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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?6 points
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Hello folks. It's been a long time since I've posted in this WIP thread as I had released all I was planning to do on it years ago. If you saw the two posts before this one, you saw mention of me possibly redoing some of the loading screens for exterior areas of TSL using Kexikus' skyboxes. Now - in 2026 - I'm finally getting around to doing that. Here's a few WIP samples of areas I've done so far. (See attached.) The new loading screens will be released separately. If you liked the original loading screens that I released, they aren't going away. This will give you some choices. (Those that use the KOTOR Discord Mod Builds would probably want the new ones as the HQ Skyboxes are in the Mod Builds.) The screenshots I use to make the loadfing screens will be utilizing 4K upscales to the textures so everything should be sharp to go along with those Kexikus skyboxes. I will say that it is very unlikely that I'll be redoing the loading screens as covered for my Loading Screens Add-On Pack (which covered other mods like the Jedi Temple and M4-78 EP). With of list of warp codes, jumping around probably wouldn't be a hassle but installing the mods themselves would be. Add to that, that I really don't think that there's a great demand for Loading Screens to supplement mods that have never been very popular to begin with.3 points
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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.3 points
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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.3 points
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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.mdx2 points
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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!2 points
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Upscales approved and now available on Deadly Stream: https://deadlystream.com/topic/12120-skinrevenge-of-revan-upscales/2 points
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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 Here2 points
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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.2 points
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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.2 points
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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.zip2 points
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The forum software has been updated, and it defaulted to the generic theme. You can change to one of two Deadlystream themes by scrolling to the bottom of any page and clicking on the Theme drop-down button on the bottom left.1 point
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View File Janice Nall and the Incomplete Droids New textures for Janice Nall and the Incomplete Droids. Requires [K1] Janice Nall "Legends" and the Incomplete Droids 1.1.1 to be installed.и link To Install 1. Download: Janice Nall and the Incomplete Droids.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. Delete eb_JNallB01.tpc, C_IncDrd01.tpc, eb_JNallH.tpc 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 02/27/2026 Category Mods K1R Compatible Yes1 point
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View File K1 DarthParametric's Datapad New models and textures for the datapad. Models created by DarthParametric. To Install 1. Download: DarthParametric's Datapad.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 02/25/2026 Category Mods K1R Compatible Yes1 point
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Derp. I guess I'm a bit rusty. Too much time modding Owlcat games. I forgot to make the meshes children of the OdysseyBase. K1_Placeable_Severed_Arm_Restumped_Glass.7z K1_Placeable_Severed_Arm_Restumped.7z1 point
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Are you planning on doing this? The mod is basically ready for publication. Your permission is needed.1 point
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Well, the original games were developed with 4:3 resolution in mind. KotOR more than TSL, I think... So no, the camera shots should not be framed for 16:9. Another matter is what modders do. The K1 CP does frame shots for assuming 16:9 resolution. Probably TSLRCM, too. But I played the sequel (with TSLRCM) only once several years ago, so I could not really say.1 point
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You use the normal as a normal. Odyssey's normal implementation is pretty crap though. The source has to be de-swizzled and the Y (green) channel flipped because TOR is DirectX (-Y) and Odyssey is OpenGL (+Y). Odyssey doesn't have specular, so you're stuck with using envmaps. For stuff like clothes or anything else that gets tinted, you can bake the colour into the diffuse via the Blender plugin. Refer to the wiki on the SWTOR Slicers Github page for details.1 point
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View File AxC's Dantooine Star Map Placement Fix n the original game, the Star Map on Dantooine is positioned awkwardly off-center, despite the room clearly being designed for it to be in the middle. Thanks to a Reddit user who spotted this, I couldn't ignore it any longer. This mod corrects the placement so the Star Map now sits properly at the room's center. An additional optional file does the same for the Ancient Droid, centering him in his chamber as well. This mod will only apply it's changes on saves, where the ruins were not yet entered. Credits: WilliamDarkstar4, for the unfortunate discovery that drove me to this Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 02/12/2026 Category Mods K1R Compatible Yes1 point
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I am. Making the clothing part was super easy, barely an inconvenience. I cannot get the modifications part to work for the robes though. My guess it has something to do with item type.1 point
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While you are most likely correct, most if not all of them shouldn't, as far as I can tell, be affecting these scripts, so I'm not sure where to begin my troubleshooting The mod list I'm using is: 3C-FD Patcher TSLRCM Fixed Hologram models and Admiralty Redux TOR Ports KOTOR Comic Republic Uniforms Admiralty Patch NIM Fix for the KOTOR Comic Republic Uniforms Admiralty Patch Party Swap Handmaiden & Disciple Same Gender Romances Train the Disciple Train the Handmaiden Coruscant Jedi Temple Coruscant Jedi Temple Compatibility patch Coruscant Jedi Temple Expansion Galaxy Map[ Fix Pack Coruscant Map and Textures Peragus Galaxy Map Change Kreia Fall In-Game HK Droids SWTOR Style Delayed NarShadaa Main Quest Extended Enclave (With the appropriate patches for Party Swap and Handmaiden & Disciple Same Gender Romance) TSL 221tel Recut 1.0.1 TSL Lightsaber Pikes Effixian's Lore Keeper Robes Effixian's Prototype Knight & Warrior Breastplates Effixian's Tropper Armors Effixian's Mandalorian Disguises Effixian's Red Electromesh Robes Exiles Armband Force Leap Maintenance Officer Realistic Reskin Side Opening Doors on Malachor Malak's Armor Reskin Widescreen UI Fix for GOG Realistic Nar Shaddaa Skybox Mod (& Loadscreens) Fixed Mandalorian Banners Remote Tells Influence Force Affinity Fix and Overhaul Visas Marr and Female Exile Romance Workbench Crystal Attunement Leilukin's Lonna Vash Mod for TSLRCM JC's Supermodel Fix for K2 Vanila Sabers Patched Zeison Sha Armor Male Model Fix Consistent Bastila Recognition Bounty Hunter Starport Visa Fix Mira's Vanilla Escape for TSLRCM Unofficial TSLRCM Tweak Pack (Components 1, 5, & 6) Revan's Flowing Robes for TSL No Force Speed Blur for GOG Originally I thought that the Lonna Vash mod might be affecting the Korriban cave, but then it also happened with Atris vs the Handmaiden & Atton vs Sion.1 point
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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.1 point
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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.1 point
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Check the FX dummies for the hands. They are presumably missing, so it defaults to the OdysseyBase to spawn the VFX.1 point
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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.bat1 point
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A new mod has been added to the series and I have an update to the main NPC Diversity Pack mod. When the mod goes live, this link shall take you to the Quarren Sith Master mod - a mod which turns the Manaan Sith Master into a Quarren using textures from Quanon's Big Sellout modder's resource. The update for my NPC Diversity Pack is in the works and shall include new generic commoner heads with some ported outright from Kotor II and some made from scratch. Right now, there are the following generic heads: 3 white male, 2 black male, 3 asian male, 3 white female, 2 black female, 3 asian female, 2 old white male, 2 old black male, 2 old asian male, 2 old white female, 2 old black female, and 2 old asian female bringing the total to 28 generic heads in the vanilla game. The final plan of the NPC Diversity Pack is to increase each race to 5 heads meaning there'll be 5 white male, 5 black male, 5 asian male, 5 white female, 5 black female, 5 asian female, 5 old white male, 5 old black male, 5 old asian male, 5 old white female, 5 old black female, and 5 old asian female which will bring the total of generic heads all the way up to 60. Right now, only the non-old heads are ready meaning, with this update, you can optionally install 14 additional generic heads into your game that'll be spread out amongst the generic NPCs across the game. Whilst this update is not yet finished, here are some previews as to what some of these heads will look like: In addition to these new heads, I am planning on reconfiguring some of the genders of the NPCs in the modules. For example, the NPCs in the Dantooine Enclave exterior are all women and the Anchorhead Town NPCs are all men. I plan on replacing some of these NPCs with the opposite gender so that the female heads from these optional addons can be added to more planets and more areas throughout the game without having them congested in certain areas that are segregated by gender. More updates on this will be released closer to the updates release whenever that'll be.1 point
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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 !1 point
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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.1 point
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For reasons I can't explain, ever since I played TSL for the first time far longer ago than I care to admit, I've always wanted to have the interior doors in the Ebon Hawk in the first game. I noticed nobody else had added this feature in as of yet, so I decided to take a crack at doing it myself: All of the doors are added in and working, but obviously once they've opened, they stay that way. This feels like it makes the mod a bit pointless, so I'm currently working on a way to have each door automatically close once you move a certain distance away from it. I originally planned to use an OnHeartbeat script attached to each door to close it once you move a certain distance away, but it didn’t come out as well as I’d hoped: It’s a bit janky and doesn’t always seem to work as intended, so I’m not sold on this method. I did try using a trigger instead, having the doors open/close using the OnEnter and OnExit scripts instead and it’s a LOT smoother, so I think I’m gonna switch to that. Setting all those triggers isn’t going to be the quickest process in the world though so… that’ll be fun! As you can see, since the doors were originally intended to only be seen from one side in TSL, so once you pass through, you can see some of the door geometry poking out the wall on the other side. I'm not too bothered with that though, since it's unlikely anyone is going to be stopping and turning around to look up every time they walk through a door. I did show it at the end off the video though, just as a point of interest. I’ll hopefully get all of the triggers set tomorrow, give it a thorough test and then maybe put up a new test video before I create an installer and package it up for release.1 point
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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!1 point
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Amazing work! You managed to break down so much limitations... This is extremely exciting :)1 point
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Two 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).1 point
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I know it's been quite a while since I made any announcements on this project. 2019 was a very busy year for me. Even so, I was still able to work on the code a bit, and pushed code updates to the GitHub repo every so often. 2020 is still looking to be just as crazy if not more. I'm hoping to be able to post more updates on my progress. I've compiled an alpha build for anyone to test out. It can be downloaded from the release page of the GitHub project here: https://github.com/KobaltBlu/KotOR.js/releases/tag/v0.0.1 Download and unzip the contents somewhere. KotOR-js.exe is the main executable. When you run either game or the toolset for the first time, it will ask you to locate the game directory for the original games first. After that you should be good to go. It is an alpha so expect some things to be broken and or act weird. Compatibility Note: This is a 64bit build. I also believe it only supports win7 and up. I'm always eager to hear any and all feedback! This project continues to be a lot of fun to work on, and it's always forcing me to push the boundaries of what I know about coding and game design. If I can say something of encouragement to the new modders or coders that may be out there browsing these forums. It would be to chase that crazy idea and push yourself to try. When you spend hours and hours writing code or creating a mod, that feeling of seeing your hard work finally bear fruit is amazing. I can't count how many times i've seen modders discouraged from attempting projects because other people think they are biting off more than they can chew. I know that if I would have announced this project when I was just beginning, I fear I would have received similar remarks from some. The thing is that you very well might be over your head, and thats ok! Failure doesn't have to be the end of the road, it can be a stepping stone to better things if you learn something along the way and apply it the next go around. At least that's how I see it 😅. Anyways I apologize for rambling on, I'll sign off for now!1 point
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Hey everybody, As you might already know, there are 3 different heights in KotOR 1, Soldier being the tallest (literally being able to look down upon Calo Nord) and Scoundrel being the shortest (requiring everyone in the galaxy, except Mission, to look down just to see you), while Scout is tall enough for a direct eye contact most of the time. There is a mod, "K1 Player Character Height Adjustment" (https://deadlystream.com/files/file/397-k1-player-character-height-adjustment/), that makes you as tall as Soldier regardless of the class but ONLY while wearing armors and Jedi robes. Problem is, I'd like to play through the game as a Scoundrel with the default clothing, which is a red jacket for the class, but because it doesn't qualify as armor (or a Jedi robe) like the mod requires, so you can't have a tall Scoundrel. So, I really would appreciate if a mod that makes Scoundrel as tall as Soldier could be made. Even if such a thing isn't possible, I thank and appreciate you all for at least taking your time to read this. Have a great day and a great life.1 point
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Use KOTORTool to extract all the TPCs from the texture pack ERF. Then, to quote myself:1 point