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Showing content with the highest reputation on 08/12/2021 in all areas

  1. 2 points
    Ok I need to lock this download until I can fix what I think I definitely know is wrong with my patcher. Awww man. i will get a new version up asap
  2. 1 point

    Version 1.0b

    2,907 downloads

    Schematic Lightsaber Mod 2021 (SLM 2021) =============================================================================================================== for TSLRCM 1.8.5/1.8.6 Author: Kaidon Jorn Date: Autumn 2020-Summer 2021 This is a large scale lightsaber mod which was built using TSLRCM 1.8.5. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.5 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION). IMPORTANT: Upon installation of this mod you must also open the file called "swkotor.ini" found in the main swkotor folder and under graphics options, you must edit the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Options=1", simply putting spaces between words. If this is not done you will see lightsaber hilt textures disappear depending on camera angle. In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Huge thanks to Fair Strides for his wonderful scripting help. In version 2021, lightsaber schematics have been redesigned so that you must equip it on your forearm and activate it like a forearm shield. They are destroyed once you are able to use them (they have a one minute cooldown), but will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. There are also two new quests to find the parts of two different lightsabers which you can then build on the workbench, one begins in the Telos military base and the other somewhere on Dxun. 2.0 ----------> 2021 Changes List ================================================================================================================ All SLM Lightsaber's now use Crazy34's New Lightsaber Blade Models with ambient lighting! Thanks very much to him. All lightsaber schematics are now forearm equippable items that have a one minute cooldown before you can attempt to learn another schematic. The Workbench dialog file has been expanded bigly to be able to deconstruct all SLM and vanilla game sabers. Sion's Pain and the Infernal Warrior's Lightsaber now use SithSpecter's Unstable Blade Textures with ambient lighting. The tank droid boss in the military base on Telos no longer drops the Telos Defender's Crystal. It now drops the first part that starts a quest to build that lightsaber model on the workbench. The saber itself is now called "Honorable Duelist Lightsaber", and has a gold blade and glow. A new (old) lightsaber model has returned and uses SithSpecter's Unstable Blade Textures. "Acheron's Frost" can now be aquired through a new quest that starts somewhere in the first visit of Dxun. Now compatible with Markus Ramiken's Workbench Crystal Attunement Mod. <<Only drop the .ncs script file into your Override folder, the workbench dialog file is already compatible.>> Training Sabers are now fully upgradeable and come with a 1-8 damage by themselves. Mandalorian War Leader's Lightsaber has been removed permanently and replaced by Redeemed Revan's Lightsaber. The schematic now drops in the tomb on Korriban. All of the looted lightsabers have been touched up in the texture department, giving them a weathered and/or worn look, and gave them all various stats. Eloquence now has a silvery blue blade and glow. Upgraded stats. All party member lightsaber building dialogs have all been rebuilt with excitingly new and fancy scripts from FairStrides of DeadlyStream fame and glory. They will all meditate on their crystals after building their lightsabers. Visas Marr now builds an old RandomSabers model I named "Miralukan Seer's Lightsaber". The Omen is held by her on the first meeting in the Ebon Hawk. Freedon Nadd's Lightsaber is now fully upgradeable standard blade saber. Bao-Dur's Liberator no longer uses the "chrome1" texture. Alderaanian Battle Saber had a model switch and now uses the old RandomSabers "Quillian" hilt. Master Vash's Redemption had a model switch, and now uses the old RandomSabers "Schism" hilt. The Solace sabers now have a "pale gold" blade and glow. Freedon Nadd now has a seperate standard bladed hilt that you can find in the Sith tomb on Dxun. The crystal cave on Dantooine has extra crystals to aquire, it is tied to the "Weapon of the Jedi" questline. Compatibilty for M4-78 has not yet happened, but I will get to it eventually. (I hope...) Many other improvements I don't remember since I began rebuilding the mod back in October of 2020. Install by running the .exe file called "SLM 2021" Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's) Notes: *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed. *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine))) Credits: Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models. Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed. Thanks to SithSpecter for use of his unstable blade textures. Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off and providing the textures. Thanks to DeadlyStream for hosting my mods. 1.0 - 2.0 changes list ================================================================================================================== Redesigned lightsaber schematics into usable items that you "learn". Learning the schematic sets the boolean to "true" so it is memorized in the workbench dialog file, and the schematics are no longer cluttering up your inventory. It is no longer possible for Disciple to get stuck on the MedBay wall inside the Ebon Hawk since I made him jump to the workbench like Atton does. He will still walk back to the MedBay. Further developed party member saber building dialogs of all party members so alignment will matter. Added new scenes so that Kreia and Visas will now meditate on their crystals. Adjusted hit points or stats on some of the added bosses. Updated the dialog for Atris' Telos Academy schematic crate. Integrated Apostle Saber Addon patch and renamed them to "Solace", gave them unique blade color, made a new encounter for them in Dantooine Enclave sub-level. Returned them to the original chrome texture (baremetal didn't look right). Updated icons. Integrated Training Sabers from my TOR Sabers Mod. Credit to Darth Deadman for adding the energy fields that power on and off like a lightsaber on those. Added new double-bladed saber "Elite Assassin's Saberstaff". Made assassins in Sith Academy on Korriban wield double-bladed lightsabers. Remade alot of lightsaber icons. Updated textures on several saber hilts. Cut down on the use of chrome hilts alot. Reshaded most of the ones that still use it. Eloquence now has a cerulean blade. The cyan core/blue one from 1.0 was not up to par with the rest so I got rid of it. Master Vash now has an entirely new model from the archives, she now wields the 'Aggressor'. Updated all necessary files. Renamed Vrook's saber to 'Vigilance'. Updated all necessary files. Fixed Saquesh not giving the Alderaanian Battle Saber schematic as he should have been if you help the Exchange. Fixed Kreia taking the long way around to the workbench. Finally retired my beautiful 4900 poly Acheron Saber and gave Sion an old RandomSabers model ("the Banshee") with a "scratched up" texture, a much larger scaling and a deeper red blade/pinker core. Added new powerup and powerdown sounds for sabers. Renamed the old 'Warrior's Lightsaber' found in the Korriban Tomb to 'Fury'. Rewrote and rescripted the dialog for the Sith Ghost encounter in the Korriban Tomb. Added 'Infernal Warrior's Lightsaber' with a dark orange blade and a new boss in the late game Citadel Station to beat you over the head with it. Rescaled and reskinned Revan's TOR saber. Made a new saber mod (Revan's Canonical TOR Sabers) as a seperate add-on that is compatible with this one as the way to get that saber model - *though it will replace 'Mandalorian War Leader's'*. Readjusted stats on a few of the dropped sabers. Wrote descriptions for Master's sabers. Buffed Darth Traya (Atris) for Telos Academy fight and Darth Nihilus just a little. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
  3. 1 point

    Version 2.1.0

    678 downloads

    Recruit HK-47 on Taris v2.1 ====================================== By brents742 ============ Description =========== -This mod allows for recruiting HK-47 into your party as early as possible (Taris) in a way that does not interfere with the story arc. -Yuka Laka is trapped on Taris by the Sith Quarantine! Taking refuge in either Kebla Yurt's store or the Alien Apartments of Upper City South depending on what you chose. Yuka needs credits and he needs them fast, so he offers HK-47 for purchase on Taris if the player has enough credits. How will he escape and make it back to Anchorhead??? -Some additional dialog has been added to Yuka Laka on Taris and Tatooine. -HK-47 will appear in your Taris apartment after being recruited. -Nothing has been removed from the game. If you want to wait until Tatooine for HK-47 to enter your party as normal, you can still do that. -This mod simply adds the ability to purchase HK-47 from Yuka Laka on Taris instead of waiting to do so on Tatooine. Version Notes ============= v1.0 - 8/10/2021 - Initial release v2.0 - 9/17/2021 - Reconfigured installer to give options for various installations involving K1 Restoration and K1 Community Patch. Thanks to N-Drew25 and Ebmar for their help with this! - Added options for where the player would like HK-47 to be recruited from (Kebla Yurt's store or the Alien Apartments in Taris Upper City South) - Reduced pricing structure for HK-47 to better reflect an affordable yet not inconsequential price. (2500/2000/1750/1500) v2.1 - 1/31/2022 - Updated compatibility for K1 Community Patch Requirements ============ IMPORTANT: If you plan to use the K1 Restoration or K1 Community Patch, these mods should be installed BEFORE installation of this mod. This mod can be installed to the base game without any additional mods. Installation ============ Run TSLPatcher.exe and select the option that best describes your specific installation. Choosing the wrong one will make the mod not work properly, partially, or at all depending. 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. Override Warnings: -k_ptar_opengate.ncs may flag if it is already present due to my Recruit T3-M4 Early mod. This is fine. -tat17_08yuka_01.dlg will flag as being overriden in installations where K1 Restoration is involved. This is fine. There should not be any others, but should you run across any, log them and the mods you are using and please PM me so I can work further on compatibility. Getting Started =============== A new save is required for this mod to work properly. Short of that, a save before leaving the Endar Spire. IMPORTANT: Loading an existing save will have the game call up cached information for the module Yuka Laka and HK-47 appear in (tar_m02ac or tar_m02aa depending on your installation) and they will not appear. Timing ====== If you do not purchase HK-47 before going to Davik's estate, your next available opportunity will be on Tatooine as normal. Compatibility ============= IMPORTANT - This mod makes changes/adds the following modules to the game: tar_m02aa.mod tar_m02ac.mod tar_m02af.mod tat_m17ac.mod Both K1 Restoration and K1 Commmunity Patch were specifically in mind when designing this mod as they also make changes to some of the above modules. If you run across a mod that this mod seems to conflict with, please let me know and I will work to update this mod to address it. What Specifically does this mod do? =================================== -k_ptar_opengate.ncs (found in your override folder after installation of this mod, or already existing if you have my Recruit T3-M4 early mod, allows for three party members to exit the Outcast camp, as vanilla only included MoveTo instructions for the Hendar scene to two party members as that is all you were meant to have at that point in the game. -m02aa.git was modified (within tar_m02aa.mod) to spawn Yuka Laka and HK-47 to spawn in the Alien Apartments via UTC. -m02ac.git was modified (within tar_m02ac.mod) to spawn Yuka Laka and HK-47 to spawn in Kebla Yurt's shop via UTC. -m02af.git was modified (within tar_m02af.mod) to place a waypoint for HK-47 to appear in your Taris apartment like the rest of your party members. -m17ac.git was modified (within tat_m17ac.mod) to reflect the location of a trigger that will remove the HK-47 UTC from Yuka Laka's shop if and only if he has already been purchased on Taris. -tar_m02ac.mod & tar_m02aa.mod -Modified to include the necessary scripts present within tat_m17ac (Yuka Laka's Anchorhead shop) to allow for the proper recruitment of HK-47. -Modified to include dlg files (tar17_08hk57_01 and tar17_08yuka_01 respectively) that mimic the same dlg files in tat_m17ac but changed where needed to reflect the Sith Occupation of Taris. -Modified to include utc files (tar17_08hk57_01 and tar17_08yuka_01 respectively) that mimic the same utc files in tat_m17ac. -k_act_hk47bought.ncs is a script that was created to set boolean KES_HK1 to indicate HK-47 has been purchased on Taris. -Added scripts to check if the player has the needed credits for the new purchase options as well as for taking those credits off the player once purchased. Check the source folder for specifics on this if needed. -tat_m17ac.mod -Modified Yuka Laka's dlg file (tat17_08yuka_01) to give Taris specific dialog if HK-47 was purchased on Taris. Otherwise, regular dialog will trigger. -New trigger UTT file created that will fire script k_ptat_killhk47.ncs that removes the HK-47 UTC from Yuka Laka's shop if and only if he has already been purchased on Taris. -k_con_hk47join.ncs checks to see if KES_HK1 boolean is true, and ensures Taris specific dialog only fires the first time the player speaks with Yuka Laka on Tatooine. -k_act_hk47join2.ncs flags HK-47 as having been purchased locally so Yuka Laka (Tatooine version) does not mistakenly believe he still has an HK-47 unit to sell you. Also sets Yuka Laka as having been talked to for the first time to prohibit Taris conversation every time you speak to him. -Created the following Booleans: KES_HK1 boolean - flags when HK-47 has been purchased on Taris. This is reflected in globalcat.2da changes that TSLPatcher makes during install. 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 ============== N-Drew25 and Ebmar for their assistance in reorganizing the installer for best practice installation methods. Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Prydeless for their pink lightsaber mod that inspired me to begin modding 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.
  4. 1 point
    I'll add a few notes to DP's already fairly comprehensive answer. Apart from the 3d model itself, you're going to need a texture, but just one. Modern game assets use a variety of texture images, all serving a different purpose: diffuse, ambient occlusion, normal maps, roughness map, metalness map, etc. For good ol' KoTOR, you'll only be interested in the diffuse map (also often called "albedo" or "base color"). KoTOR does support normal maps/bump maps, but honestly I've never been able to see the difference in-game, so don't bother with those. While there's a lot of cool stuff that has been done in their respective modding communities, remember to ask for permission to the mods' original authors before starting to port stuff. Otherwise, you won't be allowed to post your port mod here, nor to ask for assistance in the process should you need it. In my experience, provided the authors haven't gone AWOL, they'll generally agree to it as long you as you give them proper credit for the assets. Just want to add that, once you've done all the prep work in your 3D software, you'll want to use MDLEdit to convert the .ascii files (created by KOTORMax/KOTORBlender) into KoTOR's preferred file format (.mdl/.mdx). Yep! I remembered a couple of old tutorials on Youtube showing how to import new weapons in Kotor. They both use NWMax and MDLOps, so remember to use KOTORMax/KOTORBlender and MDLEdit instead. Custom Models in Star Wars: KOTOR 1 & 2 KotOR1 Modding Tut Part 1 Part 2 Part 3 These should help you kickstart your project.
  5. 1 point
    Static objects like weapons should be pretty straightforward even if you have little/no experience. Animated objects (like bodies - armour/robes/clothes) are possible but require a fairly reasonable degree of experience to convert. You have two main options for software. The first is 3DS Max (which you can get via an educational license if you are a school/university student) or the cut down crippleware (and thus free) version of it, GMax. Alternatively there is Blender. Both have import/export scripts for KOTOR models, KOTORMax in the case of the former and KOTORBlender in the case of the latter. How you get the source model into your program of choice depends on what format it is in. As mentioned, GMax is crippleware, so it's the most limited. You can get an OBJ import script for it, so that route is feasible. For Max and Blender, there are various native and 3rd party import scripts around for different game model formats. In regards to some of those you mentioned, STL is a 3D printing format and should never be used for game meshes. TGA is a texture format, not a model. I have no idea what an ODF is (unless it's the open source Word DOC equivalent - maybe it's a readme). MSH is pretty generic and could literally be any of a number of different game-specific formats. OBJ is a static model format that is widely used and typically natively supported by almost any 3D program. Although not mentioned, FBX is another format you'll see commonly which both Max and Blender will accept (but not GMax). If you are sourcing models intended for direct use in another game then you'll almost certainly need to deal with whatever native format they are in. Possibly conversion via a separate tool may be necessary (as with some Source engine games, for example) or you may need to find a specific 3rd party import script that will handle that format. Blender typically has more support for that sort of thing. You can try searching the Xentax and ZenHax (a Xentax splinter group) forums for those. There is also Noesis, a free program that supports a lot of different game formats natively, and which has additional format support via scripts from Xentax/ZenHax. Noesis will allow you to export models in a wide variety of common formats like OBJ or FBX, so it can be handy for conversions. Regarding mesh density/poly count, if it is already a game mesh then it's unlikely to be a problem. Even models intended for current AAA first person shooters wouldn't really be an issue in pure poly count terms, although it would be a complete waste in KOTOR. The main issue with poly count is shadow casting. The engine will crash if a shadow casting mesh is over about 3-3.5K triangles. But that has an easy solution, you just make a dummy shadowcasting mesh that is low poly and don't enable its render flag. As far as other limitations go, a big one is that Odyssey (KOTOR's engine) doesn't support emissive textures. It does, however, support emissive meshes, which it calls self-illumination. This means if you have any glowy bits on your model, they'll need to be split out to their own separate mesh so that the self-illum flag can be enabled on them. Alternatively, it may be easier to create new overlay meshes to sit on top of the original, especially if they are simple shapes like buttons and so forth. Beyond that I can't think of anything too significant.
  6. 1 point
    Assuming that the playable Bastila mods had worked -- did you rename Fens' texture correctly to be compatible with the said mod?
  7. 1 point
    If you can figure out which Override folder is the right one, install the attached file to it. k_pkor_las36!plt.ncs