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Showing content with the highest reputation on 01/14/2022 in all areas

  1. 2 points
    Another cool TSL find: https://www.angelfire.com/crazy2/xclone_0101/kotor_mods.htm/ ^ This link is still active, all of Svosh's KotOR and TSL mods 🧐
  2. 2 points
    Released 3.4.0 with this and a couple of other fixes, but most importantly I have reworked the UI. It now fits Blender 2.8 style alot better. Here are some screenshots:
  3. 1 point

    Version 1.0

    23,719 downloads

    Recently, I was inspired by a desktop wallpaper that I saw posted up at LucasForums. It was created by a LF member named Trench. I was quite taken with it so I asked Trench if he could render the planet on a transparent background so I could release it as a mod - which he was happy to do. Through the efforts of Darth_Sapiens and Quanon, I discovered the location of the other appearance of this planet in the game files. You see, one texture (named PER_Plnt01) only shows the exposed core planet inside the administration level. The other texture - EBO_Per - shows up both when you're on the walkway outside the station. (See below) Trench's texture came with some extra asteroids so I'm providing two versions of Peragus II . . . Original and With Extra Asteroids As an added bonus, I've included a interior screen replacement for my own previously released mod that utilizes Trench's version of Peragus II. If you use that mod, I suggest using this bonus texture as an upgrade. Installation: ------------------- Extract the TGA files you wish into the Star Wars Knights of the Old Republic 2/Override folder. You can only choose one variety to use at a time, of course. Uninstall: ---------------- Take the textures 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, unless by permission of me. 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. 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. Special Thanks: -------------------------- To Trench: For making the original artwork in the first place and for extracting the portions needed for use in this mod. To Darth_Sapiens: For finding location of the texture I was missing. To Quanon: Research into Peragus models and also for finding the location of the texture I was missing. To Insanity_Sorrow: Research into Peragus models and beta-testing.
  4. 1 point

    Version 1.1

    5,040 downloads

    Very Nice! Load Screens for KotOR 1.1 by ajdrenter Description: This is a complete set of replacement load screens for high resolution UI scaled configurations. It includes compatibility patches for Jorak Uln's reskins, jc2's "Lehon Mandalorian Expansion", and Silveredge9's "Brotherhood of Shadow: Solomon's Revenge". So far there is a 16x9 version and 4x3 version. This mod requires a high resolution user interface mod such as "KotOR High Resolution Menus" by ndix UR. I also recommend "HD MENUS AND UI Assets" by JackInTheBox, who's mod provided the template for this mod. Installation: Just drag and drop from your desired folders to your override. FOLDER LIST kotor - All base game load screens jorak - Screens for Jorak Uln's reskins jc2mando - Load screen for jc2's "Lehon Mandalorian Expansion" bos - All screens for Silveredge9's "Brotherhood of Shadow: Solomon's Revenge" Credits: JackInTheBox for the base load screen texture which I used to do this whole mod. Thanks! Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets. If you use assets belonging to JackInTheBox you must obtain consent from him either through his release documents or personal contact.
  5. 1 point

    Version 1.2.1

    666 downloads

    A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.2.1 Release Date: 19.02.2022 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Uninstallation: Depends on what you've chosen to install. Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: Over the years, I have released a lot of restoration and bug fix mods for TSL. Many of my those mods don't necessarily stand out as much as others mainly because the mod is so small and insignificant. A few years ago I released the Mini Mod Collection for TSL, a mod pack consisting of all of my small restoration and bug fix mods. Since the Mini Mod Collection's installation was modular, it might've been a pain to install the mod several times over just to get specific mods you wanted. This mod takes the bug fixes of the Mini Mod Collection and adds them as part of an install-once mod. The Mini Mod Collection will remain the same, except future bug fix mods will be added to THIS mod whilst restored content will be added to the Mini Mod Collection. Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com Incompatibilities: Report any incompatibilities to me on Deadlystream.com 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 Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool 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.
  6. 1 point

    Version 1.0

    11,672 downloads

    Pretty Good! Icons for KotOR 1.0 by ajdrenter Description: This is a complete set of vanilla equipment icons for high resolution UI scaled configurations. Future updates will include mod specific icons. This mod is intended to be used with "KotOR High Resolution Menus" by ndix UR. The goal of this mod is not to fix any consistency issues or design oversights of Bioware's icons, rather it is to replace them as seamlessly and accurately as possible. Installation: Just drag and drop either the tpc OR tga files to your override. I recommend the tga version for maximum compatibility, as you may want to mix and match with other mods. Credits: Darth Tomer, SpaceAlex, and ebmar for "Three-tiered Dark Jedi Robe". A couple skins from this mod were used to more closely match the vanilla icons. Bioware and Lucasarts for all original assets. Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets.
  7. 1 point
    This is the kind of mod that IMO should be split into parts: the bugfixes, and the other changes.
  8. 1 point
  9. 1 point
    No I didn't mention them to anyone, I just figured that everybody probably already knew about them. I literally just went poking around Bao-Dur's GBL folder and started listening to every single sound clip. I came across those and realized they weren't used and started coming up with how I was going to use them.
  10. 1 point
    A formerly unreleased remnant of the unfinished chapter of the M4-78 Documentary M4-78: The Problem with Master Vash One thing that I don’t think I’ve previously discussed is the problem of voice overs of the character Master Vash – the Jedi we’re seeking in the M4-78 materials. Did you know that there are two voice actresses for the lines that appear in the game? When we first see and hear Master Vash, it’s an old video that T3-M4 plays of your Exile’s trial on Coruscant. The voice actress for Vash in this scene is Vanessa Marshall. Vanessa Marshall has played a number of parts over the years, including a few characters in the Extended Universe including: Master Bela Kiwiiks (from SWTOR), Hera Syndulla (from Star Wars: Rebels and Forces of Destiny) and assorted characters in KotOR2. [ed: insert pictures of the various characters] I’ll put an IMDB link to her CV in the video description below. Here’s where things take a turn. Vanessa Marshall isn’t who we hear on the planet of M4-78 though. That completely different voice actress is Kath Soucie. In the Star Wars EU alone, she’s played the female Smuggler and minor characters in SWTOR, Mira Bridger and Minister Maketh Tua in Star Wars: Rebels, Mon Mothma from the Star Wars: The Clone Wars cartoon, the Nightsister in Star Wars Empire at War: Forces of Corruption, Mara Jade in Star Wars: Empire at War, and the list goes on and on with other non-Star Wars roles. [ed: insert pictures of the various characters] I’ll put an IMDB link to Kath Soucie’s CV in the video description below. There are two people doing the work of one character. Most folks don’t even notice the actress change up as each section has few lines and they are separated by a decent amount of both in-game and real-world time. Let’s be honest - most people aren’t making off like a shot from T3’s Trial video to go straight to Korriban so they can meet Vash right away. Why bring this up though? One of the limitations of any of the versions of M4-78 mods is severe limitation of lines that can be used for what Vash can say in the mod. There’s not a lot. Since they are two different voice actresses, you can’t grab sample from one Vash iteration and hand it off to the other. It won’t sound right as they aren’t trying to actively mimic each other. An enterprising modder could technically grab lines from other games to try to extend Kath Soucie’s lines from one of the games listed below. However that modder would have to limit themselves to lines where Soucie’s lines sounded like her Vash impression that were left on the KotOR2 disc. Then they would run into the same issue of limitations of what the actress can say based on those lines. The answer to this would seem to be to recast the part of Master Vash entirely. Whenever this has been brought up, there’s been pushback. The most common reasons is a connection to the few lines that appear in the Coruscant files that appear in both modded and unmodded versions of the Coruscant trial scene – which as pointed out earlier – isn’t even the same actress as the one on Korriban.
  11. 1 point
    I'm looking into the files and I've noticed there contains a file called "702kor.mod" in this mod. I find this odd as apparently TSLRCM lacks a "702kor.mod" because it always crashes, same goes for "401dxn.mod". I'd like to ask: What causes it to crash/break and how would you know if it crashed or break This question has been asked before if this can help anyone conceive an answer.
  12. 0 points

    Version 3.10.3

    2,066 downloads

    This add-on is a fork of KotorBlender, upgraded to support newer versions of Blender. KotorBlender is in turn based on NeverBlender, forked from version 1.23a. ## Features - Import & export MDL models, including walkmeshes - Import & export LYT files - Import & export PTH files ## Installation 1. Clone this repository or download the latest release of KotorBlender from Deadly Stream 2. If you have cloned the repository, create a ZIP archive containing the **io_scene_kotor** directory 3. From Edit → Preferences → Add-ons in Blender, install the add-on from the ZIP archive and enable it by ticking a box next to "Import-Export: KotorBlender" 4. Alternatively, if you want to contribute to KotorBlender, you may want to create a symbolic link to the local repository in the Blender add-ons directory, typically located at `C:/Users/{user}/AppData/Roaming/Blender Foundation/Blender/{version}/scripts/addons`. 1. `mklink /D io_scene_kotor {repo}/io_scene_kotor` ## Usage ### Data Preparation Extract models, textures, walkmeshes, LYT and PTH files into a working directory, using a tool of your choice, e.g. reone toolkit. Recommended directory structure: - *data* — extract all BIF archives here without subdirectories - *texturepacks* - *swpc_tex_tpa* — extract swpc_tex_tpa ERF archive here If you plan to edit textures, batch-convert TPC to TGA / TXI files using **reone toolkit**, although TPC textures are also supported by KotorBlender. ### Model Import and Export 1. Import via File → Import → KotOR Model (.mdl) 2. Select top-level MDL root object to be exported 3. Export via File → Export → KotOR Model (.mdl) ### Editing Animations To edit list of model animations and corresponding events, select MDL root object and navigate to Object → KotOR Animations. KotorBlender supports both object and armature-based edits. To create an armature from objects, navigate to KotOR Animations → Armature and press Rebuild Armature and Apply Object Keyframes. Before exporting a model, make sure to copy armature keyframes back to objects by pressing Unapply Object Keyframes. ### Lightmapping 1. Select objects for which you want lightmaps to be recreated, or unselect all objects to recreate all lightmaps 2. Press KotOR → Lightmaps → Bake (auto) UV mapping: 1. Select objects having the same lightmap texture and enter Edit mode 2. For every object, ensure that `UVMap_lm` UV layer is active 3. Select all faces and unwrap UVs via UV → Lightmap Pack, increase Margin to avoid face overlapping Fine-tuning: 1. Increase lightmap image size via UV Editing → Image → Resize 2. Tweak ambient color via Scene → World → Surface → Color 3. Manually toggle rendering of objects in Outliner and press KotOR → Lightmaps → Bake (manual) 4. In Scene → Render, set Device to GPU Compute to improve performance, set Render Engine to Cycles if not already 5. In Scene → Render → Sampling → Render increase Max Samples to improve quality ### Minimap Rendering 1. Press KotOR → Minimap → Render (auto) 2. Open "Render Result" image in Image Editor and save it as "lbl_map{modulename}.tga" 3. Open "MinimapCoords" text in Text Editor and copy-paste generated properties into module .ARE file using any GFF editor Fine-tuning: 1. Tweak background color via Scene → World → Surface → Color 2. Manually toggle rendering of objects in Outliner and press KotOR → Minimap → Render (manual) ### Connecting Rooms 1. Select a room walkmesh 2. Enter Edit mode and select two vertices adjacent to another room 3. Determine 0-based index of the other room into the LYT file 4. Enter Vertex Paint mode and set brush color to (0.0, G, 0.0), where G = (200 + room index) / 255 5. Ensure that brush blending mode is set to Mix, and brush strength is set to 1.0 6. Paint over the selected vertices ### Editing Paths 1. Extract PTH file from the module's RIM file, e.g. "modules/danm13_s.rim" (Kotor Tool, reone toolkit, etc.) 2. Import PTH into Blender via File → Import → KotOR Path (.pth) 3. Create/move path points, or modify path connections via Object Properties 4. Export PTH via File → Export → KotOR Path (.pth) ## Compatibility Known to work with Blender versions ranging from 3.3 to 4.0. ## License GPL 3.0 or later