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Showing content with the highest reputation since 02/10/2026 in Posts

  1. 6 points
    All of these textures you've been doing for KotOR1 have been wonderful. But I'm seeing a need that you haven't seemed willing to tackle: textures for KotOR2: The Sith Lords. Granted, there's a lot of overlap between many KotOR1 and TSL textures but I'd love to see you start on TSL specific textures. Whether it's for the new locations available there, the different heads for the PC characters, or the NPC team members, I am curious what you could come up for those textures. If anyone else agrees, drop a comment?
  2. 3 points
  3. 3 points
  4. 3 points
    Browsing through makes me want to dive in for a new modded run of K1! I agree with @Sith Holocron TSL would see a huge boon from your skill and attention.
  5. 2 points
    I'll take care of it if no one minds)
  6. 2 points
    Updating the vehicle fleet in a far, far away...
  7. 2 points
    Dear Dark Hope, I am sure I share everyone's sentiment here saying that we wish for all russians to have one day the freedom they deserve. Unfortunately, it seems to me that the world has been going too often in the opposite directon the latest years. Especially some countries. May your child be born to see a better future. All the best!
  8. 2 points
    Sorry I've been slow to update this thread. A lot of the discussion has moved to Discord for better or for worse. But I'll try to put major updates here when I can. @DarthOuroboros Regarding a Lua machine, I had considered this option previously when I was planning out the script extender, but discarded it as the scripting community is already very well established, and asking people to adopt a new scripting paradigm might be a hard sell. However, that's not to say there'll never be a Lua machine implemented as you describe. There's room in the patching project for all sorts of ideas and features (provided someone is willing to create them). It just isn't currently on my or anyone elses docket to look into that.
  9. 1 point
    By "framed for 16:9" I meant that the dialogues etc. always get cropped to 16:9 by adding black bars to the top and bottom - now that I think about it, this cannot be true because that would mean there is no space for options on true 16:9 display. Nevermind. I get that playing on 4:3 is pretty niche but why any of these mods don't even consider it, especially on such old games. I mean, at least mentioning the compatibility in their descriptions. Whatever, I do not believe I might get to any specific issues with 4:3 at the moment. Wonder how the rest of the playthrough is going to unfold...
  10. 1 point
    Well, the original games were developed with 4:3 resolution in mind. KotOR more than TSL, I think... So no, the camera shots should not be framed for 16:9. Another matter is what modders do. The K1 CP does frame shots for assuming 16:9 resolution. Probably TSLRCM, too. But I played the sequel (with TSLRCM) only once several years ago, so I could not really say.
  11. 1 point
    Nothing. The game is a quarter of a century old and was designed for a Pentium II Celeron with 64MB of pooled system and video memory. The problems people encounter today are due to poor OpenGL support in their shitty drivers (i.e. AMD), not being overtaxed by added textures. The bigger issue is you probably won't notice any difference with or without a normal map, so they are mostly a waste of time. They used it sparingly because there was a limit to what they could fit in the Xbox's aforementioned pocket calculator-sized memory. And its presence in the first place was likely a legacy of Aurora/NWN. The engine doesn't accept normal maps in TGA format, so back in the old days it simply wasn't possible to make use of them. Additionally, even if you have a correct texture the relevant mesh/es in the model need a flag set for it, which wasn't exposed in the old modding tools. As to why more recent mods don't make use of them, some do. But like I said, it's mostly a waste of time because you can't even tell.
  12. 1 point
    You use the normal as a normal. Odyssey's normal implementation is pretty crap though. The source has to be de-swizzled and the Y (green) channel flipped because TOR is DirectX (-Y) and Odyssey is OpenGL (+Y). Odyssey doesn't have specular, so you're stuck with using envmaps. For stuff like clothes or anything else that gets tinted, you can bake the colour into the diffuse via the Blender plugin. Refer to the wiki on the SWTOR Slicers Github page for details.
  13. 1 point
    View File AxC's Dantooine Star Map Placement Fix n the original game, the Star Map on Dantooine is positioned awkwardly off-center, despite the room clearly being designed for it to be in the middle. Thanks to a Reddit user who spotted this, I couldn't ignore it any longer. This mod corrects the placement so the Star Map now sits properly at the room's center. An additional optional file does the same for the Ancient Droid, centering him in his chamber as well. This mod will only apply it's changes on saves, where the ruins were not yet entered. Credits: WilliamDarkstar4, for the unfortunate discovery that drove me to this Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 02/12/2026 Category Mods K1R Compatible Yes  
  14. 1 point
    It's very nice. Thinking of using the model to redo the data pad icons as well?
  15. 1 point
    You mean to say that this setup below in the corresponding UTI file doesn't work in-game?
  16. 1 point
    I am. Making the clothing part was super easy, barely an inconvenience. I cannot get the modifications part to work for the robes though. My guess it has something to do with item type.
  17. 1 point
    Are you making this mod? Because I can assure you it's very easy to make if you know what you're doing and very easy to learn if you don't know what you're doing.
  18. 1 point
    I agree with you, though I would like to mention that Dark Hope's first language isn't English and so your mods might get lost in translation for her if you speak too complexly. I would like to say that if Dark Hope doesn't have a copy of Kotor II, meaning she can't get the textures, I'm sure many of us modders who do own Kotor II would be willing to give her the textures that she'd want to work on.
  19. 1 point
    While you are most likely correct, most if not all of them shouldn't, as far as I can tell, be affecting these scripts, so I'm not sure where to begin my troubleshooting The mod list I'm using is: 3C-FD Patcher TSLRCM Fixed Hologram models and Admiralty Redux TOR Ports KOTOR Comic Republic Uniforms Admiralty Patch NIM Fix for the KOTOR Comic Republic Uniforms Admiralty Patch Party Swap Handmaiden & Disciple Same Gender Romances Train the Disciple Train the Handmaiden Coruscant Jedi Temple Coruscant Jedi Temple Compatibility patch Coruscant Jedi Temple Expansion Galaxy Map[ Fix Pack Coruscant Map and Textures Peragus Galaxy Map Change Kreia Fall In-Game HK Droids SWTOR Style Delayed NarShadaa Main Quest Extended Enclave (With the appropriate patches for Party Swap and Handmaiden & Disciple Same Gender Romance) TSL 221tel Recut 1.0.1 TSL Lightsaber Pikes Effixian's Lore Keeper Robes Effixian's Prototype Knight & Warrior Breastplates Effixian's Tropper Armors Effixian's Mandalorian Disguises Effixian's Red Electromesh Robes Exiles Armband Force Leap Maintenance Officer Realistic Reskin Side Opening Doors on Malachor Malak's Armor Reskin Widescreen UI Fix for GOG Realistic Nar Shaddaa Skybox Mod (& Loadscreens) Fixed Mandalorian Banners Remote Tells Influence Force Affinity Fix and Overhaul Visas Marr and Female Exile Romance Workbench Crystal Attunement Leilukin's Lonna Vash Mod for TSLRCM JC's Supermodel Fix for K2 Vanila Sabers Patched Zeison Sha Armor Male Model Fix Consistent Bastila Recognition Bounty Hunter Starport Visa Fix Mira's Vanilla Escape for TSLRCM Unofficial TSLRCM Tweak Pack (Components 1, 5, & 6) Revan's Flowing Robes for TSL No Force Speed Blur for GOG Originally I thought that the Lonna Vash mod might be affecting the Korriban cave, but then it also happened with Atris vs the Handmaiden & Atton vs Sion.
  20. 1 point
    Like a lot of other things in the game, the answer is via scripting. For vanilla modules, typically this is done in concert with the module's GIT file, which has provision for a day music track and a night music track (a leftover from Neverwinter Nights). This is linked to an row ID in ambientmusic.2da which points to the music track that loops in the background. Using scripting, you can start/stop the current music and switch it to a different track. For example, in K1 when you encounter Malak in the Leviathan Hanger, the trigger script switches the module from its default music, track 11 (mus_area_sewers), to track 8 (mus_theme_malak): https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M40AC_Leviathan_Hangar_lev_m40ac/k_plev_malakmov2.nss#L5 Or in TSL, for the introduction of Nihilus, it switches from track 8 (mus_sith) to 4 (mus_nihilus ) https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/tree/master/TSL/TSLRCM/Modules/852NIH_Ravager_Bridge/a_nih_intro.nss Or this script in TSLRCM, which switches the Ebon Hawk's default track to the romance track (mus_s_romance) which they added to their version of ambientmusic.2da: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/006EBO_Ebon_Hawk_(post-Dantooine)/a_006romance.nss At the end of your conversion, you can add another script to the exit node of the DLG which stops the new music track, switches it back to the original one, then sets that to play. Typically any time you need to know how to do something, there's a vanilla example you can crib from.
  21. 1 point
    Upscales approved and now available on Deadly Stream: https://deadlystream.com/topic/12120-skinrevenge-of-revan-upscales/
  22. 1 point
    Hey everyone! My Name is Lane. Some of you know me from Kotor Speedrunning, and others from my various Youtube exploits. I don't ever really post on Deadly Stream, but I've been lurking in and around the KotOR modding community for about a decade now. I have a degree in computer Science and decided to put it to good use, and reverse engineer KotOR 1 (the GoG version). This has been an on-going project for about 2-3 years now, and I've been sharing my progress with friends, and in some Youtube Videos. However, I've pretty much hit a wall with what I can do with this effort now. So I wanted to release my progress publicly, so other smart and clever people can start doing fun stuff with this. Linked below is a Google Drive with several useful things: A Ghidra Zip File (GZF) containing everything you need to use this A Ghidra SARIF export that contains all data types, function labels, parameters, Classes, and other additions I've made A Ghidra Format XML that contains the labels and function adjustments I've worked on. This is lighter weight than the SARIF file, but has more limitations when it comes to import fidelity. A generated `.h` file, that contains the Header information I have pieced together over time. Even lighter-weight, and more limited than the above What this is not: True Debug Symbols for kotor BioWare Intellectual Property A runnable or compilable program Kotor's Source Code A reverse engineering of Kotor 2 A reverse engineering of the Steam version * * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort. What this is: A decently representative result of what Kotor's debug symbols might look like (format and terminology pulled from the MacOS symbols, and existing NWN docs) A research-based labeling and reverse engineering of the GoG version of Kotor 1 A labor of love for the past several years that I'm happy to share Why this is cool/important: This provides a stepping off point for creating proper patches for KotOR 1 This also provides a means for researching underlying issues with things such as memory management, graphical limitations, and compatibility This also provides a researching angle for coming to understand some of the more mysterious file formats, and how they interact with the game itself There are also a variety of fundamental similarities between this and KotOR 2. Which may unlock some insights for that game This is also the first step towards a proper re-compilation (though that is a long-ways off) How do I use the GZF? (New way) You need Ghidra installed, with a modern Java Runtime Download `k1_win_gog_swkotor.exe.gzf` from the google drive below Create a new Ghidra project Drag the GZF into the project Double click it to begin browsing You now have a decently labeled/decompiled instance of KotOR 1 How do I use the SARIF or XML? (Old way) You need Ghidra installed, with a modern Java Runtime Create a new project, and import swkotor.exe (as purchased from GoG) Open the EXE in Ghidra's code browser When it asks if you want it analyzed, select 'Yes" The default analyzers are fine, technically you could speed this up by stripping out a few unneeded analyzers The analyzers will take several minutes to complete (progress can be tracked in the bottom right) Once the analyzers have run, we can proceed Select "File > Add To Program..." and select the SARIF (or XML) file (download below) The importer will analyze the symbols and apply them to the project You now have a decently labeled/decompiled instance of KotOR 1 Limitations: 99.9% of the functions have been labeled, however there were a few stragglers that I was never able to work out. These will appear as `FUN_<address>` 92.3% of the Data is labeled, with stragglers being named `DAT_address` Data Types are VERY incomplete. The labeled ones consist mostly of frequently used types, and known fields. Unknown fields are marked `field<index>_<offset>` Virtual Function calls are very under labeled (largely due to the difficultly of labeling vtables in Ghidra). Though you can determine the underlying function by applying the offset to the associated Class vtable. Most functions have only automatic variables defined within their decomp. Typing and purpose of underlying variables beyond function names, and parameter types, are left up to inference. Overlapping functions. Certain functions overlap in this compilation, due optimizations within the Visual C++ runtime. As a result some functions such as `GetProperty0x30` are shared by multiple classes, and thus lack a name-space. You can usually work out their purpose by checking the associated data type at that offset. If you used the XML import, you will be missing a lot of typing and Function Class/Namespace info Final Notes: Please feel free to ask me any questions about this effort, or any thing strange you might find within the decomp. I've grown to be quite the kotor expert over the years, and I'd be happy to share any insights. You can reach out to me on Discord @lane_d, I'm in the Kotor server, OpenKotOR server, DeadlyStream server, and the kotor speedrunning server. I will be periodically posting updates to this drive, whenever I get the chance to work on this more. If anyone has any major contributions they'd like to see added, please reach out! I'd be happy to chat. Google Drive Link Here
  23. 1 point
    The Russian modder did just that, but since he's presumably gone he can't come back and bug fix his own work or release it to the English-speaking Kotor Community. But as for why no one else has done it, it's simple - it takes effort to make a good quality mod. The TSL Expanded Ending mod adds a really high quality ending that puts TSLRCM's ending to shame, but it was made by a very talented modder. If he ever decides to work on the rest of Malachor, it probably won't be released for a very long time as it'd take a long time to not only make but ensure it's compatible with TSLRCM and other popular mods as there are lots of variables to consider for the end game - and this even includes him using Malachor VI as a base for his work, good mods take time to make and it's very easy to get burnt out during that process.
  24. 1 point
    New tutorial about editing the map models and walkmeshes using Blender
  25. 1 point
    A new mod has been added to the series and I have an update to the main NPC Diversity Pack mod. When the mod goes live, this link shall take you to the Quarren Sith Master mod - a mod which turns the Manaan Sith Master into a Quarren using textures from Quanon's Big Sellout modder's resource. The update for my NPC Diversity Pack is in the works and shall include new generic commoner heads with some ported outright from Kotor II and some made from scratch. Right now, there are the following generic heads: 3 white male, 2 black male, 3 asian male, 3 white female, 2 black female, 3 asian female, 2 old white male, 2 old black male, 2 old asian male, 2 old white female, 2 old black female, and 2 old asian female bringing the total to 28 generic heads in the vanilla game. The final plan of the NPC Diversity Pack is to increase each race to 5 heads meaning there'll be 5 white male, 5 black male, 5 asian male, 5 white female, 5 black female, 5 asian female, 5 old white male, 5 old black male, 5 old asian male, 5 old white female, 5 old black female, and 5 old asian female which will bring the total of generic heads all the way up to 60. Right now, only the non-old heads are ready meaning, with this update, you can optionally install 14 additional generic heads into your game that'll be spread out amongst the generic NPCs across the game. Whilst this update is not yet finished, here are some previews as to what some of these heads will look like: In addition to these new heads, I am planning on reconfiguring some of the genders of the NPCs in the modules. For example, the NPCs in the Dantooine Enclave exterior are all women and the Anchorhead Town NPCs are all men. I plan on replacing some of these NPCs with the opposite gender so that the female heads from these optional addons can be added to more planets and more areas throughout the game without having them congested in certain areas that are segregated by gender. More updates on this will be released closer to the updates release whenever that'll be.
  26. 1 point
    It would be both interesting and fun to potentially be able to recruit more people to one's crew in TSL using a system similar to the initial PartySwap mod which gives you an item allowing you to insert the handmaiden in as a replacement for any of your party members even if you're female, and so that you can recruit both her and the Disciple regardless of gender. Perhaps this can be done on a slightly larger scale, combining other possibilities and/or existing mods and allowing you to add more additional companions to a PartySwap-like system. Here were a few I had in mind and not coincidentally, they are all force-users which could make it more interesting: 1) Dustil Onasi: an already-popular mod exists which allows you to recruit Dustil Onasi on Telos, Carth's force-sensitive son from the previous KoToR game and have him replace HK-47, perhaps he could instead be added as an addition to the PartySwap system or an expansion of it. 2) Kaah Ohtok: Master Lonna Vash's padawan, a young Twi'lek whom you meet in the M4-78 expansion. He's a Jedi with tech expertise who struggles with temptations toward the dark side (which is why he attacks you initially). He dies in the expansion despite agreeing to join your party but perhaps a mod could be added to allow him to be recruited in a PartySwap-like way. 3) Kaevee: this is more of a long-shot, considering she was cut but then again so was Kaah. She's a former Padawan living on Dantooine in the Jedi ruins who is the actual thief that was stealing from Suulru and wants a Jedi Master to train her. Perhaps the Exile could agree to take her on 4) Atris: I've heard she was originally going to be recruited but Obsidian scrapped the idea. A user named Reztea introduced a mod where you can recruit her towards the end after you fight and defeat her and she takes Kreia's spot after Kreia leaves (spoiler, so sorry). Perhaps this could be worked into the PartySwap system as well even if she only joins towards the end. Please share your thoughts on this. I would love feedback and to see this
  27. 1 point
    Sorry it took so long but as I said before, I have very little time with my main computer now. Here are some screenshots of some hilts that I have but I dont see around in mod sites. REMEMBER: those are not mine and I am uploading just screenshots, remember this if you see an image and find out that the mod is yours. The hilts are: -The two of Ahsoka from clone wars -Darth Bane's(the fan made using the novels as basis, not the official that ignores the novel description) -Ben Solo from episode 8(the only good thing of that movie if you ask me) -A generic curved hilt -A double bladed curved similar to Asajj Ventress -A generic double -Exar Kun double bladed (but being held as if it is a single hilt) -Kanan's from rebels -Rahm Kota's from the force unleashed game -Malak's official hilt -Darth Malgus's from swtor -Maul's from rebels (it even has a cane version, that I give to Kreia at the begining of the game) -A generic lightsaber pike -A variation of Revan's from swtor -Satele double bladed from the swtor cinematics -Savafe Opres's from clone wars -The spinning lightsaber of the inquisitor from rebels -And the temple guard double bladed
  28. 1 point
    Use KOTORTool to extract all the TPCs from the texture pack ERF. Then, to quote myself:
  29. 0 points
    Looking forward to "part 2" whenever that will happen.
  30. 0 points
    It's not "foolish" at all, I highly encourage you to keep up your work! They're some of the best in the community.
  31. 0 points
    Good afternoon. I understand the entire text. I have KOTOR 2 installed. I'm currently gradually working on the NPCs that are also in Part 2. The reason I'm not working on Part 2 is because I'm meticulous. I won't move on to Part 2 until I finish Part 1. You can call it my "foolishness." I make these textures primarily for myself. And I share them if they turn out well. It's my hobby, which brings me joy while on maternity leave. Please be understanding. P.S. The Federal Service for Supervision of Communications is blocking websites in Russia. For some unknown reason, deadlystream.com is blocked. It's becoming increasingly difficult to access. If I disappear, know that they've gotten to their target.