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Showing content with the highest reputation on 03/20/2022 in Posts

  1. 2 points
    The request where Sith Holocron asks for too much. Probably... Inside the Ebon Hawk, there's a texture that gets repeated throughout the interior. It's file name is "LEH_scre02" and if you've played the game, you've seen it everywhere. LEH_scre02 (original size) You may have seen Dark Hope's much larger version which was also bundled with one of my my packs. LEH_scre02 (Dark Hope's version, but a static image that is not animated here) You may have seen Dark Hope's much larger version which was also bundled with one of my texture packs. The problem are how the texture is applied in the Ebon Hawk - in both KotOR and TSL. What I assume are "cutouts" of some kind to emphasize and de-emphasize lights appear on the texture wrecking the look of the these textures. What I was hoping some kind soul would do is to create a model fix that would get rid of that effect in any area that displays this particular texture. As this issue is in both games - and the EH is different in each game - this issue would need a separate fix for KotOR and TSL. Not sure I'll get any takers on this but it's worth a shot.
  2. 2 points
    Okay, I greatly apologize for the extreme poor quality of this video. I have never used a screen recording software before and my daughter was too busy crying for me to figure out exactly how to use it. Apologies again but it shows the issue
  3. 1 point
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  5. 1 point
    I can confirm that this does have issues in K1 with black boxes appearing around the pulsing lights. Hoping to see a fix for it 🙂 I can supply some screenshots if need be.
  6. 1 point
    Hello everyone, Now that DeadlyStream seems to be the place for KOTOR modders, I am copy & pasting (with a few edits) my tutorials over from Holowan Labs. Here is a short tutorial on how to set/change where you spawn in your custom module in 5 easy steps. I will show you how to extract the required file and edit it accordingly. Requirements: KotoR Tool kgff Editor Here we go: Step 1: Open up KotoR Tool and navigate to danm13.rim in the RIM's section (or the .rim you will be using for your mod). Step 2: Open "Module Info File" and extract the module.ifo file to any directory that you want. Step 3: Open module.ifo with the kgff Editor. You will find these entries in one group together: Mod_Entry_Dir_X (this is the X direction you will face) Mod_Entry_Dir_Y (this is the Y direction you will face) Mod_Entry_X Mod_Entry_Y Mod_Entry_Z Step 4: The last three entries are your XYZ coordinates. Launch KotoR, load any game and type into the cheat box "warp danm13" (without the tags). Step 5: Go to where you want your new spawn point to be and type "whereami" (again, without the tags) and then place the XYZ coordinates in appropriate place in the module.ifo file. Extra notes: If you are creating a custom module to release to the public, you're best off also adding the correct XY directions in. For TSL Users: To be able to find out your location, use the K2 Armband. I hope this tutorial has been informative. Also a really big thanks to the great modders in this community who have helped me to make this tutorial possible.
  7. 0 points
    Yes but it is not the most trivial fix (I have made changes to global.jrl and to the dialog.tlk file) and it's part of my own (huge) modification. I'd have to go release it separately via TSL Patcher and I honestly cannot put time into it.