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Showing content with the highest reputation on 06/23/2023 in all areas

  1. 1 point

    Version v1.1.0b4

    5,589 downloads

    Please see http://github.com/th3w1zard1/KOTORModSync for the main repo. Please report any bugs or problems you encounter. While I test this heavily, it's difficult to find any and all problems when incorporating 200+ mod's instructions across dozens of operating systems and platform combinations. If you happen to notice something odd or out of place, please report them. KOTORModSync is a multi-mod installer for KOTOR games that makes it easier to install and manage mods. I usually install the Reddit mod build every year or so. The process takes about an hour and it's repetitive moving files, running tslpatcher, deleting specific files, and occasionally renaming some files. The last time I installed the modbuild I made a mistake on a single different step, 3 times in a row. Most mistakes require a full restart from the beginning. This is tedious, so I decided to create an installer creator in C# to simplify the process. Goals Mod creators work really hard on their mods. It's the least we can do to install them and use them, right? However, who wants to reinstall to vanilla and spend several hours reinstalling mods, just to add 1 or 2 extra mods on top of it? Other mod managers I've tried were either too difficult to configure, require significant changes to a hard-to-understand configuration file, or only provided limited functionality for defining new mods. KOTOR mods definitely can have complex dependency relationships with each other in regard to compatibility, due to the nature and age of TSLPatcher. Usage If you are an end user just wanting to install some mods, simply load up the instruction files provided, choose the mods you want from the left list and any options, and press 'Start main install' Watch Xuul's tutorial video here: Effortless Modding with Kotor Mod Sync: The Ultimate Guide for Star Wars KOTOR Mods (youtube.com) If you are a mod developer, this program contains a full-blown instruction editor that'll allow you to quickly create instructions for your mod and define its compatibility with other mods. See Dependencies/Restrictions and InstallBefore/InstallAfter explanation - Pastebin.com for more information. See the video tutorial here: Creating involved instructions for KOTORModSync - YouTube Features Can install the https://kotor.neocities.org/ mod builds in about 20 minutes from a vanilla install. Supports TSLPatching on mac/linux without wine! Select the individual mods you want for an install - the dependencies and incompatibilities will automatically be chosen and sorted. This means end users don't have to worry about specific instructions regarding other mods in the list. All the compatibility steps are handled internally by KOTORModSync and the default instructions files provided here. An end user simply can select the mods they want to install in the left list, and any customizations if they like, and simply press 'Install All' to have everything installed automatically. This program has a built-in GUI editor and an installer packed into one. Modbuild creators can create instructions with little to no knowledge of the format and easily share them with end users. End users can install everything from the instruction file with a simple click of a button. Edit any instructions and verify the configuration with built-in tools. Some support to dry run an install. A flexible configuration editor and parser utilizing TOML syntax. This is very user-friendly and similar to INI which TSLPatcher already uses and most modders are used to. Create instructions files with complex dependency structures for multiple mods, and have end users install everything exactly according to the instructions created. No more manually copying/deleting files: KOTORModSync handles all of that for your end user. Platforms KOTORModSync is a cross-platform 32-bit and 64-bit .NET application. It is compatible with the following operating systems: Windows 7 and 8: Compatible if running .NET Framework 4.6.2 or higher. Windows 10 and 11: Fully compatible with any Windows release. Linux and Mac: Fully compatible - choose one of the two that match your operating system. Users do not need to download any additional runtimes: everything is self-contained within the application. Linux You may need additional X11 libraries. In order to get this working on WSL, for example, I had to install the following packages: sudo apt install libsm6 libice6 libx11-dev libfontconfig1 libx11-6 libx11-xcb1 libxau6 libxcb1 libxdmcp6 libxcb-xkb1 libxcb-render0 libxcb-shm0 libxcb-xfixes0 libxcb-util1 libxcb-xinerama0 libxcb-randr0 libxcb-image0 libxcb-keysyms1 libxcb-sync1 libxcb-xtest0 Then you can simply run in a terminal like this: ./KOTORModSync If you run into problems with the Linux or Mac builds, please contact me and I'll try to get a fix ready for the next release. Credit Snigaroo This man saved me a countless amount of hours. I'd still be struggling through game glitches and mod-specific instructions I didn't understand. Actually, I'd probably still be on Dantooine trying to determine why I'm getting visual glitches and crashes which he solved with the one-word message 'grass'. Cortisol Created HoloPatcher and the PyKotor library that KOTORModSync uses to patch mods. These projects are the main reason KOTORModSync can be supported on Mac/Linux. While the PyKotor/HoloPatcher projects have had some issues, this guy was more or less available for comment if I had questions on how I could fix any remaining problems myself. JCarter426 There were so many KOTOR-specific things to learn, without his help I'd still be trying to deserialize encapsulated resource files. His time and patience were incredibly useful to the project and this project would be impossible without him. Testers: Lewok from r/KOTOR Thank you for helping test that obnoxious UAC elevation problem legacy Windows apps like TSLPatcher have. Other notable users Fair-Strides Provided the perl source code of TSLPatcher on GitHub, and generally maintained the TSLPatcher project in Stoffe's absence. Stoffe Creator of TSLPatcher Thank you to the entire KOTOR modding community for what you do. KOTORModSync - Official Documentation.txt KOTOR1_Full.tomlKOTOR2_Full.toml KOTOR1_Spoiler_Free.tomlKOTOR2_Spoiler_Free.toml KOTOR1_Mobile_Full.tomlKOTOR2_Mobile_Full.toml
  2. 1 point

    Version 1.3.0

    686 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 17.06.2023 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on this mod's INSTALL.exe, click install, sit back, and watch the TSLPatcher do its magic. Description: In the Kotor games, certain alien NPCs can wear the same robes and armor the player can (such as the Twi'leks and the Devaronians) whilst other aliens can't (such as Trandoshans and Rodians). The reason why this is is because of the way these aliens are setup, for example, the Twi'lek is made up of two models: the head and the body, whilst the Rodian is one single model containing both the head and the body. The Duros NPCs are one of the aliens that use 1 model for the entire NPC instead of two, this prevents the Duros from visibly wearing any armor that's equipped on the Duros NPC. Whilst most players won't really notice the single model alien NPCs who can't wear armor, what they might notice is how the Duros on Dantooine who are aligned with the Mandalorian faction there aren't wearing the iconic Mandalorian armor. One could argue that the Duros themselves aren't Mandalorians as they're only ever referred to as "allies" of the Mandalorians, but one longer has to argue, as this mod is here to change everything! In 2015, JCarter426 released his Head Modder's Resource for K2 on MediaFire which took many one model aliens and separated the heads from their bodies. This allowed one model NPCs like Rodians to wear Jedi Robes when previously they couldn't. This was not a mod; however, it was a resource for other modders to pick out assets they wanted to use in their own mods. In the past 8 years, the only thing that has come from the Modder's Resource was the Duros Jedi cameo in the Full Jedi Council mod by Kexikus and Duros Mandalorians in the Smash City Studios fan film "Star Wars KOTOR: Episode 1: A Familiar Path". The idea of Mandalorian Duros has been a dream ever since I first saw the "A Familiar Path" fan film, and today we get to live that dream! The Duros who accompany the Mandalorians on Dantooine and the Duros who work as Miners on Tatooine shall wear Mandalorian armor and Czerka uniform instead of the Duros outfit we all know and love. Originally, I wanted to have two totally different separate mods that edited the Mandalorian Duros and the Duros Miners on Tatooine separately... but to ensure the cleanest installation process I've decided to release this mod, "Duros: Armed and Ready!", before those two mods so that if players don't like those two secret mods then players can simply opt for this simplier mod instead! Those two secret mods shall require "Duros: Armed and Ready!" for the Duros aspect of those mods to work properly, but until those mods are released players do not have to worry about this. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. It is possible that Duros modified in this mod shall perform 'idle' animations that clip through the Duros head (such as when an NPC brushes their hair, the Duros who perform this animation will brush right through their face). This bug isn't fixable without brute work modding (possibly involving a new unique Duros heavy battle armor and Czerka body model with different animations), though it shouldn't really be noticable as the Mandalorian Duros will turn hostile and attack the player if you approach them... the bug is only noticable if you focus on the Duros Miners. When the Duros Miners on Tatooine speak, their lips will not move. This might either be an oversight on JCarter426's part back when he made the heads or a result of porting the head to K1, this might be fixed in a future update. Incompatibilities: Please report any incompatibilities! Will be incompatible with any mod that changes the Mandalorian Duros on Dantooine or the Duros Miners on Tatooine, though I don't know of any mods that do this. The Duros in this mod use the heavy battle armor and Czerka uniform body model, so any changes to these models will affect the Duros (Again, I don't know of any mods that do this). Duros reskins, Mandalorian Armor reskins and Czerka uniform reskins should be compatible with this mod, though how they look together is up to personal opinion! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The Duros head models themselves are free for any modder to use! Thanks to: JCarter426: For creating the Duros heads in the first place, without you this mod wouldn't have been possible! Smash City Studios: For using the Duros heads in the "Star Wars KOTOR: Episode 1: A Familiar Path" fan film, their appearance greatly inspired this mod! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION 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 AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  3. 1 point
    I always thought Bao-Dur's arm was a unique design of his own invention. But Brejik having a cybernetic arm does make sense. He might've killed a Hidden Bek who severed his arm, further bolstering his tough, ruthless, and 'a little bit insane' reputation. Another NPC that could wear Bao-Dur's arm is Kandon Ark, Brejik's lieutenant.
  4. 1 point
    Now I know I just leaked the "Heart of Beskar" mod, though that mod is still in active development... the mod I'm about to leak now is almost ready! Here's a bit of backstory on how this mod came to be! So one night I was brain storming ways I can create unique NPCs for future mods for this series, I then dug through TSLs game files to see what assets I could use... then I saw Bao-Dur's files and a lightbulb activated in my head! "YES!" I said out loud... I'm going to port Bao-Dur's Repulsor Arm to K1, but then it hit me, I only have Bao-Dur's clothing, the combat suit, heavy combat suit, military suit and light battle armor models with the Repulsor Arm and since Bao-Dur is a male that means no females with Repulsor Arms. Even if DarthParametrics DarthParametrics Bao-Dur arm modder's resource I'm still very, VERY limited to what NPCs I can give Repulsor Arms to. I have to be consistent with the lore of Kotor and I have to avoid mod conflicts, so I can't pick an NPC like Gerlon Two-Fingers as NPCs refer to him having a paralyzed hand... not a cybernetic hand. I can't give Davik a Repulsor Arm, in the vanilla game I could as he only wears his pink battle suit... though in my own NPC Diversity Pack he wears civillian clothing in his first appearance and in Onderon Fashion he instead wears Onderon robes, I don't have the knowledge to add the Repulsor Arm to those NPC models and this problem would only get worse for other peoples mods who add unique appearances to the game. In the end, I was left with 4 canidates: Deadeye Duncan, J'ane Khan, Gadon and Brejik. Deadeye Duncan: At first, this seemed like a good idea... then I realized all the Taris citizens who mock Duncan for his inflated ego and his clumsy combat skills will now instead be mocking an elderly disabled person who clearly isn't fit to participate in the arena... and Ajuur has set this disabled person for 54 duels, that he lost 54 times, and the other duelist happily kicked his ass every single time. And then I remembered you met Duncan on Manaan in cut content and since he wears commoner clothing, this makes his Repulsor Arm impossible (for me at least). J'ane Khan: He's the GenoHaradan Assassin in the Durasteel Battle Armor who fights alongside Hulas on Tatooine. He's simply a background character who you fight, the problem with J'ane is that if I, or any other modder, decide to change his appearance that would quickly make this mod incompatible with those other mods. Gadon: Gadon already had his eyes blown out in an off-screen swoop crash, it'd be cruel for this mod to also slice his arm off! Brejik: In the end, it turns out Brejik was the PERFECT NPC to give a Repulsor Arm to... and so "Brejik's New Repulsor Arm" was born! When can I download this mod? You can download the mod from the following link once an admin approves it!- https://deadlystream.com/files/file/2322-brejiks-new-repulsor-arm/ Stay tuned!
  5. 1 point
    The problem with adding more Duros is part of an overall theme of my NPC Overhaul style mods. With the tools and resources we have today, I believe it's possible to give every NPC in the game a unique appearance. The problem is that we don't have enough NPCs for all these possible unique appearances, with the limited number of Duros who appear in Kotor and the possibility of future Duros skins (albeit unlikely) it might be very difficult to implement more Duros with the ability to wear Armors. And as for a K2 variant, I can foresee a few issues with that. The Duros' lips don't move, this might just be a bug as a result of porting JCarter's head model to K1 or maybe JCarter didn't bother/didn't know how to make the lips move when he originally made the head resource. If the Duros' lips don't move, this won't work with an NPC like Samhan Dobo who has proper in-game dialogues. I do intend to port most of my K1 NPC Overhaul style mods to K2 at some point, however, for now I'm simply sticking to K1 as I still have more mods to make. If I do ever get around to porting this mod to K2, I would have to map out & decide which NPCs will get a Duros with armor appearance (Off the top of my head there aren't many contenders who could use a Duros in armor). As many of us can guess, this mod is rather basic... whilst it would be possible to create body variants with new alien hands or reshape the entire model entirely to fit the Duros structure, I'm afraid that is beyond the scope of my modding capabilities.
  6. 1 point
    So it seems like we'll be blowing past a mid-year release date, since not much has happened in terms of work in the last few months. I would like to get a release out around Xmas if possible, but that will largely depend on how the back-half of the year goes, progress-wise. I'd really like to finally resolve some of the many outstanding Manaan issues that have been on the docket for years now. I have avoided most of them because Manaan is my least favourite planet, but there are some biggies in there like all the facing problems in the Sunry trial. In the meantime, here's the current state of 1.10.0 progress:
  7. 0 points
    You would have to ask Nexus about Nexus' rules. It won't go up here though with NWN music. Edit: However, I imagine you would like to hear about the reasoning about why the porting rules are what they are. I'll point you towards a blog post made one of this site's Staff members shortly after the current porting rules were instated. If you have follow up questions, you should probably direct them to members of this site's Administration Staff in a Private Message. A link to the Staff page can be found here.
  8. 0 points
    The same reason using that same music in a YouTube video will get your video demonetized at best or taken down at worse... that reason is copyright. Think of it like this, if this Jeremy Soule music mod is made and is uploaded to Deadlystream... what's to stop a lawyer from pointing at the mod and claiming we're hosting pirated content because the mod contains MP3 files of music that Bioware & Obsidian hold the rights to. And since this website is a Star Wars website, who would want to risk Deadlystream being forcibly taken offline over music that isn't even Star Wars... I wouldn't want to die on that hill.