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Showing content with the highest reputation since 01/25/2026 in Posts

  1. 6 points
    All of these textures you've been doing for KotOR1 have been wonderful. But I'm seeing a need that you haven't seemed willing to tackle: textures for KotOR2: The Sith Lords. Granted, there's a lot of overlap between many KotOR1 and TSL textures but I'd love to see you start on TSL specific textures. Whether it's for the new locations available there, the different heads for the PC characters, or the NPC team members, I am curious what you could come up for those textures. If anyone else agrees, drop a comment?
  2. 4 points
  3. 3 points
    I've done it. Do you want the stump still UV'd to fit the vanilla PLC_GenCorpse texture, or expanded take up the full 0:1 UV space since you presumably have a standalone texture? I can do the same with the hand and arm. Resize their UVs and assign them a single custom texture. Edit: I just went ahead and remapped it. Hand, arm, stump all now share one unified custom texture. UV layout guide is included in the attached (using the custom texture name). As for releasing it, go ahead, you know the drill.
  4. 3 points
  5. 3 points
  6. 3 points
    Browsing through makes me want to dive in for a new modded run of K1! I agree with @Sith Holocron TSL would see a huge boon from your skill and attention.
  7. 3 points
  8. 3 points
  9. 2 points
    I'm happy with the result. But there's always room for improvement. N_CommMD.tga P_CandBAD.tga PLC_Datapad02.tga PLC_Datapad02.txi plc_sevrdarm.mdl plc_sevrdarm.mdx
  10. 2 points
  11. 2 points
    I'll take care of it if no one minds)
  12. 2 points
    Updating the vehicle fleet in a far, far away...
  13. 2 points
    Dear Dark Hope, I am sure I share everyone's sentiment here saying that we wish for all russians to have one day the freedom they deserve. Unfortunately, it seems to me that the world has been going too often in the opposite directon the latest years. Especially some countries. May your child be born to see a better future. All the best!
  14. 2 points
    Upscales approved and now available on Deadly Stream: https://deadlystream.com/topic/12120-skinrevenge-of-revan-upscales/
  15. 2 points
    Sorry I've been slow to update this thread. A lot of the discussion has moved to Discord for better or for worse. But I'll try to put major updates here when I can. @DarthOuroboros Regarding a Lua machine, I had considered this option previously when I was planning out the script extender, but discarded it as the scripting community is already very well established, and asking people to adopt a new scripting paradigm might be a hard sell. However, that's not to say there'll never be a Lua machine implemented as you describe. There's room in the patching project for all sorts of ideas and features (provided someone is willing to create them). It just isn't currently on my or anyone elses docket to look into that.
  16. 2 points
    Hey 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 Zip File (GZF) containing everything you need to use this 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 the GZF? (New way) You need Ghidra installed, with a modern Java Runtime Download `k1_win_gog_swkotor.exe.gzf` from the google drive below Create a new Ghidra project Drag the GZF into the project Double click it to begin browsing You now have a decently labeled/decompiled instance of KotOR 1 How do I use the SARIF or XML? (Old way) 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 server, OpenKotOR server, DeadlyStream server, and 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. Google Drive Link Here
  17. 2 points
    The Russian modder did just that, but since he's presumably gone he can't come back and bug fix his own work or release it to the English-speaking Kotor Community. But as for why no one else has done it, it's simple - it takes effort to make a good quality mod. The TSL Expanded Ending mod adds a really high quality ending that puts TSLRCM's ending to shame, but it was made by a very talented modder. If he ever decides to work on the rest of Malachor, it probably won't be released for a very long time as it'd take a long time to not only make but ensure it's compatible with TSLRCM and other popular mods as there are lots of variables to consider for the end game - and this even includes him using Malachor VI as a base for his work, good mods take time to make and it's very easy to get burnt out during that process.
  18. 2 points
    How was that problem solved for ROR?
  19. 2 points
  20. 2 points
    Somewhat to my surprise, it actually doesn't seem too bad without it. No gap needing to be filled, which makes things easy. Try this and see how it looks in-game: K1_PFHA01_No_Bangs.zip
  21. 2 points
    The mod has been updated: Armor 9 HD isn't updated. I used the belt from this mod: https://www.nexusmods.com/kotor/mods/1770 I didn't get permission to publish it. I wanted to update the duros texture, but didn't get detran's permission. Boots have been updated.
  22. 2 points
    Please see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
  23. 1 point
  24. 1 point
  25. 1 point
  26. 1 point
    I would call it stylistic embossing.
  27. 1 point
    By "framed for 16:9" I meant that the dialogues etc. always get cropped to 16:9 by adding black bars to the top and bottom - now that I think about it, this cannot be true because that would mean there is no space for options on true 16:9 display. Nevermind. I get that playing on 4:3 is pretty niche but why any of these mods don't even consider it, especially on such old games. I mean, at least mentioning the compatibility in their descriptions. Whatever, I do not believe I might get to any specific issues with 4:3 at the moment. Wonder how the rest of the playthrough is going to unfold...
  28. 1 point
    Nothing. The game is a quarter of a century old and was designed for a Pentium II Celeron with 64MB of pooled system and video memory. The problems people encounter today are due to poor OpenGL support in their shitty drivers (i.e. AMD), not being overtaxed by added textures. The bigger issue is you probably won't notice any difference with or without a normal map, so they are mostly a waste of time. They used it sparingly because there was a limit to what they could fit in the Xbox's aforementioned pocket calculator-sized memory. And its presence in the first place was likely a legacy of Aurora/NWN. The engine doesn't accept normal maps in TGA format, so back in the old days it simply wasn't possible to make use of them. Additionally, even if you have a correct texture the relevant mesh/es in the model need a flag set for it, which wasn't exposed in the old modding tools. As to why more recent mods don't make use of them, some do. But like I said, it's mostly a waste of time because you can't even tell.
  29. 1 point
    It's not a terribly unique first mod idea. I've seen 2 other mods just like it. But one was OP AF, as the kids say, and the other was just okay. I want to make Upgradable Clothing and Robes, both to keep the starting outfit viable for Taris and Dantooine, and so Robes don't feel quite so gipped. But I'm also not the world's greatest numbers guy, so I wanted to float my initial idea and get feedback from people who've gone into the guts of the game's balance far deeper than I ever will. As for Robes, there are only a handful of upgradable armors in the game, and Jedi are just cut of the system entirely. This lets Robes feel a bit less obligatory (you want your Force Buffs right?) and moves them into a Force User-themed desirable alternative to armor. (And honestly, the two reinforcements go thematically with the Jedi Armor that appears in SWTOR and later entries) So here's my initial idea: Upgradeable Clothing Defense: 1 (same as Jedi Robes, which I consider to be the same as Clothing) Skill Focus: Persuade (clothes make the sentient; its a useful buff for a useful skill early game since its restricted to one class without penalty, unless you've modded it; but not so useful that you'd ignore armor with better defense for it) Armor Reinforcement: Defense +2 (or Defense 3, depends on if this replaces the old value or stacks; yes I'm that new at this, Brings it up to equivalent of Jedi Master Robes) Mesh Overlay: Charisma +2 (goes thematically with the base bonus; gives a minor buff to Persuade; I keep going back and forth if I should swap these around) OR Universal Save Bonus +1 (again nice generic bonus for any build, but not so good that you'd start turning away higher level gear) Jedi Robes Defense: 1 Regenerate Force Points: 1 (taken blatantly from TSL, makes them feel a little more unique and useful to Force users beyond just not restricting Force Powers) Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +1 (Charisma +1 for DS version) (a pivotal stat for Jedi, so nice to get a bonus, but hardly game-breaking) Jedi Knight Robes Defense: 2 Regenerate Force Points: 1 Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +2 (Charisma +2 for DS version), Immunity: Poison (Jedi are reputed for being to shrug off most poisons; using Heal does this, so its usefulness is limited) Jedi Master Robes Defense: 3 Regenerate Force Points: 1 Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +3 (Charisma +3 for DS version), Immunity: Mind-Affecting (Can you see a Jedi/Sith Master getting confused or mind-tricked?) Qel-Droma Robes Restricted to Light Side Defense: 4 (down -1 from base to flow better with the upgradable scaling) Wisdom +2 Regenerate Force Points: 2 (Base robes all have it 1 now, so felt like the unique ones should have a slightly better version) Armor Reinforcement: Defense +2 Mesh Overlay: Immunity to Fear and Mind-affecting (just improved Master Robes in many way, plus a nod to Cay Qel-Droma's suicidal levels of overconfidence/naivete.) Darth Revan's Robes (These two can't be upgraded because there's no upgrade bench to use at this point in the game, so I just gave them a little buff to keep up with the other improvements) Restricted to Dark Side Defense: 7 Strength +5 (up +1 from vanilla, just to keep bonuses uniform) Regeneration: 1 Regenerate Force Points: 2 Immunity: Sneak Attacks (honestly, probably not very useful at this point, but I like it as a nod to the idea that he survived getting shot in the back by a SHIP) Star Forge Robes (These two can't be upgraded because there's no upgrade bench to use at this point in the game, so I just gave them a little buff to keep up with the other improvements) Restricted to Light Side Defense: 7 Wisdom +5 Improved Saving Throws (Universal): +2 Regenerate Force Points: 2 Immunity: Critical Hits (its the end of the game, might be a bit OP but honestly shouldn't matter) On a secondary note: I've never liked the odd numbered stat bonuses. Every version of D&D after the OG 3rd/SWRPG ditched them because it amounted to new gear having a 50% of being useless if you didn't have an odd numbered stat. That just doesn't feel good. How badly do you think a mod that redoes all Attribute bonuses to Even-Numbered break the game. Maybe some of the ones that already have even numbered stat buffs could get a small secondary effect to help differentiate. But that's a different project. Just an idea to address something that's always bugged me, and much more ambitious.
  30. 1 point
    You mean to say that this setup below in the corresponding UTI file doesn't work in-game?
  31. 1 point
    Are you making this mod? Because I can assure you it's very easy to make if you know what you're doing and very easy to learn if you don't know what you're doing.
  32. 1 point
    Like a lot of other things in the game, the answer is via scripting. For vanilla modules, typically this is done in concert with the module's GIT file, which has provision for a day music track and a night music track (a leftover from Neverwinter Nights). This is linked to an row ID in ambientmusic.2da which points to the music track that loops in the background. Using scripting, you can start/stop the current music and switch it to a different track. For example, in K1 when you encounter Malak in the Leviathan Hanger, the trigger script switches the module from its default music, track 11 (mus_area_sewers), to track 8 (mus_theme_malak): https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M40AC_Leviathan_Hangar_lev_m40ac/k_plev_malakmov2.nss#L5 Or in TSL, for the introduction of Nihilus, it switches from track 8 (mus_sith) to 4 (mus_nihilus ) https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/tree/master/TSL/TSLRCM/Modules/852NIH_Ravager_Bridge/a_nih_intro.nss Or this script in TSLRCM, which switches the Ebon Hawk's default track to the romance track (mus_s_romance) which they added to their version of ambientmusic.2da: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/006EBO_Ebon_Hawk_(post-Dantooine)/a_006romance.nss At the end of your conversion, you can add another script to the exit node of the DLG which stops the new music track, switches it back to the original one, then sets that to play. Typically any time you need to know how to do something, there's a vanilla example you can crib from.
  33. 1 point
    The problem simply didn't happen with ROR, it played in-game exactly the same as it does when you listen to the .MP3 audio file. If you open the tslpatcher folder and open the folder named "ai" the affected VO is in there if anyone wanted to see the problem for themselves. If you listen to the audio as an .MP3 file it plays as it should but in-game the speed and pitch is somehow increased to the point that it sounds like Alvin from Alvin and the Chipmunks. Marius Fett sent me a fixed version of the models earlier today. I've just updated the mod with their fixed models and in my testing the Death Field effect now projects from the hands as it should.
  34. 1 point
    New tutorial about editing the map models and walkmeshes using Blender
  35. 1 point
    Check the FX dummies for the hands. They are presumably missing, so it defaults to the OdysseyBase to spawn the VFX.
  36. 1 point
    It's a commandline program, not GUI-based. You can use the attached batch files to convert to and from. Just follow the instructions. XML_to_TLK.bat TLK_to_XML.bat
  37. 1 point
    As always, you are full of good ideas, N-DReW-25. May I ask if you imported the model and texture from the sequel or if it is a custom made work? I read better the info and Quanon is reported as the author. It would be nice to remedy the bug with the Force Power effect originating from the feet rather than the hand and I am sure an experienced modeller could help you out with that. And perhaps with the clipping of the hand and lightsabe I noticed in the picture. Cheers! PS: Too bad also about the bug with the AI voice over. That would have been my choice...
  38. 1 point
    From Bioware's own TLK documentation: For languages other than english where conversational or other text differs depending on the gender of the speaker or the person being spoken to, there are two talk table files, dialog.tlk and dialogf.tlk. Both tlk files contain text for the all the StrRefs in the game and for gender-neutral strings, the two tlk files actually contain the exact same text. However, if a given StrRef refers to text that has a two different translations depending on gender of the player character, then dialog.tlk will contain the masculine form of the text and dialogf.tlk will contain the feminine form of the text. Personally, I convert the TLK to and from XML using Xoreos Tools (tlk2xml / xml2tlk). But there are also other tools around that convert to/from various text formats.
  39. 1 point
    View File Restored Content for K1CP [DEMO] Restored Content for K1CP [DEMO] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.11.0 Demo Release Date: 04.07.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given five options. Main Mod- This is the installation which installs the RC-K1CP mod. Lite NPCs Restored- This restores the Lite NPCs that were removed in the K1CP, install this option if you want these back in your game. Restored Gloveless Clothing- Left over textures and pre-release screenshots suggests that the commoner clothing didn't always have gloves that hid the NPCs hands, with this option installed all the generic NPCs will have exposed hands that correspond with the skin color of that NPCs race (White, Black and Asian). This option is fully compatible with the K1 Clothing Pack but is incompatible with Dark Hope's Commoner Clothing reskins. Restored Sith Officer Uniforms- Restores the unused Sith Officer uniform variants throughout the game, this option is incompatible with Heyorange's Sith Uniform Reformation. Restored Party Dialogue- As of right now, this option restores unused lines for Canderous' dialogue about Korriban. This option is cripplingly incompatible with mods that edit "k_hcan_dialog.dlg" so don't install this option if that file is already in your Override folder. Restored Unique Blaster- Restores unused textures for Carth's Blaster and the Baragwin Ion-X Weapon. These are an optional install as they are incompatible with the High Quality Blasters mod by Sithspecter. Restored Jedi Appearances- Restores many unused Jedi appearances and soundsets on both Dantooine and the Star Forge. This option is most likely incompatible with the NPC Diversity Pack, Jedi Diversity on the Star Forge, Diversified Jedi Captives on the Star Forge, or KotOR 1 Twi'lek Male NPC Diversity. Description: The Kotor 1 Community Patch (K1CP) is the biggest bug fix mod for Kotor 1 and is arguably the number one go-to mod for Kotor 1, similar to TSLRCM for Kotor 2. The Kotor 1 Restoration (K1R) mod is NOT compatible with the K1CP and as such players have to pick between hundreds of bug fixes offered by the K1CP or the restored content of K1R, they couldn't pick both... until now! Restored Content for K1CP is a restoration mod for Kotor 1 which has been developed for use alongside the K1CP mod, with this mod installed you shall experience restored content alongside the bug fixes of the K1CP mod. This mod also does not follow the same "rules" as K1R, that means this mod might restore cut content that K1R didn't restore either because the original K1R Dev Team didn't want to restore it or because they didn't know about it. This mod is an INDEPENDENT project developed by a single modder (and any future contributors) with no connection to the original K1R mod, everything in this mod was developed from scratch as getting permission to use K1R assets is impossible due to the disappearance of the K1R team leader. This mod is a DEMO meaning it does not restore all the cut content that K1R restores, future updates shall add more content and fix any bugs present in the mod. Whilst this mod is a Demo, it is not necessarily incomplete... what little restored content this mod has to offer is complete and will not standout as unfinished (in terms of the mod itself, your opinion on the cut content might be different). If you have feedback or any bugs to report for the next update, I urge you to report these to me so that the Restored Content for K1CP mod may be the best it can be! Restorations: Item Restoration: Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SithRevan (RIP): Beginning the restoration effort for K1! K1R Team: For developing the original K1R mod! Leilukin: For granting me permission to integrate her Juhani Dialogue Restoration mod into the RC-K1CP! SpaceAlex: For making the Bastila's Extra Dialog on Tatooine and allowing modders to use it freely! A Future Pilot: For kickstarting the K1 Community Patch mod, for making the Sith Soldier Texture Restoration mod and for allowing modders to use it freely! Sekan and Seamhainn: For including the source scripts in their Garrum and Tar'eelok Restoration mod which allowed me to recreate the restoration of those characters in this mod! DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates! DarthParametric, th3w1zard1 and Salk: For valuable feedback! Sith Holocron: For the mod logo! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 07/21/2023 Category Mods K1R Compatible No
  40. 1 point
    Hello, please do one for converting whole modules as well, and for extracting models from a module and inserting it in another one (a shuttle for example) ! Will be much easier with a video ! Thanks !
  41. 1 point
  42. 1 point
    I was thinking of something like pulling modules and textured game models into Blender and then rig and animate them from scratch. Hell, making these things from scratch may be the only option. After all these years, AI upscaled scenes can't be the only option. If there's some folks out there that want to work on this too, please contact me. Otherwise, I'm fully prepared to tackle this myself. I have. I just don't care for them. I don't think they fit the mise en scene of the original Star Wars films, which KOTOR draws heavy inspiration from, and that of the first game itself. It's too polished, too flashy. I don't believe they integrate with the base game very well. I want something that stays truer to the intent of the original game.
  43. 1 point
  44. 1 point
    NCSDecomp is my attempt at replacing DeNCS with a modern alternative.
  45. 1 point
  46. 1 point
    For those who are hungry for updates, thanks for all the kind words and support. As holidays are around the corner, my free-time has been a bit taxed lately as I strike the balance between KotOR things and spending time with my and my fiance's family. (Not to mention keeping up with my real job 😬) However, I did spend some time formalizing some of the various "wishlist" features, as well as other pending investigations within the repository issues view. Most upcoming work on my radar for this project is of the unexciting sort. I want to adjust the way I'm modelling game objects in the patching framework to better reflect the underlying inheritance in the base game (i.e. Functions that take a CSWCObject can accept a CSWCCreature, which is derivative, as valid input, etc). I also want to improve/expand the address database system. Right now, they're being stored in plain-text TOML format, which is fine at the current scale, but as this project has grown, this system is already becoming unwieldy. I'm looking to swap to using SQLIte, such that we can have efficient, live, swappable local databases that we can just dump address data directly out Ghidra into. Finally, kotor 2 reverse engineering just needs more work. Kotor 1 is in a great place, such that if we were only targeting that game, I could really accelerate this project. But since I'm endeavoring to provide a solid framework for both games, some TL&C is required to get kotor 2 at least somewhat up to speed. I likley will be giving DarthOuroboros's GhidraMCP suggestion a shot to see if that can accelerate things more here. As a lot of the work to be done is mostly comparative reverse engineering, which I hope falls into the low-complexity class of problem that AI typically excels at. As always let me know if there are any questions or suggestions! P.S. @ajdrenter Galaxy map stuff would be pretty interesting, I've added an issue for me to investigate that at some point in the future. Thanks for the suggestion!
  47. 1 point
    (Cross posted from Discord) More progress has been made on doing some patching in KotOR 1! Here I demonstrate adding in a simple test function mto the NWScript VM, and running it in-game. The summarize what all is happening here: We patch the space allocated and existing bounds checks for script IDs (I extend the space such that we could have up to 1000 total functions, but I can always extend it more in the future) I patch the existing initialize commands function in the game to continue onto my own block of code where I initialize this new `TestScriptExtension` command to call a simple execution script (using an identical pattern to the existing scripts in this game) I added this command to nwscript.nss so `nwnnsscomp.exe` would recognize and compile the script with this new function (special thanks to Edward T. Smith for making a tool that is so well designed that it works out of the box for our very custom situation here) Set it to run when I talked to carth The actually function just prints some debug text to Windows Debug, however, we can also have them call other game functions, implement custom stack logic, among other things. There's still A LOT of work to be done: I want to clean up the patcher/launcher so that using it is actually intuitive I want to add a bunch more commands to the script extender I want to tutorialize the creation of both new commands and patches, so that the lovely and creative people of kotor modding world can contribute in the future Setting up Kotor 2 compatibility much much more Let me know if ya got any questions!
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  49. 1 point
    You'd have to strategically replace stuff already listed in the item code list. There are ways to interface with the system, but adding custom codes, like DarthParametric said, isn't possible. Familiarity with the KotOR Tool Templates.bif, Item section. Look at a_light /a_medium / a_heavy / a_robe items. I wrote a Nexus Article about how those items are sectioned, by letter C through K, referring to model in the appeareance.2da
  50. 1 point
    View File Movie Mandalorians - Retextured Movie Mandalorians - Retextured by Mcfly -------------------- My intention in making these textures was to fuse the concept of the Movie Mandalorians mod, with the original in-game Mandalorian designs. I initially made these just for my own use, but I decided to release them once I finally completed the set. -------------------- Install: -------------------- - These textures require the Movie Mandalorians mod by Deadman. - Copy all .tga files into your KOTOR2/override folder. -------------------- Uninstall: -------------------- - Delete the .tga files from your override folder. - Reinstall Movie Mandalorians mod to restore the original textures -------------------- Special Thanks: -------------------- - Deadman, for creating the original mod. Thank you Deadman! -------------------- Permission: -------------------- - Anyone is welcome to do whatever they like with these. -------------------- Contact: -------------------- If for any reason you want to contact me, you can find me on DeadlyStream and NexusMods. - Mcfly696 @ NexusMods - Mcfly @ DeadlyStream Submitter Mcfly Submitted 10/18/2019 Category Skins TSLRCM Compatible Yes