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Showing content with the highest reputation since 07/04/2025 in File Comments

  1. I was thinking in doing something better than that. With @EbonHawkStowaway999 idea of populating the empty spaces in the Tatooine cantina I could release an improved version where I combine that with the HD models. Will take a while though.
    5 points
  2. Looking forward to trying this after kotOR 1 Restoration 1.2 failed me. Thanks.
    3 points
  3. I don't know why I did it either. I'm going to bang my head against the wall from embarrassment and my own idiocy. Oh, how bad I am.)))
    3 points
  4. Im going to try to finish the new version soon if anyone is still interested. Maybr have it before december but i dunno
    3 points
  5. They're referring to the armor type shown below: This might not translate well into Russian, but the armors "Battle Armor", "Powered Battle Armor", "Calo Nord's Battle Armor", and "Verpine Zal Alloy Mesh" are used in KOTOR.
    3 points
  6. Great job! Let me throw out an idea. In Javyar's Cantina, everyone is standing except for 2 customers. It would be cool to seat someone else. And it would be cool to see a waiter with a tray and drinks. Maybe you are interested and can do it.)
    3 points
  7. This also looks like a blatant ripoff of Tinman888's portraits, which I feel highlights another major issue with GenAI.
    2 points
  8. All good. Attached is an updated patch which should open that door too, let me know if it still doesn't do the trick. Yavin Station Hangar Compatibility Patch (Beta 0_2).zip
    2 points
  9. Hello. Is it possible to make the White Sith Trooper textures an optional component? I've been trying this mod and found myself not being the biggest fan of them
    2 points
  10. Where is your TJM installation? You would absolutely have to extract Sith Holocron's upscaled textures to a folder and then copy its contents manually into your TJM Installation directory which, if I may, could be either a Workshop installation folder for Steam, or your steam directory on your Hard Drive. Also, that invalid bumpmap error can be resolved presumably by deleting that texture and omitting it or finding another texture to replace it with and renaming that other texture to the problem file's old filename. Dxn_Tmp2b.tga should probably be removed from Override if its throwing errors in-game. I've gotten invalid bumpmap errors before and its unclear what causes the issue, but it will drop you out of game for the invalid bumpmap popup, although it doesn't crash the game.
    2 points
  11. Thank you !!! 1. In short I don't have the skills. I only know how to work on existing textures. 2. Yes I know. I fixed it on one iteration but I didn't like how it looked, weierdly looks better with the clipping (in my opinion, don't know why, something about the body proportions). Now I don't have time to work on it and also I'm kind of burned out with modding. When I will have some time I will give another shot on fixing it.
    2 points
  12. Compatibility with Extended Enclave Tweaks has been added as of version 1.1. Let me know if there are any issues.
    2 points
  13. I'm afraid that is an RC-K1CP issue and one that is caused by you running the installer multiple times. The reason the patcher adds new NPCs instead of overwriting the .GIT file (which houses the NPC location data) is because if it were to overwrite the .GIT file it would be overwriting any previous modded content you've installed. Sleheyron Story Mode once used an overwriting system which is how installing SSM once broke RC-K1CP as, by overwriting the previously installed content, the installer would end up reverting all of the restored content back into vanilla content and thus removed most of the restored content added in my mod. By installing RC-K1CP multiple times, you have added Shuma, and an untold many number of other restored content, multiple times over. It is highly recommended that you keep a backup of your game files so that, assuming a mistake is made and/or a bug is found in the installer you can simply delete the ruined install, copy over the backup, and start again.
    2 points
  14. So there's some bad news and good news. This mod hasn't been properly updated since the 2010s, so MVE compatibility is very unlikely as of 1.1 as it stands now. 1.2, the next update that'll have Jekk'Jekk Tarr content, shall have MVE directly integrated into GenoHaradan Legacy alongside the Logical Jekk'Jekk Tarr mod. Compatibility shall not be an issue when that version drops as you won't even need to install MVE.
    2 points
  15. 2 points
  16. Can confirm the same bug is happening on my playthrough.
    2 points
  17. Thanks for your interest. Well, considering that I started playing around with A.I. upscalers around August 2020... it took me 4 & 1/2 years to get through 52% of the files I intended to fix. Suffice to say it will be a while; with no fixed date. I'm currently working on updating some of my earlier mods first before getting back to this one.
    2 points
  18. Be nice lol But yeah Great_Exkaiser; I just combined the vanilla legal screens with a Sleheyron-specific cutscene.
    2 points
  19. @Dark Hope have you ever considered doing a bulk pack of all of your retextures into one download? I'd absolutely replace my current upscale version of characters with all of your work.
    2 points
  20. To be candid, actually, when I created the instruction sets, they were intended to be completely immutable. By design this *should* have been possible and the design shows the Proof of Concept. What I didn't expect was the moment the new builds dropped, 70% of the original links were completely removed.
    2 points
  21. The way the holograms are broken in the vanilla game does like this: Head models and body models are two separate models whilst the head model is animated meaning there are parts inside the head to animate the mouth and the eyes. The holograms makes the NPC transparent with a holographic filter, resulting in this 'hidden' bits being made visible to the player. Admiralty Redux fixes this by taking the two separate models and merging them into one to fix the inside of the neck being visible and it removes those bits inside the head so that they aren't visible in the hologram. Upon thinking about it, if you install ONLY the Proper Peragus Corpses and Peragus NPC Overhaul installs than this mod is compatible with the Admiralty mod. I'm actually going to update the mod page to specify this. For the Tiered Peragus Miners install, there would have to be a patch for it though since I don't know how to fix the NPCs like the Admiralty mod does than it would have to be done by someone else. DarthParametric would know how, though I doubt he would as he mainly focuses on the first game as he doesn't like the second game. If any other modder would like to try, I'm more than happy to take it to the PMs to discuss it. All you'd need to do is merge the Czerka body model and the Armored Flight Suit model to the correct Peragus NPC heads and try to recreate what DP did for the Admiralty when it comes to fixing the heads.
    2 points
  22. Hmm, would probably need a custom animation on the waiter for it to look good. I will think about it.
    2 points
  23. I just uploaded a new version fixing some clipping issues, hopefully everything else is good. I'm going to start working on the improved version now.
    2 points
  24. I supposed it could be added, similar to the Telos cantina in Kotor 2. Although it seems it's not a walkable area, so maybe the walkmesh would have to be edited. Thank you! So you mean adding the cards to those models? I suppose it could be done yeah.
    2 points
  25. Now people will stop asking me to make this. 🙏
    2 points
  26. That’s completely fair honestly. But just to clarify: this portrait was not fully AI generated. I manually edited and reworked the texture myself in GIMP because I wanted a more realistic look while keeping the RPG painted style I like. I’m not an artist capable of creating faces or fully original portraits from scratch. My real job is cooking, not digital art ahah. But adding a scar and blue eyes by hand didn’t seem impossible to try, so I spent around two days working on it and learning as I went. I’m honestly proud of the result, even if it’s far from perfect. Also, everyone is free to create the kind of mods they want. I personally wanted a blue-eyed version with a scar for my own playthrough, and nothing exactly like that existed, so I made one for myself. If other people happen to like it too, I just wanted to share it freely. 🙂
    1 point
  27. Shame to use AI when there already are mods for this. HD portraits and even hand made ones.
    1 point
  28. Someone should do the same concept but replace the head with Darth Parametric's Kira Carsen head.
    1 point
  29. Huh. I will have to investigate this. Do you remember the exact moment the crash happened? I know I restored some Bastila lines during the cutscene but I do recall there were very specific crashes happening because of the K1CP mod due to its fixes of the Star Map model being incompatible with Mac or Linux or something like that. I have been in deep thought in regards to many of the restored appearances in this mod, and as such I do believe this might be a possibility going forward.
    1 point
  30. @Mephiles550 No, my release is actually based on that older Yavin mod. This project started as a side effect of my experiments with KOTOR resources. First I took Sleheyron 2.1 and translated it into my native language. I wanted to see how more modern modders approached KOTOR modding, and it was a very enjoyable experience. That mod felt cleaner, better structured, and easier to read and work with. After that experiment, I decided to go in the opposite direction and try absolute legacy content, so I picked the old Yavin mod — the one with Exar Kun and Trask at the end. All I can say is that I really liked it. I was impressed by how elegantly modders of that time worked around the engine’s limitations and solved difficult problems with the tools they had. Unfortunately, those elegant solutions also made the mod very conflict-heavy, so I had to spend a lot of time making it stable and playable again. At the end of all that work, I was met with a very disappointing Trask fight. By that point, after gaining experience with the game’s resources, I decided to finally add something I had wanted to see in KOTOR since childhood: Revan’s Mask. I implemented it as a helmet, without using a full-body player model replacement. So that is really what this release is: a restoration of the old Yavin mod’s playability, plus a new final battle, plus Revan’s Mask as the reward.
    1 point
  31. Turned out this TSL 221tel Recut mod was the cause of your issue with not being able to summon Handmaiden to the party. I cannot pinpoint which part of that mod was causing this issue, but for some reason, having that mod installed caused Handmaiden to not be selectable as a party member during the sequence where Telos is under Sith attack. This issue is not up to me to fix, since TSL 221tel Recut is not my mod, and this issue would not happen if you do not use that mod, so you'll have to live with not being able to use Handmaiden during that part of the game if you really want to keep using that mod.
    1 point
  32. This is a large list of mods. They are all available at deadlystream.com. Good luck with your search)
    1 point
  33. My apologies, you are right, I was missing lyv_shinybeamb.tpc (God knows why!) and redownloading the mod and adding it to override made the error go away. I seem to have overwritten the installog afterwards by installing the visible force field option. But I ran a test install to an empty folder (after reimporting lyv_shinybeamb, which is what the installer complained about, not the other one) and here's what happened: installlog.rtf Seems like I was also missing "CM_WK_YavHgrBm.tpc", and I've completely misread both warnings. This was totally my bad. Perhaps there were remnants of a past version? In any case I'm replacing the entire mod folder now! Again, sorry for wasting your time!
    1 point
  34. Glad you enjoyed the mod! Regarding Vima: there should be one new dialogue that opens up after the Leviathan about a former apprentice; but that wouldn’t update the journal. The last conversation you should have with her that updates the journal should start the romance. And you’ll probably know when the romance officially commences; so if that happened, things are working as expected. After that you’ll need to progress to the endgame to fully wrap up her story. Regarding pearl shard one: it’s on Sleheyron somewhere! That’s probably the shard most people miss. Without making a spoiler: head back to the general area of the mod around the arenas. You’ll find it.
    1 point
  35. @JasonRyder @Vanguard2023 You don't have to keep Varsity's mod's voice files if you really don't want the voice change... N-Drew's mod is great for more "vanilla" style players, but I'm sorry, Varsity's Ajunta looks a hundred times better than any other appearance that could be given to the Sith Lord from a "graphics" POV (of course, it's more in a SWTOR rather than KOTOR style, so I do understand why some people might prefer this). Also, although I still prefer the transparent version, it looks a bit weird. As if you could see behind the door through the guy's body. I think I had this problem with placeables too with the Pazaak tournament's holograms. The game seems broken for this kind of thing.
    1 point
  36. Alright, I get it. Although your reasoning doesn't seem very clear to me as Gonto is actually one of the few humans (so english speaking) characters in the Tournament (but I think it was a vanilla character so translation isn't an issue ?). It's a shame I can't recommend you most of the mods I made... Even my Manaan taxi speeder system has some english lines, although if you know how to use Holocron Toolset a little, I'm sure you could translate it, as there's no one actually speaking. However, you can definitely check out this SWTOR style music overhaul if hearing the same old music kinda bores you or your fellow brasilians. Tbh with you, even I, as a French, am not a native english speaker. But damn, not being able to speak english and being a Star Wars must suck. At any rate and last but not least, do not forget that you need Thor110's room restoration before installing my option. Anyway, good luck with your project !
    1 point
  37. The coruscant compatibility mod
    1 point
  38. Just to comment on Chaser's statement here: I can confirm he is indeed the one working on the mod-compatible version, with the specific goal of BOS compatibility. He's been a real great help through the second half of the project. Just wanted to make sure people knew he was on the project with me!
    1 point
  39. Yes, this is a known issue on Linux. There's a fix for it in the next version, but in the meantime you can download working MDL and MDX replacements from the Github repo.
    1 point
  40. Fantastic job thank you! Some day i'm gonna ask you how you performed all of this. I'd like to add sitting jedi, i also replaced the unused sitting female twilek by the sullustan from K2. Anyway, thank you for this again!
    1 point
  41. It would seem they are not, at least indirectly. All non-cosmetical changes are retained, as well as optional retextures for HK-50 and HK-51. Also you'll still be able to paint him back and forth, but he will lose his visual upgraides each time you choose to paint him in his original style (he'll revert to his "not repaired" version of skin). They can coexist just fine if you decide not to repaint HK.
    1 point
  42. People can always take my restoration while waiting for a new update
    1 point
  43. @The_Chaser_One I’ve considered it but the mod heavily relies on TSL-only script function so it would take significant rewriting, if it’s even possible. For sure you can activate stealth w/o solo mode in K1 but making everything function smoothly and without bugs like in TSL is a different story. I will look into it.
    1 point
  44. Oh how long I have waited for this mod....
    1 point
  45. This is a must no, a MUST for me. that menu beep thing's been bugging me for so very long. I don't know why they'd put that in both games. It's annoying it really is. Worse it hurts my ears which are sensitive, now I like music and love hearing things like the exile or Revan, or my Sith warrior as she's kicking a** and taking names, or Jaesa darkside, what I don't like is the annoying beeps. And what you've done here Sith Holocron is something very wonderful. So thank you very, VERY much. *CHEERS and gets SH a ton of hot gingersnap cookies fresh from her oven then bows to the wonderful sifu* Thank you very, very, very much. And I apologize for ranting about this issue but it's a must have. I don't know what bioware or obsidian were thinking leaving those in.
    1 point
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