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Showing content with the highest reputation since 08/27/2010 in Blog Entries

  1. 9 points
    If you're wondering about this, I just wanted to let you know that I'm wondering about it too! Why haven't they been updated so these mods can come back to this site?
  2. 8 points
    What I Did For The Community Last Year Have you wondered . . . what does Sith Holocron do as an administrator on this site? Wonder no longer! I’ve summed up what I’ve done this year so you can have an overview. Keep in mind some entries might just list a start date for an ongoing event – or it might take up from an event that took place from last year. There are also other things that I can’t freely talk about such as advice, staff chats, and secret projects that I am not at liberty to discuss. Do you have some time? You’re going to need some to read through all of this as I've working on this document for most of the year. I originally was going to release this on New Year's Eve but I thought to myself: Why Wait? Please note that some of these entries may come off like I have a chip on my shoulder. That may or may not be a figment of your imagination. January 02, 2017 Received voice lines from voice actor for the characters I1-02 (in M4-78 Enhancement Project.) Paid for actor’s services. (Yeah, some of those lines in the latest version of M4-78 EP that I paid actual real world money for. You know, the mod that isn't on this site?) Provided splicing for Leilukin's "Handmaiden and Female Exile - Disciple and Male Exile Romance" mod. January 04, 2017 Arranged for voice actor re-record lines to Zbyl’s specifications. January 05, 2017 (and beyond) Continuing the saga from last year, dealing with myriad issues with having the end credit trailers for both the TSLRCM and the M4-78 Enhancement Project redone. Paid for the project out of my funds. January 11, 2017 Provided splicing for Leilukin's "Darth Sion and Male Exile Mod" January 14, 2017 Taking a cue from Varsity Puppet’s replacement legal screens, created a new legal screen in TGA format for the M4-78 Enhancement Project. January 20, 2017 Posted "Blog #43 - Miguel Ferrer passes away" January 27, 2017 Posted "Blog #44 - RIP John Hurt" January 31, 2017 Continued to moderate between Hassat Hunter and Ndix UR on fixing one of the droid’s eye-lights. (M4-78 EP related) February 3, 2017 Received more lines from the voice actor for CS-36 (in M4-78 Enhancement Project) – again, I hired this guy. February 5, 2017 (an ongoing debate) Indicated the read-me for M4-78 Enhancement Project needed to emphasize that the intentional vagueness of the journal entries was supposed to represent “old school” RPG playing. (IMHO: If HH wants to continue to claim that’s intentional, he should claim so in the read-me file.) February 7, 2017 Created new video to (eventually) announce that the updated M4-78 Enhancement Project is available for download. Utilized lines from voice-actor for CS-36 specifically for this announcement. (Still waiting on this release.) Posted "Blog #45 - Hangar versus Hanger" as part of my on-going grammar series. February 14, 2017 Posted "Blog #46 - I Present a SWTOR Question!" February 15, 2017 Provided new splicing for Leilukin's "Atton Rand and Male Exile Romance" February 19, 2017 Released “TSL Animated Galaxy Map Texture in Canon Positions” mod. Posted "Blog #47 - Preparing for the Stoney Chapter soon" . . . for use in the M4-78 Documentary. February 20, 2017 Corrected “TSL Animated Galaxy Map Texture in Canon Positions” mod February 22, 2017 Sent questions from the general public to Stoney regarding his version of M4-78 for the documentary I’ve been doing with Xuul. February 23, 2017 Released “KOTOR1 "Canon" Animated Galaxy Map” mod March 1, 2017 Posted "Blog #48 - Design my next computer" March 16, 2017 Provided new splicing for Leilukin's "Handmaiden and Female Exile - Disciple and Male Exile Romance" mod. Posted "Blog #49 - I need a WAV file from MOTS" March 24, 2017 Collaborated with bead-v on the “TSL Galaxy Map Fix Pack” mod March 31, 2017 Posted "Blog #50 - Meet ‘Holocron’" – finally officially ending my drought without a functioning home computer by posting the process of putting it together. April 3, 2017 Updated “KOTOR1 "Canon" Animated Galaxy Map” mod April 4, 2017 Posted "Blog #51 - Who wants to make HD versions of the trailers?" – inspired by folks complaining on Reddit about the old low resolution trailers for KOTOR1 and 2, I decided to see if I could inspire the community to remedy that need. April 14, 2017 Collaborated with Kexikus on the “K1 Galaxy Map Fix Pack” mod April 19, 2017 Posted "Blog #52 - Stormtrooper Tutorial" – modernized and amended an old tutorial from another site. May 19th, 2017 Posted "Blog #53 - Help me name my next SWTOR Character” June 8, 2017 Posted "Blog #54 - Possible Expansion to K1 Portrait Pack?” Jun 25, 2017 After working on it since April, I finally received some additional sound files from the voice actress for the next version of M4-78 EP that Zbyl2 and Hassat Hunter requested. Of this effort, I received no thanks from either of the aforementioned persons. June 28, 2017 Posted " Blog #55 - Retro Action Figure Space Station” July 1, 2017 Posted " Blog #56 - The K1 and TSL Heads” July 2, 2017 Posted “Blog #57 - The Steam Workshop” July 5, 2017 Posted “Blog #58 - Let's Plays” July 18, 2017 Released “Animated Cantina Sign for KotOR 1” to public. July 25, 2017 Attempted a behind the scenes initiative to have modders and/or machinima makers remake some - if not all - of the KotOR1 pre-rendered movies for the game. July and August Offered sound files of KOTOR voice actors for machinima directors to use in the future videos. Dealt with questions that came up from the M4-78 EP Beta Team. (Yes, there was actually a beta team!) August 1, 2017 Posted “Blog #59 - "Name that Gun" Challenge!” Deleted pictures from Screen of the Day section by request of the original poster. August 2, 2017 Released “Animated Manaan Cantina Sign for KotOR 1” to public. August 12, 2017 Posted “Blog #61 - "I Need a tutorial for a G0-To voice filter” both on Deadly Stream and on the KOTOR subreddit. August 13, 2017 Posted “Blog #62 - "Mod Ideas that Never Came to Pass” September 2, 2017 Posted “Blog #63 - "Got an interesting message on Facebook Messenger” September 3, 2017 Posted “Blog #64 - "Not Star Wars Related” Attempted (and failed) to resolve a conflict between two mod makers. September 14, 2017 Posted “Blog #65 - " A Celebration of Life Day! A blog seeking participation for a Holiday themed video. September 20, 2017 N-DReW-25 requested changing the gender in the “601saedhe045” line in KOTOR2. First released to him and then to general public on October 2nd. September 23, 2017 Posted “Blog #66 - "New Landing and Take Off Videos for M4-78?” A blog requesting folks to redo the Landing/Takeoff videos using Quanon’s skyboxes from Stoney’s original M4-78. Superseded shortly afterwards by my thread in the Request section here. (include link) October 1, 2017 Posted “Blog #67 - "Font Discussion” A blog discussing typefaces for the Star Wars games and the Star Wars universe in general. October 2, 2017 LucyTheAlien requested adding a filter to Mandalore’s “503xaart024” line in KOTOR2. Released in the “Bugs and minor inconveniences with TSLRCM 1.8.5” thread. October 4, 2017 Deleted multiple threads by ALPHA000102 on his requests. and so on . . . I’ve done other stuff after October 4th, of course. However, I think you might have the idea by now, right? Throughout the year . . . · Run spelling and grammar checks on your posts. (And you thought my blogs on grammar were just for show.) Of note: “Nar Shaddaa” is misspelled the most. Count out how many “a’s” and “d’s” you see in those two words and try to remember it. · Received numerous insults. (In addition to the above!) · Applied infractions and bans where necessary - Possibly but not necessarily related to above. ???? I inquired with other staff members when applying infractions. (It's not done in a vacuum.) · Worked on acquiring files for Ndix UR’s “Major Audio Classification” initiative. (You’ll have to ask him about that if you want more details.) · Sent numerous birthday messages to Members. (I’m picky about doing this. If I don’t recognize the name because they’re new or because I don’t see that person post (anymore), I often don’t bother.) · Provided input on various mods both in the threads or through Private Messages. · Work on unannounced projects which I am unable to discuss at the moment. · Other things of a personal nature but those involved know of what I speak. · Forwarded message traffic to the appropriate staff member. · Approved loads of mods. (However, I try to leave a majority of this to the Moderators.) · Ensured mod up-loaders have acquired permissions for materials used in their mods if they didn’t make a part of it themselves. · So. Many. Avatars. I really should cut down on that this year. (Nah.) · So many questions about when M4-78 Enhancement Project will be back on the site. I don’t know and you should stop asking me about it. Ask Zbyl2. Don’t bother asking Hassat Hunter about as I think he’s signed off doing anything with the mod ages ago. So . . . what did you do this year? Speaking of which . . . What You Could Do For The Community in 2018 (and Beyond) These suggestions are specifically directed at those that don’t mod. When you make a request – whether it’s for some new or altered content or a bug fix – remember that the folks answering you aren’t being paid. They’re giving up their time and energy with no financial compensation. So please make sure to do the following: 1) Provide Relevant Information: So . . . you have a bug. You want folks to help you. Then you must provide the information the modders need by utilizing the Read Me First threads for Knights of the Old Republic 1 or Knights of the Old Republic II [add links]. You’re most likely using K1R or TSLRCM but even if you’re not, providing the information specifically asked for those threads in vital before any can proceed. Plus . . . it’s in the site rules, ya know? {add links] Have you made more than one request? You still have to provide the information in those threads. For each request you make, you have to update the information provided. By the way, if you're mod configuration is so complicated that you have to have a Google Drive document in order to explain how you’ve put it together, you are the likely cause of your issue. That’s because you have too many mods and you have over-complicated your situation. (I wonder if I have someone specific in mind when I say this?) 2) Provide Feedback: If you like what you see, let them know what you’ve liked in the modder’s presentation. If you didn’t like what you saw, provide constructive feedback. Modders aren’t mind readers and seeing as you’re already made a request, don’t waste the modder’s time by only providing a two word comment. Provide detail! Consider this your initial down payment for a request - to provide the information that a modder needs. 3) Utilize that Like button: Let’s say you weren’t the original requester, but you liked what you saw. A simple way of letting of the mod author/s know he or she is on the right track (in your opinion) is to use that “Like” button. 4) Giving Thanks: One of my personal pet peeves is when someone makes a request, is provided with exactly what they asked for, and never makes a comment in the thread again. (I could point out numerous examples of folks not doing this but let’s keep things mostly civil for this blog.) The very least you could do is thank the person that helped you. Assuming you’re better than a person doing “the very least”, you should state how the mod or fix helped you. Yes, that means providing feedback. And like I previously mentioned, hit that Like button!
  3. 8 points
    Hey guys! So, I have been away from the community for a while, and I feel kinda guilty about it. But, at the risk of going a little bit into my personal life (and sorry there has not been any modding in it at all lately,) I would like to share some of what happened in probably what has been a world changing time for me. First, a little bit of background information. Most of my family are very conservative, fanatical Christians, they are Jehovah's Witnesses. As a JW, you are not supposed to associate with non-JW's, and you completely shun former JW's. Since I was 14, I lived with my father, and was a devout JW. for about 5 years I was very active in the church (cult.) So, as the story goes, you'll see why this has made my life extremely tumultuous of late. about one year ago, I met my best friend, also a witness, we would spend all day talking to each other, until the wee hours of the morning. We had so many things in common, goals, dreams, interests. we just had so much fun together. Eventually we fell in love. I remember how the feeling changed me, I couldn't focus, it was like I was drunk 24/7. all I could think about was us. Normally, it's a good thing to fall in love, for us, it was a curse. Because, I loved him, and he loved me, and well, we were gay. This is something that was extremely forbidden. If we were found out, it would mean losing our family, friends, and our entire social system. I remember being suicidal so many times growing up, because I tried to be someone I wasn't. I tried to be straight. But there is no decision involved. When I met him, my view of life changed, it was worth while. I had someone who knew me, the real me. And, instead of hating me, he loved me just the way I was. We had been in a relationship for about one month, when our friends started to suspect that we were more then good friends. My friend dated me to hide my real relationship, ( she knew what was really going on, and she offered to help.) Eventually, my boyfriend proposed to me. It had been so hard, because when you meet someone who makes you so happy, so proud to be alive and you just want to share them with the world. I wanted to tell my parents. So, I told my step mom, I came out to her. she was horrified and cried for a long time. She had said she would let me tell my father, but she couldn't hold it in. My father cried, and cried, and cried. he eventually called the church elders, they tried to "pray away the gay." I was so stressed, because I wouldn't give my boyfriends name away, but they were threatening to excommunicate me ( remember what I said about how JW's treat ex-JW's...) I never gave his name up. But my step mother called all of my friends to see if they could figure out who it was, eventually they found him. And then, he left me, he told me that he didn't want to make god sad anymore, he felt guilty about loving me, he said he wanted to live forever in god's kingdom, (think of it like a JW heaven.) I have never been so low in my life, the church was going to expel me, I was going to lose everything, my family, my friends. everything. and then i had lost the most important person I had ever met. I was hospitalized for two weeks for suicide. the next week after i was out of the hospital, they kicked me out. My parents packed my room and told me to find somewhere to sleep. I had no money, no job, no friends, nothing. my dad said I wasn't welcome in his house. my grandmother said she doesn't know who I am anymore. I wasn't allowed to say goodbye to my little brother. They are all so brainwashed in their cult. I lost my boyfriend to the indoctrination too. Although it is tough, like everyone you know acting like you don't exist. I have never been so alone. I saw my dad the other day, and he didn't even look at me, he walked right by like i was a stranger. Eventually I reconnected with an exJW I knew from when I was young, and she took me in, and my boyfriend woke up from his indoctrination, we are back together now, and he should be moving in shortly. I started making new friends, I celebrated my first birthday, my first Halloween, my first pride, I have a lovely job. I now live on my own, and I am completely independent, I have a Huge interest in doing drag, and I love drag queens. Hopefully I can find the time to do some more modding now, but my life is still settling, so we'll see if I can manage it. Anyways, I guess that's an extremely condensed version of the last 6 months of my life.
  4. 7 points
    By request, here's how I make portraits and how I make them relatively quickly without having you use GIMP, NWMax, or other 3D programs. Of course, if you're making portraits for a Recruit mod, you wouldn't be doing such this until you had your model working in game, had the writing finalized, made new textures for your character if needed, and if it was essential - had your new voice lines finished with appropriate lip syncing. Because making portraits before then would be really dumb, right? Right? Anyway, on to the instructions. 1. In the game, engage the person you want a portrait of in a conversation. That'll give you a close up of the face to work with without having to adjust the position of the player character. 2. Take a bunch of screenshots when the camera is focused on the character that isn't your PC. If you have FRAPS, have it set to take snapshots every second and have it saved to BMP format. Otherwise, use the traditional screenshot function in the game. 3. Choose the best picture (or pictures) of your choice. Let's say it's Dustil Onasi, for example. 4. Crop the background out of the picture. 5. If necessary, crop the area left in the picture to what you want in your portrait. You may find that having it as a perfect square may help you gauge things. I recommend leaving enough that what you have will fit on a 1024 by 1024 background. This is larger than the standard portrait size which is why they tend to look a bit crisper than the vanilla portraits you find in game. Note that the Dustil pictures are not for a 1024 background but merely for illustrative purposes. 6. Place the cropped image on to one of three backgrounds (LS, DS1, or DS2). Make sure you don't leave any space between the bottom of the background free picture you copped and your new background or your portrait will look like it's floating. I have three templates background templates - one for LS, DS1, and DS2. I only have three backgrounds as I tend not to make PC portraits for K1. (If you want to see someone else's take on the background, I believe DarthParametric may have made some as well.) If you want mine instead of hassling DarthParametric, then just grab these examples that I’ve archived on Dropbox. 7. Optional step: Personally, I blur the edges of the cropped character you placed on the background. This is barely noticeable when you see it in game but it seems to make a world of difference to some people. YMMV, of course. 8. Save file to name needed. Repeat as needed for the other portraits. 9. Profit.
  5. 6 points
    Seasons Greetings! Hope you all have a Happy Life Day, or whatever holiday you do (or do not) celebrate! This is my 2020 display which is appearing this year on my bookshelf.
  6. 5 points
    Video This recording contains every voiceover from Star Wars: Knights of the Old Republic II - The Sith Lords that is not referenced in any dialogue file anywhere in the game. This is not a comprehensive representation of the game's cut content. Some lines of dialogue were never recorded, while others are referenced in dialogue files but inaccessible through normal gameplay. This is also not representative of what content has or has not been restored or could or could not be restored. Some of these lines have already been restored by The Sith Lords Restored Content Mod and other mods. Some of these lines exist in isolation, and it would be difficult to restore them without the availability of other assets. Some of these lines were from the E3 demo or recorded for testing purposes and intentionally unused. Finally, there are some edge cases with lines relating to content which is already in use in the game. Many are alternate takes of existing lines, and some were phrased slightly differently. What it is, however, is everything that would otherwise be impossible to find without scavenging through all the voiceover files. There are some interesting finds here. List unreferenced_vo_k2.txt
  7. 5 points
    Remember the last KOTOR Reboot project to come along called Project Black Light? (I'll use my version of their logo because their logo has a really bad Star Wars logo slapped on it.) No? Here's a refresher if you truly want it. (It isn't necessary to view the video to understand the conversation below.) However, some new folks have decided to reboot Knights of the Old Republic. These folks are starting with the first game! Oh boy - let's pick this one apart. I will be setting up a check list for you so you can see the flaws more clearly. No, I'm not including the link for the site. I'll let you do a web search for this. "Apeiron"? Really!?! Bad font for the "Star Wars" logo? Check. (Especially note the "W". The "R" is a bit off too.) OK, let's move on . . . First nitpick. Why ask the same question twice? (Don't worry, folks. You'll see that the same question will appear the very next picture.) Apeiron, this should properly be called the "Frequently Asked Questions" section. Repeat of initial question? Check. Not using capitalization of the game's title? Check. Not using a standardization of the game's title? Check. Incorrect spelling of "companions"? Check. Use of a Kickstarter ready buzzword? Check. (That buzzword is "Indie", if you're playing along at home.) Mention of a studio that we've never heard of? Check. Not including a link to this unheard of studio? Check. Begging for assistance from the public? Check. Claims of being "professional people" without backing those claims up? Check. Claiming the project is "legal"? Check. Answering that question with a badly spelled word? Check. (It's "absolutely", Apeiron. Invest in a spell checking program.) Not spelling "successful" right? Check. (I guess they aren't successful.) For my gentle readers, this is the meat of their faulty argument? I'm hungry for new KOTOR stuff and you're likely to be too as you've read this far. Is this meat OK to eat? Let's delve further. They ask "Can you make a Star Wars game?" They don't mention if you can legally make one. They then cite examples of other fan created reboots that aren't Star Wars games to back up their case. This appears to be a case of a sweeping generalization. I will explain through an example that I found at logicalfallacies,info. Let's look at one of the cases cited here: Black Mesa. What did Black Mesa have on their side? Black Mesa is a complete ground-up remake of Half-Life using the Source engine, everything is made from scratch, there is not a single asset that came from Valve. That is: They used their own voice actors, their own soundtrack, their own props and remodels, and their own engine. Valve offered the Black Mesa team their own contract. However, Valve isn't Disney who owns the copyrights to all Star Wars items. Valve also isn't Electronic Arts who handles all of the Star Wars games as licensed by Disney. As Apreiron isn't . . . - dealing with Valve - dealing with Electronic Arts or Disney - has made no statement that they plan to create their own soundtrack, their own voice actors, their own props, and their own engine . . . then Apeiron has offered a false equivalent. Soldiering on . . . Spelling "intellectual" wrong? Check. A game could be "under the banner of intellectual property" but it's not "under intellectual property." Use your legal terms correctly. 100% Free! Until we beg for donations. And there's the extended hat... Do we accept donations? No! But we can and we will at some point down the road. Even though the mod will be 100% free.
  8. 5 points
    Apparently, I'm one of only a few individuals who still has access to the CSLU Toolkit, software that can output phonemes based on an audio and text sample. Historically, this has been pretty much the only way to generate LIP files for KOTOR so characters' lips will flap when they talk. LipSynchEditor converts from CLSU's PHN format to the LIP format, but to do that you need the PHNs first... unless you want to make lips manually, but that isn't practical. Unfortunately, the Center for Spoken Language Understanding's servers have been offline for a long time. As such, it's currently impossible for new users to install the software required to generate these PHN files. Only a few veterans like myself still have it installed. And I can't even guarantee I'll have access to it forever. It's currently installed on my old computer, but not on my newer system that I built after the servers were offline. I doubt the computer that does have it will last forever, so it's probably only a matter of time before I lose access to CSLU too. Until then, though, I'm able and willing to generate lips on request. And I've gotten a few requests already. Now, I don't want to make a habit of this and get stuck as the guy who does everybody's lips for them because making lips with the CSLU Toolkit is a long, boring process. What I can do for you, though, is tell you can do for me so I don't have to do all of it for you. If you follow the instructions below and send me all the necessary files, all I have to do is hit a button and send stuff back to you. And I have no problem doing that. CSLU requires three things: 1) audio of everything you want to create a lip saved as an individual mono WAV files; 2) a text file accompanying each audio file that contains the words spoken in that line of dialogue; 3) a master list matching each audio file to each text file so it knows what to process. First, you need your VO files in the mono WAV format that the CSLU Toolkit wants. If your VO is new, you merely have to make sure to save it in this format. If you're working with VO from the game, you'll need to convert it first. The game VO files are generally MP3 files with extra bytes added at the start of the file to confuse us. Stripping this header will restore them to regular MP3 files. This can be done with a batch script and you can read up on that here. That will make them MP3, but they still need to be converted to WAV. Any old audio converter can do this. Freemake Audio Converter is one I use for Windows. Alternatively, you can use the Miles Sound Tools to play and convert the VO directly from the original game format to mono WAV. Next, you need to write out all the words spoken in every line and save them as text files. I typically name the text files the same as the audio files. You then need a list of all your audio and text files. This is the most tedious part of the process, but fortunately I've attached batch scripts below to make this easier. text.bat will create blank text files for each audio file. You still have to type the dialogue into them, but at least you won't have to worry about the file names. list.bat will create the master list. It will search for every WAV file and create a line in the list for each one, saving all this as lips.txt. My script assumes each text file is named the same as each audio file, so if you want to use this script, that's required. Send me: 1) all your mono WAV files; 2) all your transcribed text files; 3) your master list of everything to process. Once I have all of those, I can run CSLU's script to generate PHNs and send them along. I can also batch convert to LIP if you want, because that isn't nearly as big a deal as all the above. If you want me to make lips files for you, post a comment below with the necessary files attached or linked, and I'll get to work. Lip Batch Scripts.zip
  9. 5 points
    After 86 hours-10 minutes of accumulative game time, 952 saves in a span of year and a half, I finally - legitimately - finished my Darkside K1 playthrough -- [!Spoiler Alert!] I've got mixed feelings about it, lol. I feel awesome, proud, crazy - all things 'bout, as this was the first time I finished the game legitimately; without skipping any of the dialogues, doing most of the side-quests and also - do most of the walking! Yeah, if not because ZimmMaster's Movement Animation Fix for both KOTOR and TSL I'd definitely not doing that, lol. So many mods from fellow modders I have used with the playthrough -- namely DarthParametric's, JCarter426's, Sithspecter's, Kexikus', Dark Hope's, xander2077's, VarsityPuppet's, Sith Holocron's, Inyri Forge's, jc2's, and I'm sure pretty much everyone I have used theirs -or at the very least, tested- on my end. I have to thanked them a lot for their awesome work which I learned along from as I did the playthrough. And If you're interested on seeing some of them in action while also following the journey you can take a look here at The Playthrough gallery. And not to forget I had to thanked the modding tools authors, namely Fred Tetra, TK102, stoffe, bead-v, ndix UR, Fair Strides, and anyone that is not mentioned - I am grateful to you all. So, what I've been waiting for all this time - as the next step will be playing TSL [legit for the first time - as earlier runs was me just running around the module and mod their stuffs], and if things went well then I will take a break this week to contemplate on what mods I will use with the playthrough - aside of TSLRCM and K2CP that comes in mind firstly. But I'd surely take different approach in how I will play it compares to K1. With previous K1-playthrough everytime I saw something that I don't like [or broken] I tend to go and fix them. Now I will enjoy TSL as-TSLRCM-K2CP-is and mind about my nitpick later. I think that pretty much sums it - and above all that I'll have to thanked The Almighty Force - which gave me chance to finish the playthrough, and both BioWare & LucasArts for developing one of -if not- the best RPG I've ever played. The game's awesome, many ups-and-downs - I like how I can blend with the main character and feels like I'm them. Granted, some of the player's response wasn't the best in the world but I am passionate on how the game was paced. All said and done - many thanks to you that have been reading this, and may the Force serve you well! -eb P.S. also on this break I will take a chance to review some of the mods I have used and do things that I should have done back then, lol [mod updates, patch-requests etc.]
  10. 5 points
    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. 5 points
    So I made this rendering of Arren Kae, and from that came the idea of doing a version of the model that you could actually use inside the game. Now as I happen to be particular about game modifications being seamless, I decided that Arren’s apparel should for the most part resemble the Handmaiden’s robe, which is why the white robe on this model has no Jedi librarian patterns. Thought I’d still put those on the garments underneath the robe, but it’s not quite the same. Obviously I used Kreia’s model, the changes I did to the geometry are limited to the hood and the eyelids, which coupled with the work I did on the textures, result in the looks of a woman about the age Arren probably was at the time of the Mandalorian Wars. We don’t know if she was Echani or not, but I left the hair color unchanged. Her lips and eyes are as close to the Handmaiden’s as I could make them, because supposedly Brianna “bears the face of her mother.” The blue stone and necklace is there because her Darth Traya look includes an ornament with a red stone. All in all it’s not terrible, maybe I’ll work on it some more in the future
  12. 5 points
    I've turned most of the major characters' lines for K1 and TSL into Mp3. I'm weird that way. I'm also anal retentive which means I have to track tag those MP3s. And I have to have decent album art for the track tag. Why not turn that obsessive nature into a positive? Hence me working on my own little portrait package. HairlessWookiee over at Reddit has been kind enough to provide some high quality shots of the TSL NPCs for me. A few at time right now. I thought I'd show off what I've done in the form of animated GIFs. Handmaiden (Hood Up) Handmaiden (Hood Down) Visas Marr Mira Now obviously it's only three frames with transitions I made to fade between them, but they aren't that hideous!
  13. 5 points
    Greetings, meatbags. Last time I posted in this blog was quite a while ago, so I thought I'd share what my recording space currently looks like in Texas. The rundown: It's a big ol' closet with moving blankets strung up on the walls and draped above me like a circus tent. The equipment: I've been slowly adding more and more to my space throughout my various moves. First off, the second most important instrument you have (after your voice). I've had three mics throughout my 6 or so years recording VO. I started off with the respectable Blue Yeti USB mic, moved on to the AT2020 and now have landed at the E-100S Condenser Microphone. This thing is good for me to help bring out the natural bass in my voice, but is not markedly better than the AT imo. If you're looking for a good starter mic of your own, I'd recommend the far more affordable AT. Next is the Audio Interface, which is necessary if you're using a non-USB microphone like I am. I use the Focusrite Scarlett Solo, which is a plug and play type setup and has never steered me wrong. The next most important part, is your recording software. Audacity is free and it's what I've always used. Extras: Music Stand to hold your copy (or script), mic stand, stool to place laptop on, LED clamp light to see copy, dog trainer clicker to mark mistakes with loud pops in recorded track. That's all there is to it. Til next time. - UC
  14. 5 points
    This original version of this tutorial I found ages ago on the Massassi Temple site. It was written by Tobbi Dala and the original version of the tutorial can be found through this link. What I've done here is to do some minor spelling corrections, add new pictures that show the tutorial using the most current version of Goldwave (the main program used in this tutorial) as of 20APR2017, and to provide new permanent links to 2 audio files needed for the tutorial. After the large tutorial quote, I'll be showing examples in this tutorial in action. I asked Zhaboka to record some lines that would be used to illustrate the tutorial in action and he was kind enough to assist. (Zhaboka's line replaces the line that the original tutorial grabbed from Mysteries of the Sith.) Now here's what the sound files sound like - so you can hear it for yourself! The lines will first appear without the filter and then with the filter. Special Thanks to: Tobbi Dala (of Massassi Temple), the original creator of the tutorial. Zhaboka: For recording new lines. HK-47: To extracting the line as it appeared on the original tutorial. Though it wasn't used here - as I used Zhaboka's new lines instead - the effort was and is most appreciated.
  15. 5 points
    I don't know if these blogs have any sort of length limit, but I guess I'll find out, huh? *Warning: This might look organized at first, but I jump around and just drop a whole lot of info on you. If you are able to make sense of what I'm trying to say, then good on you.* I would welcome you to my blog and ask that you enjoy the first post I've ever made, but I'm just not in the mood for all that "happy and friendly" stuff at the moment. The truth is, I always thought my first blog post would be about my Toolset and all the things I have planned for it, with successive posts being about progress or polls for features or design and all that cool stuff. I even thought I'd be doing some cool blog posts about college near the beginning, but that at least is still a possibility. Right now I'm writing this just to clear my head, though I really have no clue how many people are even going to see this. This just isn't the kind of thing I normally do, okay? Normally I don't make small talk or chit-chat, don't get long-winded about myself or god forbid I talk about my feelings. It's just not my usual style, but I'm in a mood that I can only describe as "very weird" twice now and I don't even know why. Usually I'm a fanatic for self-control and self-awareness, prizing those two things right up there at the top of my priority list; come to think of it, they're right next to dignity. I'm sitting here typing all of this out and I just don't feel anything besides the normal mild headache (we'll get to that), a little empty from hunger because I haven't eaten all day (should probably do something about that, but I'm almost out of money, so it has to wait until I get home in around two hours), and too warm because I'm still sitting with the blanket on me. I don't know how this will be received by all of you. And it's usually one of those many things I think about doing and then end up not doing, but right now I'm in a major "I don't care, I'm doing it" attitude and who knows if I'll look back and think "I shouldn't have posted that." *sigh* I guess I'll get to the point now that I've already lost half of you that clicked the link. *later bit here: I go on a bit of a tangent, so if you want to get to the current stuff, use Control-F and search for "And here I am, still working away at doing nothing."* I started modding back around November 7th, 2011. I knew nothing about computers besides how to type and click stuff (and play games, of course). Fast forward two or three months; In January, I've moved to Missouri to live with dad and I've gotten a D in my math class (my fault for not contacting the teacher; this was an online class) and really starting to figure out that my dad is an asshole. Oh, and I was banging my head against the keyboard trying to figure out scripting. And dad was practicing the usual "how to put down a woman and make yourself superior" routine because he's a real man and can walk the walk (please tell me you can hear the sarcasm...). Another five months and I've gotten more experience with modding and can navigate KotOR Tool pretty well. I've also been playing the games and enjoying the mods. I'm starting to actually have conversations with the other modders and feel like I'm fitting in. Come August and my brother shows up to visit (he moved in with Mom around September or October 2011). Everything's going great until dad goes off the deep end again with the vodka and my brother and I are in the bedroom playing videogames to ignore the belligerent jackass raging up and down the hall. *sigh* Then my brother went back to Oregon and I went back to my routine. I was usually spending eight or more hours a day engrossed in something KotOR, whether it was the forums, the tutorials, playing the games, or modding itself. Then I beta-tested the pre-beta version of the beta of the public beta of The Jedi Masters 2.0 for Trex and lost my internet for about two weeks. I was cut off and forced to learn a lot about modding in a real quick hurry to be able to finish TJM when things broke. This was actually a good experience for me, as it helped give me a lot of the basis for what I know today. And then in November I started spending a few days learning the programming language Perl and was working with KotOR Save Editor (what most probably know as "KSE"). Things had been heating up between me and dad this whole time. I yelled at him in the kitchen while he was drunk (I was actually yelling that I was on his side), he took one step in my direction, and then I was running (I honestly believe quite literally for my life) away for a few hours before I got sent back home by a friend (no, I don't blame the friend; he was just doing what he honestly believed was right). And before this incident I came home and found them drunk (they had been out of alcohol when I had left a few hours previously) and I got mad. I called a different friend to come get me for the night and then threw a note toward my dad as I went out the door. I should add that I was 16 and not exactly the brightest at forward thinking. Next day I got taken from school by dad, brought out to the backyard, and shoved up against a building while dad looked my right in the eye and said we were either going to duke it out (fight) or he was going to thrash me in the pool behind us. In the end, I didn't fight and I didn't go for a possibly-fatal dip in the pool. But after that I made firm steps to get my ass out of there and I left over Thanksgiving. I also was out of modding and mostly away from the community for the next... 8 or 9 months until I got a laptop from Mom. Then I helped LDR with a few projects and enjoyed some nice chats. He was helping ZM90 with some stuff for K1R and ZM90 was in need of a scripter. So my name was submitted and I agreed because I was bored. Oh boy, what a ride that started. Mom's boyfriend was just as bad as dad, except in a few different ways and he was most of the time sober. So while I worked on K1R and made some cool tool or other that is broken half a dozen ways, I also had to put up with him and graduating from high school. I eventually did and was making steady progress on K1R until the summer hit. Then I went into a slump and didn't do a whole lot of modding until around August. I was also fighting trying to get stuff from Fallen Guardian and ZM90 was trying but not really helping a whole lot. I had found out later that LDR was only a temporary helper and not a full-time guy. We finally got K1R 0.9 released and we got rushed with a lot of reports and bugs. I dealt with it okay and did the work to get K1R up to 1.0. And I've done the same with 1.1 and 1.2. Almost all of the work was me, Fair Strides the work-horse (self-admitted), with the exception of testing fixes, bugs, and compiling lists of stuff, which was done by ZM90. But I'm the big workhorse; always have been. Part of it's just my nature, my diligence, but a lot of it's been my conditioning. Conditioned by dad that playing video games means I'm lazy. Conditioned by Mom's boyfriend that doing nothing but laying around and watching TV means I'm lazy. Conditioning that reinforced my nature, my diligence and sense of perfection in my work, and makes it so I work my ass off on the task at hand, no matter if it's modding, programming, cleaning the house that my "aunt" leaves in a constant mess, or working outside on lifting, carrying, cleaning, and helping my uncle and grandpa out. And here I am, still working away at doing nothing. I haven't programmed in months, my modding is taking a nose-dive, I was absent from DS for a week and for the most part didn't notice, even though I hated not replying to the PMs. I know more about the KotOR engine than almost anybody else in this community, have helped out an astounding number of people (I never did count how many times people have mentioned me in read-mes, but there's also my post count), and yet I can't even string a dialog together and have tried several times to write tutorials. I've been here five years (almost), have risen to be one of the best around, and in a metaphorical sense I'm now feeling old and tired, spent. I can still help and I still do small tasks, but you won't see me crusading a project. I can't write my own tutorials even though I know so much, and I'm on the computer way too much. Almost daily I deal with headaches. Most of the time they are mild ones that stick in one spot, but they last for so long. There's a general blanket over my mind and I don't feel like doing much. I also have really bad motivation issues. I don't know what this means for me in the long run, but I know that I feel tired and that I'm almost useless at the moment. I don't plan on running out on anything I'm currently working on if I can avoid it, but I might end up taking a back seat on a lot of it. I know I need to be on the computer less and get out more. I hope I can get out more when the FAFSA comes in for school, but that just leads to a whole swarm of issues, all of which involve socializing. How do you people do it? Most of the time I'm not really in touch with most of my emotions and I've gotten good at suppressing stuff. But how do you people just walk up to a stranger and talk to them? Does it matter to you if you're talking to a guy or a girl, because it absolutely makes a difference for me. I like people, really I do, but I don't like trying to get to know them, that initial time where you're both just strangers. And when I do get to know someone, things go much better if they're a guy. If it's a girl, I know jack nothing about anything. A friend of mine once said I was kind, considerate, and caring enough that if I just tried, I could probably get a girl. But nowadays, if you try to act like that, you get labelled a creep or a stalker because it's not natural for a guy to be so nice to a stranger... I really should stop rambling. I'm rambling so much I don't even care that I've said things I probably should have kept to myself. :| To anyone who has read this far, thanks for taking the time. I don't blame you if you can't make sense of what I've written, so I'll try to sum it up below: 1. I'm moody and have issues. 2. I'm tired... 3. It's not you guys, it's me that's the problem. 4. I won't give up the projects I'm already on, but I won't be as big a presence around here for a whie.
  16. 4 points
    Originally I cribbed this list from the internet to assist me when I was making my Loading Screen Mods for TSL. However, after I made the Replacement Loading Screens for KotOR2: Add-On Pack for those new areas, I wound up adding those warp codes to my own list. I was recently asked about Brotherhood of Shadow warp codes on Discord recently - yes, I know it's a different game - and it reminded me of my TSL Warp Code list. So now I post it here. If you find errors, please let me know. If you have codes from other mods that I may have overlooked (or haven't been released at time of writing), please let me know and I'll add them with attribution. Special thanks to @Leilukinand @JCarter426 for their assistance on KotOR Reddit Discord in working out how to find the Warp Codes more easily using Holocron Toolset. KOTOR II Warp Codes Enter these codes after "warp " in the console to be instantly transported to the listed area. The area code is not case-sensitive; i.e. 101per, 101Per, and 101PER all work. (Remember that the console is invisible in TSL.) Code Area 001EBO Prologue - Ebon Hawk Interior 002EBO Prologue - Ebon Hawk Exterior Hull 003EBO Ebon Hawk - Interior 004EBO Ebon Hawk - Interior - Red Eclipse Slayer Invasion [1] 005EBO Ebon Hawk - Escape from Peragus [2] 006EBO Ebon Hawk - Interior [10] 007EBO Ebon Hawk - Interior [12] 101PER Peragus - Administration Level 102PER Peragus - Mining Tunnels 103PER Peragus - Fuel Depot 104PER Peragus - Asteroid Exterior 105PER Peragus - Dormitories 106PER Peragus - Hangar Bay 107PER Peragus - Turret Minigame [2] 151HAR Harbinger - Command Deck 152HAR Harbinger - Crew Quarters 153HAR Harbinger - Engine Deck 154HAR Harbinger - Command Deck (used for cutscenes) 201TEL Citadel Station - Dock Module 202TEL Citadel Station - Entertainment 203TEL Citadel Station - Residential 082 East 204TEL Citadel Station - Residential 082 West 205TEL Citadel Station - Cutscene with Carth Onasi [3] 207TEL Citadel Station - Cantina 208TEL Citadel Station - Bumani Exchange Corp. 209TEL Citadel Station - Czerka Offices 211TEL Citadel Station - Swoop Track [4] 220TEL Citadel Station - Suburban 221TEL Citadel Station - Suburban 222TEL Citadel Station - Entertainment Module 081 231TEL Telos - Restoration Zone [5] 232TEL Telos - Underground Base 233TEL Telos - Czerka Site 261TEL Telos - Polar Plateau 262TEL Telos - Secret Academy 301NAR Nar Shadaa - Refugee Landing Pad 302NAR Nar Shadaa - Refugee Quad 303NAR Nar Shadaa - Docks 304NAR Nar Shadaa - Jekk'Jekk Tarr 305NAR Nar Shadaa - Jekk'Jekk Tarr Tunnels 306NAR Nar Shadaa - Entertainment Promenade 351NAR Nar Shadaa - Goto's Yacht 352NAR Nar Shadaa - Goto Cutscene [6] 371NAR Nar Shadaa - Swoop Track [4] 401DXN Dxun - Jungle Landing 402DXN Dxun - Jungle 403DXN Dxun - Mandalorian Ruins 404DXN Dxun - Mandalorian Cache 410DXN Dxun - Jungle Tomb 411DXN Dxun - Sith Tomb 421DXN Dxun - Turret Minigame [2] 501OND Onderon - Iziz Spaceport 502OND Onderon - Iziz Merchant Quarter 503OND Onderon - Iziz Cantina 504OND Onderon - Sky Ramp 505OND Onderon - Turret Minigame [2] 506OND Onderon - Royal Palace 510OND Onderon - Swoop Track [4] 511OND Onderon - Iziz Merchant Quarter Invasion [7] 512OND Onderon - Iziz Western Square 601DAN Dantooine - Khoonda Plains 602DAN Dantooine - Khoonda 603DAN Dantooine - Khoonda Plains Cutscenes [8] 604DAN Dantooine - Crystal Cave 605DAN Dantooine - Enclave Courtyard 610DAN Dantooine - Enclave Sublevel 650DAN Dantooine - Rebuilt Jedi Enclave 701KOR Korriban - Valley of the Dark Lords 702KOR Korriban - Sith Academy 710KOR Korriban - Shyrack Cave 711KOR Korriban - Secret Tomb 851NIH Ravager - Command Deck 852NIH Ravager - Bridge 853NIH Ravager - Nihilus/Visas Cutscene 901MAL Malachor V - Surface 902MAL Malachor V - Depths 903MAL Malachor V - Trayus Academy 904MAL Malachor V - Trayus Core 905MAL Malachor V - Trayus Crescent 906MAL Malachor V - Trayus Proving Grounds 907MAL Malachor V - Kreia/Sion Cutscene 952COR Coruscant - Jedi Temple 953COR Coruscant - Jedi Temple Council Chambers 954COR Coruscant - Jedi Temple Landing Pad 950COR Ebon Hawk - Escape From Telos Cutscene [9] New areas added by mods Code Area TSLRCM (information kindly provided by Leilukin) 012EBO Ebon Hawk - Interior - Cutscene of the Red Eclipse boarding 235TEL Telos Orbital Shuttle 298TEL Telos - Military Base Sub-Level (HK Factory) 299TEL Telos - HK Manufacturing Plant 307NAR Nar Shaddaa - Entertainment Promenade - Zhug Brothers' cutscenes 350NAR Nar Shaddaa - Refugee Landing Pad - For the sequence where Atton, Bao-Dur and possibly a 3rd party member fight through the area 908MAL Malachor V - Trayus Academy - Handmaiden vs. Visas cutscene 909MAL Malachor V - Trayus Academy - Atton vs. Disciple cutscene, Atton vs. Sion fight and cutscene Curse of the Sith 100CDN Curse of the Sith Azgath N'Dul's Tomb 712KOR Korriban - Azgath N'Dul's Tomb 713KOR Korriban - Tomb Antechamber [TSL] Lost Modules Pack (info provided by InSidious in his mod description) 000test Empty, box-shaped room. The camera clips through the walls, like it does in most custom modules. 000trl Small, empty area with a foggy floor. Perhaps has something to do with the main menu, when completed by a character with the Sith Lord prestige class? 999dia Very large, flat plane, with walkmesh and lighting. Perhaps a test? M4-78 Enhancement Project 703KOR Korriban cutscene #1 for M4-78 version 1.5 705KOR Korriban cutscene #2 for M4-78 version 1.5 801DRO M4-78 - Landing Pad 802DRO M4-78 - Central Zone 803DRO M4-78 - Environmental Zone 804DRO M4-78 - Industrial Zone 805DRO M4-78 - M4-78 Archon Chamber 806DRO M4-78 - Archon I Chamber (ES-05) 807DRO M4-78 - Archon II Chamber (IS-24) 808DRO M4-78 – Central Zone (irradiated) 809DRO M4-78 - Industrial Zone (irradiated) 810DRO M4-78 - Industrial Zone - Design & Testing 811DRO M4-78 - Industrial Zone - Research & Development Coruscant Jedi Temple 952COR Coruscant - Jedi Temple 953COR Coruscant - Jedi Temple Council Chambers 954COR Coruscant - Jedi Temple Landing Pad Korriban Expansion 740KOR Valley Floor 741KOR Poxus Awakens Herrco [Cutscene] 743KOR Tomb of Darth Doom III 745KOR Poxus' Academy 746KOR Poxus' Sanctuary 747KOR Shuttle Area 748KOR Sith Ruins 749KOR Thulsa Gaul’s Outer Sanctum 750KOR Thulsa Gaul’s Inner Sanctum 910DAG Tomb of Ezer Arden Extended Enclave (information from Leilukin) 020EBO Ebon Hawk [11] Cathalan 451CAT Keralt High Level 452CAT Keralt Middle Level 453CAT Keralt Entertainment Level 454CAT Keralt Lower Level 455CAT Warrior Base 456CAT Wyvern Dragon’s Base 457CAT Eastern Dark Lands 458CAT Mattersan District 459CAT Western Dark Lands 460CAT Outsider’s Enclave 461CAT The Crypts 462CAT Keralt Sector 51 ORIGINAL NOTES: [1] Warping into this area will leave you without companions. Not a good thing unless you just want to test your toughness. [2] Warping into a turret minigame may cause the game to hang when the minigame is complete. [3] Warping into this area does nothing except trigger a cutscene on Citadel Station with Carth Onasi. You then travel to Malachor V. [4] You can warp into a swoop track and race. Afterwards, you'll find yourself in front of the track manager; however, your race time won't be recorded. Use this for practicing swoop racing without paying any money. [5] Warping into the Telos Restoration Zone prior to having entered it normally will cause the game to hang in the cutscene and your only option is to ALT-F4 to force the game to close. [6] You'll see a plot-exposition cutscene that normally occurs the first time you travel to Nar Shadaa and then end up on the Refugee Landing Pad. [7] This is the Iziz Merchant Quarter after you have landed your Mandalorian War Basilisk in the middle of the street. [8] This is actually an amusing area to visit. This is the area used to show cutscenes when you are helping/sabotaging the defense against the mercenaries. There's a computer console that allows you to play all the mini-movies and you can wander around and see how the developers set up the movies. [9] This is the scene aboard Ebon Hawk after you leave Atris' Secret Academy the first time. NEW NOTES: [10] As per Leilukin: 006EBO is used for the cutscene on the Ebon Hawk after the Rebuilt Jedi Enclave (which includes dialogue with Atton and Visas/Disciple) [11] As per Leilukin: the Extended Enclave mod also adds a custom module for the Ebon Hawk, 020EBO for the cutscene of the Ebon Hawk crew after the Exile's "death". [12] As per Leilukin: 007EBO is used for the cutscene on the Ebon Hawk after Goto's Yacht, which includes dialogue with Mira/Hanharr, Atton and G0-T0
  17. 4 points
    I just learned the hard way that the phrase "sometimes the best solution is the simplest" can apply to KotoR modding as well. After the initial release of my KotOR 1 No Gendered Dialogue from Male NPCs mod, I was planning on adding another installation option to remove Holdan and Tanis Venn from the game entirely. I had spent a considerable amount of time and energy to figure out how to do it without causing bugs, and I want those changes to be made by setting up TSLPatcher to patch relevant files instead of hard replacing files in order to improve compatibility with other mods. I kept trying to use GIT editors to delete the NPCs' UTC, but every time when I used TSLPatcher's ChangeEdit to configure the changes and tested it in my game, there were bugs like duplicating a different NPC. Finally, after multiple unsatisfying attempts and almost giving up, I figured out the solution turns out to be much simpler: Just use K-GFF to edit the GIT files by replacing the NPCs' TemplateResRef to _false, like how I replace the script references of the dialogue I want to remove in my mods. I should have thought about it earlier, since this was far from the first time I used K-GFF. 😖 I was so relieved when I tested this final solution and found no bugs. 😌 Now I have updated my KotOR 1 No Gendered Dialogue from Male NPCs mod to version 1.2.
  18. 4 points
    Hello, everyone. It has been much longer than usual, mainly because I did not have a computer that could run the KOTOR games for over a year. I am easing back into things now, but because it's been so long, I've forgotten much of what I had intended to work on. If you would like to see a particular update for any of my mods, or if you have a request for a mod that seems like something I'd do, please let me know. Lately, much of my time has been spent finding things to do, so I am all ears. Mod Updates Korriban: Back in Black for K1 – Fixed a typo that resulted in Jorak Uln having the wrong color robes. Fashion Line I: Cloaked Jedi Robes for K1 – I guess the previous version had the wrong files for PFBIM? I don't remember... Vision Enhancement for K1 – Added a fix for the "Cut Start" bug. Romance Enhancement: Biromantic Bastila for K1 – Corrected some gender checks that made Bastila say the wrong lines. Also added some VO that was missing. VO Fix for K2 – Converted audio and confirmed that it now definitely works with the Aspyr update. Sound Effects for K1 – Converted audio files with SithCodec. Feat Fixes for K2 – Added a bunch more feats that seemed denied to certain classes for no reason, corrected prestige class proficiencies, and added a fix for the droid feat gain swap for the heck of it even though TSLRCM already fixes it. New Mods Romance Enhancement: Pan-Galactic Flirting for K1 – Removes several gender checks throughout the game, allowing players of any gender to flirt with the affected NPCs. Sound Effects for K1 – A port of the previously existing mod for K1 to K2. Modding Tools SithCodec – Rewrote most of the code to be cleaner and follow better practices. The biggest improvement resulting from this is that SithCodec will preserve folder hierarchies. KOTOR Case Fixer – A simple tool that recursively iterates through a directory and converts all paths to lowercase. This corrects some problems with mods on Unix-based operating systems that are case sensitive. Something Completely Different @Leilukin, who previously made several romance mods for KOTOR 2, has released a Carth Onasi and Male PC Romance mod for KOTOR 1. This is something I had thought about when working on my romance mods, but I didn't want to tackle it because I expected Carth's romance to require more dialogue editing than Bastila's. I'm glad somebody decided to make this option possible, and I'm interested in seeing how they handled the dialogue when I get a chance to try it. Good job!
  19. 4 points
    So, I've wanted to implement this idea for a while now, but only just recently actually started to do it. A module builder of sorts, that creates semi-unique areas by letting the user piece together areas that already exist in game to create their own layouts. This will allow everyone, including those without the slightest modding experience do design a layout of an area and export it to the game in a matter minutes. There is still a lot of work to be done but the basics of placing rooms, snapping them together and exporting the corresponding MDL/MDX/LYT is implemented. Here is an example of the program in its current state in action: Ultimately the goal would be to have most existing interior areas in both KotOR and TSL to be implemented into this. A list of areas include: Sith Base Black Vulkar and Hidden Bek bases Undercity Sewers Devik's Estate Sandral Estate/Khoonda Dantooine Academy and its Sublevels Korriban Academy/Tombs Endar Spire/Harbinger Leviathan Peragus Telos Residential Area Telos Military Base Telos Academy Nar Shadaa Iziz Palace Trayus Academy Hrakert Station And of course there is always the possibly of custom user-made content. The main issue is that settings up the rooms for use does take time, so depending on interest I might not do all of them. Currently I have been using the Sith Base as you can see from the screenshots above. The biggest issue is none of the rooms in the game follow a specific size convention, so in most cases, if you try set up a module that has a circuit, It probably won't align properly. Features that I plan on implementing include: Exporting with doors. Have each door frame have a door and doors which don't go anywhere should be unselectable. Exporting a minimap. This would include settings up the appropriate values in an .ifo file so there is zero setup required. Export as a MOD file, so no setup required to get them to run in game. Export textures/lightmaps with a custom prefix to allow user's to easily retexture areas that won't interfere with other existing modules. Export any area as K1 or TSL models. Allow the user to set up rooms to transitions to other modules. Some kind of intuitive and simple UI that allows players to configure the VIS file. More as I go a long. This development of course has not gone smoothly, here is a list of frustrations I noted down if you an be bothered to read them: Both the MDL and WOK files contain the walkmesh data, which seems redundant. The MDL walkmesh handles grass and camera-blocking whereas the WOK walkmesh handles actual movement and pathfinding. AFIAK both share identical geometry. I imagine this is because of certain precomputed values stored in it that change when the model shifts? The WOK ignores the position of the room in the LYT. Changing the coordinates in the LYT will shift the MDL but not the WOK. So this means the vertices in the WOK need to be manually shifted. Because of this, bounding boxes on the AABB need to be moved and face normals need to be updated. Some values which im not even sure what they are may need to be changed as well (place distances/most significant plane)? The LYT lacks any rotation property for room entries. The orientation property in the node header for MDLs doesn't do anything, even when controllers aren't present, so I'm not sure why this exists. Maybe a remnant from NWN format or the console version? The root node in MDL doesn't come with any controllers at all, I should probably check if MDLEdit is capable of this if the ascii file is modified correctly. My work around to this is to child a dummy node onto the root and have that node parent everything else. I use this node to rotate the entire model. Rooms either come with a full doorframe, or none at all, meaning I have to edit each room to have half-doorframes to make them universally compatible with all the other rooms of the same door type. More of an inconvenience than anything else really. In order two connect rooms, the geometric edge on both rooms as to 'point' to the other room's index in the LYT file. This means I have to use a combination of KAurora and MDLEdit to figure out the index of the edge that my program has to edit on export. Its an very tiresome task. There is some bug in KotORBlender that if I export an MDL then delete one of the objects, then export it again an error occurs because the object is missing. Sigh. Of course its missing, I deleted it. A quick work around is just to copy all the model into a new .blend file and export that instead. This tool is not intended to be a full fledged module editor but mainly for building an area which can be edited using some other tool. That said it will be incorporated with my All-in-one toolset (WIP) but I will most release a stand alone as well. I'm also open to name suggestions if anyone. I do also want to try create a terrain editor as well. This hypothetical tool (exteriors) would compliment the one I just talked about (interiors). I'd imagine it would have some kind of "cliffs" ability that would mimic the walls that shape modules the same of what you see on the surfaces Dantooine/Dxun/Telos. You would further be able to detail the landscape with objects such as trees/rocks. It would be technical challenge, but I'm definitely going to take a stab at it. For now, that about covers it all.
  20. 4 points
    Our first adventure takes us to the usual scene. Our hero awakens, pulled away from his wonderous dream of being surrounding by Twilek Lekku, With his morning quarterstaff still up and about, our trusty bunkmate has come to inform us of the situation. In a terrible state of ironic affairs, it seems that he is the one who has fallen out of bed and hit his head, as he believes that he is a Jedi Knight. Yep, a Jedi Knight holding a Blaster rifle and with a Republic Soldier uniform. Seems legit. He also speaks the Twilek language. Fascinating. There have been stories, rare as they are, of people suffering traumatic cranial injuries regaining consciousness to find memories that were not once theirs or somehow have the ability to speak a language never spoken by them before. Perhaps this is one of those moments? Anyway, we have to escort our immensly confused friend to the scene of the battle. We now have a glimpse of what he actually looks like through our animated profile pic of him! Based on this most handsome face, I believe a more fitting name should be applied. Yes, henceforth, we shall name our companion "Bruh". Anyway, Bruh's first battle with sith ends up poorly, but we still survived! In reality, it's just cause we're invincible on the first level, but let's just play along and pretend that Bruh cut down all those mean bad sith bullies with his laser sword Rude ass still won't give me the advanced medical kit he usually would here tho... But now, we've reached the heart of the battle, and it seems like all hands are on deck! In one corner we have a mercenary, on the other corner, a Czerka employee, and on the other corner... a civillian? That thing is nearly half her size, dang. What is she even doing here?? Oddly enough, that's supposed to be Selven. How nice of her to help the Republic before she died. Shame, guess we'll have to kill her again on Taris to make up the favor. BTW, so nice of the journalist the Repuiblic hired to interview bastilla to pick up arms and defend the ship. I also really like the new Twilek Sith Captain! Adds some really nice diversity to the sith ranks. I have to wonder though, who thought she would be fit for battle with her arm so damaged? As Bruh and Revan limp their way to victory, fighting against odds clearly meant for a Jedi and not two republic soldiers to be dealing with, we come across a duel between a Dark Jedi and a Jedi apprentice, our first lightsaber encounter in the game! Except for some reason, Bruh keeps talking about how that's his padawan... Ya, sure thing, Bruh. We'll take you to the neurologist as soon as this mission is done with, ok buddy? (WHAT IS SHE EVEN WEARING) Unfortunately, both the Dark Jedi and the Jedi perished in the battle. Bruh is not to happy that we pointed out that she died, constantly lamenting about how she could take her on no problem... even though this was her first actual real mission. Bruh, you need help ASAP To try and make some sense of this, Bruh attempts to meditate to resolve the issue, falling back on his Jedi teaching. Ya, his nonexistant Jedi teaching. C'mon... YOU. ARE. A. SOLDIEEEEEER You're not a real Jedi, you're a ground unit! You are a general's plaything! Finally, the insanity is almost done, and I got my first level u....uhhhh wait what? OK, something is missing here, I can't quiet put my finger on it... Where the feats at? Where are the ranged attacks? I'm pretty sure a few other things are missing. If I'm not careful, I could find myself getting stuck on this menu just cause my character gained every feat to early lol And this next scene, Bruh truly reveals his insanity. He just suddenly took off his clothes (I swear I didn't do this), ran into Darth Bandon unarmed and said that the Force would protect him or something and that fate was a mysterious thing. We'll whatever, I'll let that lunatic deal with little bald. Godspeed, Bruh Finally, time for the second pa- aaaaaaaaaaaaaaaaaaand Carth is Black my god man what is even happening lol btw was the scout outfit intentional? I'll assume the extra melanin was not. To my utter shock, the Dark Stalker mod for the Endar Spire, which I modifed heavily, still works flawlessly! I have no idea how, but I'm not complaining! Well, that's it for part 1. All things considered, part 1 is tame. Like, REALLY tame, compared to what's next. If you enjoyed this blog entry, don't worry, it all goes downhill from here! Stay tuned~
  21. 4 points
    EDIT: I unfortunately had to take the stream down last night after it premiered to fix an issue that went under the radar. If it had been a very minor thing I would have left it, but I wasn't happy leaving it up with that in still in there. It has now been fixed and the film is now back online. The link below has been updated. Thanks for sticking with me! Hey everyone! My next film, STAR WARS: KOTOR - THE SOLDIER'S DESTINY is now available to watch on YouTube! After nearly nine months of hard work, I am proud to finally show this film off. This is a beginning of a whole new trilogy and era for my KOTOR Machinima Saga, and I hope you all enjoy it. This was quite the challenge compared to my TSL Quadrilogy, and I'm so excited to take the story lines and characters deeper in the next two parts. I want to thank a few people for their help on this project (and over the years): @Sith Holocron - for his ever continuous honest and constructive feedback and suggestions which help make these films the best they can be. (And for lending his voice to the project, too!) @TheDukeOfDerps - for coming onto the project very near the end, yet still delivering to me his lines in an incredibly timely fashion! @madtitan12 - For lending his time and talents to the project to play Harnich. @Mellowtron11 - for continuing to be the man of one thousand voices, bring in Darth Bandon in Episode 2 @UnusualCharacters - For his ridiculously good impression of HK-47 and bringing many laughs to the dialogue. Finally, I'd like to thank @DarthParametric for his assistance in some of my modding queries. And to everyone else who has supported me over the years. It means a lot! I hope you all enjoy the film. ~ DV
  22. 3 points
    So you've ripped the tracks using one of the guides out there or you're just that clever with using Miles Sound Tools that you didn't even need one. Congratulations! You have that music to listen to to your hearts content. But what of the artwork that you probably want to track tag your MP3's with? What ever shall you put in there? Well, I have you covered. (pun intended) Here are two examples if nothing else comes to mind and . . . a template if you have the picture and don't want to fiddle around with the text too much. If you use my template, feel free to post your KotOR II themed IMGUR link in a post below.
  23. 3 points
    I got a lot of problems with you people. Now you're gonna hear about it. I'm trying something new again, though I've been thinking of doing it for a while. I noticed the site update changed the way it manages updates to mods. I think the new way makes more sense than the old way, but it does mean it's easier for updates to go unnoticed to anyone who isn't specifically following the mod page for that. So I figured I'd do a sort of mod roundup every so often to shout into the void about what I've been up to. Updates The primary point of this format - new updates to old mods that you might've missed. Supermodel Fix for K2 - Added some fixes for dual saber animations. And apparently I broke TSLRCM's lean animations at some point, so I fixed those too. Slave Bastila - I spent a good part of the summer putting out fires for this mod. Then after I thought it was done, there was some more weird stuff that wasn't even my fault. Nobody's reported anything for a couple months so I think it's safe now. Handmaiden Sisters - This was the first mod I submitted to Deadly Stream, though it wasn't the first mod I made, not by far. So it didn't have much sentimental value and I neglected it. It had been out of date for a while. I ended up redoing it from scratch for the update. Korriban: Back in Black - By request, there are new options for Uthar and Yuthura. And also a fix for a weird bug with a guy on Manaan. New Mods Some fine additions to your collection. Vision Enhancement - Makes the player stop going to bed wearing armor and teleporting to the Ebon Hawk in their sleep. Fashion Line I: Cloaked Jedi Robes for K1 - Ports those K2 robes with cloaks to K1. Possibly the #1 request since Deadly Stream started accepting ported mods, if we aren't counting "hey why don't you port the entire game" as one mod. Force Knock - Adds a Force power to replace the need for the Security Use skill. Modding Tools & Resources Stuff of no interest to non-modders but of potential non-zero interest to modders. Cloaked Jedi Robes & Supermodel Port for K1 - Mod resource version of what makes the Cloaked Robes and Slave Bastila work. Odyssey++ - User-defined languages for Notepad++. Suggests stuff as you type. Makes scripting for KOTOR easier. Something Completely Different In this section I'll post something recent that I didn't make but I think is cool and deserving of attention. This time, without a doubt, it's the CSLU Toolkit revival by @Jenko. The CSLU Toolkit is what KOTOR mods have always used to generate lip files because that's what was available back in 2005 when JdNoa made her LipSynchEditor. It was a convenient, free resource... at the time. Recently, it's been impossible to get a hold of the software. The CSLU server has been offline for over a year, meaning nobody could install the Toolkit. Even if they had the installer, it wouldn't work without the server available to confirm the license. I remember problem-solving this when the server first went offline. I even sent over my registry files, hoping we could get a new installation to recognize my license - just so we'd have the option of transferring a totally legitimate installation to a new machine when the time came. But nothing worked. It was oddly secure for freeware. Ultimately, it took him single-handedly pestering the staff at Oregon Health & Science University, getting his emails sent down a chain of several people in the hopes that it would finally reach somebody who actually worked on the thing. And it did. It was a Festivus miracle.
  24. 3 points
    I always wanted to import KOTOR ships like Leviathan, Endar Spider, Ebon Hawk or other fighter into Blender and I found a way I found a page in moddb which contains those ships. Those were .max files but I converted them into .fbx format and managed to import them into blender I also used Holocron Toolset to extract ebon hawk or other ships to use them in Blender as well. With space backgrounds I managed to render some good images with those ships
  25. 3 points
    The fact that Juhani from Star Wars: Knights of the Old Republic is a canon lesbian character is fairly common knowledge among LGBTQ+ fans of Star Wars. However, occasionally I still see people who do not know that the first KotOR game has the very first confirmed gay character in any Star Wars media, including the old Star Wars Expanded Universe; there are some other people who actually believe that Juhani is bisexual. Therefore, as a lesbian and someone who has made mods for the Knights of the Old Republic games and written a detailed Juhani romance guide, I would like to present hard evidence from the game files to point out that Juhani is in fact a lesbian, a woman who is exclusively attracted to women. The most crucial evidence comes from k_hjuh_dialog.dlg, Juhani’s main dialogue file which contains all the conversations covered in my Juhani Romance Guide. If you use KotOR Tool to browse the game files, k_hjuh_dialog.dlg is under KotOR I > BIFs > templates.bif > Dialog. I recommend using DLGEditor to view the .dlg files from KotOR games. Here is a screenshot of my DLGEditor with the most relevant part of the k_hjuh_dialog.dlg file: The highlighted dialogue shown in the screenshot (”I feel I must apologize for the way I acted towards you before, in the grove. It was wrong of me.”) is the beginning of your first personal conversation with Juhani after Juhani joins your party. Here is a video of the conversation in question: As shown in the screenshot above, once you begin this conversation, the script k_hjuh_p17 will fire, and this is the source of the script in question: void main() { int iGender = GetGender(GetPCSpeaker()); if (iGender == GENDER_FEMALE) { SetGlobalBoolean("T_JUHANIROM", TRUE); } } (In KotOR Tool, you can see the source script k_hjuh_p17.nss under KotOR I > BIFs > scripts.bif > Script, Source) As you may have guessed from the above script, k_hjuh_p17 sets the Global Boolean T_JUHANIROM to TRUE if, and ONLY IF, the player character is female. The T_JUHANIROM global is used by the game to check if Juhani’s romance is active or not. In other words, the game activates Juhani’s romance ONLY IF your player character is female, as soon as you start Juhani’s personal conversation after she joins your party. If your player character is male, Juhani’s romance will NOT be activated. Here is the hard evidence from KotOR's game files that Juhani is a lesbian, a woman who is exclusively attracted to women. Juhani is NOT straight. Juhani is NOT bisexual. The game used to have a bug that allowed male player characters to access Juhani’s romance, which is probably why some thought that Juhani is bisexual. However, the bug had been fixed in later patches. By fixing the bug, the game has made sure that ONLY a female player character can romance Juhani. Even though the word “lesbian” or “gay” is never used in any of the KotOR games, it does not change the fact that Juhani is a woman character who can only be romanced by a woman player character, which means Juhani is gay, a lesbian. Furthermore, I have read articles mentioning that Stanley Woo, Juhani's writer, had confirmed that Juhani is gay. Unfortunately, I cannot find the actual source of it. It is likely that Stanley Woo posted about it on the BioWare Social Network forums, but the forums are already offline. In conclusion, Juhani is a canon lesbian character and has always been intended to be such. I would also like to emphasise that I DO NOT support any mods that make Juhani a romance option for male characters under any circumstances, because such mods would be erasing the identity of the very first confirmed lesbian character in any Star Wars media. Not to mention, Juhani is the ONLY confirmed LGBTQ+ character in the entire KotOR series (Belaya from KotOR 1 and Luxa from KotOR 2 are heavily implied to be gay or bisexual, but their sexuality is never confirmed). Please respect LGBTQ+ representation and the identities of canon LGBTQ+ characters.
  26. 3 points
    Greetings, everyone. It's been a while. I was busier than usual over the summer, and I wanted to wait until I had a more substantial list of updates. This time, there's lots and lots of Jedi robes for KOTOR 1, new saber colors for KOTOR 1, a new modding tool that allowed for some updates, and the usual bug fixes. Updates Darksaber for K1 – Fixed an issue with the Darksaber not spawning. Also changed the installer to patch MOD files for better mod compatibility. Cloaked Jedi Robes – Made some animation improvements and converted textures to TPC format. Slave Bastila – Animation improvements, TPC format, and patching MOD files. Cloaked Jedi Robes & Supermodel Port mod resource – Updated to keep up to date with Cloaked Jedi Robes and also to include content from the new robe mods below. Lightsaber Visual Effects for K2 – I lied last time. I had forgotten to upload the K2 version. So this got the same treatment that the K1 version did, finally: alternate blue and green color options and TPC format. Jedi Tailor – Added a line of dialogue to account for a quest state I had forgotten about regarding the Sandral-Matale feud. VO Fix for K2 – Converted audio files with SithCodec. New Mods Extra Saber Colors – Adds orange, cyan, silver, viridian, and pink lightsabers to K1. Every color crystal has one drop location in the game, and crystals can be purchased on Yavin Station. Cloaked Party Robes – Gives the Jedi party members unique robes based on their clothing models. Cloaked Hybrid Robes – An alternative to Cloaked Jedi Robes, this mod adds the cloaks of the K2 robes to the K1 body models. Modding Tools SithCodec – Encodes and decodes audio for Knights of the Old Republic. Something Completely Different This month sees a much-anticipated release for KOTOR 2. The KOTOR 1 version was released a while back, and it felt like ages as we waited eagerly for the KOTOR 2 release, questioning whether it would ever see the light of day. I am of course talking about @Kexikus' High Quality Skyboxes II for KOTOR 2. Oh, and the Aspyr ports of KOTOR 2 for iOS and Android that have existed for years were finally released today, and there is now a mobile version of TSLRCM that will mostly work, and there was an accompanying update for the non-mobile version as well.
  27. 3 points
    Over the years, a large number of mods have been created for TSL. While most of the useful and/or still relevant mods are available in the Download sections of DeadlyStream and Nexus (currently most popular Kotor I-II modding resources as far as I know), some of them are not and thus have become lesser-known, rare or even obscure. I have seen many old mods of varying quality and made notes about interesting ones in the list-reminder. This list can be useful for people, who are tired of their builds and want to see something “new”. In the recent past, several mods have been rediscovered or recreated (Xcom's Grenades Mod, Blue GUI for TSL), so I won’t mention them. Also, I think mods like Ultimate Saber Mod (USM) or Dark Harbinger are fairly well known, so I’ll focus on more obscure works. 1. "TSL Improved Loading Screens" by SpaceAlex This mod is similar to Concept Loading Screens 1.1 mod by Darth InSidious, but unlike that mod, when there is no appropriate concept art, original loadscreen is replaced by processed high-resolution screenshot. I think these two mods will work best in tandem: some concept art loadscreens are present only in Darth InSidious work, while others are in SpaceAlex mod, some concept art looks better in the first mod, some looks sharper in the second. In particular, I can highlight load_105PER, load_205TEL, load_512OND, load_901MAL, load_EBO1, load_EBO3, load_EBO4, load_EBO5, load_EBO6. Note: you need to rename files load_EBO1.tga, load_EBO2.tga, …, load_EBO6.tga to load_001EBO.tga, load_002EBO.tga, …, load_006EBO.tga for them to work. Screenshots: Link: https://www.moddb.com/games/star-wars-knights-of-the-old-republic-ii/addons/tsl-improved-loading-screens 2. "Force Fashion I" and "Force Fashion II" by Jonathan7 These mods replace robes that use padawan model and add additional based on movie designs, KOTOR and Tales of the Jedi comics. They also give new robes to companions and jedi masters. It was stated that these mods are incompatible with TSLRCM, mainly due to party .dlg files for acquiring robes after they become jedi. But I guess, it should be possible to simply drop skin files to Override folder and obtain them via cheat codes (Jonathan7 kindly provided all item codes in readme file). There are many interesting robes to choose from; my favorites are Anakin RotS, Obi-Wan ANH, Luke RotJ, Nomi Sunrider, Malak’s Jedi Robe and Darth Sidious RotS robes. Note: item code for Brown Leather Robe (Sylvars Robe) is a_robe_25, not a_robe_55. Screenshots: More screenshots: https://web.archive.org/web/20110927123930/http://knightsoftheoldrepublic.filefront.com/file/Force_Fashion_II;104261x#2124606 Links: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/force-fashion and https://www.fileplanet.com/archive/p-67260/Star-Wars-Knights-of-the-Old-Republic-II-Force-Fashion-II-Mod 3. "RGB 6 short robes pack" by RGB This may be one of rarest TSL mods (that are worth seeking), it seems to disappear completely from the Internet and unlike other RGB’s works, it wasn’t saved by wayback machine. Which is a shame, because these short tunics skins have a great design and are well made, plus they give interesting bonuses. However, thanks to the amazing community members the mod has been rediscovered. The readme file didn’t have any redistribution instructions, so if you need it, message me on DeadlyStream or Discord. Alternatively, there is Tunics for JS-ZS Armors mod by 90SK. Screenshots: More screenshots: http://web.archive.org/web/20060511130116/http://www.pcgamemods.com/mod/12805.html 4. "The Mandalorian Knights" by The Source (MacCorp.) Adds a small shop near Tienn Tubb on Nar-Shaddaa that sells good-looking shiny heavy armors. The shop is nicely decorated, although new merchant has only bare minimum of dialogs (so don’t hope for extensive backstory or sidequests there). A curious detail: from a certain angle, “The Mandalorian Infiltrators” female armors resemble costumes from Power Rangers movie (2017) for some reason. Screenshots: Link: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/the-mandalorian-knights 5. "Malachor V" texture mods by xediixarwarz and OriionZ There are plenty of mods that replace Telos and Harbinger textures with alternate versions, but I have not seen many works that reskin Trayus Academy. In fact, the only released packs I remember are Malachor V 2012 and Malachor V 2013. While some design choices are questionable (didn’t know that sith were fans of pink color), these packs offer a nice variety over boring grayness of vanilla textures. Screenshots: Links: https://www.moddb.com/games/star-wars-knights-of-the-old-republic-ii/addons/malachor-v and https://www.moddb.com/games/star-wars-knights-of-the-old-republic-ii/addons/malachor-v-2013 6. "Lonna Vash Mod" by Sikon With this mod, the player can meet Lonna Vash on Korriban and talk to her without having to visit M4-78. Listed as incompatible on TSLRCM page, but several users confirmed that in reality it just reverts Korriban to pre-TSLRCM state (no HK-50 encounter there and no few restored lines). Link: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/lonna-vash-mod 7. "Force Power For TSL: Lightsaber Floating" by Darth333 Most of Darth333 mods are available in the Download section on DeadlyStream, but not this one. It adds a new force power that allows to summon floating lightsabers like certain character. In V2.0 the force power upgrades automatically upon usage (although now you can only learn it on Korriban, this will probably happen quite late in the game). Note: Regarding v2.0, I read that due to a bug, only one lightsaber appears after upgrading force power, but there is an instruction from zbyl2: “The mod itself needs a small fix to work as intended though. First of all, install the mod as usual. Then open Spells.2da from your Override folder and find the lines FORCE_POWER_D3_SABER_1 to _3. Remember their line numbers or simply keep the 2da file open. Next, go to the d3_saber_source folder found in the mod file and copy the d3_saber_force.nss somewhere else to edit. (You can also edit the one in the source folder, but I prefer keeping the mod files intact.) Open it using Kotor Tool's text editor or any other editor of your choice and replace 997 with the row number of FORCE_POWER_D3_SABER_1, the two instances of 998 with the row number of FORCE_POWER_D3_SABER_2 and the two instances of 999 with the row number of FORCE_POWER_D3_SABER_3. Once that's done, compile the script and place it in your Override, replacing the script already there.” Screenshots: Links: https://deadlystream.com/topic/7174-request-tsl-floating-lightsaber-force-power/?do=findComment&comment=76772 and https://deadlystream.com/topic/7174-request-tsl-floating-lightsaber-force-power/?do=findComment&comment=77458 8. "Final Touch" by oldflash Calling Final Touch obscure might be inaccurate, but nowadays this mod is rarely mentioned, despite being very famous in the mid-2000s and almost winning the title “Mod of the Year” on LucasForums. Sure, some things from it don’t look as cool as they did 15 years ago, some just didn’t age well, and overall scale of the mod makes it incompatible with major modern projects. However, it can serve as good modder resource (for personal use). What I mean is that experienced user can find files with interesting elements and manually insert them into Override folder. For example, things like new model for remote (https://deadlystream.com/topic/4800-black-reskin-of-bao-durs-remote/?do=findComment&comment=49900), handmaiden model without hood (works with some retextures, Instruction here https://forums.nexusmods.com/index.php?showtopic=5498592/#entry69250461), headgear, weapons or reskins of Visas robe (shroud will require manual recoloring if you wish it to match robe’s color). Screenshots: Link: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/final-touch 9. "Telos Polar Plateau Sidequest 1.2" by GeorgNihilus (aka FrantFire) Adds new sidequest that allows to return to Telos Polar Plateau and Atris’ academy. The mod is well-made: the story isn’t long, but has several possible conclusions, there is new location (though, it reuses existing module), NPCs have animations during dialogues. In version 1.2 the player can actually infiltrate and rob the academy, this would be a good opportunity to use invisibility belt and stealth gameplay, but this is not an option, sadly. There is no reliable info about compatibility with TSLRCM. Files ‘grenn.dlg’ (the dialog from 221TEL) and k_222area_enter.ncs script are likely to conflict with TSLRCM, but even then, they should undo only some changes to Battle of Telos modules (221TEL, 222TEL). Note: version 1.2 has a bug with missing NPC and westar pistol. Since original patch is no longer available, I made ‘custom’ fix. Before the installation of the “Telos Polar Plateau Sidequest 1.2 mod” copy files "changes.ini" and "ff_skeleton2.utp" from the fix into the folder "tslpatchdata" of the mod, replacing existent files. Then install mod as usual. Screenshots: Link: https://en.ds-servers.com/gf/ff-telospolarsidequest1-2-zip.html The unofficial fix is at the end of the post. If any of the mentioned mods are actually available in the Download section of DeadlyStream, then please post a link in the comments. ff_telossidequest1_2_fix.zip
  28. 3 points
    Hey everyone, As per usual, I've failed to keep this blog updated. Truth be told, I don't have much enthusiasm for it as it doesn't seem to garner much traction and I much prefer to post regular updates over on the "Community" section of my YouTube channel. At any rate, Echoes of the Past is done, and will be premiering live on YouTube this Saturday (20th June) at 10pm BST/5pm EST/2pm PT/4pm CT/3pm MT. You can watch the livestream here if you are interested, I hope to see some of you there! I also now have a Discord server for my films, @Sith Holocronand @Mellowtron11 are already members of it so please feel free to join. This may be my last blog post (at least for a while) as I much prefer posting announcements in the server and interacting with people over there. Really excited to see this film go out, I've worked really hard on it and I think (hope?) you'll like it, too. Hope everyone is taking care in the current climate! ~ DV
  29. 3 points
    0.8.3 Experimental Files for the Expanded Galaxy Project now feature demo levels of the Endar Spire. The video is outdated and the levels are now 99% functional / can be played through, I suggest starting a new game, skipping the prologue and then warping to "end_m01aa" In the future I might work on more levels, I found deconstructing and rebuilding these levels to be a really fun experience. I also think that they play and feel a lot better.
  30. 3 points
    The Mod Forge is the glory of the modders, the apex of their infinite subfolders. It is a source of infinite robe reskins, a tool of unstoppable uploads. An awful lot of information was lost with LucasForums, including the identities of the old Mod of the Year winners from 2005 to 2015. This isn't, per se, important; it's less useful than, for instance, the many, many tutorials we used to have. But it is a loss, nonetheless, particularly since we've kept up the Mod of the Year here at DeadlyStream since. I've tried to collect what information I can here, though some of it is, for now at least, irretrievably lost. Mod of the Year 2005 - Users' Pick KotOR Winner: Revan's Mask+ by T7Nowhere Runners Up: 1. Carth Romance Fix by cjt0202 2. Lightsaber Forms by deathdisco 3. Mekel Recruitment Mod by Tanesh 4. Ebon Hawk Workbench to a Construction Bench by RedHawke 5. Republic Commando: Delta Squad by Prime 6. Kamino Eugenics Chamber by RedHawke 7. Quest for tk102's Birthday, by Darth 333 et al. (includes svösh's hv88 blasters, Seprithro's blaster model and t7nowhere's saber models + birthday cake) 8. [MECK] Enter Jabba's Palace by Xavier2 et al. 9. Meet Athena (Selectable Female PC) by kristykistic 10. Xia Terashai Set by Chainz.2da, RedHAwke, and JediKnight72482 11. Kain Sword for The Real Kain by oldflash TSL Winner: Ultimate Lightsaber Mod (USM) by Chainz.2da, Darth333, Seprithro, svösh, and T7nowhere. Runners Up: 1. High Level Force Powers by stoffe -mkb- 2. TSL Movie Jedi Robes and Armour Mod by Prime 3. Jabba's palace Themed Dancer Outfit Additions by Drakonnen 4. Combat Simulation Arena by stoffe -mkb- 5. Real Darth Nihilus by Darth Stryke 6. AVol's Character: Darth Vader by Avol 7. The Dark Apprentice: Gold by MacLeodCorp 8. "Heart of the Force" Sabers by MdKnightR 9. Ceremonial Weapons Pack (melee) by oldflash 10. Floating Lightsabers Force Power by Darth333 11. Darksword by ChAiNz.2da Mod of the Year 2005 - Staff Picks KotOR 1. Carth Romance Fix by cjt0202 2. Quest for tk102's Birthday by Darth333 et al. 3. Chained Force Lightning by tk102 4. 2 Altered Endings by kristykistic 4. Ryyk Blade by Achilles 5. Ebon Hawk's Workbench to a Construction Bench by RedHawke 6. [MECK] Enter Jabba's Palace by Xavier2 et al. 7. Republic Commando: Delta Squad by Prime 8. Kain Sword for the Real Kain by oldflash 9. Kamino Eugenics Chamber by RedHawke 10. Segan Wyndh's Sabers by ChAiNz.2da 11. Revan's Mask+ by T7Nowhere 12. Mekel Recruitment Mod by Tanesh TSL 1. Male/Female Master + Padawan Robe Models + UV Fix by svösh 2. Hardcore Mod by beancounter 3. High Level Force Powers by stoffe -mkb- 4. Ultimate Saber Mod by ChAiNz.2da, Darth333, Seprithro, svösh, and T7nowhere 5. Game Balance Mod by Achilles 6. Remote Tells Your Influence by tk102 7. Putting the Sith Back in the Sith Lords by Prime 8. Floating Lightsabers Force Power by Darth333 9. Prestige Class Robe & Saber Pack by RedHawke & Maverick187 10. Combat Simulation Arena by stoffe -mkb- 11. Ceremonial Weapon Pack (melee) by oldflash 12. TSL Hack Pad by ChAiNz.2da Mod of the Year 2006 KotOR Winner: WOTOR (Weapons of the Old Republic) by T7Nowhere Runners Up: 1. Bastila and Fem Revan, the Untold Love Story by Master Kavar 2. Carth's Clothes I, II, and III by Kha 3. The Super Enhanced Mod by Shem 4. Super Skip Taris mod by Lit Ridl 5. Bastila: The Jedi Royal Guard by MacCorp 6. Ryyk Blade by InyriForge 7. Make Zaalbar a Jedi by Darkkender 8. Melee Pack by InyriForge 9. Patterned Jedi Robes by Silveredge9 TSL Winner: The Dark Apprentice: Holowan Consortium by MacCorp Runners Up: 1. Final Touch by oldflash 2. NPC Recruitable Dustil by Princess Artemis and Jiara 3. Kreia's Assorted Robes by ChAiNz.2da 4. Combat Simulation Arena v4 by stoffe 5. BloodRayne as PC by mjpb3 6. The Super Enhanced Mod by Shem 7. Floating Lightsabers 2.0 by Darth333 8. Imperial Knight by Prime 9. Atris Robes for Females by mjpb3 Mod of the Year 2007 KotOR Winner: Brotherhood of Shadow by Silveredge9 Runners Up: 1. Recruitable Kay by InyriForge 2. Bastila Romance Enhancement by swfan28 3. PC Hybrid Lizards by redrob41 4. Yuthura Ban to Darth Talon Conversion by Prime 5. Bastila Unchained by Kristy Kistic 6. Male Head Pack by InyriForge 7. Ajunta Pall Unique Appearance by Silveredge9 8. mjpb3's Selene from Underworld 9. Taris: Sith Planet by Rueben Shan 10. Darth Bane Pack by Silveredge9 TSL Winner: Coruscant Jedi Temple by deathdisco Runners Up: 1. KotOR II Restoration Mod (The Unrestored Content) by Team Exile 2. Peragus Correction Mod by Ulic and Cay 3. Five Twin Suns-esque Outfits For Female PCs by Emperor Devon 4. 'Fork' Short Lightsabers by oldflash and Darth InSidious 5. PVC Dancers Outfit by Kristy Kistic 6. Wilhelm Yell by Miles Edgeworth Mod of the Year 2008 KotOR Winner: Project Yavin 4th by MotOR Squad, Master Zionosis and ÐeceptiKain TSL Winner: TSL: Un-restored Content by zbyl2 Mod of the Year 2009 KotOR Winner: Brotherhood of Shadow: Solomon's Revenge by Silveredge9 TSL Winner: TSL Restored Content Mod Version 1.4 by DarthStoney and zbyl2 Mod of the Year 2010 No information Mod of the Year 2011 No information Mod of the Year 2012 No information Mod of the Year 2013 No information Mod of the Year 2014 May not have run Only nominations known. Mod of the Year 2015 KotOR Winner: K1RP v0.9b by RevanFan90, zbyl2, LDR, Dan Loto, Fallen Guardian, Seamhainn, Jatku and Fair Strides Runners Up: 1. Weapon Model Overhaul by Toasty Fresh 2. PC Response Moderation by Kainzorus Prime TSL Winner: The Jedi Masters 3.0 by Trex Runners Up: 1. NPC Overhaul for TSL by Kainzorus Prime 2. Revenge of Revan Playable Species 1 - Humans by redrob41 3. Phildevil's Twin Sun to Asari Mod Mod of the Year 2016 (DeadlyStream) Mod of the Year 2017 (DeadlyStream) Mod of the Year 2018 (DeadlyStream)
  31. 3 points
    It's me again. The mod roundup has most definitely served its purpose this time. It tipped me off that I never got around to updating the K2 version of a mod that I updated for K1 in January. The work was nearly all done and I was just too lazy to take new screenshots at the time. So good job, mod roundup. Updates Robe Adjustmnet – Fixed an issue that made the training cutscene wonky if you skipped through dialogue too quickly. Jedi Tailor – While testing a while back, the Tailor's shop spawned inside a Jawa. So I tried to fix that for this update, but because it's a random occurrence I'm not sure if it actually worked. Also fixed another bug in the Tailor's dialogue. Fashion Line I: Cloaked Jedi Robes / Cloaked Jedi Robes & Supermodel Port – Redid all textures. Higher resolution and ideally higher quality. Lightsaber Visual Effects for K1 and K2 – Added new options for blue and green lightsabers and converted all texture files to superior TPC format. New Mods Player Soundset Restoration – Restores the player's voice to K2 so you say random stuff when performing actions like you do in K1. Romance Enhancement: Biromantic Bastila – Allows a female player character to romance Bastila. Something Completely Different I have two somethings this time. I suspect certain individuals might be experiencing an increase in productivity on account of having more extra time than usual for certain reasons. First, @VarsityPuppet has finally gotten around to announcing the winners of the 2018 Mod of the Year awards. I hadn't realized that my Cloaked Jedi Robes had won for one category, so thanks to whomever voted for that. VP has also promised to get the 2019 competition running soon. Second, @AmanoJyaku has been working on a new script decompiler to address some issues with DeNCS. If successful, it will be a boon to modding as there are many scripts that cause DeNCS to choke up, preventing us from fixing bugs in them or otherwise improving their performance. We ran into several such unfortunate cases during Community Patch development, and there are also many scripts in K2 still running the bugged original random loot code even though TSLRCM fixes some of those bugs because the scripts without source code couldn't be recompiled. Any progress on that front could help make those fixes and other mods possible.
  32. 3 points
    Since I (still surprisingly) get requests for permissions and such, I figured making this post might make life easier for everyone All of my mods (Past, Present and Future) are now up for free-for-all. Modify, merge, incorporate, abuse, punish, etc. them as you will. ----------- The ONLY stipulation(s) I ask are that: 1) Please don't re-upload my original as-is mods as 'standalone'. Most of my mods are convoluted at best and may require support the uploader isn't aware of (patches/fixes/etc). I need to know where my mods are uploaded in order to do that, preferably under my own account so I have proper access and privileges 2) Please give mention or credit. Not so much for me, as I don't really care, but for any of my mods that may have required contributions from other talent. Both, Kreia's Assorted Robes and USM ESPECIALLY. 3) Regarding the USM. Despite what past PMs and emails sent to me seem to think, USM is NOT "my" mod.. I am just a part of the team that happened to be around the most at the time of it's popularity and had a private site where we could host it (and my name is alphabetically first.. hehehe ) If any of the other authors return or have issues with parts of it being shared/distributed, then all bets are off. I WILL take sides with them and whatever they wish. However as it's quite old, and let's be honest, there are other (better) alternatives.. I don't think the crew will mind. Hell, the fact it's still being considered is enough to make me smile. So for now, it too is "free-for-all", however no standalone re-uploads, please (see #1) ----------- Stipulations aside, concerning #1, most of my mods are already available at most of the popular depots including Deadly Stream, Filefront, GameBanana and my own site, JumpStationZ. I AM currently working on NEXUS versions as well. This obviously wouldn't apply to merges/fixes/patches etc. that may require the sum total, portions or parts of my mods. By all means, include and re-upload those assets within your own mod to your heart's desire.
  33. 3 points
    Hey everyone! After a very long two months of commitments to other things outside KOTOR, I'm finally properly back. Episode II: Echoes of the Past has officially entered production! ~ DV
  34. 3 points
    I meant to post this back in June, but I forgot. It was supposed to be a quarterly thing, but it remains a semi-regular thing. Updates Supermodel Fix for K2 - Fixed a facial issue and updated K1 style running to match what I did with it in my supermodel port. Yay for consistency. Minor Fixes for K1 - Minor updates for minor fixes. Fixed some leaf textures and converted them and others to superior TPC format. Darksaber for K1 and for K2 - Made new blade textures using the Saber plug-in for After Effects. Fixed the hilt alignment because apparently I had people holding it sideways before. Flipped Y-axis on the normal map so it doesn't look like it came from the mirror universe, and maybe made other improvements, hard to say. Converted other textures to superior TPC format. Security Spikes for K1 - Fixed an issue with the code that let it open doors the player normally couldn't interact with, like ones meant to seal holes in the fabric of the universe. Lightsaber Visual Effects for K2 - Added optional textures for the new colors added by the Ultimate Saber Mod, in case you want to use that and have consistent blade quality. Mandalorian Armor for K1 - Fixed a minor issue with Option A & the upgrade screen. New Mods Robe Adjustment for K1 - Two options to give you additional robes on Dantooine. The first option gives you robes to actually wear during the montage; they have the stats of clothing, so the change is merely aesthetic. The second option makes Zhar give you the robes he normally gives a bit earlier, right when you can start wearing them. They can be installed separately or together. Jedi Tailor for K1 - Adds a Trandoshan who will tailor your robes for you. He'll change the color between brown, black, red, and blue without affecting the robe stats. He also sells stuff and gossips. Something Completely Different My pick for this entry is Sith Armor - Freelook Filter Mod by @ebmar. It's such a simple and in retrospect obvious thing to add, but at the same time it's one I doubt I ever would've thought of or bothered with doing myself, so it's especially nice that somebody else did.
  35. 3 points
    I’m glad to be able to talk about porting. It’s not the subject itself that I find as mysterious and alluring as some forumites seem to, but it’s been such a taboo topic for so long that I find it refreshing to be able to talk about everything I’ve been repressing. Porting content from one game to another within the same series (e.g. Star Wars: Knights of the Old Republic to Star Wars: Knights of the Old Republic II - The Sith Lords) is now allowed on Deadly Stream. Because I’m allegedly “staff”, I was told about the change of policy a couple days before the official announcement, and I was shocked. I’m still shocked. Honestly, it feels weird discussing the topic even now. Not in a bad way - like I said, it’s rather liberating - but in an I’m still having trouble believing this is a thing sort of way. This would’ve been my tenth anniversary on LucasForums, if it were still online, and I was on the FileFront forums for a bit before that. Porting was always banned and I don’t remember when it wasn’t. When Deadly Stream went online, it maintained the same rules, and now that’s changing. It’s a shift in policy older than this website, put in place before many users here even played the games. It’s a surprise, to be sure - and I expect a welcome one for many. Given the nature of this modding website, I expect anyone reading this likely knows well enough about porting, but not everyone is a modder or PC gamer and I have been asked before what porting is and why it’s a big deal. Porting is taking copyrighted content - models, textures, music, or what have you - from one game and putting it into a different game. It’s a kind of modding, but the distinction is that regular old modding works within the confines of whatever game is being modded, editing the existing assets and/or adding new content created by the modder, while porting involves something that wasn’t in the game and that the modder doesn’t have the rights to. Why is this a big deal? It isn’t in some communities. Different sites have different rules, and some do allow it. But it wasn’t allowed in the KOTOR community until now, though I feel I need to add a qualifier to that. It was kind of unclear. Porting was certainly against the rules on LucasForums, and with LucasForums went the KOTOR community. While I was a reviewer for KOTORFiles part of my job was to make sure the mods I reviewed didn’t have anything that wasn’t allowed. We were, for example, instructed to be on the lookout for TSLRP when the beta was leaked. If you were to ask me if porting were allowed I think I’d say no, but I don’t think that was an actual FileFront rule. JK3Files hosted mods that ported content from Jedi Outcast to Jedi Academy. There were also a few KOTOR mods I suspected of ported content - textures I recognized from Jedi Academy, for example - as well as mods that included other copyrighted material like music and sound effects. Fortunately, though, nothing ever came under my review that called for an examination of the laws of porting. To further complicate matters, the official release of MDLOps - still hosted on StarWarsKnights.com - contains a tutorial on how to port the Tenloss disruptor rifle from Jedi Outcast/Academy to KOTOR. Bit of a mixed message there. Regardless, on LucasForums porting was certainly verboten. But for a long time, this was a moot point. There was a lot in the modding realm we couldn’t do. Until a few years ago, we couldn’t work much with head models - the animations would break, or something worse would happen. And unless you used Taina's Replacer, which didn't allow change in vertices, the smoothing would break. Even if you could get a model from point A to point B, it wouldn’t look as nice as it did back at A. Different tools could only handle different things. KAurora couldn’t do animations. MDLOps couldn’t convert lights or lightmaps, emitters, or walkmeshes. I don't know if room animations didn't work or if nobody ever tried it. All these things and more would break even if you were keeping a model in the same game. Most of these issues were only resolved last year with the development of KOTORMax, MDLEdit, and the updated MDLOps. For this reason, perhaps, porting as a reality was a rare concern. Only two cases from those days stand out in my memory, both of which involved screenshots taken in K1 to make textures in K2, and both of which deemed ok by the administration. On Deadly Stream, there was that fiasco with the credits. More often than not, the matter was merely theoretical - someone would unknowingly request something that required porting and be shot down for it. It was forbidden as a theory even though it wasn’t much of a possibility and I don’t know why. It was a rule from before even my time and I’ve never heard the issue properly debated. Porting wasn’t allowed, and you weren’t allowed to talk about why it wasn’t allowed. I find that a bit unsatisfying, so I’ll try to see things from both sides of the issue and debate myself. Argument A: Porting is a copyright violation. It’s taking something that’s not yours and distributing it without the copyright owner’s permission. In more extreme cases, publishers have moved to shut down mod projects/websites for fear of losing sales, such as with conversion mods that would remake a game in another engine. Modding as a whole is already on shaky legal ground, so it’s not wise to attract that sort of bad attention. The line is drawn here. Argument B: Porting isn’t anything like pirating a game because it involves a fraction of the content and requires the framework of a game to access it. It’s unlikely that any mod would negatively affect a game’s sales. If anything, more mods for a game is a good thing and content ported from one game to another draws interest in both. There’s nothing illegal about porting for personal use. The only part in question is the distribution of game assets - but that applies equally to all mods. The only difference is from which game the assets originated. It doesn’t make sense to apply a different standard of rules, especially for games in the same series that already share a lot of assets, like KOTOR. Those are the essential arguments, as I see them. At the risk of earning Kreia’s wrath, I’m not going to take a side. This is a bit of a coward’s way out that I can take because I’m a modder and I can port stuff myself if I want to and not rely on downloading it from Deadly Stream - more on that in a bit - but that really is how I feel. I don’t see it as a matter of what’s right or wrong or what’s legal but rather what you think is a good idea and how much of a risk you want to take. Some communities take a risk and never have any trouble. Some - not many, but some - have taken the same risk and had their mods taken away. It’s a subjective matter, and maybe that’s why I’m a little bitter about the LucasForums days - because I see it more as a decision we should make as a community rather than an ultimatum that must never be questioned (even if most of us don’t know who made the decision or the rationale). But whether or not it was entirely by choice, that was what the community decided and I went along with it. That was then, this is now. It seems the community has gone in the other direction, and I’ll go along with it. The question has become not what is allowed but what is and isn’t possible. I imagine, in the coming days, as more people ask this question there will be some poking and prodding to explore the new horizons. So I thought I’d save anyone reading this a bit of time by admitting that I’ve known how to do a lot of naughty things for a while now. I’ve been porting for personal use - not to make mods, but for my film projects that demanded it. Characters from different games interacting with each other, locations we wanted to use in another context, or just things that were useful for cinematic purposes - K2 has a lot more animations than K1. I’ve already been poking and prodding for years now and I no longer feel the need to hide it. I’m not going to go into much technical detail yet - perhaps when the modding wiki is online, if it's permitted - but I can answer some general questions right now. For K1/K2: Can we port head models? Yes. There is some difference in the bone structure for each game, but there’s a specific process that works. It’s not even a huge difference, but it makes the lips of K1 heads clip in K2 and leaves K2 mouths gaping open in K1. My guess is Obsidian changed things during their development of the facial animation system that was never finished. The fix is essentially to copy the skin onto the appropriate game’s set of bones. Can we port body/full body models? Yes. Without any qualifiers. PCs? Party members? Aliens? Really? Yes. What about robes with capes? Yes. The supermodels would have to be edited to include the cape bones and their animations, but it could be done. I had one go at it but it’s a bit shoddy at the moment. Can we port other animations? Yes. With a few caveats. 1.) K1 has a limited number of animations that can be scripted, though new cutscene animations are an option. 2.) K2 has more combat animations than K1 and under different names. A couple bugs in K2 stem from failure to account for this, and unless they’re named properly for K1 the same sort of problem would occur. 3.) K2 has a ton of other new animations and they’re added all over the place, which complicates any sort of porting. Can we port models with their own special animations, like Darth Nihilus? Yes. The same animation concerns apply, but that’s it. Can we port textures - fancy ones, like bump maps and ones with animations? Yes. The TPC format doesn’t change, so even in the event that we’re unable to properly decompile to TGA/TXI, simply copying over the TPC is enough. I have a texture archive for K2 that includes all of K1’s textures (and any that happen to share the same file names are overridden by the K2 versions). Can we port areas? Probably. I’ve had one definitive success - m14aa, the Jedi enclave courtyard - and a few partial successes or failures. But it’s still early days and I suspect the problems may have been procedural. The courtyard has grass, running water, and room animations - all the things I’d expect to go wrong first - and zero problems. Lightmaps, which used to be destroyed during ASCII conversion, load fine thanks to the new tools. There is a difference in how each game is lit, so a ported module may end up too bright or too dark, but that can be fixed in the .are file. Good signs so far, but not enough for me to be confident in a hard yes yet. While we’re on the subject, since some of you seem to have been left out of the loop, we can also edit areas now. You might’ve seen area fixes in recent mods, but I’m talking full on editing like changing the lighting or texture mapping or adding a door to a new module. This would come in handy, for example, if one wanted to make new area mods that connect to the existing game, or integrate cut ones like the Czerka warehouse, or restore modules on Dantooine or Korriban that were left out of K2. Can we port feats/lightsaber forms/prestige classes/the upgrade system/the level cap/everything hard-coded? No. These were never porting issues. These game mechanics run directly through the game’s executable rather than an external file that we can mod. For the MMO: Can we port items? Yes. See MDLOps’ tutorial. Can we port vehicles? Yes. I ported the Mantis bounty hunter ship to K1 as part of an area model on Taris. I stripped it of its bump maps because I didn’t know how to work with those at the time, but I imagine if we could figure out how to convert the formats those could be included as well. Can we port character models? Probably. But you’d have to weight it to KOTOR’s set of bones, which isn’t easy or fun work. That’s kind of why there aren’t a lot of new character mods at all for KOTOR. I’m not at all familiar with how the MMO models are set up so I can’t comment further. Can we port areas? Maybe? I can import the models into 3ds Max. To get one in KOTOR would be a lot of work - making new lightmaps and walkmeshes, replacing any emitters like running water with KOTOR standards, almost as much work as making a new area from scratch - but I don’t see why it wouldn’t be possible. Of course, KOTOR has issues with vertical space - can’t have one walkmesh on top of another - so there may be issues with the designs, depending on the area. But I don’t think poly count or anything like that would be a problem. The MMO seems to average around KOTOR’s level, some things better, some worse. I really just haven’t had the time to try it yet. These are all just my general impressions so far and your individual success may vary. But overall I'd say there’s a lot we can do and not a lot we can’t do - just a lot we weren’t supposed to do until now. The point of this blog isn’t to encourage porting, exactly. It’s your choice whether to do it or not. Because of the rules (the old rules) I’ve always strived to use assets that are in both games wherever possible. It’s more challenging that way, but it almost always resulted in fewer complications. Even with porting allowed, I’ll probably still do that in the future. It's simpler. But now that, surprisingly, after all this time, that is a choice people can make, I want to put this information out there so those of you who are interested in stepping down this path may do as you choose. I’ll be available on Discord if anyone wants to see some more examples of my porting attempts or get a more thorough overview of the process. Personal opinions not endorsed by FileFront Deadly Stream.
  36. 3 points
    For reference. K1 Heads K2 Heads
  37. 3 points
    1. The Fate of Bao-Dur, Version 1 (Death on Telos) This one's in movie script type format. 2. The Fate of Bao-Dur, Version 1 (Death occurs fighting alongside the Mandalorians) This one I grabbed from an email I sent to Darth Stoney. Do any of you remember Stoney? He was one of the guys that made the original TSLRCM and the original M4-78. (I just don't think he gets enough credit nowadays.) 3. The Fate of Colonel Tobin (Death on the Ravager) I was mentioned this in N-DreW25's recent thread but I'll repeat it here. Unfortunately, the original thread I made about this was on LucasForums, but the general gist was a thought I had about this way back in 2010 - where if you convinced Tobin to do the honorable thing and help destroy Nihilus' ship - then he died in the explosion that destroyed the fourth proton bomb. It never got implemented in either TSLRCM or the Ravager Rewrite mod that Zbyl put together but seeing what happened to Tobin would tie up that loose end in a nice way. The advantage of this is you wouldn't need to record any new lines - the major lifting would be the scripting and the making of a new cutscene including Tobin.
  38. 3 points
    In my recent blog post, I was asking folks for their input on rebuilding my old Windows 7 computer. It's time for an update! Here's the part breakdown . . . iBuypower ARC 647 CASE ATX Mid Tower Case (unchanged from original) Noctua NH-D14 65.0 CFM CPU Cooler (a recent purchase but before this build) PowerColor Radeon R9 270X 2GB Video Card (unchanged from original) Update (as of 09JAN2019): Radeon RX 580 LG UH12NS30 Blu-Ray Reader, DVD/CD Writer (unchanged from original) Intel Core i5-6600K 3.5GHz Quad-Core Processor ASRock Fatal1ty Z170 Gaming K4 ATX LGA1151 Motherboard Western Digital Blue 4TB 3.5" 5400RPM Internal Hard Drive EVGA SuperNOVA G2 550W 80+ Gold Certified Fully-Modular ATX Power Supply CORSAIR Vengeance LED 16GB (2 x 8GB) 288-Pin DDR4 SDRAM DDR4 300 Cooler Master SickleFlow (Red) 69.7 CFM 120mm Fan (I had to replace a fan in front, more on that below) NZXT Sleeved LED Kit - red - 1m (12 LEDs) The Pictures! Here's a "before" picture for you with all of the old equipment, with the side off. You might note that there's a small fan between that huge light brown Noctua fan and the side of the case. That fan - a red LED fan - was moved to the front of the case in the build. It joins another red LED fan that was purchased to replace an old one. Here's the case emptied out. The Intel chip is installed in the motherboard. Power supply installed. Better look at the fan that was later moved to the front. The monstrous fan is put back in. As you can see above, the Corsair RAM almost could not make it in due to the large fan size. That RAM has red LEDs in them. Are you seeing a red theme in this build yet? It's interesting to me because the original build had a blue cathode light bar. That red band on the side of the case should have convinced me to go with a red light bar in the first place. I wanted some red lights in there besides the RAM so I went with the lighting kit listed above. I wanted it subtle so I placed the LEDs just outside of view of the window so there would be a faint glow rather than something more Vegas styled. Here's the back of the case. Side panel reinstalled, with room lights on. Front of the case, in low light conditions. Side of the case, in low light conditions. This process has not been without a headache. After installing the Windows 7 back on the computer, I discovered (after the fact) that Windows 7 computers do not recognize drives above 2TB because a partition type called MBR. It has to be a GPT type to do that. However - and here comes a catch 22 - you can't install Windows 7 on a GPT drive. But I do still have a Western Digital Caviar Blue 1TB 3.5" 7200RPM Internal Hard Drive from the original build which I'll be installing back into the computer. The Windows 7 will install on there, enabling me to changine the parititon scheme on the 4TB drive from MBR to GPT. I just have to have the time and patience to get back into the computer to install that drive. In the mean time, I can certainly make do with 2TB as it's more than what I had before! Finishing touches: I'm one of those old folks that like to use Windows event sounds. Mine mostly came from this video. (I also added a few myself from other sources.) I might be able to part with them if you PM me. (This offer may be retracted at any time.) Special Thanks. Thanks so much to Th3bigM00se to helping me put this together. (He did most of the work.) You can visit his Youtube channel here! (Be nice, folks!)
  39. 3 points
  40. 3 points
    Twelve years ago in Boston, I went to a release event for Drew Karpyshyn's first Darth Bane novel, Path of Destruction. I was so excited to meet the man who wrote my favorite video game of all time. When I got there, I was one of about 6 people there, two of which were my parents who graciously drove me, and it felt a little awkward to be honest. Drew read a passage from his book and opened it up to a Q&A afterwards. I asked him about the possible KOTOR connections that might be in his book (the passage he read has included the mention of Selkath), my Mom politely asked him about his other works in fiction, and then it was done. The 501st showed up in some Stormtrooper armor, which was cool, I got my book signed and off we went. It was a nice little event. Over the years as each book came out and then the Revan novel, and then TOR, I would email DrewK who would actually engage in back and forths with me about characterizations of Revan, the Exile, and lastly the apparent non-twist ending of Dynasty of Evil (I still don't understand this one). Overall, don't really know where I'm going with this other than to say that Drew was a nice fella, and I'm appreciative for the experience and whatever slight connection I made with him. So, that's that. Also, if I said that I was working on voice lines for you, I still am. Trying to get paid work now that I'm in the proper state, so that's been my absolute focus - but I will get back to the fan stuff soon. Best, UC
  41. 3 points
    Years ago i was fortunate enough to have a beast of a computer, 3ds max, and be a part of a mod community called freeworlds: tides of war. That was where i first learned to model in 3d. after dabbling in things like iclone and daz 3d, i didnt just want toplay around any more, i wanted to create models. so i got a copy of gmax and got to the point i felt the need to get 3dsmax. that was where i got the modeling bug. ever since i have been addicted to it. Well flash forward to the mod i was working on at the time... freeworlds. it is a total star wars conversion of freelancer. While i was there, i modeled well over 1000 different ships, which never got used, because of the untimely theft of my computer, and a bit of confusion when i uploaded my models and they were deleted from the dev server. so tons of hours down the drain and nothing to show for it. but i do still have a few of the pictures i would post in my WIP. Yesterday i was browsing one of my old external drives and stumbled on some of these pictures. i had thought they were long gone, but i found some and i still enjoy looking at these even though i no longer have the 3d models. a few of these were also supposed to be used in a star wars conversion of X3 that never got off the ground either. alas, even though my models are all gone now, i did enjoy the time i spent on them, and i learned a lot about modeling work flow, and i got pretty good at making star wars ships that really fit the extended universe, and the star wars theme in particular. i also tried my hand at making environments (landing stations) but of the few examples i have the final product is something i did not screen cap, so they look pretty amateur (i wont post those). But what i do have are pics of my very fist model (the YT 1930 which i was infatuated with and got me started with the modeling bug) all the way to my last (the nova drive 3z, or is it z3? anyway) i hope someone enjoys looking a these as much as i did making them. but as you can tell i really got immersed in star wars modeling and still have the itch for it these days, just for something other than space ships, space stations, and transport craft of other kinds.
  42. 3 points
    Just a quick entry, with a tip I've recently rediscovered, namely: how to take screenshots without the GUI. All you need to do to take screenshots without the GUI visible in TSL is: 1. Activate free-look mode (default keybinding is caps lock); 2. open the console and warp to your desired area. This will load the area, but leave the console invisible. To make the console visible again, just enter and quit free-look mode again. On an unrelated note, I have the impression from some basic tests that the Steam version of TSL has deactivated the game's fog settings. Can anyone confirm/deny? It's a little frustrating if, like me, you use them to create an effect rather than to reduce draw distance.
  43. 2 points
    This blog post is actually for my own reference so I don't have to seek out which of the many posts I've mentioned it in. When folks mention their "big modding project" or their "huge overhaul" of either KotOR1 or KotOR2, here's what I used to quote... If you actually wish to see if a large scale project will make it to release, see if they follow this advice. If they don't, that project likely won't make it. You may use the above quote to remind folks when "the next big thing" rolls around.
  44. 2 points
    Previous topic title: A Celebration of Life Day! Yes, I'm early on this one but this will require planning. My thought was to celebrate Life Day by having one of my characters sing a Christmas song in my Nar Shaddaa Stronghold. Several rooms have a Life Day theme in them. I though it might be fun to have to make a cheesy video with Deadly Stream folks partying it up in my Stronghold ' "Emfour's Lair of Shadows" - drinking, dancing, and carrying on. I haven't found a song yet to sing but it'll probably be a Christmas standard. I'll have to find a song with no leading vocals on it so I can sing over it karaoke-style. BTW, here are a few pictures of the setting so you can picture the concept in your head. My Stronghold is on the Jedi Covenant server. Or . . . here's just a few random pictures of my Nar Shaddaa Stronghold in SWTOR. Far away shot of the stronghold. Medium distance of the balcony. Overview shot showing of the landing pad and entry way. I may have over did it on holo-trees but this is a Life Day themed stronghold. Fireworks display. I've turned the main area into a greenhouse. In between the plants, I've sneaked in some utility decorations for my Biochem character. At the bottom of the staircase. Love that chandelier! I've done what many people have done with the staircase - covered the walls with Banners. However the datacrons are split between the two staircases. This one is the dark sided staircase. One of the smaller side rooms near the entrance. This is my Czerka room. HK-51 is disguised as a Czerka bot, Vette is wearing a Czerka jacket, Guss Tuno is wearing a Czerka Corporate outift, and Dr Lokin is in disguise as Czerka security. And yes, that's a HyperMatter logo light on the ceiling but Czerka didn't have one as cool as that one so in my canon, Czerka bought HyperMatter. And here's the intro video, for good measure.
  45. 2 points
  46. 2 points
    Normally i use Blender converting SWTOR models into Jedi Academy, But when i saw a blender video about destroyer, i have been inspired ^^
  47. 2 points
    Welcome! I'm not necessarily proud, but excited to share a gameplay trailer I worked on. I hope it gives you a visual understanding of what to expect from LME, of course, about 60% of the mod isn't included in the trailer, simply becuase it would have dramatically increased the trailer's time. But to reiterate, LME seeks to create an altered main quest, that forms a triangular effect. Side with Mandalorian Faction, defeat both Rakatan Factions. Side with the One, Black Rakata, faction, and defeat Mandalorian, and Elder Rakata factions. Side with Elder Rakata, and defeat Mandalorian, and the One, black Rakata, factions. What's shown in the video: Main Quest triangle, Mandalorians speaking Mando'a, voice acting, battles, loot, quest logs, and a fan made Mando'a soundtrack by SazMando, which will be included in LME. What's not shown in the video: 3 sidequests are included if you decide to work with the Mandalorians. Party interactions, from the following list of companions: HK-47, Canderous, Juhani, and Zaalbar. Wearable Mando'a armor, stats of Mando'a weapons, increased difficulty of enemy foes (footage was taken on easy, impossible difficulty is intense in the added battles), oppotunities for LS and DS points, NPC interactions with Mandalorians, and some other secrets that the PC will be able to experience if particular choices are made. I plan to release LME relatively soon, but with finals nearly upon me, finishing work (such as typos, slight adjustments to different things ... etc) may make this a mid December release. Thanks for reading and watching! -jc2
  48. 2 points
    Many thanks to: This instructive topic Fred Tetra's "KotORTool" bead-v's "MDLedit" Chuck Chargin Jr./ndix UR's "MDLOps" JCarter426's "JC's Cloaked Jedi Robes & Supermodel Port for K1 - Supermodels" stoffe/Fair Strides' "TSLPatcher" and DarthParametric's past-present modding knowledge , My first ever porting attempt went a success! I remembered back then; the very first thing I wanted to do with modding is on doing this, which ends-up me going nowhere with the attempt lol. So, although I'm not actually "create" one, it is always a pleasing feeling to see an effort comes to fruition. Again, credits to the aforementioned folks; as only because of their effort, the dream isn't just a dream. May the Force be with you all!
  49. 2 points
    "I have no set release date in mind, but I'm looking at Spring/early Summer potentially, though, don't hold me to that!" - Me in my January 2018 blog. Oh boy was I right on the "don't hold me to that" part... So, hey guys! It's been over five months since my last entry, so I thought I'd give you all an in-depth update on TPK, and why it's taking so long. Before I explain I just want to make one thing clear: This project is not dead. It's alive, and you will see it this year, I promise. In March I uploaded a new trailer with a release date of "Spring 2018", as I don't need to tell any of you, that release time came and has now gone. Truthfully, I can't give an exact date yet, this is because I simply don't know, and I really don't want to rush anything. I've been working on this film since June last year, and it's been a very busy twelve months. So starting from the beginning... - June 2017: Legacy of the Sith is released, I go straight into production on TPK. Complete the first 3-5 minutes of the film quite quickly. - Late June 2017 - July: I went on holiday for nearly two weeks, and with also visiting family I was away for pretty much a month. No progress on the film. - Late July - end of August 2017: Resume work on the film, around 25 minutes is complete by the end of August. - September 2017: My first semester of my final year at university starts. Open the flood gates to the hell of third year work. - September - November 2017: Consistently balance working on the film and uni work. - November to December 2017: Our film shoot at uni starts, 12 hour exhaustive days. I go straight into the edit of that film after. Still find some time to work on the film. Just arriving on Malachor V. - End of December 2017 - Semester ends! I have about an hour of the film done. First teaser trailer released on Christmas Eve. Go home for Christmas, eat a lot of food. - January 2018 - Return to uni and film work. - February to April 2018: Film work slows down, waiting on lines from actors and my uni work ramping up. I have another film and a 10,000 word dissertation ahead of me all due by May. - April 2018: Film shoot begins. 12-14 hour days shooting, the most exhausting few days of my life. Straight into edit after, deadline is not far away. I also finish my dissertation in this period. - May 2018: All deadlines are handed in. By this point, I have not worked on the film in over a month. FINALLY receive some lines from a voice actor. Back to work on the film. I hit around an hour and 25 minutes. - Late May 2018: Officially wrap SHOOTING on TPK. Begin working on promotional material whilst I wait for lines. - June 2018: As of now, the film is done EXCEPT for lines from voice actors. Every After Effects shot, colour grade, part of the sound mix, etc. is done. All I have to do on my end is plug the lines in when I get them and create the credits sequence. So that's where I am at. As you can see, I have been incredibly busy, but, I've tried my hardest to work on the film where I can. I really can't wait for it to be done so I can start releasing the promotional material (got a couple of nice surprises planned) and then the film itself. If all goes well, and I receive all the lines by the end of July, then the film will be out for AUGUST. But, again, don't hold me to that. Thank you all for bearing with me through this, I promise it'll be worth the wait! Want even more proof it's nearly done? Here's a screen shot from my final mix timeline, once I receive the lines from my actors the next 30-40 mins will be exported and join this timeline below to fill in the gaps. (The film has been edited slightly out of sequence): TL;DR: It's nearly done minus lines from actors.
  50. 2 points
    ”As I followed Atris, perhaps what I wished to follow was the call of my bloodline, of my mother.” — The Handmaiden