONAL INSTALLATION ------------------------------ 1) Additional install options have been provided for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods. 2) Double click TSLPatcher.exe. 3) Click the "Install Mod" button and select your SWKotOR game directory. 4) Sit back, relax, and wait for the installation to complete. --------------- Mod Permissions --------------- You may not use any assets of this mod in your own mod without first contacting me. ------------ DESCRIPTION ------------ This mod adds 6 new modules, 9 new items (3 equippable inventory, 4 datapads, 2 keycards) on the Unknown World, making the crashed Hammerhead explorable. You must have a save before setting foot on the Unknown World. -------------------------------------------------- » Version 1.1 Changes -------------------------------------------------- - Fixes a bug where the party was prevented from spawning in during the confrontation on the beach on a DS playthrough following completing the Temple. - Corrects reported spelling/gramatical errors. - Integrates optional install paths through TSLPatcher for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods. ----- BUGS ----- Any mods that modify the unk_m41aa OnEnter script will be incompatible with this mod. "Frame Buffer Effects" turned off in the swkotor.ini results in audio logs without the blue camera effect. If you find any please post them in the comments or send me a direct message. I will address them as soon as I can. ------------------- » MODULE/ITEM NAMES ------------------- For this to work correctly in conjunction with your own mod, you must not use any within the following list as names for your custom module/item reskins. m41ae m41af 152unk 153unk m41ai m41aj LHC LHW Blaster Pistol template 020 Forearm Band template 019 Gauntlet template 019 ------------- Voice Acting ------------- DarthTyren as Medical Officer Audio Log Mellowtron11 as Engine Officer Audio Log Sith Holocron as Republic Captain Audio Log Zhaboka as Kolgrim ----------- Permissions ----------- Permission granted from Darth InSidious to use his alternative beach Hammerhead textures. Permission granted from DarthParametric to utilize his edited mdls from both his Endar Spire and Harbinger Hull Repair mods. Permission granted from SithSpecter to utilize integration for his High Quality Blasters for Modders resource and colored loadscreen templates mod. Permission granted from Thor110 to repurpose his ported K1 Harbinger modules. ------- Credits ------- - To the people who created the tools which have allowed me to create this mod. - Kotor Tool..........................Fred Tetra - K-GFF GFF Editor/DLGEditor..........tk102 - ERF Editor/TSLPatcher...............stoffe - MDLOps..............................cchargin/JDNoa - Lipsynch Editor.....................JDNoa - XVI32 Hex Editor....................Chmaas - CSLU Toolkit........................Oregon Health & Science University My beta testers: djh269, jc2, N-DReW25 and Zhaboka. I couldn't have done this without you! JCarter46 and DarthParametric for handholding me with regards to literally all scripting that was above basic level. Thank you so much. Lachjames for his assistance in helping me generate/test .lip files. Snigaroo for bug reporting and feedback for the 1.1 patch. All of the wonderful folks at DeadlyStream (and Holowan Labs), that led me on and helped me when I hit a snag. All of you who downloaded this mod! Thank You! -
1 pointHello KotOR Modding community, I want to share with you some cool voice lines that maybe could be used in a mod? They are Catherine Taber, (the same voice actress as Mission Vao from KotOR 1), pulled from her portrayal of Padme on The Clone Wars animated tv show. Here are a few for you to sample, I have more if you are looking to make a mod. If All Youre Gonna Do Is Make Fun Of Me I Think You Should Go.mp3 Yes Im Sure.mp3 What's Done Is Done.mp3 I Learned It From You.mp3
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1 pointHi everyone! Long long time no see... So I might get back into modding, slowly but surely. Only one problem, I'm on a Mac still 🤪 The real problem is that it can't find the chitin.key for some odd reason! I have been able to install KSE with no problem, and use the TSL Patcher to install mods (like K1R, TSLRCM, etc...) but nothing works when I try to install KotorTool. There's no settings.xml file anywhere, and I've tried altering the HKEY directory as well to no avail... Not really sure what to do! I've included all of the errors that pop up in this post...
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1 pointFinally got to start the BoSSR mod. The rodian that gives the first task also has no textures (all black) and once i enter the town on tatooine the game crashes and exits. so seems like the mod is not playable : /
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1 pointThis is why it isn't taking upgrades. Set it to 2 to use light armour/armoured clothing upgrades. 1 is robes, 3 is medium armour, 4 is heavy armour.
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1 pointJett Darklighter, i think was his name. I was a little kid lol. i sound very different now lol
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1 pointI used to make mods for KotOR 2 when i was younger, I did voice overs for NewbieModders Korriban Mod. Now I have a desktop setup with a nice mic and audio editing software. So If you need any voices, I'd be happy to help you! And I'm very passionate about KotOR, and about this project! I've kept my eye on it all these years, amazed at what you had already created and always wishing you well and wishing you had a good team of experienced modders to help you realize this vision. ❤️ - KK
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1 pointYou need to provide more detail about what it is exactly you want to achieve. I gather you want a scriptable attack animation? What is the scenario you envisage this executing in? What's the goal? Are you looking for some simple combat buff, or some sort of cinematic thing? Interactive armbands work exactly the same in both games. You give it an "Activate Item" property which links to spells.2da, this in turn fires a script. The script then does whatever you want, within the limits of the engine. So you can start a conversation/cutscene, open/close doors, spawn items/creatures/objects, kill/destroy items/creatures/objects, add/remove party members, jump the player/party to different positions, warp the party to a different module, set plot states, etc. You can also do this with other interactive items the player equips, like medpacs or stims. You can add an Activate Item property to any item, but a creature hide is not exposed to the player. It is not interactive, so the player can never activate it. The same goes for most other equippable items - there's no way for the player to manually activate them. If you are looking for combat effects, you can apply On Hit status effects to weapons, like slow and stun, etc., but these don't fire scripts. Items can also grant feats, so you could just make a blaster that grants the full Rapid Fire series of feats. So if you wanted to have a manually activateable item, you could just use an armband. K1 doesn't have a pre-existing user limitation for Carth, so you'd have to jump through some hoops to limit it to only him. You could use this in conjunction with your creature hide idea, where the script checks if the activating creature has the hide equipped and the effect fails if not. But how you go about it goes back to my first quest - what is it you are trying to do exactly?
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1 pointOkay thank you guys! I actually manage to pull it using MDLeditor, I follow DarthParmetric's advice. So far there is no problem.
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1 pointNow I'm well into the game, one planet left, and I played only with the BoSSR mod installed, as all other mods were causing these kinds of texture glitches. I tried installing each of them and starting a new game and it proved to be the only one that causes no glitches (I also tried the community patch fix). However I still haven't gotten to start playing the mod itself... so let's see. I hope it will work!
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1 pointI installed K1 Restoration mod, BoSSR and Yavin IV using the provided installers and the game starts fine on the latest iOS. However the K1R mod causes some textures to be completely black, like for example the default scoundrel outfit and the outfit of the guy who appears at the first moment when you start a game. Haven't played past that moment though. Any ideas what causes this texture problem?
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1 pointIm still searching. Even if theres a strong resemblance with the Falcon from the outside, i think the interior needs its own identity here. Im not yet clear on how it will look, so im open for suggestions too. Malachor should be just pure evil looking, i think Exegol would be a good reference. About Skyboxes: Kexikus v2 are very much recommended & compatible; although there need to be adjustments ( most noticably for Onderon, Nar Shaddaa). So i think at least for Nar Shaddaa i'll have to create a new one - in my view it just needs that glittering skyline flooded with a myriad of adboards & lights. Since creating those will be very time consuming, i'll concentrate on releasing a finished product without the skyboxes for now.
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1 pointThanks. But dont worry, the release will certainly not around 2030 ^^ It all depends how well the material & design choices gel with each other and how quick i can find adequate design references in given SW movies etc.
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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 pointJust looking through all of this. I have some the Harbinger and Telos overhauls installed. These improvements, these textures are downright sexy. Absolutely incredible. I'm excited to see this live while playing the game, as screenshots and game footage rarely do the real finished product any justice. I know there's likely no timetable on when this will be finished, but could you give an update on just how much is left to do? I can't wait to see Malachor. I hope it's truly terrifying. Also curious as to how Duxn is gonna look. Keep up the good work!
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1 pointanother Panel done, this time "military" themed - fitting the Telos underground base: Mando: Modded Panel:
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1 pointThats an important point! However, the SW Universe is full of very advanced technologies. Even in reality, we already have special glass tech, that switches from "clear" to "frosted" whenever you like. That in mind, privacy wont be an issue for a civilization, that discovered interstellar travelling ages ago.
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1 pointThanks. I cant agree more! Compared to todays standards i cant even watch the old Kotor /especially TSL anymore. The levels look so bland and unlike Star Wars, and even modded its harsh when you switch from e.g. Control to K2. To aim for a realistic look i tried to emulate a lot of assets from the Mandalorian series lately , which seems to be the better choice to get a natural looking result than when orienting on games like BF2 & FO. The Trayus Academy will be last on the list, but i dont think it would be more difficult to pull of than the other planets.
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1 pointPeragus looks great. Really makes it feel like a dirty, gritty mining station, while still keeping close to the original feel. Too many vanilla areas are endless seas of grey panels. I'm really looking forward to seeing what you can do with the Trayus Academy (assuming it's on the agenda). It's always been the blandest looking part of the game to me and I've never found any retextures that managed to make it look good.
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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 pointYes, absolutely. It gives a bit of an exclusive touch to the uppercity. As you see in earlier posted pics, i try to give every area a unique look, which may differ greatly even on the same planet. In Vanilla, everything is too conform to the point you dont really feel much of a difference.
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1 pointBy the Force! Do you want me to never stop playing Kotor?! Such artistry. Lehon at the cusp of dusk... Gorgeous. Kashyyyk finally matching the aesthetic of the descent into the shadow lands. Brilliant. The tiny sediment grain and tangible glyphs looking so good you want to touch them in the monastery? I'm sold. I suppose only the back entrance of the Sith Academy seems rather jarring, unfinished?