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Showing content with the highest reputation since 11/03/2026 in Posts
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Not as finished mods, no. I can make the assets available for anyone else that wants to do it though. Although I can't recall what state the Trando progressed to. http://www.darthparametric.com/files/kotor/misc/DP_TOR_Ports_Aliens_Trandoshans_WIP.7z http://www.darthparametric.com/files/kotor/misc/DP_TOR_Ports_Aliens_Wookiees_WIP.7z I have a set of KOTOR hand meshes with remapped UVs that fit the TOR hand textures if those are of use to anyone. I was far too lazy to deal with fixing TOR fingers. http://www.darthparametric.com/files/kotor/misc/K1_Hands_TOR_UVs.7z2 points
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Hi DarthParametric, I was wondering if you still had plans or interest in releasing your Wookiee and Trandoshan remodels? They look fantastic.2 points
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Another thing about this picture: I noticed the "droid explosion debris" parts are actually textured instead of just blurry silver. I found out they use the probe droid texture, so I just assigned the correct texture. I just found out every blurry looking metal piece of the "droid chunks" you see when a droid gets destroyed is actually using the wrong texture. They have elaborate UV layouts and were intended to use actual droid textures.2 points
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lol Well. Yeah. So, that would have made a lot of this work go a lot faster. lmfao Oh well, I did it already. I guess future updates will aim to move to KPM's GameAPI. I'm planning on going back through and adding Mod Options Menus where relevant as well, using KPM's API for that. Part of my Saga Core mod might end up splitting off and becoming a feat adding / management engine. It already has most of the infrastructure for it, just needs to be more generalized. But frankly I think I'm a bit burned out on KOTOR modding right now. lmfao I'll probably try to get back into it after the holidays. For now I'm hoping you guys cannibalize my work and take from it what's useful. And enjoy the mods that came from it in the meantime. lol It's all released under MIT for a reason, if any of this is useful, please use it to push KOTOR modding ever further. I will try to remember to join the discord, and of course I'll be around to answer questions and things (and obviously I still need to move all these mods to Deadly Stream still... there's even one more yet to be released, that I'm still doing a lot of testing on, hoping to improve KOTOR's terrible pathing systems lol). I think honestly my next step is to just... try to do a whole playthrough without changing anything. lmfao I got through a whole testing playthrough before release, but I was constantly adjusting and rebalancing and coming up with new ideas. So it'll be nice to see what the settled mechanics feel like. lol1 point
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Adding onto Vriffs point about the Discord channel there's plenty of people that are probably in the same headspace as you that you could talk to and also it'd be a great discussion for future KPatches! Edit, here's the links: https://discord.gg/B6hszS7Ps https://discord.gg/kotor https://discord.gg/openkotor1 point
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It's in our github, the sqlite db files. We develop and maintain KPM over on the OpenKotOR discord, if you have any questions or want to collaborate on anything feel free to join if you're not a member yet and someone can probably offer any support if you run into patch development problems.1 point
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Bones are needed to deform the geometry of an imported model. Your geometry has remained in its original position. It is easier for you to export the model from TOR. with the bones and weights already included. The bones will allow you to deform the mesh in Blender, and the vertex groups (with their associated weights) can be renamed to match the vertex groups used in KOTOR. If importing bones with vertex groups is not possible: 1. Create a skeleton and bind it to the mesh. 2. Deform the mesh using this skeleton so that the arms and legs are in the same positions as those of the KOTOR model. 3. Rename the weighted vertex groups so that they match the vertex groups of the KOTOR model. 4. Apply (save) the mesh modifier and delete the skeleton. 5. Rename the UV map of the imported model to "UVMap." 6. Join the objects using Ctrl + J. Select the mesh of the imported model first, then the mesh of the KOTOR model, and press Ctrl + J. 7. Enter Edit Mode and delete the KOTOR model mesh. 8. Export the model. It’s better to use the original hands. Getting the weight settings right is incredibly difficult. If I happen to work on something like this in the near future, I’ll post step-by-step screenshots.1 point
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I agree with this assessment, plus the screenshot and the texture somewhat suggest that the Neural Band was based off of Lobot though obviously with the head variety they couldn't have the band wrap around the skull due to head shapes and hair. Maybe having the bald player character wear the Neural Bands was an intentional nod to Lobot as well. This is the texture for it, btw. It took me a bit to realize what you were saying but once I saw it my jaw dropped. For anyone else reading, if you squint on the gold visor texture you can see 4 really low res door textures on it.1 point
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I actually restored this mask in RC-K1CP by having it replace the Baragwin Mask. All I did for the icon, though, was recolor the original to match the green one. You should check out the cut neural band model. The model itself is absent from the game, but its texture still remains and it's called "I_NeuralBand" and the in-game mask is worn in this beta screenshot alongside an unused beta head.1 point
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I started a K2 Party Members retexture project: My primary source of inspiration for this is SELFINDUCEDCOMA’s approach—a "Vanilla Deluxe" style that focuses on enhancing established elements through added detail, rather than reinventing the wheel or completely reimagining things from scratch in a 2020s aesthetic. The textures (1024x1024 Ver) from RedRob41's "2x Upscale+ Character Textures & Model Fixes for TSL" served as the basis for the Atton Reskin.1 point
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Do you still have the bones and weights? You could rename the vertex groups along with their corresponding weights by following the same pattern. The legs and arms must match the positioning of the original; otherwise, the animation will not play correctly. Bones are required to make these adjustments.1 point
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I'm working on a better texture for the Mandalorian heavy armor by using actual Mandalorian textures and baking them to the PMBH* UVs afterwards... The default one is just a mix of mandalorian textures all over the place without any effort put into. The line on the chest piece is crooked, the crotch armor uses chest armor textures etc. After Baking it, the worst areas are fixed already:1 point
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Amazing work as always! It's impossible to resist the urge to add your mods to my build. BTW Your male Twilek reskins look amazing, especially Griff, since he finally looks like he could actually be Mission's brother, I assume the release has been delayed due to other priorities? Would it be possible to post some of the completed ones?1 point
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so far, so good. Still a lot of work to do, but yeah, i play with partyswap.1 point
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Thanks! These look helpful. I've been going through trial and error with a lot of different, interesting looking mods.1 point
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Hi Vurt, I have installed the textures and they are absolutely amazing! It's like a dream come true, thank you! However, the game will not load Residential Module 082 West and constantly crashes towards the end of the loading screen. I believe it could be caused by one of the files, but I'm not sure. I'm not using any other mods apart from TSLRCM. Thanks1 point
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Hello everyone! I think that it would be great if there was a more minimalist version of this mod that would have bug fixes and add lines and areas in the game that are really important, such as the additional scenes with the party members in Malachor V. While I really appreciate certain aspects of TSLRCM, over time I have really felt like there are things added to the game that are detrimental to it, usually in terms of pacing. For example, I think that things like the Telos crash landing scenes where it has to load from the .bik file to the game really hurt the pacing of that scene and are inelegantly done. It would be great if someone could really examine what is really necessary to the game and what is not really needed or doesn't work well.1 point
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I don't know if I have something on my end, or if this is just such a minor thing that nobody felt the need to bring it up. Just moreso a slight immersion break I guess. But the initial Jedi you encounter on the Endar Spire, the one who drops the Vibration Cell, doesn't seem to gain the K2 robes with this mod? They retain the K1 Knight robes for some reason1 point
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wouldn't it be more canon if the player had a mission before building his or her lightsaber by finding a lightsaber Crystal in the caves as a misson and if someone does make this mod possible can someone make a patch for a modders lightsaber mod I know I'll give the link at the bottom https://deadlystream.com/files/file/2048-revans-jedi-lightsaber-swtor-port/ And if u can make a patch for all his mods but of course u need to ask him first if someone does make this mod1 point
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Sorry for the bump, but I have noticed an odd black spot near her lips that didn't happen to the old model. @DarthParametric: I hope I won't bother you too much but any chances you could fix this for me?1 point
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[Yes AI was used in this work, if you dont like that, then thats cool This is not for you] Hello! I’ve been building kjk, a new engine that runs KOTOR 1 and KOTOR 2 with Jedi Academy-style real-time combat, so you’re actually swinging the saber and throwing Force powers yourself, plus co-op with friends. It uses your own game files, so nothing’s pirated or bundled. Where it’s at right now: KOTOR 1 is fully playable from the Endar Spire to the ending, light side or dark Dialogue, quests, party, stores, the galaxy map, plus pazaak, swoop racing and the turret all work Combat uses your KOTOR stats and feats with JA’s sabers, blasters and Force powers, and you also get ragdolls and dismemberment Co-op works: your friends play your companions, and you can join over Steam without port forwarding Mac, Windows, Linux, and Steam deck are all supported natively. (Steam deck performance is not very good yet) You’ll need KOTOR 1, KOTOR 2 and Jedi Academy installed (Steam and GOG copies get found automatically) Its coming along nicely, and some playtesters have played 3 person co-op from Endar Spire all the way into Tatooine. Our two biggest challenges are getting all the cutscenes looking good, and getting retargeted jedi knight animations to look nice on the differently proportioned KOTOR characters. You can download and play the alpha here: https://github.com/kjk-engine/kjk/releases Discord: https://discord.gg/23bAu2wvH Here is video proof, although this was recorded in single player (note that this is a much older build with more bugs):0 points
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I can't believe that after all these years someone has finally achieved this, you are literally a damn wizard, with all due respect, this is a colossal work, my respect.0 points
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I reckon 99% of texture mods are compatible with K1R (the first restored content mod for Kotor I) and the RC-K1CP mod (the second restored content mod that was made for the K1 Community Patch which is a massive bug fix mod for the game) so there shouldn't be any worries there Define "collection". There are large texture pack mods that covers thousands of textures including NPCs, UI, areas, weapons, icons, and such. The problem with large texture packs like this is what makes them so rare, so here are the problems: 1) File Size: A single super-mega texture pack that covers everything is going to either take up gigabytes or terabytes on your hard drive. I personally wouldn't want to download such a large mod and so I would avoid said mod in favor of smaller, individual texture mods. As a modder, I wouldn't want players to avoid my mod due to the file size and I certainly wouldn't want to have to wait hours zipping a 50 gigabyte texture mod so I'd opt to make my texture mods separate from one another. 2) Biases: We all wouldn't download a texture mod if we didn't like the design of said texture mod. Let's say if I were to make a single super-mega texture pack and every NPC looked like this and you didn't like this design then you aren't going to download and play my mod. This is another reason why modders don't usually compile all of their textures into one big mod because if my single super-mega texture pack contained A, B, C, X, Y, and Z and you didn't like C and Y then you aren't downloading the mod. What you'll usually see is modders uploading texture mods that cover a specific area and it becomes up to you, the player, to pick and choose what textures you want. Have I mentioned AI? As AI has become a widely available tool, you'll notice how some mods are now utilizing AI to make new textures from scratch whether it be using AI to upscale the low-res textures or feeding the textures into an AI to "reinterpret" them. Whatever you think of AI can also make or break a specific texture mod for you, and I assure you there are entire collections like what you're looking for that are made using AI. The modder Dark Hope is a popular texture artist who does exactly what you want. The only downside is that you have to go to her page and manually download her mods to get the full package. If you do download all of her mods and install them, however, you'll be given a seamless and consistent upgrade for much of the base game's graphics. This is the person who makes the ultra-HD ultra-realistic textures for NPCs, armors, and other textures, if you were to install them all than about 70% of the NPCs shall be in this consistent new design. Her work is still ongoing, and so she is still working on textures that'll be released in the future. Do note that her first language is Russian, that is why many of her mod names are weird as she's translating them directly from Russian. The Ultimate Character Overhaul is an AI upscaled texture pack that upscales all of the textures into a higher resolution. Unlike Dark Hope's mods, this mod maintains the Kotor aesthetic whilst improving the texture quality of the NPCs giving them a fresh/crisp look. Vurt's KotOR Visual Resurgence is probably as close as you're going to get to one big single super-mega texture pack mod that is one download and one install, however, all of the problems I listed above apply. It's a 2 gigabyte download and it'll be even bigger when you extract it and it's made by using AI to reinterpret the textures. If you are fine with both of those, this can be the mod for you. But as I said, players usually download smaller mods and use them side by side. You can download Vurt's KotOR Visual Resurgence, install it, and then replace his textures with textures from smaller mods so that, in the end, you are using 20% of Vurt's mods whilst the remaining 80% is made up of a variety of different mods. Personally, I like to install Dak's Endar Spire Retexture and then pick out and add ONLY the animated textures from the ENDAR SPIRE Complete Overhaul on top of it. Though the idea of mixing texture mods is a bit risky, especially for a noobie, so I wouldn't recommend it. The point being is that no two players are going to agree on what is good, what is bad, what is right, and what is wrong, and sometimes the big single super-mega texture pack mod isn't the answer if you disagree with the design the author was going for. You should check out the the Mod Builds that is maintained by one of our Admins. The mods on this list for both games are highly tested and are compatible with one another, this can serve as a sort of catalogue as to what mods exist without going through Deadlystream's and NexusMod's entire library of mods.0 points