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7 pointsI was wondering if anyone would be willing to add glass overlays to these upscaled Nar Shaddaa windows for me. These would be for personal use but obviously anyone could download them off this request page if they chose to. For illustration purposes I have attached these textures as PNGs but to save you some time, I've also made a DropBox link here where these textures are in TGA format. Thank you for your consideration in this matter.
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5 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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4 points
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3 pointsFor 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 π¬) 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!
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3 pointsI had some time today, I edited existing uti files of the robes: g_a_jedirobe01 β Padawan Tunic - Given in the Jedi Academy g_a_jedirobe02 β Sith Acolyte Tunic - Not placed in the game - Will be present on some sith characters (initiats) g_a_jedirobe03 β Not placed in the game, Ignore g_a_jedirobe04 β Not placed in the game, Ignore g_a_jedirobe05 β Not placed in the game, Ignore g_a_jedirobe06 β Qel-Droma Robe replacement g_a_kghtrobe01 β Jedi Consular Robe: β’ Kashyyyk, Upper Shadowlands β Jolee Bindo β’ Korriban, Dreshdae β Dak Vesser g_a_kghtrobe02 β Sith Adept Robe: β’ Tatooine, Anchorhead β Dark Jedi (ambush). β’ Kashyyyk, Great Walkway β Dark Jedi (ambush). β’ Manaan, Sith Base β footlocker. β’ Korriban, Sith Academy β footlocker. β’ Star Forge Temple (Main Floor) β Dark Jedi. g_a_kghtrobe03 β Jedi Guardian Robe - will be given to Juhani g_a_kghtrobe04 β Jedi Sentinel Robe: Dantooine Ruins β Nemoβs Remains. g_a_kghtrobe05 β Sith Warrior Robe - Same Dark Jedi Knight spawns/containers as β¦02 above (color variant of the same placement). g_a_mstrrobe01 β Jedi Knight Robe: β’ Tatooine, Eastern Dune Sea β Chewed Human Corpse. β’ Manaan, Hrakert Station β Remains. β’ Korriban, Sith Academy β footlocker. β’ Star Forge System, Rakatan Settlement β Wicker Bin. g_a_mstrrobe02 β Sith Lord Robe: β’ Manaan, Sith Base β Dark Jedi Master. β’ Star Forge Temple (Main Floor) β Sith Master. β’ Star Forge Temple Summit β Bastila (DS path). g_a_mstrrobe03 β Not placed Ignored g_a_mstrrobe04 β Not placed Ignored g_a_mstrrobe05 β Sith Marauder Robe: Same Dark Jedi Master / Sith Master / Bastila placements as β¦02 above (blue variant). g_a_mstrrobe06 β Darth Revanβs Robes, Ignore g_a_mstrrobe07 β 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)
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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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2 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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2 pointsWatching your progress on this very closely. This is the most exciting thing in KotOR modding in a long time in my opinion. The placeables extension is fantastic, would like to see the same thing for the galaxy map as I know it has a similar limit. Also transcending the limits of appearance.2da would be amazing although I know this probably requires a huge amount of manual effort.
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2 pointsAnother little demo: Here I show off directly accessing 2DA values from scripts
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2 pointsAn update for my Galaxy of Faces mod. Ithorians have been added: The Dark Harbinger, Wound in the Force, and Dread Cyborg mods now serve as the basis for the Dark Side Ending's Dark Jedi Masters. The HD Soul Patch Man of @ScrierOne was used for Holdan's new head whilst Effixian's Alternative Atton Clothing was used for his new body. The head was retextured so that it looks as if Holdan does Spice whenever he's not running jobs for Davik or harassing waitresses' in the Lower City Cantina. The status of permission in regards to ScrierOne's work comes from the Nexusmods page for the head which states the following: Despite these terms clearly stating I do not have to credit him, I still want people to know that it was his awesome mod which brought you this awesome appearance. Gorton Colu also comes with a new head, one that was made by me, and should you use the NPC Diversity Pack with Galaxy of Faces Gorton will wear a Military Suit and will bear the face of a militaristic Fascist: And Ajunta Pall has been given a new appearance, though he will be added via a standalone mod which will be found at this link once it is approved: Feel free to let me know what you think of these recent developments!
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2 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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2 pointsThis is an addon tool which resides in the side panel. Tested for Blender 4.2 and latest KotORBlender. I made this mainly for myself for working with the world mdl files to add and fix issues with foliage, but it can serve a purpose for just working with .mdl in general. I guess the image says what it does, but overall it will be good for newbies (such as myself) but maybe also to others. The "Pre-Flight" is handy if you used KBlender and you never got it to export anything (i saw some comments about that on the KBlender page). There are quite a few criterias that has to be met, and it fixes those. "Add unique node numbers" is also good, you can add 100's of objects and then just click it and it will add unique numbers, very boring to do manually. This is 100% AI written code. So errors, bugs, not doing something correctly or as expected, garbage coding, that can absolutely be a thing. If you want something added to it that you think would be convenient to have when you are working with the world files or mdl files in general, then let me know and i can try to add it. I tried adding a 1-click to do a walk mesh for an object, spent 2 full days on that, it just doesnt work. Same with doing Lightmaps, spent many days on that and got nowhere. But other than those two it seems to have gotten things right, as far as i can tell. If you are good at .py or prompting AI's for code, then get in touch and maybe you could help adding lightmap or walkmesh functions to it. VTools.py Edit Added the .py, just install it like you do for any add-on.
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2 points@DarthParametric I actually cracked the debug camera a long time ago when I was working on thread injection: Around 2-minutes in that video Honestly this entire playlist is filled with things I've gotten up to in these games. I haven't stuck a way to use it in the patcher just yet, but I have a few ideas.
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2 pointsAh, I see! That's why I didn't take it into account xD Because it is a different mod Thanks again! In any case, I think it would be better to have fixed utc files for unused robes. If some mods use them, they will have proper textures with JC's robe model port --- Also, a small update, I fixed all the icons of all the robes, now they have a proper display with the blue border
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2 pointsThat should be very doable, right now the shipBuild function just return `true`, and does nothing else. So as far as patching goes, it's as easy as swapping a byte or two. I'll throw something together later today, and make a mini demo. Good suggestion, I'll add this to the list @DarthParametric Here ya go:
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2 pointsOk, so.... I finished with the creation of all the .uti files for all the robes (23 robes, wow). I added unique description for one of them and I added all the robes to the game and tested that the textures work and look fine (for for male and female NPCs). In accordance with JC's Cloaked Jedi Robes for K1 Mod Resource I created all types of textures for each robe (PFBI/PMBI, PFBIA/PMBIA, PFBIB/PMBIB, PFBIBa/PMBIBa, PFBIC/PMBIC, PFBIJu/PMBIZh), however for now I have only "gloves" texture for all of them. Next step will be to copy all the different hand texture for all the robes for all the variations 5 variations for 23 robes... it will take time xD When I have time. Another thing is that robes icons background does not look good (for most of the icons I can't see the blue border). I'll have to fix this too. For now, this is a screenshot with all of the descriptions of all the robes directly from the game, My achievement for today xD If you are interested in about the descriptions I came up with, you can open and enlarge the image
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2 pointsIf you mean making a mod that makes the player character speak, then I believe this was attempted before in a thread years ago and the result was either it's impossible to do or it requires a lot of time consuming effort to essentially implement one single line of dialogue that it'd take years to produce a little bit of voiced player dialogue that'd be prone to all sorts of problems and incompatibilities that it's virtually impossible regardless.
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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 points
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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)
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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 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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1 pointHow can you import a model from KOTOR 1 to KOTOR 2 and vice-versa? I understand that you need to use MDLOPs or MDLEdit, and then a 3d model software like blender with the add-ons available for download on this site, but I don't understand what steps actually need to be taken to make the model files from one game readable by the other game.
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1 pointIf it messes with timers, then I imagine anything related to OnHeartbeat events for placeables/modules/user defines would experience the sort of issues described.
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1 pointHi @Salk I know what your talking about! The load behavior of a main menu load, a hard load (load game menu in game), an autosave load, and a quick load all have subtle but important differences. This has actually come up in the speedrun world a few times. For example, the effect duration glitch (in which they last a long time) only happens if you have previously loaded a hard save in this session (as that messes up the global timers). There's a variety of other small differences, between these functions; most of which I haven't dug too deeply into. But I'm unsurprised you've run into this before. If you could provide an example of a specific script related issue that performs differently for different loads (to use as a reference point), I'd be happy to mount a bit of an investigation into it when I get the time. As mentioned above, it's a busy time of year so this may be backlogged a bit. I'd also be happy to field any other questions! Thanks, Lane
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1 pointI used mostly Blender, photoshop and kotor tools. I joined my mask with someoneelse's mask since IDK how to rig. I'm learning right now and thank you
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1 pointAmazing work! You managed to break down so much limitations... This is extremely exciting :)
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1 pointWhat do you mean by "future skill checks"? There are already skill checks in dialogue that add more skill based dialogue responses should said skill be a certain level. So this is the Loganverse team's latest rebrand I take it? As SH has already said, they seldom collaborate with others or share their own assets with modders. I had no idea who this is, I tried searching for them on YouTube and the only thing that came up was a Let's Play channel. The thing about Kotor Machiminas is that what you see on screen isn't as deep or as complex as the scene itself depicts. You might see an awesome scene with combat and the like but in reality what's going on behind the scenes is that NPCs are being directed to do things via JC's Toolbox and what you might think is an epic cutscene might actually be 5 separate choppy in-game cutscenes that were recorded and edited together to look like one scene when in reality they aren't. When it comes to any sort of animation, what isn't seen on screen doesn't need to be animated - this is especially true with 3D animation. I say this because something that might look cool in a Machimina might not actually work properly in-game as a mod. Remember how Revan and Kreia used Darth Malak's Lightsaber pose? In-game the ability to use blasters, the ability to use security on a door, or dialogue animations might be broken as those were never seen in the movie and thus could be left broken. Even if you ignore the fact that SWST and Varkor take their time making VO, there only value as voice actors for the ROR mod is for the character Revan and we aren't even up to writing that character's dialogue let alone finalizing his script. There will definitely be voice acted characters before Revan, so why would we want famous examples like SWST and Varkor for those characters when we can have unsung actors play these roles and do a good job at those roles (and not take 3-5 years to produce the lines for those roles too). And should by some miracle we do finish the entire mod and get to voicing Revan should these two be unable, unwilling, or no longer be here to voice the character we will inevitably have to look for different people. We are working on Episode Two and the patch for Episode One, though SH is right in saying that a collaboration at this stage is very very unlikely. I can assure you, work for Episode Two is well underway and it is going well without a major collaboration at this present time.
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1 pointYou'd need to first add the appearance to the appearance.2da and you'd need to set an armor item as a disguise to that new appearance. The disguise part is easy, it's the adding the appearance part that you need to overcome. This disguise would convert a female player into the TSL Mandalore so there'll be no problems there if that is something that you intend.
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1 pointAh, what I meant was that because I created a robust file I/O interface, that it wasn't clear how valuable the existing (unimplemented/gutted) print features would be. Though, in that the functions *are used*, but just not doing anything. Then yes, I agree, this would be quite valuable for sleuthing existing game logic and debugging those issues. For new mods though, I'd definitely recommend my function that's just a wrapper for `fopen`. But regardless, getting logs/feedback out of the game has been asked for a lot, and establishing several avenues for y'all is definitely a high priority for me.
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1 pointView File My favorite and custom Swtor mask (Tulak Hords version) I was asked if i could make my custom mask that you can find here . Into Tulak's hord mask so we can find it on korriban. I was unable to do it so The_Chaser_One did it and better that i would have he even crafted a custom icon. Enjoy and thank you The_Chaser_One. I also made a more lore friendly version the link will be available as soon as i finish it. Submitter Elayerfawkes45 Submitted 11/07/2025 Category Mods K1R Compatible Yes
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1 pointAh, ok, that tracks more with my expectations after my aforementioned previous discussions on the matter with ndix UR. But if you have enabled some provision for debug messages then that is extremely useful. Traditionally the only option has been using SendMessageToPC to pipe stuff to the Feedback window, which is pretty limiting. Although speaking of which, if you can increase the scrollback buffer of that window, that might be another handy change. On a different note, something else that comes to mind is the debug camera option that they left in the Xbox version but apparently removed entirely for the PC version. If you don't already have access to the Xbox version I can give you the XBE to look at, if that's of use/interest. Maybe there are other goodies in there that are missing from the PC version.
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1 pointNot K1R, the RC-K1CP is a different mod though they are similar in that they're both restored content mods. K1R does not restore the robes I believe.
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1 pointThe Jedi Temple scene does have crashes at various points depending on game version and/or system. As I personally do not experience these bugs, hence why I can't fix them, a temporary fix has been made by adding an option where you can skip the Jedi Council scene when you meet with Drayen outside the elevator. This'll take you straight to Corellia with Drayen in your party and allow you to play the mod beyond the Jedi Council scene. This'll be added in Episode Two with all of Episode One's bug fixes and improvements, however, Episode One's bug fixes (and this particular bug fix) will be available to players early in the form of a sub mod which will be downloaded separately from ROR and will be installed on top of ROR as it is now.
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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.
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1 point
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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 point@heyorangeDamn bro that looks great ! How much more time do you think you'll need ? Also, I assume this will work for both games ? It'd be nice if I could make my expansion compatible with your mod. Anyway, great work.
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1 pointSteam itself doesnβt present the launcher for the game. It will just launch you straight into the LucasArts and Obsidian movies before being greeted by the main menu.
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1 pointHello. Thanks for your contribution. Could I ask you what you meant exactly with "There's some little things to fix" in the description? Cheers!
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1 point
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1 point(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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1 point
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1 point
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1 pointPresumably alpha channel masks for envmaps, like Sith troopers or Mandos, for example. Or the Hawk, both exterior and interior, amongst many others.
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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 pointAt its current stage, this mod has some serious bugs tied to it. One: the quest 'Deadly Upgrade' re-inserts itself into the quest log whenever you set foot in the R&D section of the Industrial Zone regardless of whether or not you finished it via any means. Two: there is a missing quest item needed to fix the droid by the Industrial Zone entrance in the quest 'Fixing Droids'. Three: There was supposed to be a dialogie option with Kaah upon completion of the Environmental Zone where he gives you data regarding a quest granted by the rogue industrial droid from the maintenance shack that I forgot the name of. This is missing, rendering the quest unfinishable. Fourth: two of the assassins that show up in the new ending do not aggro after they dispatch Vash. What is most disturbing out of all of this is that all the chatter I've seen regarding these bugs is that the authors have no inclination to go back and fix them. I get it, they're probably burned out, but to leave such bugs as these in the mod is just irresponsible. I've tried using Pa3pyx's (or whatever he's called) 1.3 version, but there is no installer and that user has provided no instructions on how to successfully integrate his version in. Unless there is a concerted effort to fix these issues, I'd say give this a miss.
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1 pointThe Handmaiden starts with row 454, which has the hood up and uses a full body model (a single 3D model that includes the head & body, "F" for "full" in column "modeltype"). Later she uses row 638, which uses separate head and body models ("B" in column "modeltype" and a number in the "normalhead" column) , so it can show gear that's equiped. There's several ways to go, up to you. You can turn 638 into the hood up version or keep the hood down in 638 but make it so that it will never show gear. Sure, no problem. Effixians_Keep_Companian_Default_Clothing_Jedi_only_version.zip
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1 pointWell, this was... something. It seemed like it would be a good something, but now I just don't know.. I'm going to start off by saying that, contrary to zbyl2's assumptions, I find walking immensely preferable to being abruptly teleported around without warning. That was so jarring and disruptive that I was tempted to report it as a bug. It actually took me til the second instance to realize it wasn't one. Was that change playtested by anyone at all before release? That did NOT make for a good gaming experience... Also, given the existence of the Escort Droids for controlled fast-travel, it's completely and totally unnecessary. It was fundamentally a bad idea, in my opinion - throw it out the window and never look back. Second, I played the "You have to use a droid" portion as T3-M4 and I have to say that under these circumstances the dialogue choices being unintelligible to the player ends up feeling rather awkward. It's one thing in Vogga's warehouse, where the choices don't actually matter much at all; in that context it's funny. But here, where they actually have significance, it made me feel like I was flailing around completely blindly. I think that either you need to ditch the concept for that portion of this world, or publish a translation sheet. Third, I think the number of currently-active droids needs to get added to your journal. Because you can only ask the droid once, and it's all too easy for it to get scrolled out of the Messages log (and I'm guessing the Messages log being so short in TSL is backend idiocy that modding can't fix). I mean yeah, you can write it down, but it feels like the in-game handling should be better. And then there's the bugs.. I was super-excited to play M4-78 and finally be able to experience a more complete TSL story that actually gave Lonna Vash her due. And, after getting past the janky introductory segment, I was having a good time with the place. Then I set foot in the R&D zone and had "Deadly Upgrade" suddenly inject itself back into my Active Quests list (and the entry didn't even match how I'd actually done it). I came here to report that... and discovered just how broken version 1.5 is and continues to be. That was disheartening to learn. I implore you to either return to the project, or at least make an installer for the more-stable previous version (1.3) so that that can be hosted here.
