Leaderboard
Popular Content
Showing content with the highest reputation since 10/07/2025 in Posts
-
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.
-
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
-
3 pointsI had some time today, I edited existing uti files of the robes: g_a_jedirobe01 — Padawan Tunic - Given in the Jedi Academy g_a_jedirobe02 — Sith Acolyte Tunic - Not placed in the game - Will be present on some sith characters (initiats) g_a_jedirobe03 — Not placed in the game, Ignore g_a_jedirobe04 — Not placed in the game, Ignore g_a_jedirobe05 — Not placed in the game, Ignore g_a_jedirobe06 — Qel-Droma Robe replacement g_a_kghtrobe01 — Jedi Consular Robe: • Kashyyyk, Upper Shadowlands — Jolee Bindo • Korriban, Dreshdae — Dak Vesser g_a_kghtrobe02 — Sith Adept Robe: • Tatooine, Anchorhead — Dark Jedi (ambush). • Kashyyyk, Great Walkway — Dark Jedi (ambush). • Manaan, Sith Base — footlocker. • Korriban, Sith Academy — footlocker. • Star Forge Temple (Main Floor) — Dark Jedi. g_a_kghtrobe03 — Jedi Guardian Robe - will be given to Juhani g_a_kghtrobe04 — Jedi Sentinel Robe: Dantooine Ruins — Nemo’s Remains. g_a_kghtrobe05 — Sith Warrior Robe - Same Dark Jedi Knight spawns/containers as …02 above (color variant of the same placement). g_a_mstrrobe01 — Jedi Knight Robe: • Tatooine, Eastern Dune Sea — Chewed Human Corpse. • Manaan, Hrakert Station — Remains. • Korriban, Sith Academy — footlocker. • Star Forge System, Rakatan Settlement — Wicker Bin. g_a_mstrrobe02 — Sith Lord Robe: • Manaan, Sith Base — Dark Jedi Master. • Star Forge Temple (Main Floor) — Sith Master. • Star Forge Temple Summit — Bastila (DS path). g_a_mstrrobe03 — Not placed Ignored g_a_mstrrobe04 — Not placed Ignored g_a_mstrrobe05 — Sith Marauder Robe: Same Dark Jedi Master / Sith Master / Bastila placements as …02 above (blue variant). g_a_mstrrobe06 — Darth Revan’s Robes, Ignore g_a_mstrrobe07 — Star Forge Robes (Light-only), Ignore Next step is to finish creating utc files for the rest of the robes These additional robes I will add to the characters in accordance with the table I mentioned before and maybe to shops/lockers (if they are not global)
-
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 !
-
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).
-
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.
-
2 pointsI recently created a mod that reskins Ulic Qel-Droma's Mesh Suit and made it upgradeable.
-
2 pointsHello everyone I've been a quiet spectator for a bit and am kinda dumb when it comes to modding and was wondering if anyone could bring my favorite head from Kotor 2 to Kotor 1 (apologies if my formatting is incorrect for this kind of post)
-
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
-
2 points
-
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!
-
2 pointsThe early progress on the patch manager I've been using as well as releases can now be found on GitHub
-
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.
-
2 points
-
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
-
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.
-
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
-
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.
-
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.
-
1 pointThe target would be his UTC file, since that's where his inventory is stored. As to how you'd do it, while you could just edit the UTC directly and add it to his inventory via Holocron Toolset or KGFF, a better approach might be to use scripting to do it, since that allows for more control. It would also mean it wouldn't be affected by the edge case of people loading a save where he had already been spawned before they installed the mod, since in that case a modified UTC wouldn't take affect (creatures, placeables, etc. are saved in the GIT file stored in the user's save as soon as they are spawned). Probably not a big deal in this instance, but it can be a significant consideration in other circumstances.
-
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
-
1 pointDidn't read all, but my latest policy is: feel free to use my creations, simply credit me.
-
1 point
-
1 pointTelos sky box. might do something else with the grass and ground because its very dull.
-
1 pointThanks for checking Vurt. I've solved the issue - it was to do with Steam Cloud saving in that area I think. Thanks!
-
1 pointIt already looks quite impressive, but by far my favorite part is your Nar Shadaa skybox. That looks simply phenomenal!
-
1 pointWhen Aspyr upgraded opengl, they had to rewrite the shaders. The new second shader pass overrides the fog coloring for meshes with a lightmap.
-
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.
-
1 pointI searched Kotor 2 txi's and only the 1 texture used that water effect. The vanilla texture causes frame stuttering and editing that texture causes crashing.
-
1 point
-
1 pointWhile it's not the topic of this thread... my project xoreos was "supposed" to be that, eventually. Unfortunately, there really hasn't been much work on it for years now. A combination of being burned out by the sheer scope, not really any steady contributors, me being full-time employed again [1] and having too many other hobbies [2]. That's not meant as a justification or anything (I, frankly, don't think I owe one as such), just in case people are wondering. It's just what it is, as unhappy I am about it. reone quickly surpassed xoreos, for KotOR at least, and that's pretty amazing. I haven't really followed it day-by-day, but I kept an occasional eye. Personally, I'm still a bit sad that seedhartha didn't want to continue working on xoreos instead, but that's of course his prerogative. I mean, I get the push to do something on your own. And I feel like he and I didn't really connect well on a personal level; not that I'm saying we had any altercations or anything, but our communcation was sparse. Nothing drastic, just that we're maybe a bit too different. Or maybe I'm reading more into it than is real, I don't know, I'm also a socially awkward person. I just wanted that said, because I read somewhere that people were wondering if there's any rivalry between reone and xoreos or anything like that. There isn't, and I wish the project and seedhartha all the best. [1] A lot of progress was made while I was unemployed or freelancing. And since I suck at the latter, it wasn't so different from the former. Unfortunately, that's not sustainable [2] I DM 4 Pathfinder groups, I build and paint miniatures, I watch shows, movies, anime, and I'm also kinda learning Japanese? Story of my life, too many interests, never enough time Sorry for the long off-topic ramble here. Just wanted to give a life sign and right a few misconceptions I saw elsewhere on the internet.
-
1 pointRobes and armor 1024. PFBI01.tga PFBI03.tga PFBI04.tga PFBG06.tga PMBD08.tga PMBE01.tga pmbj01.tga PFBJ02.tga Aliens 1024 N_Duros01.tga N_Duros03.tga
-
1 pointThey haven’t logged into the site for 9 years? Not sure you're going to get a timely response from them.
-
1 pointi'll check the screens, thanks! yeah, i always use default .txi for all files, if the file for some reason had an alpha when it shouldnt, then there is an issue.
-
1 pointvurt, I downloaded the latest version (0.99a) and I noticed LTS_screen01, LTS_tech01 and LYV_scren01 are still in need of a fix. Also, from what I understand, the reason why some of the textures do have transparency issues depends on the fact that they include a non empty Alpha Channel but not an appropriate .TXI file. Cheers!
-
1 pointPortraits done. unless i missed someone... random player selectable characters
-
1 point
-
1 pointi just saved it without alpha entirely. Uploaded a new patch New Juhani with Gloss map Ithorians, Duros, Female Twi'leks new textures with gloss maps New Taris Skybox Fix for hole in wall texture (Anchorhead) Less shiny default armor Mission and Canderous Previous patch is included
-
1 pointJust to give a little help, I am showing the result of a single texture LTA_wall02.tpc in the game. Hard to know now how many other textures could be affected, but I know for a fact that there are at least two more in the LTA_wallxx.tpc series of textures. Normal camera: First person view camera: UPDATE: I converted the texture LTA_wall02.tpc into .TGA and checkid it out with GIMP. There is no problem with the Alpha channel. So when I tested it again in TGA format, the issue was gone! This reinforces my dislike for .TPC textures. In the past, I have had bad experiences with them and gave up on the idea of converting the massive amount of HD textures I have in TGA format into TPC just because of that.
-
1 pointcan you give an example of how this looks? I am trying to give the Duros just an envmap, all i get is a slightly transparent head. my .txi for the duros: envmaptexture CM_SpecMap then i have an alpha for the duros texture, with black and white parts. tga2tpc is then used with the .txi in the folder. doesn't work. Thanks! i think i like the contrast because i think its still pretty subtle, i think it might look like skin too otherwise with some black lines painted on. This looks like proper fur with color variations and stripes etc.
-
1 point
-
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!
-
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.
-
1 point
-
1 pointPresumably alpha channel masks for envmaps, like Sith troopers or Mandos, for example. Or the Hawk, both exterior and interior, amongst many others.
-
1 pointYes it would be. I know this because I looked at the Mac, Android, Linux, and Xbox binaries and seen they have basically identical code. As to if the relatively same changes work everywhere I do not know yet. Thank you too and no problem. I'm sorry for the really long wait, I just been depressed atm, exhausted from work a lot of the days, and busy with other things too. I was working on the Xbox version very recently. Modified the first footlocker you open, the script for it, to give millions of exp. But with my certain changes to the XBE (xbox version of exe) it won't work right with the 2da files. I looked at the game in a debugger with these changes and that's where it breaks, when loading the 2das at the second logo screen. As for attempting the changes for the Mac version I did a little bit months and months ago (maybe a little over a year) and was able to make some changes without the game crashing so I should be able to do relatively the same exact stuff. I disassembled the Android and Linux versions too and they basically had the same exact code. So yeah, if I hurry and make the edits I should be able to distribute those soon too. Yes it would be but I just had a very hard time editing featgain and force power gain in the exe without it breaking the game in some way. The feats as you may already know are very hardcoded in the exe and changing some of the structs and bytes in these functions and structs breaks things. In the meantime however, you can modify the featgain and class power gain 2das with a 2da editor here: 2DA Editor Alpha - Modding Tools - Deadly Stream And you can increase the progression gains for different levels with the tool and when editing these two files *before* level 22. That's something that works in the meantime. Like I told RJ, I'm really sorry for the long wait I just been very depressed and have been pretty busy. Yes I think he is. And I tested after level 20 to level 50 with the built-in console commands so no worries. I appreciate your feedback btw with the other two and responding back to them too when I didn't. At least you gave them some answer in the meantime. What mod is conflicting with this one if you don't mind me asking? Is it a 2da modification one? I can show you how to get my mod to work with those ones. You need the 2da editor I mentioned to Ethan: https://deadlystream.com/files/file/1335-2da-editor-alpha/ Then you can modify them however you want to.
-
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.
-
1 pointHello again, I wonder if anyone is interested in this mod with integrated bigger fonts or users rather want to have separated mods - bigger fonts and widescreen GUI? As some parts are dependent - multiple GUI files need to be updated, when using bigger font, in order to avoid missing text display or wrong alignment. I need to consider how to organize files in folder to make installing as easy as possible - as many users have problems even with installing current GUI mods and in this case this would be even harder - due to GUI / font dependency.
-
1 pointHuh, i thought more people would be interested in such mini-mod (especially because of larger fonts - for me even in 2K playing with original is quite annoying. Anyway I am still working on it. i was playing a little yesterday and thought that testing Android UI on PC may be interesting. Unfortunately many things seems to be hardcoded there, not handled via .gui files:
-
1 pointI Do believe there were Jedi Knigths in Kotor and TSL though they wern't mentioned for example in TSL during the Battle of Onderon Vaklu Soldiers keep saying things like " We need reinforcements a Jedi Knight has assaulted our flank" and stuff like that. Also I do believe Juhani was a Jedi Knight as well though I could be mistaken
