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Showing content with the highest reputation on 11/20/2025 in all areas

  1. 2 points
    I was wondering if anyone would be willing to add glass overlays to these upscaled Nar Shaddaa windows for me. These would be for personal use but obviously anyone could download them off this request page if they chose to. For illustration purposes I have attached these textures as PNGs but to save you some time, I've also made a DropBox link here where these textures are in TGA format. Thank you for your consideration in this matter.
  2. 1 point
    Hey everyone! My Name is Lane. Some of you know me from Kotor Speedrunning, and others from my various Youtube exploits. I don't ever really post on Deadly Stream, but I've been lurking in and around the KotOR modding community for about a decade now. I have a degree in computer Science and decided to put it to good use, and reverse engineer KotOR 1 (the GoG version). This has been an on-going project for about 2-3 years now, and I've been sharing my progress with friends, and in some Youtube Videos. However, I've pretty much hit a wall with what I can do with this effort now. So I wanted to release my progress publicly, so other smart and clever people can start doing fun stuff with this. Linked below is a Google Drive with several useful things: A Ghidra SARIF export that contains all data types, function labels, parameters, Classes, and other additions I've made A Ghidra Format XML that contains the labels and function adjustments I've worked on. This is lighter weight than the SARIF file, but has more limitations when it comes to import fidelity. A generated `.h` file, that contains the Header information I have pieced together over time. Even lighter-weight, and more limited than the above What this is not: True Debug Symbols for kotor BioWare Intellectual Property A runnable or compilable program Kotor's Source Code A reverse engineering of Kotor 2 A reverse engineering of the Steam version * * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort. What this is: A decently representative result of what Kotor's debug symbols might look like (format and terminology pulled from the MacOS symbols, and existing NWN docs) A research-based labeling and reverse engineering of the GoG version of Kotor 1 A labor of love for the past several years that I'm happy to share Why this is cool/important: This provides a stepping off point for creating proper patches for KotOR 1 This also provides a means for researching underlying issues with things such as memory management, graphical limitations, and compatibility This also provides a researching angle for coming to understand some of the more mysterious file formats, and how they interact with the game itself There are also a variety of fundamental similarities between this and KotOR 2. Which may unlock some insights for that game This is also the first step towards a proper re-compilation (though that is a long-ways off) How do I use this? You need Ghidra installed, with a modern Java Runtime Create a new project, and import swkotor.exe (as purchased from GoG) Open the EXE in Ghidra's code browser When it asks if you want it analyzed, select 'Yes" The default analyzers are fine, technically you could speed this up by stripping out a few unneeded analyzers The analyzers will take several minutes to complete (progress can be tracked in the bottom right) Once the analyzers have run, we can proceed Select "File > Add To Program..." and select the SARIF (or XML) file (download below) The importer will analyze the symbols and apply them to the project You now have a decently labeled/decompiled instance of KotOR 1 Limitations: 99.9% of the functions have been labeled, however there were a few stragglers that I was never able to work out. These will appear as `FUN_<address>` 92.3% of the Data is labeled, with stragglers being named `DAT_address` Data Types are VERY incomplete. The labeled ones consist mostly of frequently used types, and known fields. Unknown fields are marked `field<index>_<offset>` Virtual Function calls are very under labeled (largely due to the difficultly of labeling vtables in Ghidra). Though you can determine the underlying function by applying the offset to the associated Class vtable. Most functions have only automatic variables defined within their decomp. Typing and purpose of underlying variables beyond function names, and parameter types, are left up to inference. Overlapping functions. Certain functions overlap in this compilation, due optimizations within the Visual C++ runtime. As a result some functions such as `GetProperty0x30` are shared by multiple classes, and thus lack a name-space. You can usually work out their purpose by checking the associated data type at that offset. If you used the XML import, you will be missing a lot of typing and Function Class/Namespace info Final Notes: Please feel free to ask me any questions about this effort, or any thing strange you might find within the decomp. I've grown to be quite the kotor expert over the years, and I'd be happy to share any insights. You can reach out to me on Discord @lane_d, I'm in the Kotor Reddit server, as well as the kotor speedrunning server. I will be periodically posting updates to this drive, whenever I get the chance to work on this more. If anyone has any major contributions they'd like to see added, please reach out! I'd be happy to chat. Both the XML and SARIF formats have some limitations, unfortunately they are the best I can do without publicly sharing Bioware intellectual property. If there is something missing from these that you are in need of, please reach out and I can see if I can help you. (Note: I will not be abetting piracy though. Buy the damn game, it goes on sale all the time) Google Drive Link Here
  3. 1 point
    Watching your progress on this very closely. This is the most exciting thing in KotOR modding in a long time in my opinion. The placeables extension is fantastic, would like to see the same thing for the galaxy map as I know it has a similar limit. Also transcending the limits of appearance.2da would be amazing although I know this probably requires a huge amount of manual effort.
  4. 1 point
    Another little demo: Here I show off directly accessing 2DA values from scripts
  5. 1 point

    Version 1.3

    175 downloads

    KotOR1 Random Panels AUTHOR: Sith Holocron ORIGINAL RELEASE: 15 NOV 2024 FIRST UPDATED RELEASE: 21 NOV 2024 SECOND UPDATED RELEASE: 01 JAN 2025 SECOND UPDATED RELEASE: 20 NOV 2025 GAMES: Star Wars Knights of the Old Republic Description: While recuperating after open heart surgery, I needed a small project to keep me occupied. Something relatively stress-free so I could go about the work without getting to frustrated. I landed on redoing some of the panels for the various planets that *mostly* tend to look the same with minor difference in coloring. I settled on the panels included here. There are separate downloads for each game but some of the textures appear in both as Obsidian did reuse some of the textures. Installation: Drop the TGA files and TXI files into your Override. My textures have been labeled with their names on the download page so if there's one that you don't particularly care for, don't drop that one into your Override folder. If using another texture pack that includes identically named textures (whether they are TGA, TGA with TXI, or a TPC file), remove those from your Override before putting mine in. Uninstallation: Take the files you put in, out again. Known Bugs: None known at this time. Legal Disclaimer: All materials and copyrights belong to LucasArts, BioWare and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration.. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Thieves need not apply. (You know who you are.) Credits: Fair Strides, ConansHair, and LordMerek: For feedback on textures before release. Malkior's texture for the Ebon hawk was used in the Yavin Station texture.
  6. 1 point
    These are all 3D models, 1000'ish trees has been placed on the various room meshes, though many of them are simplistic 2D plane trees in a "X" shape (to look like trees from all angles). the big pine-like(?) tree is a full 3D model though. I have like 6 full 3D trees, various plants and bushes which are also full 3D models, then i have these which i can use in the backgrounds, usually quite far away from the player so he can't get too close to them, often placed on top of hills and cliffs:
  7. 1 point

    Version 1.0.0

    24 downloads

    Replaces all headgear to be much smaller. The breath mask is the only one that covers the face but it has been slimmed down and made less pointy.
  8. 1 point

    Version 1.0.0

    13 downloads

    I remeshed Canderous and retextured him i inspired myself with this artwork. I uploaded 2 versions of my textures. one more like the original textures and the other more like the image. I did not remade him AS the image but i was inspired.
  9. 1 point
    consumed by the dark side
  10. 1 point

    Version 1.0.0

    1,524 downloads

    Spoiler-Free Description: Nobody likes to see a group project go to waste! This mod allows you to repair your speeder once and for all upon completing the Nar Shaddaa main story, and restores some of Obsidian's original game dialogue along the way. Rather than being told that the speeder has been sabotaged beyond your ability to repair, you will be told specifically which part that you installed needs to be replaced, and given an opportunity to find it at a location made available towards the end of the Nar Shaddaa main story (for the exact location, see step #8 of the full walkthrough provided below or attached images). This mod restores original dialogue for certain party members, and the opportunity to gain/lose influence with them as you see fit. You should install TSLRCM prior to installing this mod. For an existing game, use a save file made before visiting Nar Shaddaa for the first time (this mod won't affect any areas of the game you have already been to). Full Description (Contains Spoilers): Installation: Download the 7z file and extract to somewhere on your computer that is easy to find. 7z files can be extracted with Archive Utility on macOS, or with free programs like PeaZip on Windows and Linux. For full compatibility and your own personal convenience, this mod comes with an installer which comes highly recommended. Simply run the installer, and direct it to your TSLRCM installation. For Steam installations, direct the installer to "Steam\steamapps\workshop\content\208580\485537937", and not the main game folder with the executable. The installer is an executable file that can be run natively on Windows or with free programs like Wine on other platforms. If for whatever reason you have trouble with the installer, open the "Manual Installation" folder and follow the instructions of the ReadMe file inside. Uninstallation: Follow the instructions within the ReadMe pertaining to your installation method. Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to any airspeeder-related files or affect the new airspeeder cameras for other purposes (automatic installation) or replace the included files installed manually. Requires TSLRCM 1.8.3 or higher. Modifications (Automatic Installation): Modifications (Manual Installation): Full Walkthrough (Contains Spoilers): Acknowledgments: Big thanks to Fred Tetra for KotORTool and Cortisol for the Holocron Toolset for making file extraction, module editing, and .mod file building easy, Fair Strides for the DLG Editor, JdNoa and Dashus for simple script decompiling with DeNCS, Blue for the KotOR Script Editor, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and for making inter-mod compatibility infinitely more feasible with TSLPatcher. It really does take a village to make one speeder fly. Have a bug to report? Visit this mod's "Get Support" page and let me know! This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  11. 1 point
    When you open the patcher it creates a folder with patch files. If you open that and delete the volume patch txt file before typing 'y' it won't apply the volume patch .
  12. 1 point
    Is there anyway we could get a version of the patcher that lets us choose which components to install? The music/sfx lowering during dialogue is something I like having, but the fog fix and 4GB patch are great.