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Showing content with the highest reputation since 09/11/2019 in Posts

  1. 3 points
    Based 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.
  2. 2 points
    --------------------------------------- Installed BEFORE leave the Jedi Enclave. Order of installation --------------------------------------- 121 - Quarterstaff Replacement Pack By @DeadMan https://deadlystream.com/files/file/218-quarterstaff-replacement-pack/?tab=comments Statement: Yes, I know, a little late in the game, I had forgotten this MOD completely, sorry. I hope be in time to see the new quarterstaffs. --------------------------------------- NOTE: Leaving the Jedi Enclave starts a new automatic sequence that ends with the PC directly in the hangar of the Telos Secret Academy, that's the reason to install the next MODs before leave the enclave. 122 - Dark Robes for Atris 1.0 By @Darth_Delator https://deadlystream.com/files/file/934-dark-robes-for-atris/?tab=comments It has a little glitch that shows one (or two) small black square inside the Atris' mouth. It seems a black tooth (that make me think more in the new witch aspect of Atris ). Anyway, amazing and really nice, I love it!!!! 123 - New Texture of Holocrons in the Telos Secret Academy 1.2 By @Sith Holocron https://deadlystream.com/files/file/283-new-texture-of-holocrons-in-the-telos-secret-academy/ Another great work. Very nice!!
  3. 2 points
    I bet he just copied files into a single folder without a second thought regarding compatibility and the whole pack won't even work properly.
  4. 2 points
    It would appear these are retextures of the N_JediCounM/F models, and as such they lack the FreeLookHook (since they were never intended to be used by players). Based on a hex comparison, the included models are just straight duplicates of the vanilla models that have been renamed, not custom/edited models. As such, the OdysseyBase names weren't changed, which at the very least likely generates an error log in the game's directory, and may possibly cause issues in some circumstances. The solution is to decompile the models and add the hook nodes (and rename the OdysseyBases at the same time). Since these are just vanilla models, there are no issues with editing/rehosting someone else's content. Try these. I have transplanted the FreeLookHooks (and also the MedalHooks) from the regular PxBIM models. [K1]_Fix_For_DK_Robe_Replacement_FreeLookHook.7z
  5. 2 points
  6. 1 point
    Traps should just use a Reflex save. If successful you take only 50% damage.
  7. 1 point
    That's a smoothing issue. Try the updated version in the Github link to see if that fixes it.
  8. 1 point
    Just in case there are still people looking for this in 2019 (and in case I ever forget), Miles Sound Studio is still available from the following archive location: https://web.archive.org/web/20080512093039/http://www.radgametools.com/mssdown.htm I can confirm the tool still works on Windows 10. As others have mentioned, the dialogue files should be in the following locations for KoTOR and KoTORII, respectively: swkotor\streamwaves Knights of the Old Republic II\StreamVoice I needed to do the following to decompress and play the dialogue files on Win 10: 1) For safety, copy the source .wav files from the install location and paste elsewhere on your PC 2) Change the files to .mp3 by modifying the extension 3) Open milesstu.exe from Miles Sound Tools\tools\win Note: The 64-bit versions of Miles Sound Tools do not appear to work with Win 10. The 32-bit versions work, but you must run them in Windows XP Service Pack 3 compatibility mode 4) Select one of the copied .mp3 dialogue files, choose "Decompress", save with a new file name This process should give you a useable .mp3 file that any player can work with. Good luck KoTOR fans!
  9. 1 point
    Hi, I've been having trouble trying to fix a glitch i'm having with dk robes replacement by don kain whenever i go into free look i see the inside of the player characters face. any idea? https://www.gamefront.com/games/knights-of-the-old-republic/file/k1-jedi-robes-replacement-pack
  10. 1 point
    I took an extremely strong disliking to him ever since I first played the game and honestly it's just kind of stuck through the years. I don't like his attitude, his forcing himself into your party, and constantly threatening you into doing what he wants. It doesn't help he's extremely rude to characters I actually really like so it's just the combination of terrible attitude, boring design, and being utterly useless compared to the other droid companions.
  11. 1 point
    I am suspicious. This series looks too dark for something made by disney. Maybe the first episode will be nice, but then they will change to something for the family after that?
  12. 1 point
    The textures weren't a fix. The pink was intentional to see if that shows up in the line. A different colour might have been better. As to the model, whoops, forgot to enable the headlink. This should be fixed: <removed> Edit: It doesn't warrant a formal DS release, since this is not a universal problem, but if anyone else needs it, you can find it here - https://github.com/DarthParametric/TSL_Atton_Head_Black_Line_UV_Tweak/releases/latest
  13. 1 point
    I may have spoiled something about the documentary in this thread today on Reddit. Read all of my posts in that thread to see the reveal - not just the initial one. Oh and upvote it, if you feel inclined to. Update: The following characters have been chosen already and are off the table: B-4D4, Mandalore, Imposter Batu Rem, Protocol Droid (using the "C_DrdProt03" skin), Zherron, and Captain Sullio of Onderon. (This list will be updated as more submissions are received.) And as always, Revan is unable to picked as a character choice for anyone.
  14. 1 point
    View File [K1] Legends - Ajunta Pall's Blade This mod replace the default Ajunta Pall's Blade appearance with the "Legends" rendition. # Background # The blade of the fallen, Ajunta Pall's Blade - I have always thought about something that is dark-enigmatic about the blade after hearing those words, so this project was started to accommodate the idea. # About this Mod # This mod replace the default Ajunta Pall's Blade appearance with the "Legends" rendition. The new blade is using the amazing IRobert's [K1] Vibroweapons replacement pack retexture base texture and model, which having that science-fantasy feeling to its design and concept. I edited them later particularly on coloring and scheming to match my interpretation of the blade. IRobert gave permission for everyone to freely use, change or modify the mod with *redistribution* policies applies. * With v1.0.2 included the model fix kindly provided by the infamous Dark Lord of the Sith, DarthParametric. It's a fix for holes in the meshes of the hilt which causes artefacts with the shadow casting. The new blade trying to fits the concept of the true Ajunta Pall's blade, which described as - Those features can be seen on the blade now. # Final Remarks # I suggest you to install VarsityPuppet's Spectral Ajunta Pall Canonical Appearance first and then install this mod after. This mod aims to complete the Ajunta Pall's personal items part. There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Choose your installation preferences - then run the installer [TSLPatcher.exe] and hit the [Install Mod ->] button! Uninstallation: Choose the UNINSTALL option in the installation menu Additionally you may want to remove these items from the Override folder - ireb_apallblade.tpc ireb_apb_glow01.tpc ireb_apb_glow02.tpc iw_vbrdblswd_037.tpc w_vbrdblswd_037.mdl w_vbrdblswd_037.mdx Compatibility: For maximum compatibility, install this mod at the latter stage of your mod's build There's an option for this mod to be compatible with VarsityPuppet's Spectral Ajunta Pall Canonical Appearance and Rece's Ajunta Pall's Swords Revamped. Just make sure to choose it only after those mods has The main installation of this mod is not compatible with the said mods, and/or any mods that hard-overwrite the Tomb of Ajunta Pall/korr_m37aa module For this mod to be fully effective you should at least load a saved game before entering the Tomb of Ajunta Pall [korr_m37aa] module The mod is play-tested with both the latest version of KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered everywhere. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to give credits to IRobert, DeadMan, seph6, RevanDark, DarthParametric, BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant work here is also a very warmwelcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played IRobert, DeadMan, seph6, and RevanDark for [K1] Vibroweapons replacement pack retexture DarthParametric for his assistance on GFF editing in v1.0.1 and the model fix in v1.0.2 and ultimately for the past-present knowledge which allows me to create customs also for all his outstanding creation that I am a fan of VarsityPuppet for the permission to have Spectral Ajunta Pall Canonical Appearance being awesomely stand-out in the screenshots and inspiring me with his work JCarter426 & Inyri Forge for all their awesome work that I look up to - I learned a lot from their mod setup and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial - which guides me on packaging the custom module Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax ndix UR for tga2tpc stoffe for the magnificent TSL Patcher, TLKEd, ERFEdit, et cetera, and Fair Strides for later improves them TK102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the mod's users that provides reviews and constructive feedbacks pre v1.0.2 - gerblul, todevuch, JustABitAgroed, Ebony Moon etc. All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site -eb Submitter ebmar Submitted 08/14/2018 Category Mods K1R Compatible Yes
  15. 1 point
    [Updated to v1.0.2: September 12, 2019] What's new? Included the model fix kindly provided by the infamous Dark Lord of the Sith, @DarthParametric. It's a fix for holes in the meshes of the hilt which causes artefacts with the shadow casting Using higher-resolution to improve details in the textures. It is now scaled twice the size of the former The texture now is in native in-game TPC format for better performance and efficiency, with zero-to-none quality differences to the former TGA * Restructure to the mod's figure and is using MOD/modular install for the appropriate GFF, and utilize patching for the Override install The blade model is using variation 37 now to match the module numbering [korr_m37aa] Tweaks to the model selfillumcolor, so it now illuminates 100% white glow color for the blade part, whilst the former was set for about ~75% green [left-over from the original green vibroblade used as basis] [Updated to v1.0.2b: September 12, 2019 - 07:11 PM] New! - * Restructure to the mod's figure and is using MOD/modular install as a whole New! - Added Compatibility Install and Uninstall option exclusively for VarsityPuppet's Spectral Ajunta Pall Canonical Appearance and Rece's Ajunta Pall's Swords Revamped users
  16. 1 point
  17. 1 point
    what robes are these? The screenie is from this page: I've been looking through robe mods and don't see them. Found it: https://www.gamefront.com/games/knights-of-the-old-republic/file/k1-prequel-style-robes
  18. 1 point
    The crashed Hawk has its own module that's used while you are on Lehon (ebo_m41aa vs the regular ebo_m12aa). That's the only reason I bothered with it, since placeables are out due to the K1 row limit bug, so it was done as room model. That meant altering the layout, and I didn't want to screw with the regular Hawk. For the monitors you could conceivably do the same thing and handle it the same way - the OnEnter checks the current status and plays the appropriate room animation. For the hologram, it plays something like the above videos, then once you repair the hyperdrive it switches to a version that shows a solid green hyperdrive in the hologram (i.e. plays a different room animation). Once you head to the Star Forge you go to a stunt module for the appropriate Dodonna message, and that uses the regular Hawk layout (and different scripts), so the hologram is gone. Regarding Salk's now edited message, there are two different hologram Hawk models used. The first two videos use a more simple Hawk model from TOR (it's one of those mini pets). The third and forth videos uses the actual K1 Hawk, scaled down (thanks to @JCarter426 for saving me the trouble of having to kitbash it).
  19. 1 point
    Personally I prefer the fourth one, but I think SH's idea is really great. Might be a able to give that useless Communications Room a function in K1.
  20. 1 point
    I thought I replied to this one but I must not have sent the message. Silly me. Anyway, I like the first one best but I have a suggestion: if possible, utilize the monitors on the bulkheads around this area to give information too. Perhaps you can have those monitors present the information presented in versions 2, 3, and 4 on those monitors. That way, you could have the information all around the room and not just from the holoprojector. That being said, I am not sure that this scene is a self contained scene that would enable the monitors to revert to their usual output.
  21. 1 point
    Great work DP. The first concept looks the best IMO. Simple and effective.
  22. 1 point
    I've owned KotOR: TSL (K2) since January 2015, played it for 20 hours... but I have never, not once, finished the game. Ever. I've somehow managed to not let myself be 1000% spoiled on the story. When it comes to the both of the KotOR games I've just only ever finished the first one, and I've must've done that 15 times by now over the years. I want to play K2 and finish it, from beginning to end instead of replaying a 4 year old save file on Steam, but I always tell myself to start from the earliest game in the series if I've got the game. A bad habit, I know. I just need to finish K1 for the refresher of anything I may have missed so I can get to K2 in order to see what that is all about. What do you guys think? Am I a heretic? Or a window licker? Let me know in the posts below lol.
  23. 1 point
    Greetings, fellow Jedi! Have a nice weekend y'all. I'd love for a mod/resource which makes the big-screen inside the Manaan SB Training Room [Model Name: M27aa_20a] to have its Object306\LSI_lite08 showing the screen individually. Originally they went like this - I'm thinking that they could show something like this after the change - I could need only the the mesh split individually to make it possible to achieve the example above, and I'd love to work on the texture after that. Many thanks for considering this, and may the Force be with you. Update: with @DarthParametric's assistance on Discord > r/kotor I finally be able to edit the model. As reiterated from DP - what you'd want to do is only to adjust the UVs, without splitting the mesh. As the UVs are currently set to tile the image 9 times, 3 rows of 3. To edit with ASCII - It only has 4 texture co-ords, one for each corner tverts 4 -1.005 2.005 -1.00499 -1.005 2.005 -1.005 2.00499 2.005 Change that to tverts 4 0.0 1.0 0.0 0.0 1.0 0.0 1.0 1.0 In GMax the way you would do it is to add an Unwrap UVW modifier above the Editable Mesh, click the Edit button, the in Vertex mode enable snapping, make sure you have the UVW Move tool selected, then snap each corner to the outline of the 0-1 space (the thick outlined black box in the middle). Then Collapse To on the Unwrap UVW modifier to bake the changes. Result: Attached the BETA: [K1]_m27aa_TR_BigScreen_[BETA].7z
  24. 1 point
  25. 1 point
    Use KOTORTool to extract all the TPCs from the texture pack ERF. Then, to quote myself:
  26. 0 points
    There's a person named 2CRI on Steam that has grabbed mods en masse as put it into an collection called "Modded as F***". The following people have had their mods stolen and should probably report their stolen mods to the appropriate authority on Steam. In addition, this thief has also likely uploaded many of these mods as individually to Steam. @Hassat Hunter, @zbyl2 - TSLRCM, and M4-78 EP @Omega1 - Classic Jedi Project KOTOR II Original Trilogy Lightsaber Blades (Animated) @DarthParametric - HK Droids SWTOR-Style @InSidious - Holopanels, Hi-Res Beam Effects Mod @vurt - Vurt's Exterior Graphics Overhaul @Sithspecter - High Quality Blasters @Cinder Skye, @Malkior, @TriggerGod, @Curtis1973 - IceEclipse Power Textures @Curtis1973 - Onderon High Resolution, Nar Shadaa High Resolution, Dantooine and Korriban High Resolution, Dxun High Resolution, KOTOR2 Starter Pack @deathdisco - Coruscant - Jedi Temple @Fallen Guardian - Dustil Restoration @Kexikus - TSL Backdrop Improvements
  27. 0 points
    It appears to be working. Awesome! your a true scholar thank you!
  28. 0 points
  29. 0 points
    You're thinking of KOTOR Tool. MDLOps is a completely standalone model compiler/decompiler.
  30. 0 points
    They were updates for mod's screenshots. Before this some mods were missing their screenshots, so Mods/Admins doing some BTS stuff to make them back; hence the notification. Though some are doing actual update to their content, and one might look at the changelog to see what's going on with them.
  31. 0 points
    What's really sad and unfortunate is that even if a new KOTOR game gets made, the voice of Canderous/Mandalore will have to be recast since John Cygan died a couple of years ago.
  32. 0 points
    Drew Karpyshyn was responsible for the complete ruination of both Revan and the Exile's character and motivations in TOR and that atrocious prequel novel 'Revan'. I wouldn't even want the man sharpening pencils, let alone having anything to do with writing for a hypothetical KotOR III. Chris Avellone would be heading the project ideally, but if not him then I'd go for Mark Yohalem who worked on Planscape: Tides of Numenera and wrote Primordia. But it will never happen due to the decanonization of the EU and a whole host of other reasons. It's probably for the best anyway.