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22 pointsIn this Topic i want to share my current progress on a project to make the visual appearance of the Planets in Kotor 2 more appealing. While learning to create textures in my previous Mods like the Complete Overhaul Series for K1, this mod is the end- product of that process over the years. The overall goal of this mod is to bring more of the movie flair to the game by emulating the panel designs of the Prequel, Sequel Trilogy and (perhaps in the future) Battlefront II. I know this is a very ambitious project so i cant tell if im able to pull it off in time, but while its already covering large parts of the game, i try to improve it, by adding some textures here and there from time to time. WIP Screenshots:
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17 pointsHey Kotorians (yes I want to make that a thing) – I am excited to be announcing a big update to the Kotor community. The short version is Deadlystream and /r/Kotor are moving forward with a merger of our communities. So what is happening? Immediately we will begin co-moderating Deadlystream and /r/Kotor. I am being added as mod to /r/Kotor and Snigaroo is joining Deadlystream as an admin, while Goat is joining as a moderator. We will be expanding staff cooperation in the coming months. Moderation of the /r/Kotor Discord will be shared and modding channels have already been added to the discord. This will become the official discord for Deadlystream going forward. Additionally, wee will also be cross-posting content across communities to encourage /r/Kotor subscriber engagement on Deadlystream and working on increasing modder participation on /r/Kotor. We hope these actions lead towards growth for both communities. What about rules? Each community will still have a unique set of rules, processes and procedures to follow. Deadlystream’s forum based community and the reddit community are very different beasts, each with a different need we fill for the community, our rules will never be 100% aligned but we will align where it makes sense. We will have more information announced over the coming weeks while Sniggles and I work on our integration ideas and planning. Speaking of rule updates, we do have two changes that will be implemented beginning today and they are as follows; · Our rule around porting of content being banned This rule is being replaced by the following rule: · Mods and Assets that are of the same game series (ie KoTOR 1, KoTOR2 and SWTOR) can be ported between games and uploaded to Deadlystream. Porting from other copyright game assets is not allowed, although any fan created content (even from other games) can be hosted at Deadlystream as long as there is no copyright on said mods, files and/or assets. You will still need to abide by all other mod hosting rules. -All mods submitted going forward will require all modder's to fill out 1 additional field, this field is called "Contains Port Content", it is filled out by selecting either yes or no from the drop down menu. -Any modder that has ported content will also be required to fill out a second field called, "Source of Ported Content", this will be a free text field that the modder can describe where his ported content is from. · Rule 19: "All content on Deadlystream must be uploaded by the original creator/owners of the content. Uploading content that is owned by someone else is strictly prohibited, unless explicit permission can be demonstrated by the uploader. If you are found to upload content that is owned by another person without explicit evidence of permission, the first offense will result in a warning via PM and removal of said content. Any additional infractions will result in a permanent ban. Deadlystream Staff will from time to time reach out to authors of content not currently hosted on Deadlystream to see if there is an interest in having their content uploaded to Deadlystream. This activity should only be performed by Deadlystream staff members." This rule is being changed/updated to: · "All content you upload must have been created by you or given permission for use in your mod by the original author. In the event that there is a mod (which you did not create) that needs to be uploaded for preservation to Deadlystream, the following will occur; - The community member will message a moderator via PM with the mod attached and any other information about the mod and about where you downloaded it from. - The admin will follow the “Guidelines for Re-uploading Abandonware Mods” (look for this in the coming days). - If admin sees that the mods meets the guidelines, admin shall upload said mod. - The uploaded mod will have a disclaimer stating “it is not actively supported and that responses to support requests should not be expected.” Please note: Removal of a mod upon request from verified mod authors will be honored, please reach out to an admin for assistance.” Snigaroo, myself and the rest of the staff are very excited about what the future holds for Kotor and our communities. This is only the beginning, there is much more to come. May the force be with all of us! -Tyvokka
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16 pointsHi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
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15 pointsHi 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
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15 pointsAfter 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
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15 pointsHi folks! I've had a total modernization rework of KOTOR head models floating on my mind for years and thanks to the fantastic tools released on this site, I've been able to get a fully functioning prototype going with a few test cases. I'm starting this thread to document my progress with it and share with the community. First up, huge thanks to developers of KOTOR Tool, Kotormax and MDLops for making this possible. My goal is to build a universal head base that can be extrapolated to replace all the player and party head models with a much more modern standard - one that looks good, and is also very easy to adapt and modify. Hair will be handled as a separate mesh instead of something modeled as a fixed part of the head model, as is the solution in vanilla meshes, removing the need to do skinning cleanup for new heads. Texture layouts for heads are standardized as a result. Where I'm at right now: -New head geometry completed. -New teeth, tongue and eyes. -Eyelids are no longer separate geometry, instead the eyelid models have been converted to dummies and the eyelids on the head mesh are skinned to them, allowing for far more natural looking blinking. -Much more believable eyelashes have been integrated as a result. -Head is fully skinned for facial animation, though this is still a work in progress and needs a lot of testing and iteration. -Early tests for texturing and stylization are underway. First pass with vanilla eyelashes before I took the plunge to try the dummy skinning route, which ended up being a huge gamechanger. Skinned eyelids and eyelashes. Much more detailed teeth! Testing out eyelid skinning. To see how much I can get out of the new geometry I chose to start with a pretty major quick redesign of Juhani based on Cathar from SWTOR. If I have the stamina to see this project to full completion I'll probably also make a 'classic' version. This is probably going to be a pretty long project, but I'll try to keep updating once in a while. I plan to release a full resource pack of this even in the absence of a fully completed replacer mod. Thanks for stopping by! I'll be happy to answer any questions in the meantime.
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14 pointsHi everyone! Update: We are getting closer to an internal Beta of RoR Episode 1 . Here are some images for you... MORE TO COME...
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14 pointsI realize it has been quite some time since I have posted a proper update. Unfortunately, right now I have nothing major to share that looks pretty. But, I have been dusting off the old tools and getting back to work on this. I've also been looking for ways to simplify and reduce some things, and I've sort of had a "Eureka!" moment that's going to allow me to combine two quests, eliminate multiple areas that I have yet to model, and just keep things simpler. I don't want to spoil all the details, but it's taken a burden off my mind at least. Some of you may be disappointed to hear about the reduction, but I don't want there to be bloated or unused space, which is what I am effectively eliminating here. I am really more interested in the quality of the mod, and an actual release. So in this case, less is more. On the modeling front, a number of things are getting an overhaul. The cantina is getting a face lift, and the street is going to be restructured. Most don't know this, but I actually had a second street module. I am combining both into a more condensed street area. The two-module version was too expansive and had too much wasted space. It was fun doing the outside areas, but it just ended up being a lot of empty space. I got a bit too ambitious wanting a Taris-plus sized planet. After the cantina and streets are re-configured, I am looking at only one more area to model from scratch before the area models are complete. This will be an indoor area that houses the gladiator teams as well as various vendors that would go along with such an event. After this area is complete, essentially the whole planet will be built. I still need to do some work on the gladiator arenas themselves, but luckily this will be fairly easy. Immediate goals are: Finalize Cantina Model Gladiator Row Finalize Street Area Connect all areas Work on Gladiator Arenas Longer term goals for this year: Simplify some quests Get quests implemented Alpha testing Thank you all for your continued support of this project. I know development is often spotty from my end, but I knew this was likely to be the case going into it. But if I keep on plugging, things will get finished.
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12 pointsHello there, I'm kind of new here with this being my first post but I have had this account for some years now and I also did some modding to this game back in summer 2015. Now I have been messing around with the new tools and I was interested in KotorBlender to create new animations since that's the program I recently learned for modding Jedi Academy as well and I am quite comfortable with it now. So my intention was to create new facial animations but I wasn't sure of the capabilities this plugin offered. I was quite glad when I found out that it has been recently updated and it fully supports animations as well as other models properties. But when I imported a head I was quite surprised to see that the bones in this game are not really bones like Jedi Academy for example but objects that act like such. Thus, I couldn't attach them to the mesh to see how it deformed when trying to create an animation. So I tried creating a temporary bone rig in blender that you could use and attach each bone to each object so that when you move a bone the object also moves. This may seem like it's working on paper but I had so much trouble with transforms that I almost gave up. They are a real pain in the ass. First I tried animating the bones and the objects apparently move with them but in reality they are not changing their transforms. So I tried to copy and paste them from the bones and it seemed to work in the program but in game the face was a total mess. This was because the objects were taking the absolute transforms of the bones that were in a different position that the objects are. What appears to be working in the program has nothing to do with the game and viceversa. So I just parented them and even though the objects would jump to a weird location their transforms would remain untouched as you can see in a test animation I made here: So now how do I transfer the bone movements to the objects? I tried a thing in blender called Delta transforms. This are like offset transforms that only take into consideration the relative location and rotation of an object. This was very useful in a parent/child scenario like this because now I had the original objects location/rotation + the relative transforms of the bones. Unfortunately when I tried it in game it did nothing, probably because the plugin only reads the absolute transforms, the delta transforms are stored in a different field. So I couldn't use this approach. Can the KotorBlender plugin be updated to support delta transforms? It would be really useful and nobody would have to do what I'm about to say for it to work. I needed to somehow transfer those delta transforms to the absolute transforms so that the plugin could read them. There is a function in blender called "all transforms to deltas" that transfers all the absolute transforms to the delta fields and left the absolute ones to zero which is exactly the opposite of what I need. I need to transfer this absolute+relative transforms that I have in the delta fields to the absolute fields. Luckily I found a script that did exactly this but I had to this for every single keyframe which is extremely exhausting and time-consuming. If someone here knows how to code on python can you do a script that does this automatically? It wouldn't be that bad then. So after thousands headaches I finally got it to work in-game: You can also see that the model has those wrongly shaded faces around the jaw. Anybody knows how to fix that? I saw other people having the same issue but I'm not sure how to fix it. I decompiled and compiled the model with MDLOps 1.0.0 since MDLEdit was giving a lot of problems. The point of all these is that you can make a facial animation with a dummy mesh so you can see how it looks without having to load it every single time in game. But I don't know if this is a worth approach with all these problems, if you solve one of those two though then it really is at least for me. I just wanted to share this knowledge to people who may be interested in this or don't know the extension of this plugin. Now I just need to learn animated cameras for the machinima I'm trying to make, does anyone have any tips/tools/tutorials that I could use? Would be really appreciated. Sorry for the long post. And thanks for keeping this community alive!
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12 pointsUPDATE - It has been 6 months since this project was first announced and I am pleased to report it is proceeding nicely. This idea originally started as me wondering what the Enclave Sublevel would look like cleaned up from debris in TSL and maybe what an academy run by the Exile would look like there. Over time, and with input and contributions from over a dozen community members, the project has evolved into what will be the realization of a dream so many have had since TSL was released: Seeing the Sublevel in K1. Below are pictures that will give you an idea on where the project is as well as where it still has to go from here. Please provide your opinions, feedback, ideas, and hopes for the Sublevel. As much community input and support this mod has, the more successful and impactful of an experience it will be. The Enclave Sublevel is being designed to serve as a sort of hub world where multiple quests will be given/turned in over the course of the game. Current examples include: Mandalorian Holocron Quest - @EAF97came up with the idea for this quest. The player will retrieve holocrons from the raiding Mandalorians on Dantooine and turn them in to Atris within the Jedi Archives. Here's a shot of the holocrons in the players inventory and a snippet of speaking to Atris: Stealing Kolto from the Sith on Manaan - This quest stemmed from my irritation as a kid that there was a whole store where Kolto was sold and I could not buy any! This quest will be given by the Selkath Jedi Master Qual found within the Medical Bay of the Enclave (pictured below). The player will be sent to use a mimicked Sith Kolto purchasing permit that will lead the player to work with Republic spies within the Sith to not only purchase an extra ton of Kolto on the Sith's dime, but to steal their existing shipment within their hangar as well. The player will be caught in the middle of the thievery and fight the Sith in the dropship loading area seen below. This area is ordinarily not accessible, but there is a walkmesh for it, allowing it to be used. This is another area I spent a lot of time wanting to enter as a kid. You can see on the mini map how its ordinarily out of bounds. Dantooine Murder Quest will be completable from within the Sublevel, and consequently able to be skipped without a negative response from Bolook in the Dantooine plains. The Jedi Shadows from SWTOR will play a role in the Sublevel as they offer rewards for any Jedi or Sith relics the player finds and turns in to them on their journey. The player will also be able to turn in any lightsabers they find on their journey for a bounty, in the same vein as turning in Gaffi sticks to Czerka. The items you turn in will be stored safely away within the storage room. This is the same room whose door malfunctions, trapping Dergar Chester, the Enclave's maintenance Head Technician, inside. Can we break in and get these items back? Sith Holocrons are stored safely inside away from the impressionable minds of the young students of the Academy. The Republic Operations Center has the capacity to play host to side quests centered around directly aiding the Republic itself. Think the side missions in Mass Effect where the Alliance calls asking for Shepards help. There are several STUNT modules of Republic ship bridges that could be used for this purpose. Speaking of the Ops Center. Here it is: Dodonna can be seen within at the moment and is a placeholder until a better female Republic officer can be found/created. If you have any suggestions on who to use here. Feel free to chime in! The player will be able to duel with all named Jedi all the way from Belaya to Master Vandar. I'm still playing with how that will work. But there are two circle rooms that have been slotted for the purpose of dueling. One is occupied and serves to help foster a 'lived in' atmosphere for the sublevel. The other is empty and awaiting the player to choose who they would like to duel. See the droid walking through the door? Select doors are set to auto open when near and auto close when no one is in range. This will help the Sublevel's droids complete their appointed rounds without interruption! These droids are not the Czerka model the Exile finds 5 years later, but the player will have a role in why the Enclave needed to replace all of their droids through a side quest with Dergar Chester's apprentice. Several TSL Masters are present within the Enclave as the war's travels have led them to temporarily stop off on Dantooine. Currently present are Kavar, Vash, and Atris. Thanks to @EAF97for their working porting them over and the initial dialog work for them. What remains to be done? -There remains a good deal of scripting to get done. Quests need back-end work for firing journal entries and to be staffed properly with relevant events like combat, and DLGs need to be fully fleshed out. -The child models currently are in a half baked state as far as the end state that is desired for them. The goal would be they would be able to wear Jedi robes and have full combat animations. All I have confirmed they can do at the moment is unarmed combat as seen below: I have repaired the initial room of the Sublevel by swapping out the room's model for another identical one that is used further in. You can see the difference in the tile and lighting. Speaking of lighting, the entire sublevel is way too dark for my liking. It made sense in TSL since it was abandoned, but I would like it to be much brighter in here than it is now. K1 is even darker than TSL is in the sublevel. See below for comparison. TSL^ K1^ I'm thinking new lightmaps for every room (some?) may be needed, but an expert on modeling and lightmaps would know more about how to best address this issue. The Central Garden area is...well, just look... Thor110 had this same issue when they ported over the module from TSL, and it was mimicked on Dxun, Telos surface, and Dantooine. Indicating it was likely a foliage texture issue. But loading in the module with no textures at all still has the odd black lines. So I'm thinking its a model issue with this area? All that to say! The meat and potatoes of the mod are moving forward. I am compiling a list of everyone who has assisted so far, whether large or small, so as many as possible can be credited for this mod as possible when it releases. @EAF97was the primary motivator for me shifting this project to K1 first instead of TSL. They've been a huge help getting this going. @Sith Holocronhas been instrumental in helping to coordinate the project and serving as a sounding board. The DS Discord has likewise been a big help. I know @lachjameshas looked at some AI work for the TSL Masters' VO, as well as that @Allronixhas put their experience to work ensuring said dialog is lore friendly and accurate. @Hunters Runrestored the Sublevel's walls to their original non-destroyed state. That alone was a huge contribution! There are many more who have helped one way or another that I will detail in full as the mod gets closer to a release. With that in mind, as many seasoned hands on this project, the better! While I will, and am learning how to mess with models and lightmaps to see the Sublevel made into what it can be, if you have experience addressing some of the issue I have noted above and want to play a role in bringing the Sublevel to K1, please PM me! If you have any ideas or thoughts on what you would like to see in the Sublevel, please comment below! I will be updating this post shortly with a new installer that will allow anyone who wants to look inside at this stage to do so. Whether for curiosities sake or for the sake of helping to address a problem.
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12 pointsSince 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.
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12 pointsYes, it will have a Star Map. Small section of the street in-game. Spent a lot of time getting the lighting just right. It feels really, really good in-game so far. It truly feels like it belongs now. The sense of scale seems spot on. I will work on getting more in-game tomorrow.
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11 pointsFirst things first: Work still continues. I pulled a 12 hour day today to getting the sublevel ready for beta. We are very close. But not there yet. The big item standing in the way of a beta release is setting up the installer. I will be using HoloPatcher for this project, so I am going to take the time to get the installer set up and then confirm I got everything where it needed to be. Beyond that, the Droid bay questline has not been finished yet. Here is what is ready for a beta look: -Jedi Shadow bounty quest for Sith and Jedi artifacts is fully functional. -Manaan Kolto purchasing quest is playable outside of journal entries firing. (Jounral entries for all quests are not working right now because I have not dived into it yet. -Republic Operations Center is fleshed out with dialog with Dodonna and soldiers. No AI voicework yet for her pending beta feedback. -Wookie dialog is complete, referring the player to speak to Bolook in the Holding Cells. This will trigger murder investigation first. I have not scripted conditionals that account for this quest already having been completed on the plains. -Kavar dialog is complete outside of 2 lines that need rework due to changes being made. -Opening dialog with the caretaker of the Academy, who serves to provide an overview of what the sublevel offers, is set up with relevant camera work. -Vash dialog is complete. Here's a snippet of Dodonna dialog and Quall's quest: All that to say, work continues. I'm not going to give a timeline on beta release. I've learned my lesson on that. But I am working on it, and want this complete and a presentable and worthy addition to the modding landscape as soon as that can be done.
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11 pointsIve taken a break from modding for couple month to keep things fresh, however, there have been improvements for K2 that ive not shown yet. A lot of research regarding a noise - friendly Implementation of reflective surfaces has been done - now the "shinyness" of textures is not "in your face" anymore like in the k1 complete overhaul series but depending on the surface itself - e.g. shine on brushed metal spots that are visible through a worn, rusty texture can now be selected easily in most complex patterns & appearances. Secondly, with that development added to the repertoire i redid Peragus completely and applying the method to places like Nar Shaddaa as well. Due to model editing every area looks different but planetwise conform. I try also to maintain the original games color scheme when possible: Some screens from the reworked Peragus: New "Mustafar" wall concept: Nar Shaddaa is also receiving treatment: Before: after: New console: Before: After: Tell me what you think, also about the Peragus "Mustafar" walls.
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11 pointsI'm currently working on the turret minigame in KotOR I. My goals in order of priority are: Make the game more challenging Scale the challenge of the minigame with your difficulty setting Improve graphics, effects, and audio Diverse enemy types Remove "random" encounters and make it so the battles occur: Once when leaving Taris Once when arriving per planet Once when leaving per planet Once when escaping the Leviathan Once when approaching the Star Forge Optional challenges Unique stages - not always be six interceptors flying the same loops around you, but different numbers and types of ship, different skybox and eyecandy, different movement for the Ebon Hawk, different objectives (escape, survive, destroy x many fighters in a certain amount of time) Persistent health - don't take too much damage, or it will be there next time you fight! You must go to a specific location to receive ship repairs, or leverage your own (or companions) repair skill to "heal" the ship Experience gains for destroying fighters A questline with T3-M4 that allows you to upgrade the ship's health A vendor to install more powerful and unique-looking turrets on your ship While all of these goals are achievable based on what I've observed by going over the data, I know that it's easy to over-promise and under-deliver. Therefore these are mentioned as "possibles". Those in bold above are almost complete. I mention the other goals because I'd like to describe how these could be achieved if my other commitments make it impossible for me. So, I will go over the more ambitious goals in case future modders are interested in how to implement the changes. Remove "random" encounters and make it so unique battles occur This one is pretty easy. At the moment all minigame encounters use exactly the same module: M12ab. Even the battle that occurs over Taris, with it's unique skybox and background Leviathan is still just M12ab. What is actually happening is some scripting that occurs when the encounter is being loaded. When going in to the minigame, KotOR is evaluating your global variables to determine what skybox and audio cues to use (or in the case of the HK-47 practice, whether to apply the holographic visual effect) - in the case of the Taris escape, an animation is actually playing on a loop around you that gives the appearance of the starfield, Taris in the distance, and the Leviathan hovering nearby. This animation can be found in m12ab_01a.mdl/mdx. I've cut out a section of the animation to show you the awesome model that comes in the mdl: In order to create unique encounters, my thoughts are to either create new modules from copies of M12ab, or to use expanded scripting to make the existing module more flexible. I haven't yet tried duplicating the module and seeing how it would effect things, but that's next on my list. If you wanted to go very basic though, you could just use MDLedit to modify m12ab_01a.mdl, and change the LSP_planettari01 texture mentioned in it to some other planet texture. I'm completely new to modelling and haven't animated a thing, so just how far I am able to go with this and how much I can learn is anyone's guess. However if there are any talented animators out there who wanted to create a unique animation for a space battle encounter that takes place prior to boarding the Star Forge, you can find an *awesome* Hammerhead model from KotOR II in 104PERg.mdl: Unique Stages This would come down to scripting. It's possible to decompile all scripts apart from the heatbeat script (thanks to Thor110 for decompiling all the others). Inside the scripts, you can play around a lot with when the encounter ends and under what conditions. Even in the M12ab.are file, it is possible to do a lot with the nature of the encounter. To give you some examples of what is definitely possible: Spawn fewer enemy fighters - this is a simple matter of deleting the enemy structures in the .are: Make the Ebon Hawk fly around - this can be done by changing the track listed under the player structure. You could "hijack" the track of an enemy structure, or create your own custom one in Blender. I've had an absolute blast give the Hawk the m12ab_mgt06 track, making it progress at 1/4 speed, and playing the turret game in a moving ship, with interceptors flying all around me Make the enemies faster This can be done by editing the enemy tracks in blender - just shrink down the animation to play over a fewer number of frames. At the moment, the interceptors in my modded game are flying around 33% faster, and boy oh boy does it make the game better GIve enemies more hp, more powerful weapons, more rapid-firing weapons, or unique models Again, just a matter of making changes to the .are. At the moment, I have 4 normal fighters and 2 "elite" fighters that are colored the same red as the Sith heavy troopers. The elite fighters absolutely rip you apart - they deal +33% damage, fire twice as fast, and have double the hp, so I'm having to actually think in the game and prioritise targets. Make the enemies chase you while the Ebon Hawk performs evasive manoeuvres This is just a matter of editing those tracks. I'm no animator/modeller but this would appear to be the most achievable change to make to the game even as an amateur (though it does require that unique copies of M12ab can be created and function, something I have not tested). What you could do for example is create a simple track that would float up and down and side to side, then copy that and move the track back and to the side by a certain distance, maybe give it an additional keyframe at the start so that it gives the illusion of following your ship movement rather than mirroring it. Naturally if the interceptors were behind you the whole time they would rip you to pieces - at this point I am playing around with the possibility of scripting to adjust the frequency of their shots. Inaccuracy is a good variable to adjust - it is a percentage chance to miss you, so this would make prolonged fire from interceptors survivable. Rate of fire is another that would work in this type of situation, it is something like number of shots per second - however in a tail pursuit this may make the fighters shooting you seem a bit odd if they are either constantly rapid-firing or firing on a precision perfect shoot-wait x seconds-shoot-wait x seconds pattern. There's a lot more I want to say about modding this minigame but I've just looked at the clock so it will have to wait. Suffice to say that there is a LOT of unused potential in KotOR from this game, that was very likely left on the wayside by BioWare due to time constraints.
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11 pointsEven if it's rapidly decaying, there would still be normal street traffic of people driving to work or something. But I will add far less traffic than on Coruscant or Nar Shaddaa the latter of which you can see in this video btw:
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11 pointsNot really a WIP, more like a "Almost done" but thought I'd share anyways.
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10 pointsStar Wars : Knights of the Old Republic II : The Sith Lords : The Expanded Galaxy Project The Expanded Galaxy Project aims to combine both games into one installation utilizing the second games engine and allowing the player to select whether to choose the first, or the second game, as well as the bonus option of Brotherhood of Shadow : Solomon's Revenge, an excellent mod for the first game which I have also ported over to the second game. All three parts of the project now have an installer! Which handles everything. The project is still very much a work in progress, I suggest just trying out the main project for most users as the port and brotherhood are likely to have a lot more bugs! Brotherhood Of Shadow : Solomon's Revenge! This is a short trailer for the KotOR Port, a part of the Expanded Galaxy Project, the trailer was made for me by CatDaddy407, so a big thanks to them for that! I thought I would drop a link to the video here for people to see, though it doesn't show anything special, but it does highlight the state of the project quite well. NOTE : The port is currently not available on DeadlyStream and is only available on ModDB or from the GitHub repository. NOTE : The port is an add-on for the Expanded Galaxy Project. Expanded Galaxy Project The goal of the Expanded Galaxy Project is to provide as much additional content for both games as possible utilising the second games engine. Please join the Discord to find out more about the project and to get access to the latest patches. ( Link at the bottom of this post ) Install Instructions Progress & Plans Current progress for the Expanded Galaxy Project overall is as follows : 1 : Expanded Galaxy Project : Main : Demo (Complete) <-- 100% --> The base of the project is complete. ( Early Demo ) 2 : Expanded Galaxy Project : Port : Demo (Complete) <-- 100% --> The base of the port is complete. 3 : Expanded Galaxy Project : Brotherhood Of Shadow : Solomon's Revenge : Demo (Complete) <--- 100% ---> Brotherhood Of Shadow : Solomon's Revenge has been ported in it's entirety and seems to work almost flawlessly. ( Early Demo ) There is still a lot left to be done, much of which is not documented anywhere currently. Mod Compatibility Overall I have heard that people generally have success installing other mods alongside this but not always or entirely, there are also still many issues remaining in the project on it's own. Currently I do not know what mods do or do not work with my project but I do plan to try and provide compatibility for as many mods as possible in the future. Note : texture, model, item and many other simple mods should work if installed after the rest of the required or optional files for the project. KotOR Modding Tools Here is a list of tools that made this project possible. Included Mods Below is a list of all mods that are included with the Expanded Galaxy Project. Contributions Here is a list of contributors that helped early on with advice on KotOR modding or who contribute to the project heavily. I wanted to say a big thank you to all the creators of the tools that made this project possible and I wanted to provide an accurate list of the tools I used to make this project possible here, I also want to say thank you to everybody that has supported or contributed ideas to the project, if your name is not found anywhere above please feel free to let me know and I will make sure to include you and your contribution above. Thor110 Rate (ModDB), Like (Facebook & DeadlyStream), Watch & Follow (Twitch & Twitter), Watch, Like & Subscribe (YouTube) and get involved on or join the Discord to get the latest updates!
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10 pointsGreetings, 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
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10 points///// 01. Background ///// A couple of years back I had an idea to create a new modding suite for both KotOR games. My original idea was something along the lines of Kotor Tool on steroids with a built in 3d module editor. As time went on I learned a lot about the game and it's systems getting me to a point where my editor could load an entire module complete with 3d models, sound, waypoints, triggers, walkmeshes, and more. I then realized my knowledge of the underlying engine wasn't up to snuff because I kept making bad design choices on how I linked everything together. Fast forward about a year later after I've poured through about all the Docs and Resources I could find on the original games and the NWN Engine they spawned from. The project has now expanded to include game engines for both games. Yeah I know what you are thinking "Well that escalated quickly" and I have to agree because I never thought I would ever attempt to recreate the original KotOR games let alone in JavaScript lol. ///// 02. The Big Question ///// And now to the big question i'm sure a few of you have asked at this point... Why write something like this in JS? Well because it's fun. I do a lot of work with JS when i'm working on websites and am constantly blown away by everything it can do. It's also cross platform and at it's core platform independent. The original scope was also just for a Modding Suite with some 3d sprinkled in so it made more sense then. ///// 03. The Other Big Question ///// Why not just write your stuff in C++ and contribute to the xoreos team. Well that's simple i'm not even close to being well versed enough in C++ to contribute in any meaningful way to that project. I mean for the most part I can look at C++ code and understand it and get the gist of what it's trying to do. I wouldn't have even had a shot at this if it wasn't for them I owe so much to what they have discovered so far . I do wish them well and hope that once I publish the code they can hopefully find some stuff they can port the their project. And yes I do plan on making this an opensource project so anyone can contribute. ///// 04. Credit ///// I want to be sure and give credit where credit is due. I am totally standing on the shoulders of everyone who came before me. I could not have gotten this far if not for all the people who have shared their knowledge on these and other forums. @bead-v @DrMcCoy to name a few were instrumental in helping me get this far as the MDL/MDX format was really the bane of my existence for a while. Also all of the tool makers who shared source code allowing us to follow in their footsteps. I can't begin to mention everyone by name but if you have put anything out there in regards to cracking a file format or how the internal game mechanics work there is a good chance I have read it and have been helped by it! ///// 05. End Game ///// I really don't have an endgame per se. I just really have a lot of fun doing this in my spare time. I would love to someday have the entire game playable with this engine and finish the modding suite. In the mean time I will post updates when I have stuff to show. ///// 06. Ok That's Enough Talk ///// Source Code: https://github.com/KobaltBlu/KotOR.js/ Public Alpha Build: https://github.com/KobaltBlu/KotOR.js/releases/tag/V0.0.2 Website: https://swkotor.net Online Demo: https://play.swkotor.net/ I'm sure by now you're ready for me to show something. So without further delay here is some footage from TSL enjoy! ///// Screenshots ///// I copied the post template from this thread https://deadlystream.com/topic/6088-wip-star-maps-revamp/
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10 pointsGiven the usual quality of said input, he was probably at that stage about a decade ago.
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10 pointsThanks for all the comments everyone. I think I will go with style 1 so that the screenshot page does not become a chaotic blinking mess. However, I will also provide a link to some sort of comparison that allows a manual switch between the two shots. And there will of course also be normal screenshots without any comparison that show the new skyboxes in full. Apart from that I've been making good progress. The main Telos render is now finally done and I'm also making progress verifying that everything is working as intended.
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10 pointsAfter a long fight against the Korriban wastes module I finally finished the last BoSSR skybox: That leaves two mod skyboxes to do. I think those shouldn't take long but then again I thought the same of the skybox above... I'll keep you updated. In the meantime I also changed my mind and added some traffic to all Coruscant skyboxes: I'll do the same for Nar Shaddaa and probably Taris as well to better sell the cityscape of those planets.
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10 pointsHaven't posted here for a while, time for an update. Regarding my Ahsoka Tano mod I've posted about a few months ago, progress is good. The head is complete and working well in-game. I've also worked on her outfit of the S7 finale. While it is well under way, I need to finish painting the textures before moving on to skinning the model. Since the oufit seems to bear Mandalorian patterns, I think I'll make the outfit available in-game (probably technically working as a disguise) as a reward for completing the hand-to-hand combat challenge in the Mandalorian camp on Dxun or something like that. I don't want to release the head separately and then go back to update the file to include the outfit, but I'll drop a "beta" version of the mod containing just the head here. Feel free to report any bugs on this thread or by DM. Moving on, the other day I've posted a pic of a WIP model I'm working on. The idea behind it is to create all new models that'd replace the boring default commoner clothing for the PC. I'll create upgradable items with interesting stats to give the user an incentive to actually use the new clothing other than just the new aesthetic. While I've teased the male model the other day, the female version is actually pretty much done. I've literally spent dozens of hours working, scrapping and recreating the damn thing, but I've now come to something I'm very happy with. And here it is. But wait, you might be wondering.. ..and yes it do! Next step, finishing the male model! Ahsoka_beta.zip
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10 pointsI've been doing some more modding to practise different areas and I have added a new Force Power to the game. It is based in the Retribution ability Anakin has in Battlefront 2 from EA. The Power doesn't check for any saving throws at the moment so it's kind of OP right now. It has a radius of 18 units and I don't know how much Force points it should consume yet. Here's a demo: As you can see, the Power has a custom animation, icon and sound. I have also modified the original choke animation to look closer to the one in Battlefront 2 when you are being affected by this Power. I also realised that we don't have a "multi" choke Power in the games since all three levels of choke are on one individual person, so this could cover that. But it has some inconveniences: · For some reason, the game uses the loop animation for the saber throw as the default cast anim, so I couldn't just make a new one and play it in the impact script because it would get overridden by this one. So this new animation replaces the saber throw loop animation. · Sometimes the enemies don't get affected if they are behind you or really far (but inside the Power radius). · For the new choke animation to play correctly, I had to change it from looping to fireforget. And that not might be ideal with the original one since it's really short. · If you move or kill the enemy you were targetting before the 9 seconds that the Power takes to cast, the animation of the player will get interrupted, just like with the vanilla Powers. Also you will not be able to attack again until the cast time expires. I will release this if someone thinks it is still worth it even with all of these little problems I mentioned. I will also include the source script in case someone is curious and wants to take a look at it. On another note, Ӄhrizby has finally contacted me and given me permission to use his Darth Nihilus animation fix. I have also managed to fix the icons so I have attached the two ports here just in case anyone wants them although I haven't been able to fix the character support problems so they don't have that. Type "giveitem darthnihilus_k1" without quotes for the Darth Nihilus robe item and "giveitem darthmalak_k2" for the Malak one. Also, I don't know what happened to Darth Malak. It's still pending approval. I assume if I did something wrong the admins would have told me or something. I wanted to release these two ports as well, but I want to solve any problems there are with Malak first, so that it won't happen again with these two. Anyway, hope you enjoy this. Darth Nihilus K1 Port.rar Darth Malak K2 Port.rar
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10 points
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10 pointsI have no complaints about this. I just noticed it. I made a preliminary sketch.
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10 pointsEither one of the load screens can be desaturated. I was planning on doing desaturated versions for the default mod, but I’m so in love with the colored versions that it makes it hard. I am not sure why people think the first one matches the style better. They are both just screenshots of the area like everywhere else in the game 🤷♂️ But maybe it does match better. The first screenshot is very similar to one angle from an original screenshot. The second is from a section of the street that I created from scratch with no real template to base it on. I’ll post up desaturated versions of both and maybe that will help decide. Here's both desaturated: I agree that the Option 1 looks much better than Option 2 when desaturated. I'm thinking the best course is, as others have suggested, Option 1 for default loadscreen, and Option 2 for Loadscreens With Color Add-on.
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10 pointsI have been informed on Reddit (https://www.reddit.com/r/kotor/comments/cacqkr/more_sleheyron) that I may not have been clear enough about what this mod is or which game it belongs to. This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR See below graphic to see how much This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR on a scale of 0 to This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR: As you may be able to start to realize, This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR is The Sleheyron Planet, which is a Work-In-Progress Mod for KotOR, to the maximum extent that a Sleheyron Planet, which is a Work-In-Progress Mod for KotOR can be. Shenanigans aside, I have been working on finalizing the street design with the updates previously promised in this thread. Here is the final layout. I am in the process of readying it for export. This includes the new standardized doors, and has been expanded to include some of the content originally in the 2nd street area. I will be working on getting it working in-game the next couple of days. Fortunately I find the export process (while lengthy and tedious), to be easier than trying to be creative and model the actual things. Or at least I seem to be better about being motivated to do it.
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10 pointsSome behind-the-scenes sort of work going on right now. Somehow I've managed (with lots of help from Darth Parametric) to get Sleheyron all set up on the galaxy map again, complete with filler takeoff/landing videos, filler Star Map vision sequences, and a conversation with Bastila about the Sleheyron Star Map. With Fair Strides MIA for the moment, I am having to take on the scripting, which is something I've never been well versed with. With quite a bit of help from the friendly folks on Discord, I've been able to at least start editing some scripts with positive results. I have always been very intimidated by scripting, so this is a big step for me. Thanks to all who have contributed their knowledge so far, it's been extremely helpful and informative.
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10 pointsAnd another skybox is done (well, actually two). As I said before it's the Unknown World: That screenshot is actually a little older though. I've since tweaked the colors a little to reduce that horrible sun glare. Apart from that the skybox is almost exactly the same as in V1. The only difference is the moon texture which I replaced with a texture from here so that it's no longer our moon you see in this alien sky. And as always, there's also two renders and unlike my other renders, I moved the camera quite a bit for these to get a more interesting foreground. But since those islands are usually only seen in the very far distance they're of course not that great looking. Better than no foreground though But as I said in the beginning, there's another skybox and that's the sunset version of the Unknown World used in the revelation and DS ending cutscenes. That one uses the same terrain of course but I remade the sky from scratch to get closer to its vanilla look. For comparison here's the very unnatural looking V1 of that skybox. The new one is just waaaay better: It's still a little cheated and not entirely realistic but it helps setting the tone of those two scenes. I even had a version with a sky that was much more red just like the vanilla sky but that was just too unrealistic for my taste. Anyway, here's the corresponding render: Those two were close to the last vanilla skyboxes for K1. The only one left now is Kashyyyk and some tweaks to Tatooine and Manaan. And afterwards there are of course still the mod skyboxes to do. TSL is also coming along very nicely with only two vanilla planets remaining, namely Nar Shaddaa and Dxun. I started working on some building models for Nar Shaddaa and I have to say that this is probably the least fun thing I've done for these skyboxes yet... 😅 But we'll see how it goes. I'll keep you updated.
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9 pointsHi everyone, Here is a quick pic of a new Corellian beast, which will be found in the jungles on Corellia. Image is attached All thanks to Redrob41 art skills. With the topic of Upscaling textures, ...I know Redrob41 has been doing some and some of the new characters which might be upscaled vs the vanilla. I will need to touch base with him on the topic of how much will be upscaled. If we do Upscale all textures for RoR there will be a discussion on wither it will be part of the initial final game/mod or as a separate optional texture mod. I don't want to show you to much so we can surprise you all. We are plugging away at the mod with updates to the build every week. Logan23
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9 pointsIts still being worked on. A little slow right now but it should pick up more in the spring. 😃
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9 pointsHi everyone I know a few of you have been asking about the status of the KotOR Level Editor (KLE) project. I'm happy to announce that it's finally ready for a (very early alpha) release. I've made the KotOR Level Editor GitHub page public - please remember it's in early alpha. That said, hope some of you find it useful Find the repo at https://github.com/lachjames/NorthernLights/ My goal is to post this to DeadlyStream in the near future, but for now you'll need to download and install it via GitHub. If you'd like to try it out, please follow the instructions on the linked GitHub page's README. Feel free to DM me, reply to this post, add an issue, etc. if you have issues. For those who are new to KLE, you can find an introductory video listing the features of KLE on YouTube (included below). There is also a (work in progress) KLE guide, as well as a general KotOR/TSL modding guide, at https://github.com/lachjames/KotOR-Modding-Guide Thanks everyone for your help - hopefully this is just a taste of what is to come regarding both KLE and the Northern Lights project in general - with the amount of support I've received so far from you all, there is no doubt in my mind that this is the case.
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9 pointsI just completed the last render for this project. Everything is now done! That does not mean the mod(s) will release today or even tomorrow or this week though. I still need to build the mod archives and installers, verify that everything is working as intended and make screenshots etc. None of that should take too long now that the bulk of the work is finally finished but I won't give a release date. It should be soon though. In the meantime, here's a screenshot of the last skybox I finished. It's for the Green Grass for Dantooine mod.
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9 pointsI stepped away from my machinima for a bit to fulfill DP's request. It was easy peasy using the mapper function that KotorMax has, I just had to adjust some things and deal with some controller errors but this is what I got: -Both throwing grenade animations: -Using shields: At first I tried naming them cthrowgren/cthrowgren1 or throwgren/throwgren1 but they didn't play so I had to do the same as Selkath and convert the model to an F type. Then I renamed the rest of the animations to their humanoid counterparts. Let me know if they are any good and I'll submit them to the download section.
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9 pointsHi everyone. Sorry to the mods for the double posting and I hope the screenshots are not to much. So before we start a short update: Now witness the firepower of this fully armed and operational batch station. So yeah I learned batch a little which helped producing the progress. In order to give an overview: All saber hilts are updated by hilts from @Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models and textures and icons go fully to him! Update for Kaidon Jorn's: Revan's Tor Saber 1.1 to use the new blades Ambient light for lightsabers 3d models for blade core and inner glow symmetric lightsaber blade planes with a modifed version of @Sithspecter crossguard saber UV layout. (in principle compatible with his unstable textures) black core sabers are possible homogeneous brightness of the blade (no more brighter blades when viewed from the front) all sabers are fully upgradeable (added black core crystal) (Cross guard are updateable but don't have a unique crystal yet.) Now to the to do: Need permission from Sithspecter to use th UVs. I only modified them but he created them so I need his permission. I hope you are all right man! Need Icons for the crossguard saber Test: Someone to test the .uti with the english version of the game (I am only owning the german version) Test the K1 version at some point in the future Hope that some talented texture artist is willing to update my blade textures with good ones Possible update with a full set of unstable saber blades if Sithspecter gives the permission to also use his beautiful animated textures. Known Bugs: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix sorry. The lightsaber hilts will peak through the blades. (See some posts before. DarthParametric sad it is not possible to fix it.)
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9 pointsHello DeadlyStreamers! To think all it took was a pandemic and an overly long SWTOR content update to get me to announce the 2018 Mod of the Year winners. And of course, keeping in tradition with my minimum effort work ethic, here they are: Best Texture Enhancement: Best Content Restoration / Addition Most Helpful Community Member @DarthParametric and of course Mod of the Year Each winner will receive their new Mod of the Year 2018 medals. Also due to the nature of the nature of the 2018 Mod of the Year winner, I'll be awarding two versions of the medal - one black and one gold! So what's the deal with Mod of the Year 2019? I don't know yet. Due to all this COVID-19 business, sounds like I'll have more time for DeadlyStream business. I think it'd simply be a matter of choosing the categories and then starting up nominations. We'll see.
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9 pointsBased on a suggestion by @ebmar, I have been fooling around with some holograms for the Ebon Hawk after it crashes onto Lehon. I'm not sure if it will actually amount to anything, but here are some "sketches" that I have been posting in the /r/kotor Discord.
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9 points
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9 pointsWe are several months down the track from the last update where I said we were close to releasing v1.8, but we are super close for realsies this time. @Snigaroo is getting fidgety waiting for it, so we'll soon be doing what will essentially be the final beta test before public release. To that end, I thought I would post an updated changelog of everything that has been added since v1.7. CHANGELOG v1.8 - TBA 2019 Additions Added a fix to the skin weights of the male player head PMHC01 Added a fix for the commoner Asian male head comm_a_m to restore eye animation Added a fix for clipping collars on female Class 7 (PFBF) and Class 9 (PFBH) armours Added a fix for the credits incorrectly scaling during the Dark Side ending Added a number of model fixes for the Endar Spire to address various geometry issues Added a fix for a stray blaster appearing in the middle of a hallway in the Sith Base on Taris Added a fix for missing lightmaps in the entrance of the Taris Upper City cantina Added a fix for the positioning of the Council on Dantooine to prevent floating Added a fix for the hanging ivy on the walls of the Dantooine enclave landing pad Added a fix for an inaccessible container in The One's compound Added higher poly replacements for the placeable human "sitters" (cantina Pazaak players/drinkers) Added a fix for some female non-dancer Twi'leks wearing armour instead of plain clothes Added a fix for some female non-dancer Twi'leks in default stripper garb instead of plain clothes Added a fix for Helena wearing Jedi robes instead of regular clothes Added a fix for Carth prematurely complaining about being out of the loop Added a workaround/partial fix for the post-Leviathan escape stealth bug Added a fix for Dak respawning in the Korriban cantina Replaced broken injection-based Manaan DLGs in previous release with JC's pre-patched ones (TSLPatcher can't delete nodes) Added a fix for Jedi being visible in the back of a Malak cutscene on Deck 1 of the Star Forge Added a fix for a droid with the wrong soundset in the Taris Upper Sewers Added several fixes to the Dantooine training montage Added a fix for the player freezing during the pre-swoop race scene when racing for the Hidden Beks Added a fix for Carth not facing Kandon when interjecting during the pre-swoop race dialogue Added a fix for one of Canderous' goons in the Undercity having the wrong soundset Added a fix for Sand People disguises not working after the player used the rapid transit system or loaded from a save while disguised Added a fix for certain NPC soundsets with wrong or missing sounds Added new soundset for Trandoshans, ported from TSL Added a fix for the exit in the Sith Base on Taris having the wrong label Added a fix for Bastila not showing the fourth vision (K1R's fix) Added a fix for the Twi'lek Czerka Liaison Officers on Kashyyyk not resuming their patrols after dialogue Adjusted the post-Leviathan scene so the player is forced to talk to HK and therefore doesn't miss his content there Added missing landing gear and ramp to the Ebon Hawk in the Leviathan hangar Added more triggers for the second Xor encounter because he would refuse to show unless the player used the rapid transit system Incorporated some of JC's Minor Fixes Added a fix for two female Jedi background NPCs in the Dantooine enclave that would stop walking after being talked to Fixed some bugs in the Dead Settler quest Changed Casus Sandral's appearance from a generic corpse to something more suitable Added a fix for an NPC in the Leviathan bridge cutscenes that had some deformation issues Added improved commoner clothes textures (variants 01 and 07) ported from TSL Added a fix for Calo's Rodian prey in the Taris Undercity Apartments not properly drawing their weapons Added a fix for one of the Sith female NPCs on the Leviathan bridge having a drawn blaster during a cutscene Added an interjection for Carth in the pre-swoop race scene for the Beks to match his one in the Vulkar version Added a creature-based replacement for the corpse in the Dantooine Murder Mystery quest for improved visual quality Added/edited scripts in the Dantooine Murder Mystery quest to have Handon appear injured and for NPCs to exit when appropriate, plus removed some extraneous fades to black Added melee proficiency and/or weapons for some Duros on Dantooine that were lacking them Added a fix for the blade of Bacca's sword not being properly removed from the player's inventory when giving it to Freyyr in the Lower Shadowlands Switched the appearance for guards in the Sith Academy on Korriban to Sith Soldiers rather than Sith Officers Increased the walking speed of the diving suit on Manaan and the space suit on the Leviathan Added JC's Dense Aliens Added a fix for War Droid racetex variants having their blaster texture overridden by the body texture by swapping out integrated blaster mesh for external reference Added a fix for a non-functional trigger script for the Sharina conversation on Tatooine Changed Jagi to wear armour instead of clothes, swapped out his Rodian goons for Mando warriors, and address some dialogue facing issues Fixed the fade in at the start of the game so the player wouldn't be visible before they were meant to be Made Dia equip her melee weapon before attacking Made the slave girl in Davik's estate that's supposed to run away run away Fixed the raidii of the gas vents in Davik's estate Forcibly set the camera angle for a line of dialogue by the janitor in the Taris Upper City South Apartments to fix a line being spoken off-screen Forcibly set the camera angle for a line of dialogue by the Bastila in the Zelka Forn conversation (Taris Upper City South) to fix a line being spoken off-screen Fixed some companion facing issues during Canderous' recruitment conversation in the Taris Upper City Cantina Fixed and incorrect soundset for the Sandpeople Storyteller Changed the clothes variation the three drunks in Taris Upper City North wear and tweaked the DLG to reduce facing issues Changed the appearance of one of the Taris Upper City Cantina patrons that had an identical twin standing just a few meters away Made an attempt to get Carth to stop looking longingly at the PC for 30 seconds and face Mission while talking to her in the Undercity Tweaked some geometry in the Manaan cantina level model to patch some gaps Adjusted Canderous' dialogue in the Lower City cantina to prevent him from repeating lines if you talk to him again after keeping him waiting Repositioned two invisible placeables for security terminals in the Taris Sith Base to a more suitable height Fixed placeable heights on the Ebon Hawk to reduce floor clipping & floating Fixed the height of the workbench on Dantooine Raised the height of the invisible placeable for the Garage Head's desk in the Vulkar base Fixed the position of the strongbox in the Taris Lower City apartments Changed Bolook's skin color from orange to green on account of VO saying so After much wailing and gnashing of teeth, finally got Zhar to face the player post-montage, and stop throwing a tantrum afterwards (thanks to JC) Switched the order of the Taris to Dantooine sequence so the landing movie is played before the conversation, and the EH skybox is Dantooine instead of space Fixed the upper teeth mesh clipping through the cheeks on the male Twi'lek head Brought Ahlan Matale back down to earth during his rant in the Council chambers Adjusted Vandar's dialogue to prevent him from repeating himself if you talk to him again before investigating the ruins Added a trigger for the scene with Vandar after the player completes the trials to prevent positional wonkiness Fixed player facing during the Taris duel introductions Fixed a possible freeze during dialogue with Ajuur in the Taris Upper City cantina Fixed some animations being out of sync with VO during the introduction of opponents in the Taris duels Fixed some monitor placeables not being properly attached to walls in the Taris Upper City Cantina Rejigged party positioning during the Black Vulkar pre-swoop race conversation, making the scene a bit nicer Changed Elise's initial flirting animation to pleading to better suit the mood Changed the appearance of the guard droids in Davik's estate to Rodians, as they could be gassed, sounded like Rodians, and were generally not droids Made some skin weight adjustments to the fat rolls under the Hutt's chin to reduce clipping issues Forced Gadon Thek's conversation to directly follow on from Zaerdra's triggered "Hold it right there" outburst to eliminate poor positioning and facing issues Made a replacement for the unused fat commoner male model by editing the regular commoner male body to bypass UV issues Shunted one of the Gamorreans in the Taris sewers out of the corner he was skulking in Unequipped the surviving Hrakert scientists' weapons and made them only equip them in the event of combat Improved Bek reaction time following security alert in the base Made Redros equip his weapon for the swoop race brawl Added new dialogue trees for Vandar so the player could continue speaking to him about the usual topics after completing the trials Gave the repairable Vulkar bar droid a blaster rifle Made various changes to the initial Davik conversation to resolve the usual facing and positional crimes Fixed some bad lightmaping on the dais in Davik's throne room Fixed some bad lightmaping on the walls of the Vulkar base's lower level Forced some mooks in the Vulkar base to equip their stored weapons to prevent unarmed attacks Changed some Twi'lek male appearances in Javyar's cantina to diversify things a bit. Added a new orange Twi'lek male appearance using the unused Twi'lek male body orange handed texture variant Added a new blue Twi'lek male head, ported from TSL Raised the height of the selection icon for the torture cage release in Davik's estate Added/edited some scripts to prevent certain guests and guards in Davik's estate attacking with their fists Diversified the outfits of civilians in Davik's estate Cleaned up some texture blurring and distortion around the mouth of the Krayt Dragon cave on Tatooine Fixed a gap in the surrounds of the forcefield in the Upper Shadowlands and pushed the grass back from the ramp to prevent clipping Shuffled the boxes behind HK in the Anchorhead droid shop further apart to stop the swaying cable from clipping into them Clamped down on the Viper Kinrath in the Lower Shadowlands dropping unnecessary corpse items Removed some green patches in the lightmaps of the Manaan hotel's entrance hallway that didn't match the scene's lighting Tweaked the Griff conversation in the Sandpeople enclave to fix some facing issues Doubled the duration the Kashyyyk Star Map stayed open Gave the comm_a_f/comm_a_f2/N_TatComW_F heads a makeover to fix the worst of their shading/clipping/texture issues Added preemptive fix for a Mando bringing a knife to a gunfight Pushed the Leviathan's skybox further back and added new Sith fighter animations to stop them clipping through the skybox Fixed a gap in the floor and some bad UVs in the entrance of Manaan West Central Added missing K_EXIT / SW_EXIT waypoints to Tatooine docking bay to allow messengers to properly exit the area Plugged a couple of gaps in adjoining walkmeshes in the Leviathan Prison Block that were allowing targeting/shooting of enemies through walls Moved a swoop fan minor NPC on Manaan that was blocking a triggered conversation with a Sith on module entry Merged the cutscene of the shark attack victim into a single animation and added additional keyframes to move shark and victim off-screen at the end Added a generic OnSpawn to have an NPC equip a ranged weapon (or melee weapon if no ranged) from their inventory Made a few Sith technicians on the Leviathan equip their weapons on spawning to prevent the attacking with fists issue Made a raft of changes to the Sith prisoner interrogation in the Manaan Republic Embassy, fixing facing, skipping lines, camera angle issues, etc. Curtailed the patrol route of the Selkath security droid in the entrance of the Manaan Republic Embassy to stop it freaking out companions during conversation with Roland Turned off the force cage the Sith prisoner in the Manaan Republic Embassy was in once he is no longer present Moved a crate in the back of the Hidden Bek base that was clipping into a wall Moved the swoop records computer panel in Manaan Ahto East to stop it clipping into a wall Set the DLG for a bounty hunter in Javyar's cantina to human instead of computer Added a party jump and static camera to fix the issue with the Hrakert Station merc going out of frame when playing the Horror animation Replaced almost all the soundsets for Hrakert Station UTCs, mostly Selkath using droid soundsets Set Bandon's Dark Jedi offsiders to neutral to prevent them getting twitchy before their boss is ready to fight Switched previous hard overwrite of Hrakert Station GIT to patcher setup Added a conditional script for one player response during the Sandral-Matale Feud so it's only available if the player spoke to Ahlan Matale about a reward Made a transformer in the Sith base on Taris non-interactable Removed an infinite DS point exploit from the Sasha encounter Removed an infinite DS point exploit from Roland Wann post-Hrakert Rift Added a check to remove the Czerka miners in the Dune Sea once they have been talked to and the Sandpeople enclave is done Tweaked Elora's dialogue to remove some lines if the player already heard about Sunry's situation from Davin Fixed some bad lightmap UVs on the floor of the training room in the Manaan Sith Base Tweaked the script that adds Jolee to the party in the Upper Shadowlands to hide the switch between NPC and Party versions Made some alterations to make Trask stay in the same spot when he joins the party instead of jumping behind the player Replaced an incorrect supermodel reference in one of Vandar's cutscene stunt models that was causing some animation issues Moved the patrol waypoints of one of the Czerka guards in the Tatooine docking bay to prevent him walking through the middle of messenger conversations Nudged the camera position sideways in the jawless Malak cutscene to keep the reveal from being spoiled early in widescreen resolutions Changed the Rakatan Temple turret soundsets from Bith to none Fixed a typo that prevented various NPCs from commenting on the Kashyyyk situation Edited the stunt model for the admiral in the jawless Malak cutscene to reduce clipping issues with his left arm and eyeballs Corrected the final wager value of pazaak player Kudos (the guy in Fazza's hunting lodge on Tatooine) from 50 to 500 credits Fixed a positional offset in the stunt model for a seated officer on Dodonna's ship causing them to float in mid-air Added additional script from the v1.1 update of Markus Ramikin's Bastila Romance Scriptfix mod Wrangled party when entering the Elder's compound on Lehon Prevented some characters in the Elder's compound on Lehon from attacking with their fists Adjusted party positioning and facing when activating the Rakatan computer in the Elder's compound on Lehon Fixed the party bumping into each other like drunk teens during the cutscene after giving the sacred tome to The One on Lehon Added missing sound Event to Malak's taunt animation for his saber flourish Gated off asking HK about restoring memories post-Leviathan after the first time Disabled screen blurring effect for Force/Knight/Master Speed Added new soundset for DS Juhani in the Grove, removing her Republic/Jedi-related barks Switched some Sith Elite Troopers in Manaan hangar bay to the proper appearances Moved some troopers in the Manaan Sith Base so they would see the party entering the room properly Made a host of edits to the stunt animations for the LS ending cutscene to improve it for widescreen resolutions Tweaked the initial scene when boarding the Star Forge to account for widescreen framing Forced the party to turn around before the droids burst in on Deck 1 of the Star Forge Changed listener tags in Thalia May's DLG in the Korriban Shyrack Caves to prevent her turning her back on the party Fixed global generic droid templates to use the proper soundsets for their type instead of the Bantha soundset Fixed an off-screen line by the Mysterious Man on Manaan and prevented him being visible after the conversation finished Remapped distorted UVs for a section of cliff edge in Korriban's Valley of the Dark Lords Swapped incorrect script reference in Korriban Academy duel scene causing endless combat music Gave Saul Karath an on-screen death on the bridge of the Leviathan and stopped Carth talking over his death cry Made changes to the exploding pillar scene in the Tomb of Ajunta Pall on Korriban to prevent AI and UI issues Jumped the party for Yuthura's conversation in the Dreshdae cantina and forced companions to face her on their interjections Edited Dustil's conversation in the Korriban Academy to jump the party and fix some facing issues with Carth and the player Added a new OnDeath script for Dustil to account for killing him at different stages of Carth's personal quest Set the DLG for the ancient computer in the Korriban Tomb of Tulak Hord to skippable and fixed the door opening animation playing too fast Made numerous edits to the DLG and scripts for the Jorak Uln scenes in the Korriban Tomb of Tulak Hord to improve aesthetics and fix minor issues Reduced the Tach sound effect by -10dB to make it more bearable Purged the two pre-training conversations with the Jedi Council on Dantooine of facing issues Fixed some non-visible subtitles by Canderous and Jolee due to a Delay value of 0 on those nodes in the relevant DLGs Edited the conversation with the overseer droid in the Dantooine Ruins to improve facing and camera angles Merged the two separate Star Map cutscenes in the Dantooine Ruins into a single scene Edited the post-Ruins conversation with the Dantooine Jedi Council to fix various issues Switched an invalid animation number in Chuundar's DLG Locked the door to the Tomb of Naga Sadow in the Korriban Valley of the Dark Lords Edited the OnUserDefine of the Tuk'ata Mother in the Korriban Valley of the Dark Lords to remove an incorrect placeable reference Fixed Elise’s walking pace when she exits so she runs away when upset and walks away otherwise Wrangled Tuk'ata mother and friends in the Korriban Valley of the Dark Lords to stop them running into each other like drunken teenagers Fixed facing and camera issues in the dialogue with the surviving scientists Kono and Sami Gave the Sith student Tariga gender reassignment therapy Prevented Lashowe from accidentally burning her own face off with her saber in the post-Tuk'ata mother conversation in the Korriban Valley of the Dark Lords Reinstated some incorrectly applied starting conditionals for Tyvark's DLG on Manaan Wrangled the party for the first conversation with Yuthura inside the Korriban Academy Resolved some issues trying to give a datapad to Adrenas in the Korriban Academy Added some listener tags to Uthar's DLG in the Korriban Academy to prevent facing issues during the Shaardan handing in a fake sword cutscene Checked for (and removed) Shaardan's corpse in the pre-final trial conversation with Uthar in the Korriban Academy Edited Uthar's conversation in the Korriban Academy to remove the salute, swap the party leaving for a fade-out, and change the running for the back door to a walk Moved the party out of the way during Uthar's introductory cutscene in the Korriban Academy and stopped him bowing to the students Jumped wandering NPCs in the Korriban Academy to the edge of the room whenever a conversation with Uthar commences Swapped the clothing variation on one of the two pilots in the Korriban Dreshdae cantina Changed the Twi'lek females in Dreshdae on Korriban from stripper to clothed appearances Wrangled the party for the confrontation with Lashowe in Dreshdae on Korriban Swapped Lashowe's dark uniform in Dreshdae on Korriban to the light one to match her other appearances Gave Yuthura and Uthar dark uniforms in the Korriban Sith Academy to match their other appearances By my count that's almost four times what I posted back in March. That's some healthy scope creep. As before, you can check out the readme on the Github repo for a full breakdown of the changes and attribution to their various authors. There's also the issue list, which has further detail on specific problems that have been addressed (and remaining outstanding ones). Oh, and it would be remiss of me not to give special thanks to @ebmar and @Salk for providing a number of bug reports and suggestions/contributions. Thanks also to various other forum and Discord members for providing reports as well over the last 6 months.
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9 pointsHere's a screenshot of the "king-of-the-hill" arena. The mound really dominates the center.
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9 points02 - [TUTORIAL] - Creating a Merchant - TSL 03 - [ADDITIONAL] - Using ERFEdit 04 - [ADDITIONAL] - Picking an NPC to place in your level - TSL 05 - [ADDITIONAL] - Picking Placeables to fill your level with - TSL 06 - [ADDITIONAL] - Picking Alien Voice Over Dialog for your level - TSL 07 - [ADDITIONAL] - Placement & Rotation 08 - [TUTORIAL] - Waypoint Markers 09 - [TUTORIAL] - Scripting Basics 10 - [EXAMPLE SCRIPT] - Spawning NPC's on Enter 11 - [EXAMPLE SCRIPT] - Making NPC's Hostile! 12 - [EXAMPLE SCRIPT] - Trigger talking to an NPC! 13 - [EXAMPLE SCRIPT] - Make an NPC walk randomly 14 - [EXAMPLE SCRIPT] - Place a dead NPC 15 - [EXAMPLE SCRIPTS] - Starting Conditionals 16 - [TUTORIAL] - Companion Vendor 17 - [TUTORIAL] - Upgradeable Items 18 - [ADDITIONAL] - Door Gallery 19 - [ADDITIONAL] - Main Menu Details 20 - [ADDITIONAL] - UI Customization 21 - [ADDITIONAL] - Recolouring Textures 22 - [ADDITIONAL] - Recolouring the .GUI Files and Textures 23 - [ADDITIONAL] - Different Camera Modes & Dynamically Spawned Grid Of Placeables 24 - [ADVANCED] - Hard Coded GUI Elements 25 - One Line Dialogs 26 - Writing a changes.ini for HoloPatcher 27 - [MOBILE] - Android & iOS Modding 99 - [REQUESTS] - Submit a tutorial idea! I will continue to provide examples that I think might be useful to people, these are all for TSL so far. I hope these tutorials and any others I write will help people continue to make mods for KotOR 1 & 2. These tutorials are getting shorter and less detailed, I may or may not go back and re-write them at some point but if anyone struggles with anything feel free to message me and let me know what I haven't covered very well. Feel free to join the Discord for my project if you need help with anything related to KotOR modding and I will do my best to assist. Discord : https://discord.gg/S3YyfTjMV8 Base Game Scripts & How To Use Them KotOR Modding - Crash Course This 2 hour stream covers the basics of KotOR modding and some of the programs involved, I also regularly stream development of my mod project on Twitch/YouTube. Not all of this covers KotOR modding, there is about 10-20 minutes during the first hour where I get distracted and the second hour of it is mostly me playing games. These are the testing rooms but for K1 the room is lacking a texture but I find this just makes it easier to look through the characters. If anything in any of my short tutorials isn't clear or you don't understand for some reason then let me know and I will do what I can to help. ADVANCED TUTORIALS Utilising the following batch scripts and suggestions might take a while to get to grips with for some users but I would always advise doing so, it's very handy to have the ability to quickly generate a file list or compare things in various ways utilising the power of batch scripting. Comparing Level Contents Let's say you have two levels and you need to compare the differences of the contents. Extract everything from the original level to a folder called "level-a" and the modified folder to "level-b" Run the following batch script inside the "level-a" folder. file-list.bat Then delete or move the .bat file and move "file-list.txt" that it just created outside of the folder. You can also use this script to check that all the files exist. check-if-file-exists-from-file-list.bat You will have to move the file-list.txt and this script inside the folder to run the script. Now run this script at the same location as "file-list.txt" to run a file check against the contents of both folders. compare-files-from-file-list.bat Hopefully this might help someone, where I recently had to transfer all of my changes from manual installs to a TSLPatcher changes.ini file, I found this process helped speed the process up a little bit. From here, you should know which files differ and you can then use ChangeEdit.exe that comes with TSLPatcher in order to generate the differences between GFF files. Compiling Scripts If you have made it this far into the tutorial, you should already be familiar with compiling scripts, however for large projects you might need to recompile a lot of scripts at once, so here is a batch script that I used to do it. compile.bat Simply edit the script so that it points to the location of nwnnsscomp.exe for you and then you will be able to put the script into any folder that you need to compile a lot of scripts in and use it to do it all at once. If the scripts don't work for you, you might need to edit them and read them a bit in order to understand them and then to make sure that you have all of the right files in the right places. Thor110
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9 points
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9 pointsThat's just more art. That doesn't advance the project, if anything it pushes it even further along the wrong path. Artists are a dime a dozen. A monkey could slap together some art assets in Unreal and call it a game (as evidenced by all the asset flips on Steam). What a game needs is programmers. If you don't have any then you shouldn't even bother starting a project. If I was going to undertake a hypothetical KOTOR remake (and let's call it what it actually is and dispense with this "mod" BS) in Unreal or other 3rd party engine, I would start with a fully functional recreation of the Endar Spire level. Forget about the art assets, simple white box mockups and default Unreal characters would suffice. What matters in an RPG is the underlying systems. If you are starting KOTOR from scratch, you need to develop a multi-node branching conversation system, equipment and inventory system, stats and levelling system, party/companion system, ranged and melee combat mechanics, etc. The Endar Spire is the perfect test level for developing and testing that. You have a couple of NPCs with a few lines of dialogue, a couple of conversations, a few combat encounters, a few cutscenes, etc. all in a very small space comprised of a few small rooms linked by corridors. And if you haven't demonstrated even a fraction of any of that after 2 or 3 years of screwing around, you should just stop wasting your time.
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9 pointsOn behalf of members of Deadlystream community, We acknolwedge and honor the effort and dedication of a respected member of our community, Sith Holocron. As many of you know, Sith Holocron has been an admin on deadlystream for as long as many of us can remember. He recently announced his reitrement as of July 1st, 2018. Years and years of patiently handling and resolving conflict between modders, community members, moderators, and other admins, Sith Holocron went above and beyond the requirements of his position and actively sought out to create a friendly, constructive forum site. Often pointing forum members, through PM or forum posts, towards other members that would have the knowledge they sought. When I was new the forums, it was SH who pointed me towards certain members to ask about modding topics. Sith Holocron's outstanding management to maintain and uphold the Rules of Deadlystream, even when he may have personally disagreed with the rules, and, in some cases, when enforcing the rules was unpopular, stands as testament to his incredible dedication. Despite knowing that by his actions of enforcing unpopular rules and policies, he would put himself, personally, in the crossfire; he continually did so for the benefit of the community. Sith Holocron invested into the community in ways, many of us cannot presume to comprehend, as an administrator, and, to this day, as a member of the community. From critique and to praise, from engaging and encouraging modders to collaborate and create to reminding members of the DS policies, Sith Holocron influenced the establishment of countless mods. Here are a few of those mods: M4-78 Darth Sion and Male Exile Mod Lightsaber and Force Forms Want Kaah Gone Realistic Skybox fo Deathdisco's Coruscant Handmaiden and Female Exile - Kreia's Fall in HD with original Sound and music Star Map Revamp M4-78 Alternate SkyBox Pack 1.0 K1 Galaxy Map Fix Pack TSL Galaxy Map Fix Pack Ebon Hawk Model Fixes Recruitment of Master Atris M4-78 MOvies Remade Taibhrigh's Female Player Head Taibhrigh's PFHA04 Extended Enclave Dustil Restoration Telos Citadel Station Skybox G0-T0 Overhaul Dak's Armored Robes Trainable Disciple (Upcoming mod) Juhani Catlike Head Mod WE, as a community, are indebted to you SH for all the engagement, management, and innumberable hours you've put into Deadlystream. For over eight years of service towards our community, Thank you Sith Holocron!
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8 pointsThis is the safest approach, since any input can be ignored as desired. Having worked in a number of large team projects, both in game modding and elsewhere, the problem with other people is that they all have ideas. Worse still, they labour under the impression that their ideas are actually good.
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8 pointsI always get lost running Anchorhead, so I decided to try adding some signs to the buildings you can enter to make them easier to spot. I'm not much chop with sign designs though, so I am looking for someone to give me a hand with some better ones. Here's what I have so far: And here is a better look at the individual designs: The cantina sign is taken from the vanilla texture LTS_signs, and the sign frame is vanilla as well. The others use a sign frame from TOR, with the textures being various mishmashes of TOR textures. Although the Czerka one is just something I slapped together myself, and the swoop was taken from one of the vanilla loading screens. I've attached some templates if anyone wants to have a crack. Sign_Templates.7z
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8 points
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8 pointsArcann's mask cut in half and mirrored makes for a pretty good full face mask. Or if you prefer to get your temple guard on: Although there are some clipping issues with hair on certain heads, like Hispanic Mullet Man above. Might have to play with that a bit. Edit: And to replace the Tulak Hord helmet in K1 Generally full helmets don't work too well without being scaled up to ridiculous proportions, but this was already pretty giant to begin with, so it shouldn't be too bad for a decent percentage of player heads.