Leaderboard


Popular Content

Showing content with the highest reputation since 11/08/2025 in Posts

  1. 4 points
    Little demo for this morning, showing off FreeCam in both games:
  2. 2 points
    This is an addon tool which resides in the side panel. Tested for Blender 4.2 and latest KotORBlender. I made this mainly for myself for working with the world mdl files to add and fix issues with foliage, but it can serve a purpose for just working with .mdl in general. I guess the image says what it does, but overall it will be good for newbies (such as myself) but maybe also to others. The "Pre-Flight" is handy if you used KBlender and you never got it to export anything (i saw some comments about that on the KBlender page). There are quite a few criterias that has to be met, and it fixes those. "Add unique node numbers" is also good, you can add 100's of objects and then just click it and it will add unique numbers, very boring to do manually. This is 100% AI written code. So errors, bugs, not doing something correctly or as expected, garbage coding, that can absolutely be a thing. If you want something added to it that you think would be convenient to have when you are working with the world files or mdl files in general, then let me know and i can try to add it. I tried adding a 1-click to do a walk mesh for an object, spent 2 full days on that, it just doesnt work. Same with doing Lightmaps, spent many days on that and got nowhere. But other than those two it seems to have gotten things right, as far as i can tell. If you are good at .py or prompting AI's for code, then get in touch and maybe you could help adding lightmap or walkmesh functions to it. VTools.py Edit Added the .py, just install it like you do for any add-on.
  3. 2 points
    @DarthParametric I actually cracked the debug camera a long time ago when I was working on thread injection: Around 2-minutes in that video Honestly this entire playlist is filled with things I've gotten up to in these games. I haven't stuck a way to use it in the patcher just yet, but I have a few ideas.
  4. 2 points
    Ah, I see! That's why I didn't take it into account xD Because it is a different mod Thanks again! In any case, I think it would be better to have fixed utc files for unused robes. If some mods use them, they will have proper textures with JC's robe model port --- Also, a small update, I fixed all the icons of all the robes, now they have a proper display with the blue border
  5. 2 points
    That should be very doable, right now the shipBuild function just return `true`, and does nothing else. So as far as patching goes, it's as easy as swapping a byte or two. I'll throw something together later today, and make a mini demo. Good suggestion, I'll add this to the list @DarthParametric Here ya go:
  6. 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 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 this? 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 Reddit server, as well as 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. Both the XML and SARIF formats have some limitations, unfortunately they are the best I can do without publicly sharing Bioware intellectual property. If there is something missing from these that you are in need of, please reach out and I can see if I can help you. (Note: I will not be abetting piracy though. Buy the damn game, it goes on sale all the time) Google Drive Link Here
  7. 1 point
    I'm not satisfied of the mesh thats all
  8. 1 point
    An update for my Galaxy of Faces mod. Ithorians have been added: The Dark Harbinger, Wound in the Force, and Dread Cyborg mods now serve as the basis for the Dark Side Ending's Dark Jedi Masters. The HD Soul Patch Man of @ScrierOne was used for Holdan's new head whilst Effixian's Alternative Atton Clothing was used for his new body. The head was retextured so that it looks as if Holdan does Spice whenever he's not running jobs for Davik or harassing waitresses' in the Lower City Cantina. The status of permission in regards to ScrierOne's work comes from the Nexusmods page for the head which states the following: Despite these terms clearly stating I do not have to credit him, I still want people to know that it was his awesome mod which brought you this awesome appearance. Gorton Colu also comes with a new head, one that was made by me, and should you use the NPC Diversity Pack with Galaxy of Faces Gorton will wear a Military Suit and will bear the face of a militaristic Fascist: And Ajunta Pall has been given a new appearance, though he will be added via a standalone mod which will be found at this link once it is approved: Feel free to let me know what you think of these recent developments!
  9. 1 point
    Not until a moderator/admin approves it. Might take a while since most of them are all AWOL. Edit: @Raven-Fal So it has now been approved. Congratulations on the release. Now you need to patch it to implement it properly. Override dumps are lazy and an incompatible way to create mods. You need to create a TSLPatcher setup that will patch the UTC and inject the changes into the module. Your current approach will nuke any changes by other mods that might be doing it properly. And given that both games often use very generic ResRefs that are duplicated across modules, it's possible to end up breaking things in entirely unrelated modules. Probably not in this specific instance, but it's something to be avoided as a general rule.
  10. 1 point
    Ah, what I meant was that because I created a robust file I/O interface, that it wasn't clear how valuable the existing (unimplemented/gutted) print features would be. Though, in that the functions *are used*, but just not doing anything. Then yes, I agree, this would be quite valuable for sleuthing existing game logic and debugging those issues. For new mods though, I'd definitely recommend my function that's just a wrapper for `fopen`. But regardless, getting logs/feedback out of the game has been asked for a lot, and establishing several avenues for y'all is definitely a high priority for me.
  11. 1 point
    I had a big break in modding over the years xD I will xD
  12. 1 point
    Daaaaamn bro you're a KOTOR modder, you can't not know about K1CP and RC-K1CP ! Stay up to date ! 😜
  13. 1 point
    View File My favorite and custom Swtor mask (Tulak Hords version) I was asked if i could make my custom mask that you can find here . Into Tulak's hord mask so we can find it on korriban. I was unable to do it so The_Chaser_One did it and better that i would have he even crafted a custom icon. Enjoy and thank you The_Chaser_One. I also made a more lore friendly version the link will be available as soon as i finish it. Submitter Elayerfawkes45 Submitted 11/07/2025 Category Mods K1R Compatible Yes  
  14. 1 point
    Ah, ok, that tracks more with my expectations after my aforementioned previous discussions on the matter with ndix UR. But if you have enabled some provision for debug messages then that is extremely useful. Traditionally the only option has been using SendMessageToPC to pipe stuff to the Feedback window, which is pretty limiting. Although speaking of which, if you can increase the scrollback buffer of that window, that might be another handy change. On a different note, something else that comes to mind is the debug camera option that they left in the Xbox version but apparently removed entirely for the PC version. If you don't already have access to the Xbox version I can give you the XBE to look at, if that's of use/interest. Maybe there are other goodies in there that are missing from the PC version.
  15. 1 point
    Not K1R, the RC-K1CP is a different mod though they are similar in that they're both restored content mods. K1R does not restore the robes I believe.
  16. 1 point
    Well the print screen stuff is another one of my earlier patches to re-enable the AurPostString function, which is also separately not implemented in the base game. That patch is a little more complicated, as I essentially need to redirect the execute command call to actually invoke the PostString function. As far as script logging goes, I'm not seeing anything. The PrintString, PrintInt PrintObject, etc functions are in various states of incomplete. With things like PrintInt simply doing nothing, whereas PrintString looks like it should do something, but when you dig into it more it doesn't. These could probably be restored to some degree, though I have also implemented file I/O, so it's unclear the degree to which this would be valuable. I didn't actually know about that level 50 hack. Looking at it, he seems to take a code-cave approach. Pretty nifty, though has a few issues by the looks of things.
  17. 1 point
    Hey! I really appreciate this! Thanks! No, no problems. At least now xD I edited the following files of the original game g_a_jedirobe03.uti g_a_jedirobe04.uti g_a_jedirobe05.uti g_a_mstrrobe03.uti g_a_mstrrobe04.uti I didn't make new textures for them, just reused existing ones. If they are used in K1R, then they will show up, if it is the vanilla game, they won't be there.
  18. 1 point
    Ok, so.... I finished with the creation of all the .uti files for all the robes (23 robes, wow). I added unique description for one of them and I added all the robes to the game and tested that the textures work and look fine (for for male and female NPCs). In accordance with JC's Cloaked Jedi Robes for K1 Mod Resource I created all types of textures for each robe (PFBI/PMBI, PFBIA/PMBIA, PFBIB/PMBIB, PFBIBa/PMBIBa, PFBIC/PMBIC, PFBIJu/PMBIZh), however for now I have only "gloves" texture for all of them. Next step will be to copy all the different hand texture for all the robes for all the variations 5 variations for 23 robes... it will take time xD When I have time. Another thing is that robes icons background does not look good (for most of the icons I can't see the blue border). I'll have to fix this too. For now, this is a screenshot with all of the descriptions of all the robes directly from the game, My achievement for today xD If you are interested in about the descriptions I came up with, you can open and enlarge the image
  19. 1 point
    If you mean making a mod that makes the player character speak, then I believe this was attempted before in a thread years ago and the result was either it's impossible to do or it requires a lot of time consuming effort to essentially implement one single line of dialogue that it'd take years to produce a little bit of voiced player dialogue that'd be prone to all sorts of problems and incompatibilities that it's virtually impossible regardless.
  20. 1 point
    Two demos in one day! In this one I show, kotor 1 working with more than 256 rows in placeables 2DA (something that previously wasn't possible).
  21. 1 point
    The early progress on the patch manager I've been using as well as releases can now be found on GitHub
  22. 1 point
    (Cross posted from Discord) More progress has been made on doing some patching in KotOR 1! Here I demonstrate adding in a simple test function mto the NWScript VM, and running it in-game. The summarize what all is happening here: We patch the space allocated and existing bounds checks for script IDs (I extend the space such that we could have up to 1000 total functions, but I can always extend it more in the future) I patch the existing initialize commands function in the game to continue onto my own block of code where I initialize this new `TestScriptExtension` command to call a simple execution script (using an identical pattern to the existing scripts in this game) I added this command to nwscript.nss so `nwnnsscomp.exe` would recognize and compile the script with this new function (special thanks to Edward T. Smith for making a tool that is so well designed that it works out of the box for our very custom situation here) Set it to run when I talked to carth The actually function just prints some debug text to Windows Debug, however, we can also have them call other game functions, implement custom stack logic, among other things. There's still A LOT of work to be done: I want to clean up the patcher/launcher so that using it is actually intuitive I want to add a bunch more commands to the script extender I want to tutorialize the creation of both new commands and patches, so that the lovely and creative people of kotor modding world can contribute in the future Setting up Kotor 2 compatibility much much more Let me know if ya got any questions!
  23. 0 points
    That's just broken normals. If you are importing normals and start deleting geometry, you need to recalculate the normals, not try and keep the original normals.
  24. 0 points
    So this was a long time coming, way too long I was working on this but finally got it to a relatively good state. I mean it's still messed up in some ways but the biggest thing that gave me trouble was the experience points in alignment to the level-ups. I got that to work but you can't auto-level up lol sorry. But for the exp, I essentially needed to create code caves and track down a struct where the experience points for level-ups were stored. I had to change that offset when the game parses the exptable.2da at the beginning and in a function when you load a character. Other problems are that you can't see the "experience needed" for level ups but it's the same exact equation for calculating the needed exp for level-ups regardless and the same exact needed amounts like in KotOR 2 so peek at the exptable.2da for that I guess lol. And the other problems I know are that you can't get feats and force powers past level 21. You could always mess with the featgain.2da and classpowergain.2da for levels before 21. You can still get attributes and skills past level 21. And you could still be pretty op with all those attribute points, health point, and force power point increases. To install, make a backup of your old K1 exe and 2da files that would be replaced by this mod. Then just put the 2da files in the Override and replace the exe of course. Here is how I worked on it before, but I just fixed the exp problem today. I could go further than level 50, hell the code cave I made can fit way more exp storage data, I could go thousands more but I think 50 in itself is a bit overkill even lol. But no one says you have to keep leveling up anyways. And I just always thought that level 20 was a little too low and just figured matching KotOR 2's level cap was the way to go. I can do this same mod for KotOR 2 btw but I don't think it's needed that much. But if someone really wanted it I could put it out there too of course like raising that cap to 75 or something. Other purposes you can use for this mod are other mods in combination with this like Brotherhood of Shadow, other planet mods, and other mods that add more to the game. You can mod Malak's utc file on the last Star Forge module and make him a lot tougher and stronger to match your higher level character too! There could be other problems too so I might need to make patches for this more down the road. Edit: I fixed a lot of things now. You can download from here again I updated the downloads in this post too. 2das.rar swkotor.exe xptable.2da