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Showing content with the highest reputation on 01/29/2019 in all areas

  1. 2 points
    I am sort of back around as a friend has put me up, though access to my PC will be irregular until I have some money to put towards the electricity where I am staying, I also have a lot of other things to focus on like trying to find work and a place to live of my own, but luckily I am in a better position now than I was a few weeks ago. Having now set up multiple GitHub projects and a NexusMods account as well as pages for both mods I have essentially resumed work on the project for both games, but I will be focusing on the K2 Expanded Galaxy starting with the Yavin Orbital Station Swoop Demo that will consist of 4-5 Modules. [ . yav_m50aa, . tat_m17mg, . man_m26mg, . tar_m03mg, . 510ond++ . ] I am not sure those module designations are correct, but Taris, Manaan and Tatooines Swoop Track as well as the Yavin Orbital Station, hopefully to include the Upgradeable Swoop Bike Mod by bead-v and potentially an updated version of the Onderon Swoop Track that will allow access to the Onderon Swoop Track using the Modified Bike via the Yavin Orbital Station Merchant / Swoop Bike Mechanic. I think the option to not use the modified swoop bike should remain also, via dialogue it could be enabled or disabled, IE : "I would like to use the Modified Swoop Bike now" or "I am going to practice with the Regular Swoop Bike for a bit" this would also allow for an original playthrough even if the player decides to purchase or try the modified swoop bike as well as visit Yavin. The Expanded Galaxy Project is aimed at becoming a community project, an overall renovation of both original KotOR games for all platforms as well as compatibility for as many mods as possible, I also hope to include items, maps, stories and content from mods galaxy-wide given I can attain the relevant authors permissions, this should allow for both games to become heavily fleshed out. There is also plans to totally port K1 to K2, which would require an installer that would verify both games installations, this would be somewhat necessary to make the K1 Expanded Galaxy Project ( or K2 modules in K1 ) more relevant and worthwhile, giving the first game access to the second games engine, which would allow for more placeables, better cut-scenes and overall game-play. Along-side my project I am still writing a tutorial series that will cover everything I learn about KotOR 1/2 Modding ( primarily K2 ) that will be somewhat aimed at helping people make a Total Conversion for Obsidian's version of the Odyssey Engine, set in the Old Republic / Star Wars Universe or otherwise. I hope this inspires people to make more KotOR games ( following other characters in the old republic universe, perhaps even their own characters from, before or after SWTOR ) there is also the potential for non-sw related total conversions, point & click type story adventures and much more using the Odyssey Engine's Unique Features and innovate game-play mechanics.
  2. 1 point
    I always get lost running Anchorhead, so I decided to try adding some signs to the buildings you can enter to make them easier to spot. I'm not much chop with sign designs though, so I am looking for someone to give me a hand with some better ones. Here's what I have so far: And here is a better look at the individual designs: The cantina sign is taken from the vanilla texture LTS_signs, and the sign frame is vanilla as well. The others use a sign frame from TOR, with the textures being various mishmashes of TOR textures. Although the Czerka one is just something I slapped together myself, and the swoop was taken from one of the vanilla loading screens. I've attached some templates if anyone wants to have a crack. Sign_Templates.7z
  3. 1 point
    I have encountered a rather strange issue with 1.5.1. The game crashes at every instance of attempting to speak to the Black Market Droid in the Central Zone. The dialogue attempts to start, then there is about a second of static when the game attempts to play the corresponding audio file, which seems to be either corrupted, or simply unreadable by the game, before crashing. I've discovered that removing the audio files themselves let the dialogue play out smoothly and without incident, and even attempted to manually convert the files from stereo to mono in a possible fix, but without any luck. EDIT: Further testing seems to have revealed the issue - the original voice files are 48000 Hz 320 kbps stereo files. Converting them to joint stereo with the same setting seems to sort out the files, allowing the voice clip to play without crashing.
  4. 1 point

    Version 1.0.0

    406 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 24.01.2019 Installation: Open "For Override" and select the mod option you want. Drop the file inside the folder into your K1 override. Uninstallation: Delete the files you copied into the Override folder. Description: When you complete Zaalbar's sidequest on Kashyyyk you receive a sacred Wookiee weapon called "Bacca's Ceremonial Blade". It has a description that reads "The great Bacca was hunting the Shadowlands ages ago when an alien ship crashed through the forest. He saw that first contact as a warning of the destruction outsiders could bring. Made from the debris, this sword is a reminder for his people that trust must be given cautiously, and only to those who have earned it." When searching the game files I found a placeholder/leftover inside the Chieftan Hall module called "Bacca's Sword". It had a description that reads "This sword is forever linked to the most revered figure in Wookiee lore, Bacca. A great and wise warrior, Bacca was hunting in the Shadowlands ages ago when an alien ship crashed through the upper boughs of the forest. The tale varies with each telling, but whether he had to fight the inhabitants or just found them obliterated in the wreckage, he understood their coming as a sign. There was life elsewhere in the galaxy, and it might not come to Kashyyyk with peace in mind. Bacca supposedly constructed this weapon from components found among the debris, and over time it became a symbol of leadership. It reminds his people that trust must be given cautiously, and only to those that have earned it. The blade shows no signs of wear, though the leather grip is well worn." This cut description is clearly more detailed and extensive than the vanilla description. This mod restores this extended description and adds an option to restore the "Bacca's Sword" name as well. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: None that I'm aware Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: Bioware for such an amazing game Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION 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 AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  5. 1 point
    I don't know if it's the shadows in the area but it really looks like she has a thick beard haha
  6. 1 point
    At the moment, there's no way to compile to the BIFF format, as far as I know. That's dead last in the load priority, though, so that shouldn't be necessary. It goes something like Override --> .mod --> .rim --> .bif though I'm not sure on the specifics with sounds.
  7. 1 point
    I've checked this, and no, with the audio files removed, there doesn't appear to be any lipsynch during the conversation, the optics do not "blink", so to speak. But then again, tweaking the joint stereo setting of the files themselves seems to sort the issue, but I'm not convinced this is the only case, with the heavy amount of custom dialogue in the mod. I will report my further findings of such glitches here, if I encounter any along the way. A little bit of further research reveals that the older set of voicefiles for this particular droid from previous version of the mod does not have the crash present. Those files are Wave PCM unsigned 8bit, 44100Hz, 352kbps, mono files, however. I assume the re-recorded lines were somehow badly encoded, and it's what causes the crashes. A similar screeching static, possibly due to a bad encoding, was found in one of IS-43's files in the Industrial Zone. It's his system overload warning performed by a female voice. However, this particular file does not seem to cause the game to crash.
  8. 1 point
    When you remove the audio and the dialogue plays muted, is there any lip movement with it? The droid might not have physical organic lips, but the equivalent would be flashing lights on the photoreceptors or something like that. It sounds like it might be a case of the model's talk animation being bugged, and removing the audio would possibly circumvent that. At least, that's the only thing I would expect to cause a crash in normal circumstances. Usually if there is a problem with the audio file, it simply doesn't play. If it is an audio issue, though, it could something weird in the dialogue file, like if it's trying to play both generic droid VO and a specific VO file at the same time.
  9. 1 point
    I need to keep myself awake tonight so I slapped this together. Or if it's a more upscale joint. I guess the Tarisian Ale isn't in stock anymore for some reason...
  10. 1 point
    So, earlier I downloaded and previewed the voices using a player; well, they sounded great but I'm skeptical [regardless of it's David Hayter's] as I decided to still use the vanilla. And later, I install the mod and after hearing it in-game; I think it will never get off my 'streamsounds' folder again. Thanks for compiling these excellent voices and releasing this awesome content! Permanent spot in the mod list has been filled.
  11. 1 point
    Awesome and all the lines fit really well. Can't go wrong with adding David Hayter to K1