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6 pointsAll 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?
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3 pointsBrowsing 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.
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2 pointsDear 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!
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2 pointsUpscales approved and now available on Deadly Stream: https://deadlystream.com/topic/12120-skinrevenge-of-revan-upscales/
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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 Zip File (GZF) containing everything you need to use this A Ghidra SARIF export that contains all data types, function labels, parameters, Classes, and other additions I've made A Ghidra Format XML that contains the labels and function adjustments I've worked on. This is lighter weight than the SARIF file, but has more limitations when it comes to import fidelity. A generated `.h` file, that contains the Header information I have pieced together over time. Even lighter-weight, and more limited than the above What this is not: True Debug Symbols for kotor BioWare Intellectual Property A runnable or compilable program Kotor's Source Code A reverse engineering of Kotor 2 A reverse engineering of the Steam version * * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort. What this is: A decently representative result of what Kotor's debug symbols might look like (format and terminology pulled from the MacOS symbols, and existing NWN docs) A research-based labeling and reverse engineering of the GoG version of Kotor 1 A labor of love for the past several years that I'm happy to share Why this is cool/important: This provides a stepping off point for creating proper patches for KotOR 1 This also provides a means for researching underlying issues with things such as memory management, graphical limitations, and compatibility This also provides a researching angle for coming to understand some of the more mysterious file formats, and how they interact with the game itself There are also a variety of fundamental similarities between this and KotOR 2. Which may unlock some insights for that game This is also the first step towards a proper re-compilation (though that is a long-ways off) How do I use the GZF? (New way) You need Ghidra installed, with a modern Java Runtime Download `k1_win_gog_swkotor.exe.gzf` from the google drive below Create a new Ghidra project Drag the GZF into the project Double click it to begin browsing You now have a decently labeled/decompiled instance of KotOR 1 How do I use the SARIF or XML? (Old way) You need Ghidra installed, with a modern Java Runtime Create a new project, and import swkotor.exe (as purchased from GoG) Open the EXE in Ghidra's code browser When it asks if you want it analyzed, select 'Yes" The default analyzers are fine, technically you could speed this up by stripping out a few unneeded analyzers The analyzers will take several minutes to complete (progress can be tracked in the bottom right) Once the analyzers have run, we can proceed Select "File > Add To Program..." and select the SARIF (or XML) file (download below) The importer will analyze the symbols and apply them to the project You now have a decently labeled/decompiled instance of KotOR 1 Limitations: 99.9% of the functions have been labeled, however there were a few stragglers that I was never able to work out. These will appear as `FUN_<address>` 92.3% of the Data is labeled, with stragglers being named `DAT_address` Data Types are VERY incomplete. The labeled ones consist mostly of frequently used types, and known fields. Unknown fields are marked `field<index>_<offset>` Virtual Function calls are very under labeled (largely due to the difficultly of labeling vtables in Ghidra). Though you can determine the underlying function by applying the offset to the associated Class vtable. Most functions have only automatic variables defined within their decomp. Typing and purpose of underlying variables beyond function names, and parameter types, are left up to inference. Overlapping functions. Certain functions overlap in this compilation, due optimizations within the Visual C++ runtime. As a result some functions such as `GetProperty0x30` are shared by multiple classes, and thus lack a name-space. You can usually work out their purpose by checking the associated data type at that offset. If you used the XML import, you will be missing a lot of typing and Function Class/Namespace info Final Notes: Please feel free to ask me any questions about this effort, or any thing strange you might find within the decomp. I've grown to be quite the kotor expert over the years, and I'd be happy to share any insights. You can reach out to me on Discord @lane_d, I'm in the Kotor server, OpenKotOR server, DeadlyStream server, and the kotor speedrunning server. I will be periodically posting updates to this drive, whenever I get the chance to work on this more. If anyone has any major contributions they'd like to see added, please reach out! I'd be happy to chat. Google Drive Link Here
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2 pointsSorry 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.
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2 pointsThe 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.
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2 pointsSomewhat to my surprise, it actually doesn't seem too bad without it. No gap needing to be filled, which makes things easy. Try this and see how it looks in-game: K1_PFHA01_No_Bangs.zip
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2 pointsFor 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.
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2 pointsThe mod has been updated: Armor 9 HD isn't updated. I used the belt from this mod: https://www.nexusmods.com/kotor/mods/1770 I didn't get permission to publish it. I wanted to update the duros texture, but didn't get detran's permission. Boots have been updated.
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2 pointsPlease see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
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1 pointWell, 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.
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1 pointNothing. The game is a quarter of a century old and was designed for a Pentium II Celeron with 64MB of pooled system and video memory. The problems people encounter today are due to poor OpenGL support in their shitty drivers (i.e. AMD), not being overtaxed by added textures. The bigger issue is you probably won't notice any difference with or without a normal map, so they are mostly a waste of time. They used it sparingly because there was a limit to what they could fit in the Xbox's aforementioned pocket calculator-sized memory. And its presence in the first place was likely a legacy of Aurora/NWN. The engine doesn't accept normal maps in TGA format, so back in the old days it simply wasn't possible to make use of them. Additionally, even if you have a correct texture the relevant mesh/es in the model need a flag set for it, which wasn't exposed in the old modding tools. As to why more recent mods don't make use of them, some do. But like I said, it's mostly a waste of time because you can't even tell.
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1 pointYou 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.
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1 pointI 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.
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1 pointAre you making this mod? Because I can assure you it's very easy to make if you know what you're doing and very easy to learn if you don't know what you're doing.
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1 pointI agree with you, though I would like to mention that Dark Hope's first language isn't English and so your mods might get lost in translation for her if you speak too complexly. I would like to say that if Dark Hope doesn't have a copy of Kotor II, meaning she can't get the textures, I'm sure many of us modders who do own Kotor II would be willing to give her the textures that she'd want to work on.
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1 pointView File Quarren Sith Master A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 05.02.2026 Installation: Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic. Description: In the 19th Century, European Colonizers would use non-European collaborators to help pacify and/or assimilate non-European cultures into their Empires. The European Colonizers and the non-European target for colonization might have major linguistic and cultural differences making dialogue between the two groups almost impossible, but by taking a non-European collaborator of the Europeans and using them as an intermediary between the two groups the non-European group might become more suspectable to the Europeans through the use of the non-European collaborator who is closer to the non-European group than they are to the Europeans. A random example of this might be the Italians using the Arabs to help them colonize the Somalis. The Italians want to colonize Somalia but they do not speak Somali and aren't at all culturally similar, whereas the Somalis would more than likely know Arabic and would be more culturally similar to Arabs so using Arabs to help Italians colonize the Somalis would be a viable tactic. This concept of wanting to colonize a group that is different from you so you instead use a culturally similar group to make it easier for you to colonize the original group is central to this mod. On Manaan, the Sith Empire is secretly training Selkath youths into becoming Dark Jedi and Sith Agents to one day stage a coup against the Manaan government to take over their planet and exploit their precious resources. Similar to the real life example above the same hurdles that applied to Europeans and non-Europeans still apply to the Sith in this scenario. The Sith Empire is predominantly human and are shown to be quite racist to non-human species throughout the game. The Selkath are an aquatic alien species so not only is there a differing alien culture the Sith have to deal with but the Selkath primarily live underwater. The leader behind this Sith plot to train Selkath youth is a human Sith Master who appears as a generic Sith Master in-game. This mod changes this NPC so that the Sith Master is now an alien Quarren, another aquatic alien species. With this mod installed, it makes much more sense as to why the Sith are trying to train and convert Selkath youth to the Sith when the mastermind behind this plot is a fellow aquatic alien who would be much more culturally similar to his Selkath students and would be a much easier leader for the Selkath to blindly follow despite this master serving an empire that would be racist towards them all. Known Bugs: This mod shouldn't have any bugs but if you find any please feel free to report them on Deadlystream.com. A third install was planned but could not be implemented due to a bizarre bug. The third option was a version of the vanilla dialogue which had an AI filter over it to make it sound like the Quarren from Kotor II (this same method was used in the ROR mod for the Quarren Jedi Master). This could not be added as the VO in-game would be sped up with the pitch increased for reasons unknown to me. This install has been included in the mod but cannot currently be installed, when this bug can be fixed I will add the ability to install it. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The textures for this mod comes from Quanon's Big Sellout, a modder's resource that was published on LucasForums back in the day. These are the same textures that are used in Quanon's Sith Quarren PC mod found on NexusMods. As these textures came from Quanon's Big Sellout, they can be used in your mod though I strongly advise you credit Quanon as the original artist and acknowledge Quanon's Big Sellout to avoid people thinking you stole it from the Sith Quarren PC mod. Thanks to: Quanon: For making the original textures and including it in your Big Sellout modder's resource! Marius Fett: For fixing the Death Field animation bug which projected the lightning from his feet instead of his hands! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Obsidian Entertainment: For creating the original Quarren models, textures, and VO! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 02/06/2026 Category Mods K1R Compatible No
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1 pointThe 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.
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1 pointNew tutorial about editing the map models and walkmeshes using Blender
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1 pointCheck the FX dummies for the hands. They are presumably missing, so it defaults to the OdysseyBase to spawn the VFX.
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1 pointNCSDecomp is my attempt at replacing DeNCS with a modern alternative.
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1 pointKOTOR 1 has essentially two types of level scaling: 1. Spawning more and/or different NPCs. This may be done either through a script or through an encounter object. 2. Buffing NPCs when they are spawned. This may be done either in an individual script or with the global script k_def_buff. With the first, I would expect the change in stats to feel consistent regardless of PC level. With the second, you will experience diminishing returns at higher PC levels because enemies will be getting the same flat bonus added to a higher base stat.
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1 pointIf you're planning that for K2, you can look at how the modder has done it for K1 here : https://www.nexusmods.com/kotor/mods/1422
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1 pointI know this, I know what I'm looking at here. This isn't TSLRCM, this is the bootleg Malachor VI mod that a Russian modder made. Where did you download your mods from? You're playing a Russian mod that has not been translated for English users and is practically unknown to us. If you are using the mod that I am thinking of, then there are problems with it that prevents any translation work into English from being done. 1) It contains Visas audio files from the Ravager for Malachor of her dying. I suspect it's for if Visas dies on Malachor, but since the Russian modder named these files something like "907visassex.mp3" the other prominent modders I have shown this mod to assume the Russian modder added a sex scene to the mod and so refuse to probe into the mod any further. 2) The Russian modder I speak of has been missing since the start of the Russo-Ukrainian War in 2022, it is very much possible that the maker of this mod perished during the initial invasion of Ukraine and thus he can neither help us or give us permission to modify his mod.
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1 pointhey, ya'll. I just wanted to pop in and say i'm still alive and still planning on finishing my companion complexions mod. the holidays had some unforseen stuff but, we ball. update should be out in the next week or two. i'm still cooking just bear with me. Visas cooking preview 1.5 (and Visas) is out now also, working on a new player head mod - 2/10000 heads done so far. wish me luck T-T and thanks for all the support so far
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1 pointThis is it ! Absolutely stunning. I'm sure I can use some for my expansion but that Tulak Hord one is going straight in the game ! Great work and thanks a lot for sharing.
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1 pointAmazing work! You managed to break down so much limitations... This is extremely exciting :)
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1 pointTwo 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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1 pointThe triggers have been placed in the game and I think the effect is about as smooth as I'm going to get it: Much happier with this iteration of the mod than I was the previous one, so I think this going to be the approach I go with for the final product. I've done a little play-testing to make sure cutscenes aren't broken by the doors stopping NPC's moving etc and it all seems to be ok. The triggers all work as they should. There might be the odd bit of jank with NPC's getting lost for a second and turning on the spot while they wait for a door to open, but other than that, it's all good. Not that there are many proper cutscenes aboard the Ebon Hawk, anyway. At least not in ebo_m12aa, which is the only module I've added the doors to. The other stunt modules, I've left alone. I was mainly concerned that this would interfere with things like Sasha leaving the ship, but she just acts as above. Some of the doors go a little nuts if you try to follow her directly, as multiple creatures are entering/exiting the trigger areas at once, but don't do that it's fine. Well, here it is!
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1 pointHi there! I've seen this topic quite recently, and i got in touch with Brents as i was working myself on the Jedi Enclave module for K1. I'll be sharing my ressources for my own mod to Brents Im not saying everything displayed here will make its way through, and i'm not making any promises instead of the author himself. Just saying i'm willing to give a hand, we did not settle on anything concrete yet and i wanted to showcase a bit of my own work without opening another thread. As there is a placeable limit in K1, everything you see in the video i'm linking is added into the module models themselves. I reused assets from K2 (Khoonda assets, Peragus kolto tank, Placeables...). The extracted placeables are not lightmapped yet, and i was wondering if it would cause troubles in the long run? There is also the sunlight from K1 Dantooine appearing in the main hall/garden.
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1 pointThe textures weren't a fix. The pink was intentional to see if that shows up in the line. A different colour might have been better. As to the model, whoops, forgot to enable the headlink. This should be fixed: <removed> Edit: It doesn't warrant a formal DS release, since this is not a universal problem, but if anyone else needs it, you can find it here - https://github.com/DarthParametric/TSL_Atton_Head_Black_Line_UV_Tweak/releases/latest
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1 pointSorry it took so long but as I said before, I have very little time with my main computer now. Here are some screenshots of some hilts that I have but I dont see around in mod sites. REMEMBER: those are not mine and I am uploading just screenshots, remember this if you see an image and find out that the mod is yours. The hilts are: -The two of Ahsoka from clone wars -Darth Bane's(the fan made using the novels as basis, not the official that ignores the novel description) -Ben Solo from episode 8(the only good thing of that movie if you ask me) -A generic curved hilt -A double bladed curved similar to Asajj Ventress -A generic double -Exar Kun double bladed (but being held as if it is a single hilt) -Kanan's from rebels -Rahm Kota's from the force unleashed game -Malak's official hilt -Darth Malgus's from swtor -Maul's from rebels (it even has a cane version, that I give to Kreia at the begining of the game) -A generic lightsaber pike -A variation of Revan's from swtor -Satele double bladed from the swtor cinematics -Savafe Opres's from clone wars -The spinning lightsaber of the inquisitor from rebels -And the temple guard double bladed
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1 pointUse KOTORTool to extract all the TPCs from the texture pack ERF. Then, to quote myself:
