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Showing content with the highest reputation since 05/17/2021 in Posts

  1. 7 points
    Since TOR released a set of the Star Forge robes not too long back, I figured it might be a useful basis for a hybrid version with the vanilla cape and loincloth (the TOR version is only painted on) married to SS's flowing robes animations. At this point I've done the initial import, scale, and pose, and am now ready for the transfer to the KOTOR rig. Thanks to the Blender I/O script, I was also able to bake out the tinted textures, which is much easier than trying to approximate it manually as I have had to do in the past. Here's where it's at currently: I still need to fiddle with a few bits and pieces, and there will no doubt be plenty of tweaking to do once the rig transfer is done and I can test out animations. I also have some folded down hoods taken from other sets that I will try to marry to this torso for a hoodless/maskless version. But that will require a fair bit of massaging to get them to fit, so I'm saving that for later. Still not sure about the cape. I think having it white as well would be a bit too overpowering, but I'm not entirely sold on the brown. And I haven't done anything for the DS black version as yet. Since there's no TOR version of that colour scheme for this set, I'll have to cobble something together myself.
  2. 6 points
    View File Larger Text Fonts for KOTOR 1! Have you tried playing KOTOR 1 at any resolution above 1080p? Then you have surely noticed that the text and font do NOT scale with higher resolution! As a result, text can look embarassingly small in the menu, dialogue, and HUD. Fortunately, this mod contains many sorts of font files that the game can use, sorted by size! Now you can play KOTOR in 4k resolution without needing to squint to see important text. These fonts were NOT my creation, they were found and extracted from the Russian version of the game which inexplicably has larger fonts with a variety of sizes (on top of being able to work in English as well). Hopefully everyone who wishes to play KOTOR in high resolution will get to have a more enjoyable experience, and one of the more common problems facing the community can be properly addressed. WARNING: This is NOT compatible with KOTOR 2 TSL. This only exclusively works with K1. As far as I know, there are no compatibility issues with other mods. However if you come across any errors or something that is not working as intended, please let me know here or via my Discord: Xela#6419 Submitter sovietshipgirl Submitted 05/19/2021 Category Knights of The Old Republic  
  3. 4 points
    I guess I'm getting old... I feel like your posts are a bit of a bombardment. Anyway, I can't see the full body here, but it looks like what you want is in this screenshot? Or part of what you want? I'm currently replaying KotOR but I can't tell if this was your own texture work. If so then I'm sure you can tweak it some more to look more like that SWTOR artwork from that Galactic History entry.
  4. 3 points
    I have made requests similar to this in the past. My recruit mod, "Recruit Sarna", which provides a soldier to replace Bastila after her capture, is near complete, I believe, and there are many I will give credit to for assistance. Sith Holocron, SithSpecter, Qui-Gon Glenn, TamerBill, Thor110, LoneWanderer, AmanoJyaku, Effix, N-DReW 25. Sarna, at Level 1, has high dexterity, decent intelligence, wisdom 14. She carries a Mandalorian Blaster and has the feat "Dueling" to allow her to use pistols, swords, and blades. With all the help, I will release my mod for anyone to use freely. I need assistance with new textures, possibly a slightly modified model, to create the armor I wanted to give Sarna, though I have a .uti file ready, and I hoped to make my mod a voiced mod. I have some voice files for Sarna that fit the limited dialogue she has, but these work only for two or three lines. If anyone could help with these things, voicing lines or creating new textures, contact me for more detail.
  5. 3 points
    Hi guys! Small update here. This time it's Manaan sith base. Here we have Arguing sith soldier in the first hall of Manaan (the only sith man26 modules I could edit). Now he's Sergeant. Security officer lady at the desk (man27_sithlieu.utc). Now she's Ensign Commander of the base (man27_sithdip.utc). Now he's in the proper uniform And some random captain (man27_sithcap.utc) was promoted to Major That's all for now. For other sith soldiers on Manaan the only thing I can consider is to replace the standart uniform texture. This way they all definitely will change. But there're diplomats, recruiters and common soldiers. So a uniform with a rank bar isn't a good idea. Maybe I should make the parade uniform or something. If you guys have any ideas or suggestions please leave your comments.
  6. 3 points
    You're welcome, I wouldn't usually take on random requests but this took like 2 seconds and I wanted to avoid you or anyone else unfamiliar with kotor modding taking the time to cut up the audio only to realise that there was a much easier way to use that characters soundset. Guess I might release it in future as well, seems trivial / pointless, but I guess new soundsets probably change the game up a nice amount for some people.
  7. 2 points
    Aaaand here is the update. At last I understood what was wrong and why I couldn't change npc clothes in the man26XX modules. It's because race parameter of the npcs in these modules was empty. So now it works perfectly
  8. 2 points
    Salk, Thanks for the comment! Well, originally I decided not to change pants colour so that the cap will still match (because the game has the single "Albino" model with cap one for male and one for female) In case with Commander he doesn't have the cap at all) But anyways, I can try and make recolouring with grey pants and show you the comparison screenshot 😃 As promised, here's the result. What do you think ? Funny thing is if you see this uniform in the bright room these grey pants look like pantyhose))
  9. 2 points
    Thanks) Can you please describe in detail what you don't like in the Ensign uniform colouring ? The fact that only top is black or something else ? Here's a close-up look of the uniform
  10. 2 points
    Hello there! Guys, I'm sorry for no updates during these 2 years. A lot of things happened but now I can say that I'm back on track) So. As ebmar suggested I made g_a_clothesXX files and added them to certain npcs I tried to change this way the outfit of the first officer on Taris (g_sithtrooper002.utc). But as I understand G in the filename means Global and this file is used both for this npc and for sith soldiers in the battle suit (at least the same npc is used on the Endar Spire, 4 sith soldiers in the last room before the escape pod with Carth ). As a result, if i change the battle suit to my g_a_clothesXX for this npc it will break the game (these 4 soldiers will change their appearance and become frozen. They can't be killed and script that let's you open the door afterwards won't fire). This was the original blocker and one of the reasons why I stopped working on this mod. The other reason was that on Manaan before the Sith base (manm26XX modules) the only npc that changed appearance was man26_sitharg.utc (sith who is arguing with republic soldier in the first hall after the docking platform where the Ebon Hawk landed) Others didn't want to change though I added g_a_clothesXX to their inventory and textures were for the same models as these npc used. For some reason it didn't work. Even for unique NPCs like Viglo, Duan and Vek. First two are drunk siths in the bar and the last one is the Twi'lek in the sith uniform. (The other thing is that I use K1RP mod. There's a little chance that maybe this is the reason but as far as I know this mod doesn't modify these npcs) But evetually I found out that in the modules where players is fighting with sith it IS WORKING. I mean, it works like a charm. So I've changed sith npx on the Taris sith base and on Manaan sith base tar09_recepti001.utc (the poor Twi'lek girl on the reception. I gave her sith battle suit whick was made by redrob41 https://deadlystream.com/files/file/726-modders-resource-specialized-combat-suits-for-kotor-and-tsl/ ) - actually i don't know if I can add this to my mod but this is a work-around because I didn't want to edit appearance.2da and I didn't want to change model for this NPC. And in the end I like the result better than the original idea (You know, she isn't a consripted soldier, she just works there) g_sithcomm003.utc (sith Captain. Though its a global file this one worked). I checked only Taris and Manaan, if this file will break something like g_sithtrooper002.utc I will sadly delete it. But for now everything works just fine. n_sithcomf002.utc (I've changed several techs to Sergeants. They looked to similar) tar09_shieldtech.utc (this tech is now female with rank of Sergeant-Major) tar09_sith092.utc (common sith trooper in the battle suit. Changed it to soldier in the Trooper rank without armor. The idea is that no one is waiting for the ambush so some soldiers are without battle suits) Ow. And one more thing. I added slightly more HP, medpacks and shields for these npcs (except Senior Technician) because without their original armor they're weaker so this way I balanced it a bit. Moreover, I left other techs in the original uniform and aside from tar09_sith092.utc there're other sith soldiers in the battle suit. So this doesn't ruining the original look of the npcs at the base. Just gives it variety.
  11. 2 points
    TpcView On windows drag and drop while pressing alt. You will get the images in .tga format which you can then modify in photoshop or gimp.
  12. 2 points
    Having you considered recruiting more staff to fill in the gaps of the inactive ones?
  13. 2 points
    This just saved me, Thanks for taking the time to explain this all those years ago Works like a charm with windows 10.
  14. 2 points
    Work on my "Recruit Sarna" mod nears its completion. Sarna was the Sith officer, Taris occupation force, who did not like her job. She finds a way off Taris and offers help to the Republic. I wish someone would help in my effort to give her unique armor, reflecting that the planet she reached did not have decent Republic military supplies. I believe a retexture of the Sith uniform (I had her wear one when I was checking possible appearance) with Republic officer shoulder pads could be used. The armor she has will be very light, but I will add special properties. If anyone is interested, I can provide more detail on what may be required.
  15. 2 points
    "Might as well jump!" - Van Halen The last update mentioned the mystery of the unconditional jump at the end of a subroutine, and explained it's a return statement. Let's look at it in a bit more detail. 7054 CONSTS [ 7059 CPTOPSP -4 1 7067 ADDxx 7069 CONSTS ] 7074 ADDxx 7076 CPDOWNSP -6 1 7084 MOVSP -4 7090 JMP 7108 *7096 MOVSP -1* //Dead code *7102 MOVSP -3* //Dead code 7108 MOVSP -1 7114 RETN Why is this happening? It's the result of the compiler building the subroutine in stages. Let's separate the op codes into subroutine Parts: Part 2 7054 CONSTS [ 7059 CPTOPSP -4 1 7067 ADDxx 7069 CONSTS ] 7074 ADDxx 7076 CPDOWNSP -6 1 Part 3 (New) 7084 MOVSP -4 7090 JMP 7108 7096 MOVSP -1 Part 3 (Original) 7102 MOVSP -3 Part 4 7108 MOVSP -1 7114 RETN Oho! This subroutine returns a value (Part 2), clears local variables (Part 3), and clears arguments (Part 4). But, why are there two Part 3's? Top to bottom, the stack looks like this: Temporary return values Local variables Arguments Return values The compiler first writes the code for clearing the arguments (Part 4), which is easy because there is a fixed number. Then, it writes code for clearing the local variables (Part 3 - Original). In the example, the subroutine has 3 local variables. Next, the compiler calculates the number of values returned in Part 2 and adds that to the number of local variables. The result is 3 + 1. The compiler does not remove the original Part 3, so it's necessary to jump over it (Part 3 - New). So, why is there a MOVSP after the jump? As far as I can tell, it's a quirk of the compiler. Part 2 returns a value by evaluating a set of expressions. The result is then copied down the stack past the arguments. The result is then cleared in the new Part 3. However, the compiler inserts a MOVSP after the jump that would have cleared the result of the last expression. That leaves us with two MOVSPs that are jumped over: one to clear the local variables, and one to clear the last expression (in this case, the return value). I'm rewriting my code to take advantage of this. Instead of calculating all of the changes made to the stack in order to find the subroutine signature, it could be easier to look for a jump and evaluate the code around it. The question is how to handle subroutines that don't return values, and therefore lack the jump... This newfound knowledge is useful for another reason: I now know how to properly analyze switch statements. More in a future post.
  16. 2 points
    Hey all So I wanted to place an invisible placeable on an enemy with his OnDeath script. So that I may have you loot him normally, but have another script fire after you've looted him and gotten the part to the quest. here's what I could think of... void main() { if ((GetJournalEntry("ache_saber") == 20)) { CreateObject(64, "ache_lens_cont", GetLocation(GetObjectByTag("infernal_sith", 0)), 0); } ExecuteScript("k_def_death01", OBJECT_SELF); } So the placeable is invisible and holds the part. Then dings the quest entry. Would this work or what am I forgetting/not doing right? I appreciate any help. EDIT: Hey nevermind. What I was doing worked. I just forgot to include the script that jumps the quest entry up. So then i moved the other items he drops to the invisible placeable so there's only one "Remains". Then looting that puts the quest up a notch. Woot. i did it!
  17. 2 points
    I have spent an extremely long time compiling different mods together to make my Bastila look how I want her to look and I am very pleased with the results so I thought I'd make a quick tutorial of sorts on how to make your Bastila look like mine if you would like too. It's not really a tutorial however, so much as a list of mods that I use. Models: For the Head Model I use This Mod: For the Body I use 'Bastila's Got Back': https://www.lonebullet.com/maps/download-bastila-got-back-knights-of-the-old-republic-map-level-free-52315.htm Skins: with this mod of my own on top of it: I use the blue eyes until after Malak tortures her then switch to the Sith Eyes. For Clothing: or ONLY THE SKINS FROM THIS MOD but it isn't necessary Also: with this on top of it: Extras:
  18. 1 point
    Hey Salk thanks, I'm glad you appreciate it! I have more coming along, nearly finished, for a second there I thought they would never see the light of day after a scare I got yesterday with some faulty RAM. Why not release your stuff by the way? The One and Saul Karath don't drop their module specific weapons anymore, the latter being replaced by the general assassin pistol. Bandon's saber only drops in the Xbox version so I didn't need to do anything there.
  19. 1 point
    Very nice! Another small chromatic nitpicking on my part. In the screenshot "East Central sith ladies" and "Same place sith couple": there is a small white patch on the shoulder of the grey upper uniform of two of the ladies and the Sith man in the second screenshot. I think that white is making too much contrast and doesn't fit with the chromatic harmony of the uniform. The same patch (I think) is visible in the screenshot "The Court" for another Sith Uniform but in that case, the color blends it very well.
  20. 1 point
    I have absolutely no idea as I don't do 3D modelling for the game, at least not yet. The most I have done is some simple edits and I messed them up myself lol
  21. 1 point
    View File Honest Merchant (TSLRCM) Brothers Dendis and Samhan Dobo decided to set up shop on the Telos citadel station. While Samhan opted to aquire his merchandise from dubious channels, Dendis kept himself, his inventory, and his prices, modest and ethical. This is why after TSLRCM I find it hard to believe that Dendis Dobo runs an honest but struggling business when I check his wares and see top-of-the-line gear and belongings of famous Jedi on sale. This mod was quickly whipped up to revert his store to it's original state. It goes without saying you should install this only if you're using TSLRCM. _________________________________________________________________________________________________ KTool..........................................................Fred Tetra TSLPatcher.....................................................stoffe & Fair Strides DeNCS..........................................................JdNoa & Dashus Submitter TK-664 Submitted 06/13/2021 Category Mods TSLRCM Compatible Yes  
  22. 1 point
  23. 1 point
    Thank you so much! I really appreciate your help! Please have a wonderful day! Kayleigh Trowell
  24. 1 point
    I had edited jagi001.utc rather than g_jagi.utc. The shield activation inside the cutscene works correctly now.
  25. 1 point
    In theory, this should work but in practice it doesn't. #include "k_inc_generic" void main() { ActionPauseConversation(); GN_ActivateForceField(); DelayCommand(3.0, ActionResumeConversation()); } I equipped the NPC (g_jagi001.utc) with a Mandalorian Power Shield (g_i_frarmbnds06) but it does not activate it. I tested other energy shields but still no go. Any advice?
  26. 1 point
    The conjanim column will likely be referring to the VFX hook (handconjure in this case), not the animation. If you want them to activate a shield, it's probably easier to just fire the anim (ANIMATION_FIREFORGET_ACTIVATE) and then apply the shield VFX. Edit: Ah, there's an include function for it - GN_ActivateForceField(). Organic Shields are 99 to 107 Droid shields are 110 to 115 Scans through all of the shield talents to see if the target has a shield to use. If the shield is used then the person will never use another one. Party members will never use this function.
  27. 1 point
    scroll along spells.2da and take a look "conjanim", there is also a "castanim" as well as an impact script that comes into play. This is set to hand for the conjure animation and self for the cast animation on #104 There is also an impact script which contains the following. ( below is part of the script that references 104 ) After the if/else statements is this It could be worth taking a look at the impact script, or trying the above effect instead of the talent you are applying. I am not sure why the hand animation is used, but it could be that the above overrides it by the time it has begun playing, I am not 100% certain but thought I would have a look into it quickly for you. Thor110
  28. 1 point
    Just wanted to inform you of a bug with Dialogue_Description_VeryBig and Dialogue_Description_Big, I've tested it with both. When their is 100 or more credits in a chest or on a dead corpse and you go to loot, it will crash the game. I'm currently using VeryBig on a playthrough right now and have had a number of crashes when looting. This is on a 1024x768 resolution btw, I don't think it affects 1080p or higher which is what you were going for with this mod. I'm not sure if this is fixable with the lower resolution I'm playing at, but it seems to be the only real issue I've had.
  29. 1 point
    View File Shaleena Original Head Restoration Shaleena Original Head Restoration By StellarExile This mod restores a unique head which was originally intended for Shaleena but was cut. Luckily, it still existed in the game files and is still able to be utilized. K1R and NPC Overhaul restore Shaleena's head, but I decided to create a mod that only restores the head and alters nothing else. This mod also includes a fix made by Ashton Scorpius which adjusts the model so that her upper teeth are no longer hidden during conversations. Incompatibilities: The mod will be incompatible with anything that alters Shaleena's original head model and appearance in her utc file. Otherwise, it shouldn't be incompatible with anything else. Permissions: Please do not distribute the mod to any other sites without asking my permission and Ashton Scorpius for the model fix. If you intend to use this mod in yours, please contact me for permission as well. If you intend to use Ashton's models, you'll need to contact him as well. Special Thanks: @Stoffe and @Fair Strides for the TSLpatcher. Fred Tetra for Kotor Tool. @Ashton Scorpius for allowing me to use the model from his Shaleena Mouth Adjustment mod. @Sdubfor helping me with the utc file. Shaleena Head Restoration.zip Submitter StellarExile Submitted 06/05/2021 Category Mods K1R Compatible No  
  30. 1 point
    So, I finally discovered a bug in nwnnsscomp... I think. The purpose of a reverse compiler is to recreate the syntax of the high-level language. This can only be accomplished if we understand statements, expressions, and values. Statement: HK-47 is ready to serve, master. - HK-47 If you care for others, then dispense with pity and sacrifice and recognize the value in letting them fight their own battles. - Kreia Battle is a pure form of expression. - Handmaiden So, what's all this got to do with nwnnsscomp?
  31. 1 point
    Changing the militias is a bit more complex, but changing the Onderon soldiers/officers isn't so much. It's mostly copy pasting values in appearance.2da (which you can edit with KotOR Tool). For example: row 355, label Republic_Soldier_Mal_w_Helmet, normalhead: 58, modela: N_RepSold, texa: N_RepSold row 607, label Onderon_Soldier_Mal_Masked, normalhead: 146, modela: N_OndSoldM1, texa: N_OndSoldM1 Leave the row and label intact, copy the rest of the values above from the Republic soldier to the Onderon Soldier. There's only one Republic Soldier with a helmet (there's the female one but there's no female Onderon soldiers), so if you replace the few variations of Onderon soldiers + officers with helmet guy it will be Iziz: Attack of the Clones 🙃 Edit: I'm adding a text export that could help anyone who is up for doing this switcheroo. I'm not myself, sorry. appearance.2da.txt
  32. 1 point
    It is my intent to create a character that will replace Bastila after she is captured aboard the Leviathan. I had a line in the script to create "0, "p_sarna"" Thank you for your help in making this possible. Sarna has the template n_sarna, but her Template ResRef is tar02_sarna021. That was an error. I still do not understand why the .utc file will not save with the portrait "po_psarna".
  33. 1 point
    I wrote my first NWScript in order to test the findings from the previous post. The script: I specifically chose to add a single local variable and return a vector (struct of three floats) to prove the results. Let's break down the test subroutine: Part 1 is where the local variable I is declared and initialized. Part 2 is where the vector is returned. Part 3 is where things get interesting. Part 3 (Original) clears the local variable. Part 3 (New) clears the return values and local variables. Since Part 3 (Original) is not removed there is a jump over it in Part 3 (New). That jump is followed by the compiler quirk, the MOVSP that clears the last expression from the stack. That expression is the result of GetPositionFromLocation(), a vector. It's good to finally understand this weird JMP/MOVSP business, but this is awesome for two other reasons. The first is code analysis can be simplified to look for this JMP/MOVSP combination, it's no longer necessary to calculate stack changes for each op code in order to determine if a subroutine returns values. This eliminates the majority of bugs. It's also faster, but that's not as much of a concern. The second reason is it fundamentally changes the reverse compiler construction. I'll explain more in an upcoming post, but the tl;dr is it's now possible to find the beginning and end of statements! Notice a pattern? 🤔
  34. 1 point
    Go check out the tutorials section, or download my test rooms, find the appearance number you need and go hunt down each of the .utc files for the soldiers whose appearance you wish to change. You will need K-GFF Editor, KotOR Tool & ERFEdit, plus possibly KotOR Toolset to more easily track down the soldiers you wish to alter.
  35. 1 point
    There you go. Can't do much about the underwear models. Those would need to be rescaled specifically for this. I could always replace PFHA04's soldier and scoundrel underwear models with that of the scout (the officer's height), but I figured the difference is too subtle to come to that. You might also be interested in making the hair in the portrait black so that it matches with the new head. Not sure if I can simply extract that asset from the game as is for you to tweak it, but otherwise I can darken the hair for you. There's also a mod that makes her hair more pleasing to the eye. appearance.2da
  36. 1 point
    This is perfect! Thank you so much, just what I had asked for! I can't thank you enough! I would appreciate it if you could set all of PFHA04's heights to that of the Czerka Protocol Officer's height if that isn't to much of a inconvenience? Thank you again for your help! I won't I will get the Tool working! Kayleigh
  37. 1 point
    You can do just this, but it is not done via properties but rather you can create a new Baseitem 2da line with a modified max dexterity. So you would copy one of the vanilla armor lines thus "cloning" it and giving your clone a brand new max dexterity number.
  38. 1 point
    Never used it before. Tried it now, and it couldn't open existing .dlg files because of some error. Funny thing is, this just happened to me too. I never noticed this problem before, because I always use DLGEditor to work with dialogs (I needed to open TSL dialogs and internal dlg editor of Kotor Tool doesn''t work correctly with TSL dialogs). So, once again, I suggest you download DLGEditor, set up TLK path in File/Set TLK File Path; set up Mod: KOTOR. Then: 1. Extract some .dlg file with KotOR Tool, but don't open it with KotOR Tool after extracting. 2. Launch DLGEditor and open extracted .dlg file, edit and save it.
  39. 1 point
    Yes. I think a few only appear with regular clothing, I'll figure something out for those.
  40. 1 point
    Heya, The plan is to have all these: https://steamcommunity.com/sharedfiles/filedetails/?l=english&id=2316663650 My current version here has only some of them. Greets
  41. 1 point
    Effix, Thank you so much, I am such a fan of your head mods! I understand the limitations when using the workshop. Thank you for taking the time to undertake this request for me! There is no rush, I am just grateful for your help! Kayleigh
  42. 1 point
    Sometimes, I learn more from mistakes than I do from getting it right the first time... My last post mentioned bug fixes. In an earlier post I described the structure of an NCS subroutine: Step 1 - The code that does the stuff you want Step 2 - Placing a return value on the stack Step 3 - Destroying local variables and temporaries on the stack Step 4 - Destroying arguments on the stack None of these steps are required, I'm almost certain I've seen an empty subroutine that simply returned. That means a missing step cannot impede the analysis of successive steps. So, how do we analyze the following? Subroutine 1601 1601 CONSTI 0 1607 CPTOPSP -3 1 1615 CPTOPSP -3 1 1623 JSR 298 1629 MOVSP -2 1635 RETN There is a single path through the code, that is there are no jumps so the ops execute in sequence. (Technically, the JSR is a jump. However, subroutine calls return to the op from which they were called and proceed to the next op in the sequence.) So, how does the stack change? The first three ops each add a value to the stack. The fourth op, a subroutine call, removes those three values from the stack. The subroutine returns void, i.e. nothing, so no return value is placed on the stack. And yet, the fifth op removes values from the empty stack... This tells us a few things: The fourth op is the last in Step 1 Subroutine 1601 does not place a value onto the stack after Step 1, so there is no Step 2 There are no local variables and no temporary values on the stack, so there is no Step 3 Therefore, the fifth op must be Step 4 Subroutine 1601 takes two arguments and returns void, i.e. void Sub1601(Arg0, Arg1) Let's look at a more complicated example: Subroutine 87299 87299 CPTOPSP -1 1 87307 CPTOPBP -171 1 87315 EQUALxx 87317 JZ 89610 CONSTx "NO COMBO SELECTED" 89631 CPDOWNSP -3 1 89639 MOVSP -1 89657 MOVSP -1 The first two ops each place a value onto the stack. The third removes those two values, and replaces them with a boolean (actually, an integer) result. The fourth removes the result, then performs a conditional jump. To simplify things, I've removed the conditional code branches. At this point, the stack is empty. The fifth op places a string onto the stack. The sixth copies the string down three positions from the top of the stack. However, there is only one value on the stack so this may be a return... The seventh op clears the stack. The eighth tries to remove a value from the empty stack. So, what does this tell us? The fourth op is the last in Part 1 Ops five and six may be Part 2 The seventh op is Part 3 The eighth and final op is Part 4 You'll notice the repeated use of "may". We should not assume all writes outside of the subroutine's stack are returns. Subroutine arguments also exist outside of the subroutine's stack, and this turned out to be the source of the bug. One of the subroutines analyzed wrote to its argument, and this was mistakenly marked as a return value. Thus, a subroutine that returned void, i.e. nothing, but also modified an argument messed up the analysis of any other subroutine that called it. The fix was simple enough: record the last write outside of the stack, along with the difference between the negation of destination and size of the stack. In the example above, the destination is -3 and the stack size is 1: -(-3) - 1 yields 2. When analyzing Part 4, the destruction of subroutine arguments, we compare the result to the size of the negation of number of arguments being destroyed: 2 vs -(-1), or 2 > 1. This tells us the final write is to a position greater than the furthest argument, thus it must be a return value. Subroutine 87299 takes one argument and returns one value. In short, we have to analyze Part 4 before we can analyze Part 2. Fixing bugs wasn't the only benefit. It's removed from the example, but there is an unconditional jump after the first MOVSP that transfers execution to the second MOVSP. This jump bypasses an op, creating dead code. I seem to have finally discovered the source of dead code: return statements. This also solves a different problem: I now know how to identify return statements in different parts of the subroutine. More in a future update!
  43. 1 point
    I see. I just looked up both of those upscaling techniques, and it might be easier to vary which is used on which type. For example, ESERGAN was trained to use Manga images (Which probably explains the oil painting results) Metal is notoriously difficult if the basic texture doesn't have enough detail, since the algorithms tend to soften out contrast and metal requires high contrast to look right. For that example you showed on the second to last photo, the contrast and detail could be remade in Photoshop with a combination of layer effects and gray overlays for the metal edges. However, I understand that this would interfere with how quickly you accomplish these, so hopefully there's just an AI algorithm out there that can handle metal rather than adjusting them by hand. If not, at the very least your work on smaller things like switches and more natural decorations like the Kashyyk greenery will be able to be upscaled. Otherwise, one technique that I've learned which works pretty well for metal is in Photoshop. Filter - Diffuse (Set to Anisotropic) This is a result from the Player Armor in Kotor 2.
  44. 1 point
    Greetings, I'd like to share with you the project I've been working on since summer 2020. Some of you may already have heard of it, as the development was public from the beginning. reone is an open source reimplementation of the KotOR engine, similar to xoreos and KotOR.js, but with a number of key differences. It is developed with extensibility in mind, meaning that modding capabilities it aims to provide are on a whole other level compared to the vanilla engine. For example, the graphics have already been significantly improved with the addition of physically based rendering. Current state of the project is such that the most fundamental engine subsystems are either complete or at least partially implemented, i.e. resource management, rendering, audio, GUI, scripting, conversations, combat and more. Given the current pace of development, I intend to finish the project by the end of 2021. My short term goal is to make the first Endar Spire module fully completable - a milestone, that will hoperfully bring more attention to the engine. Technologically, reone is a custom engine based on SDL 2 and OpenGL 3.3, written in C++14. This alone makes it highly portable - reone is believed to be working on Windows, Linux and Mac OS. Some background on myself: I'm a professional software developer from Russia and a prior contibutor to the xoreos project, responsible for most of its recent progress on KotOR. Links: GitHub Page Project Roadmap YouTube Channel
  45. 1 point
    It sounds like you already have a fair handle on things, there are a lot of tools required for modding the game currently, depending on what exactly it is you wish to do. Personally I gathered them all and poked around until I decided which ones I needed over any other, that turned out to be the majority of them. In the tutorials I wrote is a link to a 2 hour video / stream that gives a rough overview of KotOR modding, not sure if that might be of any use to you. Alternatively I would primarily suggest KotOR Tool K-GFF Editor 2DA Editor ERFEdit TLKEdit Dialog Editor KotOR Toolset KotOR Find References Utility There are a fair few beyond that that I have, but these are the main ones I use or have been using up until now. And of course there is also KLE ( KotOR Level Editor ) which is a fantastic new tool which has made life a lot easier for modding the games and is no doubt going to end up a very powerful tool for modding these games. Hopefully that might help guide you in the right direction, though it sounds like you would have found your way to the right tools on your own eventually Thor110
  46. 1 point
    View File Republican Soldier HD Re-texture of Republican Soldier, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024, 2048X2048. The archive contains 2 textures, 2 .txi. To Install 1. Download: RepSold HD 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 04/04/2021 Category Mods K1R Compatible Yes  
  47. 1 point
    Hi everyone, I wanted to let you guys know we are hard at work on the mod. I have a tutorial video on the KLE ( kotor level editor ) , where I show you how I'm placing in npcs, the dlg and the animation. In the beginning of the video you will see the Hutt Lounge on Nar shaddaa fully populated and animated. The tutorial is for you guys to see the inner workings of building a mod like this. I hope the video is helpful for other modders, giving them a work flow using the KLE in their projects. Second tutorial video is on setting up a combat level using KLE and Fair Strides's NPC Auto-Leveller 1.0. Logan23
  48. 1 point
    After looking around on the forums, I realized that editing the GUI of KotOR (and possibly TSL) is quite painful and most people use K-GFF (very great tool, but not visual). I then found xoreos-tools (part of xoreos - a very cool open source project). So this weekend, I started up making my own version of a tool which should help a lot with the process of laying out things nicely. The project is not fully complete, but it is ready for some beta testing! A few features so far - Visual display of all images (I think) + bounding boxes - Supports drag + drop / resize - Nested view for only what you care about (cleaner than K-GFF) - Cross-platform - works on linux / windows / mac (with caveats) - Light / Dark Mode for all of you who look at too many bright things (like I do) Getting Started Guide: https://github.com/amcolash/kotor-gui-editor/blob/master/README.md Release Page: https://github.com/amcolash/kotor-gui-editor/releases Source Code: https://github.com/amcolash/kotor-gui-editor Changelog 0.0.4 (9/17/2020): First Public Release
  49. 1 point
    Last post on Friday. "Is the page dead?" Son. Son, please.
  50. 1 point
    Wrong. Scout is medium, scoundrel is small, in Vanilla.