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Showing content with the highest reputation on 06/03/2025 in all areas
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3 pointsHello there! This is my first-ever post here on DeadlyStream, and I’m coming with some hopefully exciting news. This month I will be launching a new mod for KOTOR 1: Sleheyron: Story Mode. Built upon the legendary SithSpecter’s 2014 Sleheyron Demo, this new mod will be adding several hours of new gameplay to KOTOR 1. I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! The mod is actually out of development now and is in beta testing. Feedback has been pretty good so far. Bugs to fix, but none gamebreaking. If anyone else is interested in beta testing, please do let me know. This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A several hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story (including a Leviathan rescue). 3: Approximately 30 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. If this sounds interesting to you, I would be pleased to share an early version of my first dialog from the mod, via the Reddit link below. I hope it’s an exciting enough plot hook! https://www.reddit.com/r/kotor/s/EeoYqeLFJ9 And just one small disclaimer: At this time, the mod is not confirmed compatible with other mods. I plan to update its compatibility this summer, however. I look forward to releasing this mod this month!
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3 points
Version 1.0.0
31 downloads
This is a dump of most of the double and single saber hilts from The Old Republic (as-of May 2025) as FBX files. There are 207 single hilts and 158 double hilts, although note that somewhere between half to two thirds of these are just texture variants, while a not insignificant number of the rest are just minor mesh variations (e.g. different emitter shroud). Notes: The meshes have been scaled to a rough ballpark approximation of KOTOR's hilt size, but will need manual adjustment as well as scene setup (addition of blade planes, etc.). Some will probably also require custom low poly shadowcasters as well, assuming you want to enable shadows. TOR uses texture-based emissive, which will necessitate either mesh splitting or custom mesh creation to replicate/approximate in Odyssey. I have left out some of the more fancy things that TOR gets up to with VFX involving separate meshes with emissive and multiple UV channels. Textures vary in their quality. Many of the launch-era textures are low resolution (256x256) compared to more recent additions (1024x1024), as well as very simplistic and cartoony. The models are similar, with launch hilts often being oversized with minimal geometry detail. Although note that even some more recent additions occasionally have low res textures, even when the models are more detailed. Each hilt archive includes a text file that specifies its material and texture names. Textures are included in their original DDS format. For PS users, install the Intel DDS plugin. For everyone else, you can use TexConv from MS's DirectXTex utilities to convert them to TGA. I have provided pre-swizzled and normalised normal maps in TGA, already in OpenGL format with a blank alpha, ready for conversion to TPC (thanks to ndix UR's normun tool). Check this SWTOR Slicers wiki page for information about TOR's texture setup. Note that the diffuse textures are made for TOR's renderer, so will likely require some adjustment to work correctly in Odysssey. You'll also need to make your own envmap masks. Given the sheer volume of files and the process of manually converting them, it's quite possible I have missed some textures or the like. Let me know if that's the case. If you're looking for a particular hilt and you only know its in-game name (from, for example, Swtorista) check TORCommunity's database (warning, site is often slow as hell) and find its model name in the Detailed Data tab of the item (search for gr2, for example - "Model": "\\art\\dynamic\\weapon\\model\\saber_high12_a01_v01.gr2"). Refer to the SWTOR Slicers wiki page for more detailed information. Posted in the K1 section, but naturally they'll work for either game depending on what format you export the models in. Terms of Use: I make no claims of ownership. This is all taken from TOR's asset files, I just extracted them. Credit belongs to Disney/EA/Bioware/Broadsword. Use as you see fit, although if you use them in a mod release an acknowledgement would be nice. -
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1 pointI assume this is what you're talking about? https://deadlystream.com/topic/5632-black-line-in-middle-of-face/ You could try the Humus GLOverride linked in that thread. Alternatively, you could try a wrapper for DirectX 12 or Vulkan (the Zink archive) - https://github.com/mmozeiko/build-mesa/releases/latest
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1 pointI've been gone so long, Cathalan got an update, and ROR actually released episode 1?
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1 pointGood catch, Salk. I shall look into this when I get around to it. Ahlan Matale's face should be the same though his outfit changes between modules. In the main NPC Diversity Pack, Ahlan in danm13 and danm14ad are wearing two different clothing outfits whilst danm14ad Ahlan is wearing Durasteel Battle Armor. The idea is that he's gone home and changed outfits between danm13 and danm14ab whilst in danm14ad he's obviously prepared to siege the Sandrale Estate himself hence why he's wearing armor. If you install the Onderon Fashion install or the Galaxy of Faces mod, Ahlan will wear fancy Onderon style clothes in danm14ad as you've noticed. Now for everyone else. I haven't been focusing on the NPC Overhaul Series for the past few months what with the much anticipated release of the Revenge of Revan mod's first episode at the start of the year. I would like to announce that I've released the start of the K1 Alien Pack which you'll be able to access once the mod's been approved. Since it's been so long since I first previewed the K1 Alien Pack here in this thread, I've added two more aliens to the release including the Ithorians and Bith... the Duros and Devaronians. As for the NPC Diversity Pack itself, I'd like to fix a problem I've been encountering for a while now. There are plenty of male NPCs, but there are so few female NPCs that I run out of females NPCs for my addons like the Onderon Clothing and the Fat Commoner addons. To fix this issue, I'm considering adding an installation, or just outright adding it to the main install, which adds brand new NPCs into the game. These NPCs will still use the generic VO from the base game and will resemble the normal NPCs, an example of what this might look like is an NPC repairing a swoop bike on Dantooine or new traveller NPCs in the Republic Embassy module on Manaan where there are no traveller NPCs in the base game.
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0 points"Open a Camera Speed Preset folder", what does this mean? open=create? and it's supposed to be created in the KOTOR main folder? The instructions are stellar until 6)... i take it that it means create this folder, i did that, but nothing happens with ctrl+shift+c. this is where i installed the .ini - D:\Steam\SteamApps\common\swkotor\GLIntercept_1_3_3\Plugins\GLFreeCam
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