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  1. 1 point

    Version 0.52.0

    171 downloads

    ================================================================ IF YOU ARE EVER IN ANY DOUBT ABOUT INSTALLING ANY MODS, PLEASE REMEMBER TO ALWAYS BACKUP YOUR FILES BEFORE INSTALLATION, JUST IN CASE. ================================================================ Description: This mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. This mod does not attempt to create photo realistic textures or add extra detail (like zippers, clothing stitches, fabric patterns, skin pores, etc) that are not already part of the existing style. This mod also fixes many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had. The process followed is generally: run texture files through A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures. combine textures in multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc). touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression). manually recolor areas that the original artists missed (like commoner clothes where the pants seat do not match the pant leg; or player armors where pouches are inconsistent between male & female; etc). strategically add painted detail (such as highlights and shadows along the shoulders and neck of K1 Player Character soldier's underwear; adding glove details to armors F, G, H, I, J; etc). painting personal choices (like changing K1 P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit). recreating entire textures (such as K1 Player Character male scoundrel dark side underwear PMBASD01). fix the models' UVW maps to reduce some texture stretching (like collar of TSL robes I); adjust areas that are poorly mapped to the wrong locations or too large/small (such as Bao Dur's armor C & D chest is mirrored); fix edge seams from one area to another; close gaps (like Mission's arms). manually fix texture seams by copying small areas of the image from one area to another; stretching and scaling them. This should result in model seams that are hidden or difficult to notice. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. personal choice to add punchthrough transparency to the Alpha 1 channels of some female head models' eyelashes (like P_BastilaH04, P_MiraH, P_HandmaidenH & P_AtrisH01). recreate the Normal map (for bumpyshiny effects) from the final HD color texture. These work best when saved as .tpc format For most models, they only needed to be manipulated in 3DS Max, exported, and then run through Taina's replacer. This is usually sufficient to fix any XYZ and/or UVW coordinates. I prefer Taina's replacer method so that the model retains its smoothing groups data. For some models (like C_RancorS or C_Terantanak), Taina's won't work, so for those files, I had to resort to manually hex editing the binary .mdl & .mdx files. This is a much more labourious process, but in the end I got them to work. Some models (like P_Kreia1hBB, PFBNM, Twilek_F, N_TwiAssH01) had problems with their self generated lighting: ambient & diffuse were not set to 1 1 1 like most models. This causes the model to appear too dark or off color in-game. To fix this it required hex editing. A few models (such as P_KreiaBB) required fixing the model weights of individual verticies. This was done to reduce portions of the model clipping through other parts in different animations. Again, this was done by manually hex editing. For many head models, the UVW coordinates for the tongue and inside of mouth may be moved significantly, especially for the KotOR heads. This is because the originals often map the tongue to a single pixel located in the lips area, which results in almost no detail. By moving the UVW to a free area of the texture, there may be room for painting a detailed tongue. For the party members that have specific underwear textures and basic clothing textures, there has been an effort to make any skin areas (like hands & arms) match between them. Usually the hand area from the underwear texture is copied to the hand area of the clothes texture. This creates more consistency of the party characters' appearance. For low resolution versions of models (like C_Gammorean_Low, C_Protocol_Low, N_Swoopgang_low) or placeables (such as PLC_EndPlA, PLC_RakatCrp, PLC_HK50, Stunt_WarDrd01) the original textures were not simply upscaled. Instead, the new versions were actually taken from similar high resolution versions and scaled down. Sometimes the textures were rebuilt from parts of other higher resolution images, with some touch up painting. Several characters lost their baremetal shine in TSL (like the Mandalorians or SwoopGang). This is due to their model's default bitmap being set to "NULL" instead of their default texture's name. I was not able to repair the file to its K1 state, so a workaround was used instead. The word "NULL" was replaced with a shortened name, then a .txi file was created with the short name (for example "N_Ma" instead of "N_Mandalorian02"; or "N_Sw" instead of "N_Swoopgang01"). This allows for the envmaptexture CM_Baremetal to be used without the need to edit the appearance.2da file. Included is a spreadsheet labelled "KotOR upscale completed list v0_52.xlsx" which has more detailed information as to what files were changed, and in what ways. As of this update, 52.71% of the texture files that I intend to upscale have been completed. As such, this mod should be considered a beta test. The percentage is calculated for both games together, however the mod is released with files separated for K1 & TSL. The spreadsheet was created with Google Sheets and exported as .xlsx, so hopefully the formatting remains correct. I have also attached a copy of the spreadsheet to this mod thread. There will be three versions of this mod to choose to download: 4x .tga version. Highest resolution, the typical texture is now 2048x2048 pixels which = 16MB. This version is a total 7GB, hopefully it isn't too large or cause problems for some PCs. This version is also the best choice to use as a modder's resource. 4x .tpc version. CCreated by running full size .tgas through tga2tpc program which compresses a 2048x2048 pixel file to 5.5MB. This version is a total of 2.4GB, so it should be easier on PC systems, with no noticeable loss of visual fidelity. 2x .tpc version. Created by reducing full size .tgas by half in Photoshop, then running them through tga2tpc which further compresses them to 1.4MB. This version is a total of 700MB, which should be much easier on PC systems. All versions include the same .mdl & .mdx files. I have tested the .tga version exclusively, but have not tested the .tpc versions in-game. Please let me know if there are any issues. My computer doesn't seem to render some of the CM shader effects properly (especially the bumpyshinytexture CM_SpecMap always seems too strong on my computer). I would appreciate any in-game screen shots that you take of characters like Hutts, Rakghouls, Rakata, or Selkath so that I can compare how other computers render their shader. ================================================================ Compatiblity: For best results, the model and texture files included with this mod should be used together. In most cases, the models can be mixed and matched with textures from other mods, but results will vary. For instance, the other textures won't be as perfect along the seams. Some other photo realistic HD texture mods may have been created using the original model's UVW layout, which will not perfectly line up with this mod's corrected UVW maps. Conflicts may also occur if there is another mod uses a .tpc file with the same name as one of this mod's .tga files (or vice versa if you install one of the .tpc versions). I would suggest installing other large mods (such as "TSL Restored Content Mod") first, then this one. ================================================================ Installation: Copy and paste the desired model and texture files into TSL's Override folder. You may need to over write any existing files, so always have a backup. An effort was made that these textures and models require no 2da editing. The folder marked "Reference Normal Map" is not required to be copied to the Override forlder. These .tga files are simply a modders' resource. The normal maps seem to work best if they are saved in .tpc format. The "Copy contents to Override" folder should already have .tpc files in it for the normal maps. The folder marked "Optional Kreia model" includes models that change the diffuse & ambient lighting settings. More info in the additional read-me file. ================================================================ Uninstall: Delete unwanted files from the game's Override folder. ================================================================ Thanks for modding tools: KOTOR Tool – Fred Tetra mdlops (used version 7a2) - cchargin, JdNoa NWMax – Joco Replacer - Taina tga2tpc - ndix UR KotOR/KotOR2 Savegame Editor v3.3.2 - tk102, Fair Strides Hex-editor XVI32 2.55 - Christian Maas ================================================================ Permission: Consider this as a modder's resource. I give permission to any modder to use these files as a base for their own creations; as long as their creation remains free to use (not for profit); and credit is given to me as the source of any modded files. Please include a statement that specifies this mod's title and version. The original credit of course goes to the talented artists who worked on the original games for BioWare and Obsidian. Without their work, none of this would have been possible. I have tried my best to maintain the artistic style that they created long ago. This mod may NOT be uploaded or redistributed, in whole or in part, to any mod hosting site without my explicit permission. As always, this mod is free for your non-commercial/personal use. There should never be a requirement to pay for it. If you like the work I do, and would like to encourage me to create more, you can always donate to my tip jar at https://buymeacoffee.com/redrob416 where the funds collected will be used towards additional graphics tools and software. ================================================================ THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. KotOR upscale completed list v0_52.xlsx
  2. 1 point

    Version 2.0.0

    16 downloads

    Kinda Sorta Transmog v2.0.0 Ever found a new armor that has great stats but looks awful? Ever downloaded a mod that gives your companion cool new clothes, but then it's wasted because you equip better armor on them anyway? Then this mod is for you! These armbands, when equipped, will make the character look like they're in their default outfit, no matter what armor they actually have equipped. They also give a thematically-relevant buff just so they're not completely useless stat-wise. How to get the items: - Your companions will have their bands equipped by default when you first recruit them. You can also use the console commands to get them. For now, to get the bands for the player character, you'll need to use the console. Codes: - giveitem bastilaband - giveitem canderousband - giveitem carthband - giveitem joleeband - giveitem juhaniband - giveitem missionband - There are 90 codes for player characters, one for each possible combination of Class and Head. The codes follow a pattern. P for Player, gender (M or F), race (A for Asian, B for Black, C for Caucasian), class (S for Scoundrel, M for Scout, L for Soldier), then 01-05 for which head. - Example code: giveitem transmogpfal03 (this would give you the armband for a Soldier with Female Asian Head 03. - I'll be workshopping a better way to give the player the relevant armband, but for now this is my best option. When in doubt, a little trial and error goes a long way. Install: - Just run the HoloPatcher! Uninstall: - Move everything from the backup folder into your override, and delete bastilaband.uti, canderousband.uti, carthband.uti, joleeband.uti, juhaniband.uti, and missionband.uti from your override. You'll also have 90 "transmogxxxxxx.uti" files in your override you can delete. *** Please do not use my mod in other mods without permission. You can message me on DeadlyStream to discuss it. Thank you! *** Compatibility: - The mod uses HoloPatcher to dynamically add rows to appearance.2da instead of overwriting anything, so I don't foresee any compatibility issues with appearance.2da. Anything that modifies p_bastilla.utc, p_cand.utc, p_carth.utc, p_jolee.utc, p_juhani.utc, or p_mission.utc may conflict, but all this does is add lines to their Equip_ItemList. Send me a message if you discover any conflicts! Future Plans: - Add variants that have just the transmog or just the buff, for folks who feel the buff is too good or want to have the buff while seeing the equipped armor. - Immersive Acquisition for the Player Character bands. I have the rumblings of an idea but not totally sure. There are 90 of them. - Re-theme the items for each character, i.e. give Mission a memento from Griff to equip instead of an armband. Also make each band only equippable by the proper character. Presently, any character can equip any armband, so you could make Canderous look like Mission, or make Carth look like a player character. - Patches for clothing mods from other developers. Send me a message if you want one and I'll try! - High in the sky apple pie hopes: Proper transmog. A method to apply the visuals of any armor you want instead of just your default clothing. This is gonna be a colossal undertaking so I'll do my best. It might be on the back burner until I get the basic version of Kinda Sorta Transmog for KotOR II published. Thanks: - JC, Thor110, 91.90'sK, and everyone else in the Discord - All the wonderful people who developed and honed these amazing modding tools - BioWare for creating peak Star Wars - Obsidian for somehow improving on peak Star Wars - The communities at twitch.tv/rizarjay and twitch.tv/flyinghawkbutt for hyping me up and always being supportive during this project. Changelog: - 1.0.0 - 3/22/2025 Initial Release - 1.1.0 - 3/23/2025 Each character will now have their band equipped when first recruited. Added unmodified relevant .utc files and appearance.2da into tslpatchdata in case enduser's override folder doesn't already have them. - 1.1.1 - 3/23/2025 Fixed some stuff in the readme, broke a bunch of other stuff. - 1.1.2 - 3/23/2025 Fixed some stuff in the readme, this time without breaking a bunch of stuff. - 2.0.0 - 3/24/2025 Player Character Bands added, all 90(!) of them. Anticipating a snag here or there but will address as needed.
  3. 1 point

    Version 1.0.3

    55 downloads

    Human/Alien NPC Diversity (KOTOR 1) Knights of the Old Republic is a wonderful game, but it still reeks of the technical limitations of 2003. The galaxy is full of clones where NPCs have very few unique appearances. After Leilukin released her mod for male Twi’leks, I decided to take my own shot at humans. With the help of SpaceAlex’s K1 Enhancement Pack and many other modders' resources, this mod gives many human NPCs (and some aliens) more diversity throughout the game. Many heads were from SpaceAlex’s K1 Enhancement Pack, an unfinished mod he released to the public as a resource. Many others use player heads. If an NPC uses a head you use, don’t worry. The backuphead feature from appearance.2da ensures the NPC will use another head if the PC uses it. Incompatibilities: This mod will be incompatible with any mod that edits the same NPCs. Most notable includes N-DReW25's Czerka Redux, Galaxy of Faces and K1 Clothing Pack as well as Leilukin's's female Twi'lek NPC diversity mod. Credits: SpaceAlex for K1EP. DarthParametric for the Fat Commoner Models. Leilukin for her Diversified Twi’lek males which was the main inspiration for this mod. CaptaineSpoque for the Clothing Resource, many of which were used in this mod. Effix for the Jolee Alternative mod and Taris Dueling Arena Adjustments which two heads were used from. Redrob41 for the Combat Suits Modders’ Resource. Silveredge9 for BOSSR.
  4. 1 point

    Version 1.0.0

    12,217 downloads

    =Juhani Dialogue Restoration= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION AUTHOR: Leilukin FILE NAME: Juhani Dialogue Restoration.zip LATEST VERSION: 1.0 CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod restores Juhani's conversations with the player that are unused or easy to miss in vanilla KotOR. The conversations restored by this mod include: Asking Juhani about the planet you are on Asking Juhani about why she is hostile towards Canderous (available after Juhani talks about the Mandalorians' attack on the Cathar homeworld) Juhani talking about the evils on Korriban (available after you obtain the Star Map on Korriban) I recommend using this mod alongside the KOTOR 1 Community Patch (K1CP), which fixes many bugs related to Juhani's content in the game. Note that the KotOR 1 Restoration (K1R) mod already restores the above Juhani conversations, so if you use K1R, you do not need to install my mod. My mod is meant for players who just want to access the unused Juhani conversations without using K1R. Juhani also has a conversation with the player that is meant to take place on the Leviathan, but you cannot access said conversation in vanilla KotOR because you cannot talk to Juhani on the Leviathan, even if you choose her as your jailbreaker. For a mod that restores Juhani's conversation on the Leviathan, I recommend using Fair Strides' Party on the Leviathan! mod. 2. INSTALLATION: Go to the "Installation" folder, and put the NCS files into the Override folder in your KotOR directory. You can choose to install only a specific component of this mod: For the dialogue option to ask Juhani about the planets you're on, install k_hjuh_w10.ncs. For the conversation about Juhani's hostility towards Canderous, install k_hjuh_p05.ncs. For Juhani's comments about the evils of Korriban, install k_hjuh_p19.ncs, k_hjuh_p20.ncs and k_hjuh_p21.ncs. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: Go to your Override folder and delete k_hjuh_w10.ncs, k_hjuh_p05.ncs, k_hjuh_p19.ncs, k_hjuh_p20.ncs and k_hjuh_p21.ncs. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: Any other mods that modify the scripts to access the following Juhani dialogue will not be compatible with this mod: Juhani's comments about the planet you are on Juhani's hostility towards Canderous Juhani's comments about the evils on Korriban The KotOR 1 Restoration (K1R) mod already restores the above dialogue, so if you use K1R, you do not need to install my mod. This mod is compatible with KOTOR 1 Community Patch (K1CP). This mod is compatible with Kexikus' Juhani Romance Enhancement. 6. PERMISSION: You may do whatever you want with this mod, including using this mod's assets in your own mod. Credit is appreciated but not necessary. 7. CREDITS: Cortisol for Holocron Toolset JdNoa for DeNCS KotOR Script Decompiler KobaltBlu for KotOR Scripting Tool THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  5. 1 point

    Version 1.0

    195 downloads

    Knights of the Old Republic 2 infamously has a rather abrupt ending: The player fights the final boss, there is some final dialog with said boss, and the game ends. The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps. This mod attempts to make the ending a bit more complete with the following changes: A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment. (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk. If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM. The Visas/Handmaiden conversation is now available even if Malachor is destroyed, as long as the player freed the party from the academy's prison. Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run "INSTALL.exe" and follow the prompts. When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9. It is normal to see a warning that modulesave.2da already exists and has been skipped. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307 If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option. The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you. To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3". For best results, I recommend using a saved game from before arriving on Malachor. However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work. ------------------------------------------------------------------- TRANSPARENT COCKPIT WINDOWS Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options: "OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior. Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior. Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module. This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). It is also incompatible with any other mods which edit the Trayus Core area layout. This mod has not been tested with the Steam version of the game, and it is possible that it might interfere with Steam achievements related to the ending of the game. Use at your own risk. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha MDLedit by bead-v tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 SithCodec by JCarter426 2DA Editor by VarsityPuppet AniCam by JdNoa Lipsynch Editor by JdNoa TSL Loadscreen Template by JCarter426 Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source. Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes. The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them. Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him. The modified Ebon Hawk room models incorporate fixes developed by PapaZinos. Thank you to him for allowing me to use his fixes in my work. This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.