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5 pointsVurt's TSL Visual Resurgence at Star Wars Knights of the Old Republic 2 - Mods and community Please report bugs. * This is v0.5 which means this is not a finished mod, but finished enough to test and give feedback. * The mod contains 2900+ textures, recreated with my AI model, photos and a lot of photoshop. 4X the resolution (usually) of the original textures.
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4 pointsHey everyone! My Name is Lane. Some of you know me from Kotor Speedrunning, and others from my various Youtube exploits. I don't ever really post on Deadly Stream, but I've been lurking in and around the KotOR modding community for about a decade now. I have a degree in computer Science and decided to put it to good use, and reverse engineer KotOR 1 (the GoG version). This has been an on-going project for about 2-3 years now, and I've been sharing my progress with friends, and in some Youtube Videos. However, I've pretty much hit a wall with what I can do with this effort now. So I wanted to release my progress publicly, so other smart and clever people can start doing fun stuff with this. Linked below is a Google Drive with several useful things: A Ghidra SARIF export that contains all data types, function labels, parameters, Classes, and other additions I've made A Ghidra Format XML that contains the labels and function adjustments I've worked on. This is lighter weight than the SARIF file, but has more limitations when it comes to import fidelity. A generated `.h` file, that contains the Header information I have pieced together over time. Even lighter-weight, and more limited than the above What this is not: True Debug Symbols for kotor BioWare Intellectual Property A runnable or compilable program Kotor's Source Code A reverse engineering of Kotor 2 A reverse engineering of the Steam version * * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort. What this is: A decently representative result of what Kotor's debug symbols might look like (format and terminology pulled from the MacOS symbols, and existing NWN docs) A research-based labeling and reverse engineering of the GoG version of Kotor 1 A labor of love for the past several years that I'm happy to share Why this is cool/important: This provides a stepping off point for creating proper patches for KotOR 1 This also provides a means for researching underlying issues with things such as memory management, graphical limitations, and compatibility This also provides a researching angle for coming to understand some of the more mysterious file formats, and how they interact with the game itself There are also a variety of fundamental similarities between this and KotOR 2. Which may unlock some insights for that game This is also the first step towards a proper re-compilation (though that is a long-ways off) How do I use this? You need Ghidra installed, with a modern Java Runtime Create a new project, and import swkotor.exe (as purchased from GoG) Open the EXE in Ghidra's code browser When it asks if you want it analyzed, select 'Yes" The default analyzers are fine, technically you could speed this up by stripping out a few unneeded analyzers The analyzers will take several minutes to complete (progress can be tracked in the bottom right) Once the analyzers have run, we can proceed Select "File > Add To Program..." and select the SARIF (or XML) file (download below) The importer will analyze the symbols and apply them to the project You now have a decently labeled/decompiled instance of KotOR 1 Limitations: 99.9% of the functions have been labeled, however there were a few stragglers that I was never able to work out. These will appear as `FUN_<address>` 92.3% of the Data is labeled, with stragglers being named `DAT_address` Data Types are VERY incomplete. The labeled ones consist mostly of frequently used types, and known fields. Unknown fields are marked `field<index>_<offset>` Virtual Function calls are very under labeled (largely due to the difficultly of labeling vtables in Ghidra). Though you can determine the underlying function by applying the offset to the associated Class vtable. Most functions have only automatic variables defined within their decomp. Typing and purpose of underlying variables beyond function names, and parameter types, are left up to inference. Overlapping functions. Certain functions overlap in this compilation, due optimizations within the Visual C++ runtime. As a result some functions such as `GetProperty0x30` are shared by multiple classes, and thus lack a name-space. You can usually work out their purpose by checking the associated data type at that offset. If you used the XML import, you will be missing a lot of typing and Function Class/Namespace info Final Notes: Please feel free to ask me any questions about this effort, or any thing strange you might find within the decomp. I've grown to be quite the kotor expert over the years, and I'd be happy to share any insights. You can reach out to me on Discord @lane_d, I'm in the Kotor Reddit server, as well as the kotor speedrunning server. I will be periodically posting updates to this drive, whenever I get the chance to work on this more. If anyone has any major contributions they'd like to see added, please reach out! I'd be happy to chat. Both the XML and SARIF formats have some limitations, unfortunately they are the best I can do without publicly sharing Bioware intellectual property. If there is something missing from these that you are in need of, please reach out and I can see if I can help you. (Note: I will not be abetting piracy though. Buy the damn game, it goes on sale all the time) Google Drive Link Here
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3 pointsI'm making an expansion for the first game, which starts right after beating Malak and uses Thor110's free roam. It will have 2 main stories, one for light side and one for dark side players. The idea is to add Quanon's unused Korriban modules to the game, and link the end of the game to the Revan novel for LS and SWTOR for DS. Which is why I'm saying I hope you can actually publish them at some point, so my new characters, especially Sith but Jedi too, can wear them. So yeah, great work and good luck for finishing !
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3 pointsTwo demos in one day! In this one I show, kotor 1 working with more than 256 rows in placeables 2DA (something that previously wasn't possible).
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3 points(Cross posted from Discord) https://www.youtube.com/watch?v=dAHxy0tlDms A new day, a new Demo. Here I show File I/O working in NWScript. These just pipe into the existing c-standard `fopen`, `fclose`, `fread_s`, and `fwrite_s` functions. This allows for a rudimentary way for scripts to save data to be recalled later.
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2 pointsI recently created a mod that reskins Ulic Qel-Droma's Mesh Suit and made it upgradeable.
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2 pointsHey Everyone! I finally had some time to finish the robe textures for the modification I realized that the skirt part of the robe needed additional piece of texture so I added it for the Jedi robes textures that were already done (Jedi Consular Robe, Jedi Master Robe, Jedi Padawan Robe). Fixed it + added the gloves texture Next I finished Jedi Guardian Robe. Applied the same collar fix and fix for the skirt part + added the gloves texture Jedi Keeper Robe: This looks maybe a bit off. I think I should check how to apply metallic effect through txi file. Maybe it will help Jedi Sentinel Robe was very easy to work with. I applied only the collar fix and recoloured cuffs Jedi Champion Robe required only collar fix. Similarly, Jedi Watchman Robe needed only the collar fix Next one was Jedi Archivist Robe. Surprisingly the belt part looked good. I added only collar fix and the fix for the skirt Jedi Weapon Master Robe was also easy to fix (added collar fix) And Lastly I finished recolouring the Qel Droma Robe
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2 points
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2 pointsHello there everyone! I didn't post a proper update for a while. To be honest i'm not doing any "insane" progress lately but we keep going forward! The reason of this post is simple, I'm gonna have some (well earned) holidays from November 1st to November 11. I want to organize a long stream showcasing the state of the mod and most of its current content. 2 main goals: Showing the work, and most of all, getting your feedbacks! 🫡 We'll be discussing a lot about where the mod is going, so if you want to provide some ideas, feel free to jump in! I'll be streaming on Friday night, 7 November, on my youtube channel (link: https://www.youtube.com/@zobizobstudio/streams). If you cannot join live no worries, i'll be uploading the entire thing on my channel aswell so you can still reach me in the comments, on Deadlystream or on the dedicated discord channel for the project. @vurt Wow, i've just noticed your message but i've seen your retexture work and it looks amazing! I'd be more than happy to have you on board for some retextures. Atm the only thing is, as I'm using K2's assets or some other modder's assets from Vanilla, i wish the textures to be close to the vanilla art style. If that still interests you we can work on some npcs variations, like their clothings or stuff like that! Especially for aliens. I couldn't post without showcasing some stuff, so here are some of the things i've showcased on discord. A kinrath model that sprays acid The hidden bek bartender: The outcast keldor: Very small showcase for the back alley entrance: Very small showcase for the new back alley module: New way to kill Selven: A new teleporting chadrafan npc concept: All of this is WIP of course Hope to see some people on stream!
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2 pointsThe early progress on the patch manager I've been using as well as releases can now be found on GitHub
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2 pointsSeconding a request for Republic Officers pack as well. Would love to see Admiral Dodonna and the other officers looking as good as the soldiers.
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2 pointsHey Everyone! I had some time today to continue with the Robes project Now we have Sith Lord Robe (Had some thought about this, the original texture for this one was no good, so I recoloured the Kavar's Jedi robe texture from Force Fashion) Sith Inquisitor Robe (This one required some tweaks but overall was good) Sith Crusader Robe (this one required only the collar fix. Looks amazing IMHO) Sith Warrior Robe (alas, I had to get rid of the part of the robe below the belt, those belts looked on a texture but on the characters they were not very good) Overall I'm almost done with fitting/retexturing/editing the K2 robe textures for K1 robe model for the sith. Only Sith Marauder and Sith Assassin Robes are left. When I have time I will finish them and I really want to move on to Jedi
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2 pointsI have discovered the problem, this has been caused by the Sleheyron Story Mode mod. I will be commenting the bug report on the Sleheyron mod page shortly.
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2 pointsA small Update Here, guys. I finished upscaling the textures and I had some spare time to check what @Sith Holocron kindly shared with me. Now I'm thinking that it would be nice to have sith apprentices to wear the medallion (the one that they have to have to enter the academy). A bit played with the medallion texture made by @Sith Holocron That's what I have for now (had to make it super small though): PS The insignia image is upside down on the picture because the robe texture is upside down xD So in the game it looks alright
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2 pointsJuhani looks way better now. Less uncanny like the CATS musical. This little area by the ear is cut off a tiny bit abruptly although you did say this image is before some fixes were done so maybe that cut off isn't there anymore. I think the ponytail looks fine but I don't know if it looks better than the dark ponytail or if I feel the same about either type.
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2 pointsnot happy with some of the skin, now its better. i also made him show his sexy belly.
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2 pointsHaven't been posting and doing anything for Kotor games for a very long time! Recently I was reading Path of Destruction by Drew Karpyshyn and realized how much I miss playing first kotor xD So I decided to return to my idea of making a robe mod for the first game. The idea is too make all the Jedi and Sith robes more unique (at least visually). This time I decided to use JC's Cloaked Jedi Robe modification as a basis for robes. And right Now I came up with basic concept of what I want to do. I don't think I will have a lot of time to make new textures myself for the mod, so (at least at the moment) I will use textures from Darth Darkus' Armored Robes, Effixian's Prototype Knight & Warrior Breastplates and jonathan7's Force Fashion. (Though in case of release I will need to get their permission otherwise I'll have too make my own textures for the replacement xD). The only thing I add to those textures is the collar fix. At the moment I do have a basic concept what I want to do. I came up with all the names for Sith and Jedi robes with the idea in mind to blend the Sith titles in the K1, K2 and SWTOR. Also, I think that the Darkside list was Lacking the Tier 5 so the Jorak/Uthar will be somewhat on par with Qel-Droma's Robe (it will have Dark Side restriction instead of Light Side one that Qel-Droma's Robe has and it will give Strength +2 instead of Wisdom +2). Also, I think it is a good Idea to make 2 robes. Jorak will have a dusty and torn apart version (which won't give such bonuses to the player, let's say Max Dex +8; Defense Bonus 0; Strength +1), and Uthar will have a better version with full bonuses (Max Dex +8; Defense Bonus 5; Strength +2). The reason is I don't want to give the player the full-bonus robe before finishing Korriban xD Another idea is that Lashowe, Mekel and Shaardan in the original game are all Jedi Guardians. Maybe it will be a good idea to change them like this: Lashowe = Jedi Consular (aka Dark Jedi Consular = Sith Inquisitor Robe) Mekel = Jedi Sentinel (aka Dark Jedi Sentinel = Sith Warrior Robe) Shaardan Jedi Guardian (aka Dark Jedi Guardian = Sith Crusader Robe) At the Sith Academy Sith Teachers will have unique Sith Overseer Robes, while Yuthura (being second in command) will have SIth Grand Overseer Robe. Most of the students will have either Acolyte Tunic (showing that they were initiated recently) or Sith Adept Robe (meaning that they are already experienced students) Also, in case of dark side playthrough the player meets 3 Dark Jedi Masters on Starforge, in this case: Black/White Dark Jedi Master - will have Sith Lord Robe (next Tier of Sith Inquisitor Robe) Black/Red Dark Jedi Master - will have Sith Assassin Robe (next Tier of Sith Crusader Robe) Black/Blue Dark Jedi Master - will have Sith Marauder Robe (next Tier of Sith Warrior Robe) In case of the Jedi, the first Jedi that we meet on Endar Spire will have a very basic Padawan Tunic (the same one we will get from Zhar on Dantooine). Master Dorak will have his unique Jedi Archivist robe. That being said, Deesra and Belaya will get 3rd Tier robes (according to Wookiepedia they are both Knights). Also, Starforge Jedi Strike team will also get 3rd Tier robes (it would be strange to send Padawans in the strike team) Basic Concept of the Jedi and Sith Robes Tiers: Concept of clothings for Sith Characters : Concept of clothings for Jedi Characters :
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2 pointsGlad to hear, there will probably be some unintended side effects from doing that but I am not sure on the specifics right now. As far as I am aware there is no real issue with the GitHub version, but I haven't really worked on or looked at the project in a couple of months now. I have been busy with another project for the last month or so. This project is still looking for collaborators and or a dedicated team to make sure it is the best it can truly be, I can only do so much alone and I most certainly cannot give it all the love and attention it deserves solo anymore, getting it all this far has taken a lot of work.
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1 pointThank You! I will! This sounds awesome! Of course, as long as original authors of the assets I'm using are ok with that I will gladly share anything from the mod as long as I am credited ... Quick update. I had some thoughts about making a Jorak Texture for the Temple Master Robe and Archeologist robes on Korriban. The texture for archeologists looks like this (below) at the moment. It looks good in the distance but in conversation all the dirty parts are mostly not visible xD
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1 pointAdded some trees to this area, just to see how much of a difference it makes and if it would affect FPS (it didn't, 0 difference in FPS even after adding around 100 trees). I think the game looks incredibly dull with these super bare areas with nothing going on in them. I might be able to animate them too, i have added animated trees to Morrowind. Though this could make the game a bit inconsistent unless i animate all trees in all areas, and that is.. unlikely. video: KotOR TSL with new trees
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1 pointAs Squall has said, there is no launcher for the Steam version. You mean this mod? The K2CP mod? That Community Patch? The K1CP should be installed first for Kotor I mods only, the same does not apply to K2CP - the reason for this will be listed down below. K1CP is to be installed first for Kotor I, followed by RC-K1CP the Kotor I restored content mod for that game. TSLRCM is to be installed first for Kotor II, followed by K2CP assuming you aren't using M4-78EP. The reason TSLRCM is installed first is because it was released first, its installer does not use a combability installer like TSLPatcher or HoloPatcher that'll merge conflicting files together. Instead, TSLRCM's installer just copies all of the files into the right places to install the mod. TSLRCM is massive and it changes a lot of things so it wouldn't be feasible to have a compatibility installer. It both restores cut content and fixes hundreds of bugs. Modern mods get around this by making you, the player, install TSLRCM first and our mods afterwards. We make our mods with the objective of being compatible with TSLRCM and K2CP is no different. You install TSLRCM, you launch the game, and you see if the Kotor II logo has been replaced with a new Kotor II logo that says TSLRCM 1.8.6 in-game. That's how you check on Steam.
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1 pointDon't thank me when I haven't even close to finished those Bounty Hunters. But looking forward to your preview!
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1 pointFantastic 👀 Well i'm currently reorganizing all my work, ressources and stuff while also preparing the stream. If you use discord, feel free to join the discord channel i've created for the project (Discord link). So we can discuss all of this here. Ye absolutely. I'm just wishing to have at least 1 viewer hopefully 😄I'd like for this to be interactive and dynamic. But yea anyway this will be uploaded so people can still react and provide feedback Didn't even think about promoting it on the official discord. Gonna check the guideline and do this, thanks When you put it that way...😷 (This model will likely be the kinrath viper creature btw, dealing additional acidic damages with a chance of paralysis. Gonna try to expand a bit on the damage variety overall so...). Thanks! By the way now that I mention the "official" discord for the project, I must credit properly some people that are already helping on some dialogs and writing ideas: Big thanks to @Janus_Icon for providing the initial dialog ideas for the Duros Bek Bartender (and the option to load the bek drinks), the outcast Kel Dor, the Ithorian Bek Garagehead and the Lower City Bardroid! Big thanks to @SAO1138 for providing dialog ideas for the new bounty hunters aswell (Iridorian and Zabrak). And the others for more general feedback and interesting discussions surrounding Kotor.
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1 pointThanks for checking Vurt. I've solved the issue - it was to do with Steam Cloud saving in that area I think. Thanks!
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1 pointOf course. I have attached the save file. Thanks! 000009 - Game8.zip
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1 pointAaaand I'm back xD So, I finished with the textures for the Sith. Here is Sith Marauder Robe (I added the collar and changed the part below the belt. Now it looks like Sith Lord clothing with the armor) And here is the Sith Assassin Robe (Basically, what's left from the original texture here is the boots. I remade it to be more in line with all other Sith Tier VI Robes) Finally I moved in to deal with the Jedi robes SO, here we have a Padawan Robe (The only change here is the collar fix and gloves (because of the aligning of texture)) The Jedi Knight Robe (only collar fix was added to the texture) And of course The Jedi Master Robe (Kavar's robe from Force Fashion with edited belt and collar fix. Also, I changed the colour of the pants and the cloak) Lastly for today is the Jedi Consular Robe. I decided that Jolee's Robe texture from Force Fashion 2 (or Rather ROR) is good fit for it. First of all, the original idea with Disciple texture feels similar to Jedi Master texture. Second, Jolee is a Jedi Consular himself. So, let's say his casual clothing is what's left of his Consular robe For the texture I had to change the part below the belt (it was too dark and looked inappropriate in several places), I added collar fix and changed the colour of the pants + I smoothed a bit the shadow under the belt.
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1 pointSo this was a long time coming, way too long I was working on this but finally got it to a relatively good state. I mean it's still messed up in some ways but the biggest thing that gave me trouble was the experience points in alignment to the level-ups. I got that to work but you can't auto-level up lol sorry. But for the exp, I essentially needed to create code caves and track down a struct where the experience points for level-ups were stored. I had to change that offset when the game parses the exptable.2da at the beginning and in a function when you load a character. Other problems are that you can't see the "experience needed" for level ups but it's the same exact equation for calculating the needed exp for level-ups regardless and the same exact needed amounts like in KotOR 2 so peek at the exptable.2da for that I guess lol. And the other problems I know are that you can't get feats and force powers past level 21. You could always mess with the featgain.2da and classpowergain.2da for levels before 21. You can still get attributes and skills past level 21. And you could still be pretty op with all those attribute points, health point, and force power point increases. To install, make a backup of your old K1 exe and 2da files that would be replaced by this mod. Then just put the 2da files in the Override and replace the exe of course. Here is how I worked on it before, but I just fixed the exp problem today. I could go further than level 50, hell the code cave I made can fit way more exp storage data, I could go thousands more but I think 50 in itself is a bit overkill even lol. But no one says you have to keep leveling up anyways. And I just always thought that level 20 was a little too low and just figured matching KotOR 2's level cap was the way to go. I can do this same mod for KotOR 2 btw but I don't think it's needed that much. But if someone really wanted it I could put it out there too of course like raising that cap to 75 or something. Other purposes you can use for this mod are other mods in combination with this like Brotherhood of Shadow, other planet mods, and other mods that add more to the game. You can mod Malak's utc file on the last Star Forge module and make him a lot tougher and stronger to match your higher level character too! There could be other problems too so I might need to make patches for this more down the road. Edit: I fixed a lot of things now. You can download from here again I updated the downloads in this post too. 2das.rar swkotor.exe xptable.2da
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1 pointIt's so good that I borrowed some of the facial features for my own texture for personal use.
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1 pointThis can be fixed by setting alpha depth to 0.0 when converting with tga2tpc. Click the eye icon next to the texture name You will also find textures missing a TXI with punchthrough parameter, which looks like the issue in the screenshot posted.
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1 pointPortraits done. unless i missed someone... random player selectable characters
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1 pointWorking on this one. Definitely adds some intensity to the level!
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1 pointFixed. Yeah i would use TGA but TGA is not a compressed format, the mod would be like 15GB.. not really an issue for me but might be for others. TGA is not perfect either for the game since it is incompatible with working with normal maps for example, so its a no-go.
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1 point
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1 pointYesterday I finished work on a retexture of one of Kainzorus Prime's Prequel Robes to make the Green Robe from SAO's Sleheyron mod compatible with it. I've asked Kainzorus for permission, but I wanted to give the community a look at it in the meantime and see what people think. This is my first major retexture job, so I hope it looks somewhat presentable!
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1 pointwell Reptile is cool. Also i do think many mortal kombat characters could be a good reference for new characters within Kotor Modding Scenes
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1 pointYou don't need anything special for envmaps. Only normal maps require a mesh flag to be set. "Gloss" is just a cubemap being blended with the diffuse according to the alpha mask.
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1 pointI'll scour through my stuff after I wake up later in the day.
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1 pointHehe, Thanks It is good to be back xD Hey! I really appreciate this! I saw what you did, this is really a fantastic job! I am not sure if I use any of these symbols in the modification (the idea is that the Robe mode and Sith Uniform mod to be compatible with each other). I think I will not change the look of archeologists, though I definitely will change the Sith Students. I will check if I can add the Regiment Insignia on the Robes, maybe small one on the belt or collar. Or maybe even under the belt!
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1 pointGreat to see you back with us! Best of luck with this new project of yours.
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1 pointJuhani , a much needed rework, don't like the original at all. most of all the texture is way too bright so it loses all details.
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1 pointSomeone picked up the project and created an active fork - https://github.com/modawan/reone You can keep tabs on their progress via the OpenKotor Discord, along with other engine reimplementation projects. As to seeing it in action, well you can always pull a copy of the repo, compile it. and test it out directly. Or maybe someone on the Discord can provide precompiled binaries.
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1 pointaround 1950 textures are mostly done, gonna go over some of the skyboxes again though, make them 2048x2048 since it just looked quite a lot better.
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1 pointSo I recently discovered the Holocron Toolset (I'm pretty late to the party I guess) and I've been playing around with it to make some small adjustments to items and NPCs. I would like to know how I can make a completely custom item and have it be able to spawn in a container as a random drop? I'd like to make 3-4 Jedi robes that are lore friendly and could spawn between levels 14-24. I've already learned how to create them (using Crado and Aleema's robes as the base) but need to know how they can be implemented as drops without manually adding them to a container or NPC's inventory.
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1 pointThis will hopefully be the first of a few mods which I will be developing to enhance the atmosphere, visuals, and overall experience of Korriban. There are already some great mods out there which improve or upscale the appearance of commoners and others throughout the game but one section of the game and its characters always stood out to me as rather "unpolished": the Sith on Korriban. Out of all the planets, I always felt that Korriban was one of the most neglected in both K1 and K2 when it came to visuals in particular. There were even multiple mods which improved the appearance of Czerka employees, including those on Korriban, so it only felt appearance to do the same for the Sith students, teachers, and masters. This mod will port the robes from the Trayus Sith Academy on Malachor V on K2 and many of the Sith will be wearing them according to rank: students will wear "low" robes, teachers (including Yuthura) will wear "mid," and Master Uthar will wear the "high" or "Dark Jedi Master" robe as shown. All of the "Lite" Sith NPCs will also be upscaled and given the same heads as they are given in K1CP which I would highly encourage players to install before installing this mod but it won't be a requirement; similarly all of the Lite NPCs who are switched to "female" based on their file names in K1CP will be given the same treatment here but with the clothing overhaul as mentioned above. There will be two main options for installation: "Clothes Only" which will only change the NPCs' clothes but have them all keep their vanilla heads, and "Clothes & Heads" which will give unique heads (many of which will be ported player or minor character heads from K2) to all of the NPCs whom the player more directly interacts or converses with. Sith who will be out studying or excavating in the Valley will be wearing the "Dark Jedi Padawan" robes which use the player robe model from K2. Most of the textures used will be from a combination of mods by @Effix, @Dark Hope, and @90SKand I would like to thank them for their willingness to allow me to utilize their mods for this project. I should hopefully be able to finally get the project released within a weak or so.
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1 pointMade some changes after doing some additional testing on the mod. Lashowe, Mekel, Shaardan, and Jorak Uln will now keep their original unique heads and will merely get upscaled textures. Some additional errors with texture-assignments for models were corrected so it should be ready soon.
