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Showing content with the highest reputation since 10/18/2025 in Posts
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2 points
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2 pointsHey Everyone! I had some time today to continue with the Robes project Now we have Sith Lord Robe (Had some thought about this, the original texture for this one was no good, so I recoloured the Kavar's Jedi robe texture from Force Fashion) Sith Inquisitor Robe (This one required some tweaks but overall was good) Sith Crusader Robe (this one required only the collar fix. Looks amazing IMHO) Sith Warrior Robe (alas, I had to get rid of the part of the robe below the belt, those belts looked on a texture but on the characters they were not very good) Overall I'm almost done with fitting/retexturing/editing the K2 robe textures for K1 robe model for the sith. Only Sith Marauder and Sith Assassin Robes are left. When I have time I will finish them and I really want to move on to Jedi
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1 pointSeconding a request for Republic Officers pack as well. Would love to see Admiral Dodonna and the other officers looking as good as the soldiers.
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1 pointWhen Aspyr upgraded opengl, they had to rewrite the shaders. The new second shader pass overrides the fog coloring for meshes with a lightmap.
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1 pointAaaand I'm back xD So, I finished with the textures for the Sith. Here is Sith Marauder Robe (I added the collar and changed the part below the belt. Now it looks like Sith Lord clothing with the armor) And here is the Sith Assassin Robe (Basically, what's left from the original texture here is the boots. I remade it to be more in line with all other Sith Tier VI Robes) Finally I moved in to deal with the Jedi robes SO, here we have a Padawan Robe (The only change here is the collar fix and gloves (because of the aligning of texture)) The Jedi Knight Robe (only collar fix was added to the texture) And of course The Jedi Master Robe (Kavar's robe from Force Fashion with edited belt and collar fix. Also, I changed the colour of the pants and the cloak) Lastly for today is the Jedi Consular Robe. I decided that Jolee's Robe texture from Force Fashion 2 (or Rather ROR) is good fit for it. First of all, the original idea with Disciple texture feels similar to Jedi Master texture. Second, Jolee is a Jedi Consular himself. So, let's say his casual clothing is what's left of his Consular robe For the texture I had to change the part below the belt (it was too dark and looked inappropriate in several places), I added collar fix and changed the colour of the pants + I smoothed a bit the shadow under the belt.
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1 pointSo 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
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1 pointDAMN that does indeed look great. It's amazing having a community that diversified, with people improving the game in itself with that kind of things, while others add retextures, new items, features and options or even quests/story content. @LanguageWriter123 Talking about story content, this cap improvement mod will be a big + for the expansion I'm planning (and already started making), which takes place after we defeated Malak. Being able to level up again will genuinely make it feel like it's part of the game. So thank you for that. @LanguageWriter123 @GearHead Did you ever try messing with the maps ? It's the only thing the high resolution broke that never got fixed, and it's quite sad having the map only taking like a quarter of the screen...
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1 pointI searched Kotor 2 txi's and only the 1 texture used that water effect. The vanilla texture causes frame stuttering and editing that texture causes crashing.
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1 point
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1 pointGlad to hear, there will probably be some unintended side effects from doing that but I am not sure on the specifics right now. As far as I am aware there is no real issue with the GitHub version, but I haven't really worked on or looked at the project in a couple of months now. I have been busy with another project for the last month or so. This project is still looking for collaborators and or a dedicated team to make sure it is the best it can truly be, I can only do so much alone and I most certainly cannot give it all the love and attention it deserves solo anymore, getting it all this far has taken a lot of work.
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1 pointHello, currently i am working on widescreen mod (as i didn't found one that fully satisfied me). Its based on other works, but its not simply combination - it has updated graphic elements and most important fonts as this is main issue for bigger resolutions. Bellow you can find screenshots before/after. Please let me know what do you think.
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1 point
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1 pointExcluding the larger fonts, how does your mod differ from Widescreen UI Fix + Improved Widescreen Experience?
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1 pointHello again, I wonder if anyone is interested in this mod with integrated bigger fonts or users rather want to have separated mods - bigger fonts and widescreen GUI? As some parts are dependent - multiple GUI files need to be updated, when using bigger font, in order to avoid missing text display or wrong alignment. I need to consider how to organize files in folder to make installing as easy as possible - as many users have problems even with installing current GUI mods and in this case this would be even harder - due to GUI / font dependency.
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1 pointI think it is a very interesting mod! I always refused to play with Widescreen and higher resolution just because of the fonts being too small. Not much of a TSL player though. If you ever release a version for KotOR I will surely want to give it a try.
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1 pointHuh, i thought more people would be interested in such mini-mod (especially because of larger fonts - for me even in 2K playing with original is quite annoying. Anyway I am still working on it. i was playing a little yesterday and thought that testing Android UI on PC may be interesting. Unfortunately many things seems to be hardcoded there, not handled via .gui files:
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1 pointGreat! Now only the Republic Officers are missing. 👌 I like very much the new design. My only suggestion would be to make the two "wings" on the chest gold instead of silver just like they are in the original texture. But it is really a minor thing and a personal preference. Thank you, Dark Hope.
