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1 point
Version 1.5
23 downloads
Swoop platform models repairs =============== By ZobiZob ------------------ Description There are notoriously some problems with most of the levels geometry, models and textures. They are not ultra noticeable, but once you see it, you can't unsee it. As i am working on a custom module using the swoop platform geometry, i decided to fix some of these problems, and also add numerous details like venting effects, animated light and distant swoop riders with upscaled textures for their bikes + different colors for riders. The full pack also displays your swoop in the module. Installation 2 options, either the full pack with the swoop you use during the race displayed, or not. 1) Use the holopatcher.exe included and you're ready to go. If you're not satisfied with an option or the other, you can always come back and reinstall the desired option. Known Bugs and Incompatibilities Everything should be fine. If you replace the m03af.git file after installing the doors that i added in the distance will disappear. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures (swoop riders, swoop bikes). Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. -
1 point
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1 pointAh. This is after the Dark Side ending? If so, that requires manually patching the exe yourself in a hex editor, since ndix UR never updated his patcher with the info. I provided some info on how to do it in the description of this mod:
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1 pointAs they mentioned here, apparently it still forces validation and downloading of the .obb files through the app store. So I think it's the equivalent of the editable executable available for either game already available on this site. It's just a matter of determining where it came from, attribution, permissions and it it's allowed generally I believe.
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1 point
Version 1.0.0
24,623 downloads
======================================================== KNIGHTS OF THE OLD REPUBLIC SOURCE FILE ======================================================== New_Lightsaber_Blade_Model_K1_v1 ================================= Author: Crazy34 Contact: PM me on Deadlystream For: K1 Date: 03/02/2021 ================================= DESCRIPTION: The vanilla lightsaber blades in Kotor and TSL look bad in my opinion. So, I tried to improve them by adding a dynamic ambient light to the blade (environmental lightning), which works quite well. Since this is hard-coded in the model I also optimized the blade plane models to have a different UV layout inspired by Sithspecter's work. I also simplified their geometry and fixed the different brightness bug (different brightness of the blade when viewed from the front compared to the back). Additionally, I included 3D models for the core of the blade and the inner glow of the blade, which can now be used to create black core sabers as seen in SWTOR. The glow - as well as the models - are fully animated to work as the vanilla blades. The hilts are updated together with the blades including hilts from Kaidon Jorn's SLM 2.0 mod. Summary: - All saber hilts are updated with hilts from Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models, textures and icons go fully to him! - Ambient light for lightsabers - 3D models for blade core and inner glow - Symmetric lightsaber blade planes with a modified version of Sithspecter's crossguard saber UV layout. (Compatible with his unstable textures also included with all credits going to Sithspecter.) - Black core sabers are possible - Homogeneous brightness of the blade (no more “brighter blades when viewed from the front” happening any more) - All sabers are fully upgradeable (added black core and unstable crystals as well as crossguard versions of them) How to use the new lightsabers: Get the black core, unstable and crossguard sabers or crystals by cheating them by using the giveitem command or use KSE to include them in your inventory. The item codes are organized as follows: Lightsaber and crystal follow the standard naming scheme: Black core: 51-60 Unstable: 21-30 Crossguard: 101-110 Crossguard, black core: 111-120 Crossguard, unstable: 91-100 For example: giveitem u_l_colo_51 (Blue, Black core crystal) giveitem u_l_colo_92 (Red, unstable crossguard crystal) giveitem g_w_lghtsbr118 (Viridian, crossguard unstable lightsaber) giveitem g_w_dblsbr025 (Purple, unstable double blade lightsaber) giveitem g_w_shortsbr53 (Green, black core short lightsaber) For the TSL colors such as Viridian, Silver, and Bronze; you can get the crystals with the following giveitem codes. giveitem u_l_colo_07 (Silver) giveitem u_l_colo_09 (Viridian) giveitem u_l_colo_10 (Bronze) !!!! Important: If you put a crossguard crystal in either a short lightsaber or double blade lightsaber the crystal will be transformed into its normal non crossguard version! I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models. I plan to upload a Modders Resource explaining the blade system in detail. CREDITS: Kaidon Jorn: Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/ Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them. Sithspecter: The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/ Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors. ___________________________________________________________ COMPATIBILITY: It should pretty much be compatible with any mod that doesn't use the same crystal and lightsaber model slots. However, please notify me in the release thread if any bugs do appear that are not listed below.) ___________________________________________________________ INSTALLATION: Use the TSLPatcher multiple times. You can choose which lightsabers you want. So, for example say you are only interested in the normal saber update and the related crossguard sabers: Then install the standard saber first and second run the TSLpatcher again and install the crossguard sabers. The crossguard sabers require to have their related non-crossguard sabers installed first. The TSLPatcher is set up to only install a certain part of the mod and requires multiple runs to install all sabers. It should install everything correctly. UNINSTALL: Navigate to the backup folder and place the contents into the Override folder. Remove all files from the tslpatchdata folder of this mod from your override folder. ___________________________________________________________ BUGS: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.) The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.) ___________________________________________________________ PERMISSIONS: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. If you have any ideas for improvements, or if you want to you can mod them yourselves and include them in the mod. Saves me time and I'll give you credit for what I put in. ___________________________________________________________ THANKS: Fred Tetra: All the thanks for KotOR Tool. TK102: All the thanks for K-GFF. ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models. bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code. Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much. Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place. Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod. JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation. DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models. Sith Holocron: For minor proofreading of the mod documents. For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar. Also, I want to thank all the modders out there whose work I've consistently studied and learned from. ___________________________________________________________ LEGAL: THIS MODIFICATION IS PROVIDED AS-IS AND 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. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 pointKOTOR1 Gameplay and Immersion Rebalancing By: NecroAvalon Installation: Simple - everything from my mod's Override folder needs to be copied into the game's Override folder. Everything from MODULES folder into the game's Modules folder. And the Dialog.tlk file into the base game folder, to replace the unmodded one. Premise of the mod: Let's start by asking a few questions. 1) Have you ever wanted to arrive at Korriban, and not come across a bunch of Sith students and apprentices cosplaying as Sith military officers? All the way up the ladder to Uthar and Yuthura, who for some reason that eludes me completely, decide to wear military uniforms instead of Sith robes? Not to even mention "Czerka Officers" who for some unknown reason also dress as Sith military? 2) Why can a lone player character murder both Uthar and Yuthura 2 on 1 so easily, in the final trial in the tomb? I mean, they ARE supposed to be Sith Lords, right? RIGHT?! 2) Were you ever underwhelmed by the first "Dark Jedi" encounter, three masked emo-types who turned out to be easier to kill then most regular hostile NPCs you fight on said planet? 3) Why is Juhani such a pushover when you face her in the Grove? Especially for being your "final test"? 3) Speaking of "Dark Jedi", why are all of them clones of the same skinny emo guy, dressed in exact same unibody f***** pajamas? Especially since Dark Jedi Robes are in the game, and they look way cooler. 4) Why are Terentateks, the most hyped-up, overblown "Jedi devouring" threat foreshadowed in the game, so pathetically easy to kill, once you finally get to them? 6) What is the point of all those super-duper high-quality expensive pieces of gear you can buy later in the game, when combat stays so unbelievably easy? So you can hack through the trash in 1.5 seconds with Master Speed, instead of 2 seconds? 7) Has anyone ever felt the need to use stims to buff up before a tough fight? 😎 On that note, is there any fight in the game that can be classified as "tough", other then the final boss? All questions I think most of us know the answers to, so I'll just address the very last one I posed: NO. No, there is not. So I've decided to do something about it. I have modified and buffed every single NPC in every single area of the game, that you get to fight. Buffed health, more items to use, meds, stims, more accurate, better armor, etc. They are now a credible threat to the player. And facing ANY Dark Jedi is now a daunting challenge. They get innate buffs, regeneration, more Force powers, better stats, more Defense, innate bonus energy damage dealt, buffed attack bonus, the works. And when it comes to Masters, you'll be in for an epic struggle for survival, needing to use everything at your disposal. Second, immersion. No more Sith Military Cosplay Club on Korriban. That was my No1 gripe, when I first played through it. It was so immersion-breaking for me, to walk around the Sith Academy, and see military officers duel with lightsabers and shoot lightning. No more. Now, all Sith at Korriban wear dark robes of one kind or another, guards are dressed in Sith Armor, and only proper officers are still in uniform. And yes, Czerka guys are in - you guessed it - Czerka UNIFORMSSS! And third - cheese elimination. Party-wide 15 points energy damage resistance, costing only TEN FORCE POINTS for 2 minutes?!?! What the actual f***?! So basically, you just pop that, and you and your buddies can walk through a firing squad of blasters, without taking any damage. What's the point of personal shields? What's the point of buffing anything else? What's the point of having high Defense? No more. Now, Improved Energy Resistance is a 1 person only buff, nerfed to only grant 10 points resist, and increased in Force cost to 25 points. Same with basic one, except basic Energy Resistance only stops 5 points. Also, spell descriptions fixed, since they incorrectly stated that it doesn't protect from blaster fire, which it does. Next - weapon rebalancing. Blaster weapons in vanilla game are so underpowered it's not even funny. Not only do they do less base damage then swords and blades, they also don't benefit from any attribute bonuses to damage, and every energy shield in the universe can block energy damage, while physical damage goes through most defenses. And let's not even mention Energy Resistance force power tree. All ranged weapon damage buffed. Massively. Min and max. Now those 10 points Energy Resistance, while helpful, aren't an I Win button. You will take damage, even with it. You will need to use forearm shields, you'll need to broaden your defensive arsenal. Also, a lot more NPCs use Disruptors, too (which are also more powerful then before). Just to break the mold a bit, and give you a headache in picking which shield to pop when. And speaking of shields. No more charges. No more constant popping, and keeping yourself shielded indefinitely. All forearm shields now have 1 charge (replenishable), and a massive cooldown on it. No more cheese-popping a shield every 2 combat turns. Now, if you pop a shield, you have to wait 3-5 minutes before you can pop it again (depending on the specific shield). And it can't be switched for a fresh one until recharged. Droid shields work the same way. HK47, our favorite assassin droid. He was shafted badly in vanilla. That ends here. Stats changed. Higher Dexterity, lower Strength, a good deal of Con, to fit his fighting style more accurately. Classes rebalanced. Now there are 3 attack-bonus progressions, instead of two. Scouts, Consulars and Expert droids gain attack bonus the slowest. Soldiers are unchanged. Sentinels now gain AB at the same rate as Guardians. And Scoundrels, Guardians and Combat Droids now use a new AB progression line, even better then that of Soldiers. Oh and Consular health gain is now the same as Sentinels. You may think that would make Scoundrels OPd, with their Sneak Attacks and now with improved accuracy? No. Certain belts, implants and masks now grant immunity to Sneak Attacks. All Class 9 heavy armors (Heavy Battle Armor line) do so as well. Most Dark Jedi are immune, too. These are just the broadstrokes. Plenty of other surprises too, waiting to be found as you play. In conclusion, my goal was to make the game more challenging, more immersive, and ultimately, more fun to play, in my considered opinion. This mod may not be for everyone, but if you like your KOTOR with a touch of masochism in it, give it a shot! Disclaimer: This is a Beta. No TSLpatcher installer, some bugs may not be ironed out yet. Expect updates as I figure out how to make it TSLpatcher compatible. Incompatibility: K1 Restoration mod. Unfortunately, K1R basically overrides a number of .rim module files which my mod modifies, so at present the two don't play nicely together. K1R will override most of my mod. I've tested it with a number of other content mods, and it works fine. Basically as long as module files don't override my own, there shouldn't be a problem. Just to be on the safe side, I recommed you set up my mod first, in a clean game, then install other mods, so they can patch-into it. And make sure module files aren't overriden. Permissions: No parts of this mod may be modified and reuploaded without my express permission. That said, I welcome suggestions on how to improve the mod, and especially help in making it more TSLpatcher compatible. I am relatively new to KOTOR modding. That's about it. Enjoy