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Showing content with the highest reputation on 10/28/2024 in all areas

  1. 1 point
    Would anyone be willing to port over Jolee's default outfit from K1 and have it replace the K2 Jolee Robes you can find? This design change plus removing the neutral alignment restriction would factor into a fun build I want to try in a consular playthrough.
  2. 1 point
    I know I've reported a few noticeable issues on Manaan to the K1CP bug tracker a while back and they've since fixed them in the 1.10 update. When you download K1CP, it comes with a list of the things the mod has fixed (alternatively, this same list might also be on one of their public GitHubs). You could use this list to see what they've fixed so that you can fix them in your own mod, I wouldn't want to use your mod and find out it undoes the model fixes of K1CP. The Endar Spire. Even with the K1CP mod installed, which already does fix pre-existing holes, if you look for them you can still find holes. Off by memory, the first module end_m01aa is still ripe with holes in the walls. But I think this model problem is something you'd be interested in. In the hallways of the starboard section (end_m01ab), if you look up at the ceiling you'll see overhead pipes yet in the hallways of the Command Module (end_m01aa), the parts of the ceiling where the overhead pipes should be are empty. And yet there are Beta screenshots of the Command Module halls having overhead pipes as seen here.
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  5. 1 point
    Thanks for the feedback. It doesn't fix the hk issue so you'll need to install it separately.
  6. 1 point

    Version 1.0.0

    13 downloads

    NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version. Manaan - Hotel Missing Room - TSL Levels in K1 by Thor110 This adds in that missing and locked room in the Hotel on Manaan, turns out the walkmesh as there all along, just not the model, so I copied the room from the opposite corner and rotated it's contents then moved them in to the model. ------------------------------------------------------------------------------------------------ Installation: Copy Modules & Override folder to the game directory. Warp to m26ae to look around the level. There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough. ------------------------------------------------------------------------------------------------ Thanks to PapaZinos for reminding me room containers can't be rotated and only their contents can. Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this.
  7. 1 point

    Version 1.0.0

    19 downloads

    NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version. This is intended for anyone that wishes to add the Library & Teachers Quarters rooms from TSL to the first game, the rubble has been removed and an empty level is included that just contains the assets that are present in the second game so they can be used as reference. I added the missing beds to the teachers quarters and the spotlights under the doors to both rooms and made a number of small edits to the models. There are a few small changes, such as the computers not being broken and each placeable now uses a string from the first games dialog.tlk ( Bag, Computer, Door, Footlocker ) as does the map note waypoint. I have also used the .pth file from 702kor for this version of the level. The .are & .ifo file are identical to those within korr_m35aa The .git file contains just the doors, placeables, sounds and a single waypoint for the Library. There is an expanded and a light .vis file, the expanded .vis file more closely resembles the TSL version and enables you to see lights from distant rooms and the light version more closely resembles the K1 version the expanded version is in the override by default. ------------------------------------------------------------------------------------------------ Installation: Copy Modules & Override folder to the game directory. Warp to m35aa to look around the level. There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough. ------------------------------------------------------------------------------------------------ Thanks to DarthParametric for fixing the walkmesh in the Teachers Quarters. Thanks to PapaZinos for fixing the UV and lightmap issues with the added geometry. ( I am waiting for these updates and will update this file when they are ready ) Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this.
  8. 1 point
    KotOR 1 & 2 Texture Analysis So, after noticing this mod I decided to have a look around and see if there are any other textures in the game that got smaller in the second game and I came across a few oddities as well. It seems some actually textures are smaller in the first game and larger in the second game, while some are larger in the first game and smaller in the second. https://deadlystream.com/files/file/1330-kotor-1-texture-to-kotor-2-game-bridge Thanks to @Malkior for making a start on this and discovering some of the textures that got smaller in TSL. The fact that Manaan has a bunch of OLD textures was pointed out by @N-DReW25 Early Access Release This includes all the textures and bump maps I have found so far. I also removed the alpha layer from the Hutt textures which was causing the transparency in Malkior's release. KotOR2 K1-To-K2-Bridge.7z KotOR1 K2-To-K1-Bridge.7z I felt like all of this was worth documenting as it appears I will have to go through and compare every texture in both games. Switch Anomalies As pointed out by @N-DReW25 there are some anomalies with the Switch version of the game worth making note of. Textures To Remake - ( COMPLETE ) What I have discovered so far manually by chance. I get the feeling that going through this will have to be a group effort, there's no way I can compare all of the textures in both games myself, I have automated the majority of the work but the remaining files in "Not-In-Both.7z" need to be compared manually or piped through an AI model if possible. Textures That Have Bump Maps But Don't Use Them It seems these textures actually have bump maps which are not assigned to them in the associated .txi file, I have set up .txi files for them. When I am finished looking through all the textures and comparing everything I will release a mod that updates everything accordingly. Textures Meant For The Original Xbox File Analyses Comparison Results - ( COMPLETE ) This is a complete analysis and comparison of all files in both games swpc_tex_tpa.erf packages. KotOR1 : 3285 Files KotOR2 : 3275 Files It does not however take into account things such as the following. Textures that might exist throughout either game at different resolutions and with different filenames. In order to determine if any textures exist at different resolutions, the following lists of files must be compared manually or piped through an AI if possible. Files From K1 Not In K2 ( 1757 Files ) Files From K2 Not In K1 ( 1780 Files ) Files That Are Identical But Have Different Filenames ( COMPLETE ) - [ Left is K1 - Right is K2 ] - [ K1 : 231 Files] - [K2 : 206 Files ] Identical-Different-Filenames.7z The following lists of files couldn't be converted to TGA with Xoreos Tools, but could be extracted as TGA using KotOR Tool. As far as I can tell all that exists that is of interest amongst these lists is an old incomplete version of "LMA_tech01" Files From K1 That Couldn't Be Converted To TGA And Don't Exist In K2 ( 6 Files ) Files From K2 That Couldn't Be Converted To TGA And Don't Exist In K1 ( 8 Files ) Files That Are Identical In Both Games That Couldn't Be Converted To TGA ( 3 Files ) As for determining if any textures exist in either game at larger resolutions than one another, I think that has to be inspected manually using the same lists, or possibly could be handed off to an AI model. Files That Are NOT Identical But Exist In Both Games - ( COMPLETE ) - [ 145 Files ] Not-Identical-Release.7z These 145 files are some of those that will need inspecting and comparing manually. Files That Are Identical In Both Games - ( COMPLETE ) - [ 1225 Files ] Files Not Included. Files From K1 Not In K2 - ( COMPLETE ) - [ 1757 Files ] "Not-In-Both.7z" at the bottom of the post. Files From K2 Not In K1 - ( COMPLETE ) - [ 1780 Files ] "Not-In-Both.7z" at the bottom of the post. Files From K1 That Couldn't Be Converted To TGA And Don't Exist In K2 - ( COMPLETE ) - [ 6 Files ] K1-Didnt-Convert-Xoreos.7z Files From K2 That Couldn't Be Converted To TGA And Don't Exist In K1 - ( COMPLETE ) - [ 8 Files ] K2-Didnt-Convert-Xoreos.7z Files That Are Identical In Both Games That Couldn't Be Converted To TGA - ( COMPLETE ) - [ 3 Files ] That's everything, now between us all we just need to look through the files that aren't in both games to see if any textures exist at different resolutions like I and others have pointed out that don't use the same filename. NOTE : I accidentally left "M37aa_02_a0004d.tga" in "K1-Not-In-K2" just delete that one file, saves me reuploading 265mbs. I found it as I have "Identical" folders for both games, this is also how I found the Extra TXI files listed below. Not-In-Both.7z K1 has some TXI files K2 does not, as does K2 which are included below. Extra-TXI.7z I believe that covers everything, but let me know if you spot anything I missed!
  9. 1 point
    Thanks to @Allronix, I acquired a bunch of saves. One of those saves enabled me to get to both the area and the particular cut-scene I was looking for. In case you're curious, here's the save. It's practically the very end of BOS:SR so obviously there's spoilers here. (It should go without saying that you'd need BOS:SR installed for this which isn't compatible with the Kotor Community Portal build - or frankly not a lot of other large content mods. 000401 - Game400.7z
  10. 1 point

    Version 1.1

    101 downloads

    This is a template for the K2 style loadscreens. Included are a PNG overlay which you can place directly over your loadscreen background, as well as the PSD source. Note that the aspect ratio is 1:1, so the image will be stretched depending the display resolution. That's how the game's original loadscreens are.