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Showing content with the highest reputation since 02/26/2021 in Posts

  1. 4 points
    I wouldn't bother making another video of this, but here's some screenshots to give you an idea:
  2. 4 points
    Thanks! PBR is not available in 0.15, hence "feature preview" in the video title. Currently, you either want to build reone from source or wait until I release the next version (which will take some time, as I intend to make Endar Spire completable with it). Regarding launch: specifying the game path should be enough, yes. Did you install the VC redistributable, as the readme suggests? Other than that, you want logs to diagnose problems: either start reone from the command line, or add "logfile=1" to the config file and look for "reone.log". Regarding graphical capabilities, current light limit is 16 lights (easily extendable). There is also an experimental feature to convert self-illumed models to actual light sources, which does spice interiors quite a bit. Ray tracing is not entirely out of the question, but the engine would need to be rewritten to replace OpenGL with Vulkan. Definetely not something I'm interested in for the time being. Also, keep in mind that to fully utilize PBR, vanilla assets need to be augmented with additional data: metalness and roughness parameters, per each diffuse texture, which I setup by hand for the preview video.
  3. 4 points
    I have to second this. This sounds like a great mod idea, both inside and outside your project. This was something that always bothered me. Would be interesting to see how the camp reacts after losing several of its people, the recruit trainees usually perish, some of the patrolling guys do as well. You'd have to make sure dueling NPCs didn't end up dueling air, or maybe that would look fine, like shadow boxing.
  4. 3 points
    So my first ever mod is released now and the second followed shortly. I hope you all enjoy the new lightsaber blades as much as I do. Thanks to all of you for giving me feedback and the new ideas which led to his mod. I still want to create the modders resource explaining the blade system and giving instruction on how to port your favorite hilt to the new system. I really hope that in the future someone with actual texturing skill will take on the task to create good looking saber blade textures, maybe even animated ones. Until then I hope you are healthy and you enjoy K1 and TSL.
  5. 3 points
    Hello everyone!! I would like to make a mod request, if possible. Something that always bugged me, was when you are on Dxun (Mandalorian Camp), it actually looks like a camp! There are patrols, people training around the camp, etc. But after the surprise sith attack, when we return from onderon, except for Zuka that keeps doing his thing on the terminal, almost everyone else stops doing what they were doing before and just stand there (even when they say that kelborn made them train and put the camp to 100% lol). What i would like to request is, if it's possible to make the camp be the same as before, when we return from Onderon? For the exception of Kelborn position of course. Thanks! 🙂
  6. 2 points
    Greetings, I'd like to share with you the project I've been working on since summer 2020. Some of you may already have heard of it, as the development was public from the beginning. reone is an open source reimplementation of the KotOR engine, similar to xoreos and KotOR.js, but with a number of key differences. It is developed with extensibility in mind, meaning that modding capabilities it aims to provide are on a whole other level compared to the vanilla engine. For example, the graphics have already been significantly improved with the addition of physically based rendering. Current state of the project is such that the most fundamental engine subsystems are either complete or at least partially implemented, i.e. resource management, rendering, audio, GUI, scripting, conversations, combat and more. Given the current pace of development, I intend to finish the project by the end of 2021. My short term goal is to make the first Endar Spire module fully completable - a milestone, that will hoperfully bring more attention to the engine. Technologically, reone is a custom engine based on SDL 2 and OpenGL 3.3, written in C++14. This alone makes it highly portable - reone is believed to be working on Windows, Linux and Mac OS. Some background on myself: I'm a professional software developer from Russia and a prior contibutor to the xoreos project, responsible for most of its recent progress on KotOR. Links: GitHub Page Project Roadmap YouTube Channel
  7. 2 points
    With this mod, normal maps will be the least of your concerns, there is much more possible like AO, infinite grass distance, YES: Custom REAL Time Combat, better performance and more, as Seedhartha assured me. Also the games functionalities will be the same as before, that means mods should work as usual. To illustrate the capablities of this baby i did some comparison screenshots from the PBR HDR vid above: Before: After: Before: Here the benefits of dynamic lighting are well visible, as you see. the illuminated spots at the floor are colored differently due to its unique lightsources in realtime: Before: After: the scene isnt always that dark depending on the incoming light: Before: After: And now my favorite ones - note, how much more it feels like Star Wars with those ground reflections: Btw, these are vanilla textures, that means the look can be further improved dramatically by quality texture mods.
  8. 2 points
    Interesting idea, I will take a look next time I am on Dxun as this sounds like something that needs changing, chances are it will be a part of my main project, but I shouldn't have too much trouble releasing such a thing on it's own as well, though no guarantees on when I will get around to trying
  9. 2 points
    Hi everyone, I wanted to let you guys know we are hard at work on the mod. I have a tutorial video on the KLE ( kotor level editor ) , where I show you how I'm placing in npcs, the dlg and the animation. In the beginning of the video you will see the Hutt Lounge on Nar shaddaa fully populated and animated. The tutorial is for you guys to see the inner workings of building a mod like this. I hope the video is helpful for other modders, giving them a work flow using the KLE in their projects. Second tutorial video is on setting up a combat level using KLE and Fair Strides's NPC Auto-Leveller 1.0. Logan23
  10. 1 point
    Thanks! i can safely say that the reworked areas / textures for this newest overhaul will be unlike anything i did before. The heightmaps have a ton more detail, the shine is directly linked to the texture noise itself , thus way more natural and overall the tex designs are much more linked to the movies than games for more realism. This, and the splitting of planets into different areas visually makes it a very large project. Current status for K2: Harbinger tex = done, but K2 has a nasty bug with a low res overlay that needs to be solved. Beta: Peragus, Korriban, Dantooine, Ravager (only minor tweaks) Alpha: Telos, Onderon, Nar Shaddaa, Goto (still some work ahead, but nothing major) To be done: Ebon Hawk, Malachor, Dxun (major work to do)
  11. 1 point
    View File New_Lightsaber_Blade_Model_TSL ======================================================== KNIGHTS OF THE OLD REPUBLIC II SOURCE FILE ======================================================== New_Lightsaber_Blade_Model_TSL_v1 ================================= Author: Crazy34 Contact: PM me on Deadlystream For: TSL Date: 03/02/2021 ================================= DESCRIPTION: The vanilla lightsaber blades in Kotor and TSL look bad in my opinion. So, I tried to improve them by adding a dynamic ambient light to the blade (environmental lightning), which works quite well. Since this is hard-coded in the model I also optimized the blade plane models to have a different UV layout inspired by Sithspecter's work. I also simplified their geometry and fixed the different brightness bug (different brightness of the blade when viewed from the front compared to the back). Additionally, I included 3D models for the core of the blade and the inner glow of the blade, which can now be used to create black core sabers as seen in SWTOR. The glow - as well as the models - are fully animated to work as the vanilla blades. The hilts are updated together with the blades including hilts from Kaidon Jorn's SLM 2.0 mod. Summary: - All saber hilts are updated with hilts from Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models, textures and icons go fully to him! - Ambient light for lightsabers - 3D models for blade core and inner glow - Symmetric lightsaber blade planes with a modified version of Sithspecter's crossguard saber UV layout. (Compatible with his unstable textures also included with all credits going to Sithspecter.) - Black core sabers are possible - Homogeneous brightness of the blade (no more “brighter blades when viewed from the front” happening any more) - All sabers are fully upgradeable (added black core and unstable crystals as well as crossguard versions of them) How to use the new lightsabers: Get the black core, unstable and crossguard sabers or crystals by cheating them by using the giveitem command or use KSE to include them in your inventory. The item codes are organized as follows: Lightsaber and crystal follow the standard naming scheme: Black core: 51-60 Unstable: 21-30 Crossguard: 101-110 Crossguard, black core: 111-120 Crossguard, unstable: 91-100 For example: giveitem u_l_colo_51 (Blue, Black core crystal) giveitem u_l_colo_92 (Red, unstable crossguard crystal) giveitem g_w_lghtsbr118 (Viridian, crossguard unstable lightsaber) giveitem g_w_dblsbr025 (Purple, unstable double blade lightsaber) giveitem g_w_shortsbr53 (Green, black core short lightsaber) !!!! Important: If you put a crossguard crystal in either a short lightsaber or double blade lightsaber the crystal will be transformed into its normal non crossguard version! I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models. I plan to upload a Modders Resource explaining the blade system in detail. CREDITS: Kaidon Jorn: Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/ Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them. Sithspecter: The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/ Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors. ___________________________________________________________ COMPATIBILITY: It should pretty much be compatible with any mod that doesn't use the same crystal and lightsaber model slots. This mod should be compatible with TSLRCM. However, please notify me in the release thread if any bugs do appear that are not listed below. ___________________________________________________________ INSTALLATION: Use the TSLPatcher multiple times. You can choose which lightsabers you want. So, for example say you are only interested in the normal saber update and the related crossguard sabers: Then install the standard saber first and second run the TSLpatcher again and install the crossguard sabers. The crossguard sabers require to have their related non-crossguard sabers installed first. The TSLPatcher is set up to only install a certain part of the mod and requires multiple runs to install all sabers. It should install everything correctly. UNINSTALL: Navigate to the backup folder and place the contents into the Override folder. Remove all files from the tslpatchdata folder of this mod from your override folder. ___________________________________________________________ BUGS: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.) The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.) ___________________________________________________________ PERMISSIONS: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. If you have any ideas for improvements, or if you want to you can mod them yourselves and include them in the mod. Saves me time and I'll give you credit for what I put in. ___________________________________________________________ THANKS: Fred Tetra: All the thanks for KotOR Tool. TK102: All the thanks for K-GFF. ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models. bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code. Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much. Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place. Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod. JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation. DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models. Sith Holocron: For minor proofreading of the mod documents. For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar. Also, I want to thank all the modders out there whose work I've consistently studied and learned from. ___________________________________________________________ LEGAL: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Crazy34 Submitted 03/02/2021 Category Mods TSLRCM Compatible Yes  
  12. 1 point
    I wanted to give an update a few weeks ago, but I had to tackle a problem I ignored for months. The reverse compiler is now more than 5,000 lines in length, and that makes it difficult to maintain. So, almost 4,000 lines of source code have been moved into a library. Additionally, many functions did too much and have since been split into smaller functions or replaced entirely. It's not sexy, but coding never is. Or is it? Cue: Salt-N-Peppa's "Let's talk about sex" Let's talk about Hex, baby! Let's talk about Binary! Let's talk about Octal numbers, Signed and unsigned, number theory! OK, OK, I'm back to "normal". Anyway, after three weeks of maintenance I got back to the real work and decided to rewrite the remaining 1,000+ lines entirely. Everything from reading an NCS file from disk to producing NWScript is new. And so much better than before, since I eliminated some bugs in the code. I'll provide a more detailed post later, but here's some sample output from TSL's k_inc_npckill.ncs: I purposely left out nested scopes because I wanted to focus local variables. This script is particularly interesting because it contains a vector. See the really long line that starts with float = GetPositionFromLocation? That's one of the vector's members. The source code looks like this: The really long line in the sample output essentially merges the two lines above, but if you look closely you'll see it's the combination of creating vPos.z, adding 1.0f to vPos.z, then storing the result back to vPos.z. Here's a cut-and-paste from the NSS file to compare to the sample output: Now that I've confirmed the stack is being created correctly, the next tasks are to: Add variable declarations, e.g. int nParam, object oParam Properly display modification of variable values, e.g. vPos.z = vPoz.z + 1.0f Insert nested scopes (if-else, while, etc...) Probably other stuff I can't think of right now
  13. 1 point
    The ambient lighting is something I've been wanting for YEARS. Thank you for this amazing addition! Is it possible to use the blade models and textures without using any of the new crystals or saber hilts (for compatibility with SLM or something similar)? Thanks.
  14. 1 point
    Ah, I looked through the override folder for a file related to birds but I seemed to of missed that one. I just took out DAN_Birds.tga and DAN_Birds.txi and that seemed to of completely fixed the issue. If I had to guess, the mod author probably forgot to finish the texture for the birds. Thanks for the help, I appreciate it immensely.
  15. 1 point
    Thanks for the info and for getting back to me. Sure I'll check those mods out.
  16. 1 point
    Yes, in this case, the fewer files you replace, the better. Still, replacing only head files shouldn’t break anything. I renamed maintenance officer’s head to PMHH01 (Hispanic mullet man) and placed head, portrait files (without new body, clothes, .2da files for compatibility) in the archive. Check your override, if it doesn’t contain files with names from archive, you can safely put them in the override. Of course, nothing can be done if you don’t like what Winzum93 did to the head. Maintenance_officer_tsl.zip
  17. 1 point
    Lighting in these screenshots consists of both dynamic lights and self-illuminated meshes converted to light sources - no changes were made to the vanilla assets. What exactly is causing the cyan lightspot there is hard to tell. I'll stress once more that in order to fully utilize PBR, modders would have to provide additional data: either separate metallic/roughness/AO maps per each diffuse texture, or at least a lookup table of metallic/roughness parameters. Here I've set metallic at 1.0 and roughness at around 0.3 across all surfaces - ideally all of those would react differently to light.
  18. 1 point
    With the amount of time I have spent with my head buried in the games files I have discovered what I believe is the actual cause of the dialog skipping issue. Instead of just explaining how to fix it I am going to go more in-depth and explain some of the reasons why and how I determined this was the issue. in a .dlg file, each line has a NodeID number, the overall .dlg file itself also has a NextNodeID entry which I believe corresponds to the starting line. The port that I have been working on is absolutely littered with dialogs that skip or are missing the text borders, simply because none of them have the NextNodeID or NodeID's set up properly, the NextNodeID's are set to 0 and every node in the dialog tree is also set to 0. Just a moment ago I saw a dialog skip during a stream and decided to bite the bullet, sit down and properly analyse as well as fix that specific dialog file as well as make a post about it to get a discussion going. The dialog file in question is 903sion.dlg from 906MAL.mod in total it has 124 nodes or 0-123, after manually counting through every node in the dialog file, I noticed that it had three nodes with the NodeID 0, it was also missing NodeID #3 & #123 on top of that, the NextNodeID was set to 123 meaning that when the dialog file started, it had nowhere to go. Hopefully in time the community can get every dialog file in the game checked over for this problem. Thor110 P.S. : I am aware that for years people have suspected it to be a memory leak and that it could not be fixed, however the very behaviour of the dialog file pointing to a non-existent node would definitely cause some sort of problem, right? I know that actually proving this one way or the other isn't going to be easy because it doesn't happen so often for some people, but when the black borders for the text are missing, correcting the NodeID's fixes it and I have fixed several of these live on stream myself. If for any reason it turns out to not be the issue then I apologise for potentially getting everyone's hopes up but I am certain that we will never know if we don't try.
  19. 1 point
    Indeed, KotOR1 did not have a NextNodeID nor a NodeID for each line. I have begun taking note of which dialogs skip and altering them as required, but it's rather a long and tedious process. Given that it isn't repeatable unless you don't quit the game, perhaps it would actually be possible to test from within the override next time I come across it myself in-game. I believe even then sometimes it doesn't repeat when loading a save. Something I am also going to do is take a look at all of the dialog files in TJM as while watching a streamer play TJM nearly every dialog in the game skipped consistently and I suspect the NodeID's are all missing. Update : After looking through the dialog files in TJM modules, I can see that none of them contain the NextNodeID and all NodeID's are set to 0, which is generally the case when making a dialog file that no one is going to bother to go through and number all of the NodeID's, understandably of course as it takes quite a while, I presume that Obsidian's software for writing .dlg files handled this automatically when adding new nodes to the dialog tree. Additional : even 3cfd's dialog in the very first level has the NextNodeID set to 54 while only actually having 34 Nodes. Conclusion : either the community needs a dialog editing tool that will properly number the NodeID's when creating them, or people need to manually go through and fix every line of dialog in the game, checking and counting their NodeID's to match ( this would be insanely tedious and could take a long time ) Something else worth noting, is that the currently available Dialog Editor, when creating a TSL Dialog File, doesn't even add the NextNodeID field to the GFF filetype, this combined with numbering each NodeID 0 is bound to cause some sort of problem. After reminding myself that correctly setting the NextNodeID fixes the vacant black borders, I have determined it absolutely must be playing a role in the dialog file actually starting.
  20. 1 point
    And they seem to be only happening in TSL, as they are not there in K1's -- far as I can recall. Interesting -- have that noted to when similar problem arises on my end. Will see if it actually does something, cheers! 🍻
  21. 1 point
    Ah, well thanks for letting me know.
  22. 1 point
    I'm glad that i was not the only one bothered with this and agree that this is something that should be changed, at least for immersion purposes 🙂 I'm actually surprised that this little minor detail escaped the TSLRCM and K2 Community Patch team's (i'm only mentioning this two, because i believe those are the utmost essential mods that people usually install to play this game), which makes me believe that maybe it's not so simple...
  23. 1 point
    I don't think that anyone would be willing to make this mod for me cause no one has ever accepted my mod requests before and I'm aware that this game doesn't have a big modding community at least from what I've seen but it never hurts to ask so can someone please make this head from a fan's beautiful artwork for KOTOR 2? I don't know much about modding so I don't know if its possible to make a custom head like this or not but if anyone is willing to give it a try I would greatly appreciate it. [Note] - This amazing art work was not done by me and I don't know who did make this but credit goes to that person.
  24. 1 point
    TSLPatcher can edit DLG files, but most mods don't bother and just include the whole DLG file instead. You can use GFF-Compare to compare two modded DLG files for differences. You'll still have to manually merge them, though, there's no shortcut for that.
  25. 1 point
    Eh, I remember that one of the first posts on this site was to request someone to port a model of ROTJ Luke Skywalker that was posted on jkhub.org. That request wasn’t answered so I decided to go ahead and give it a try with zero knowledge of 3D. After multiple failed attempts, I eventually succeeded and proudly released my first mod ever. In doing so I discovered a passion for 3D and made it one of my favourite hobbies. I made a huge amount of progress in those last two years or so. Granted I release something only whenever a unicorn gets sacrified, but that’s because I keep improving my workflow and technique and so previous projects become outdated. Anyhow I’ll always encourage people to have a go at it and I’d gladly point whoever asks towards some useful free resources that helped me learn 3D art from scratch. As for your request, I didn’t answer yet because I want to commit to finishing my current Duros overhaul mod (not forgetting all my RL responsibilities). Even then, I don’t want to make any promises or commitments, but if the mood strikes me, I’m leaving the door open to it.
  26. 1 point
    Modelling takes quite a bit of time, you would probably be better off just using one of the many custom heads available, or possibly finding one that looks similar and recolouring the hair. It might also be beneficial to wait for more than a whole day to see if anyone answers your mod request, perhaps a week, or a month? People do have their own lives to live ( not me ) and some people only stop in here from time to time. There are quite a few tutorials available for modelling for kotor, perhaps you could give it a go yourself?
  27. 1 point
    So here I have one more update for you. The kitbash crossguard saber from @Kaidon Jorn is now ported to Kotor. Black core crossguard looks pretty good in my opinion. What do you think? Stay healthy!
  28. 1 point
    I keep a tab on performance and try to use modern OpenGL functions and optimization techniques whenever it makes sense. As it stands now, reone pushes hundreds of FPS in a typical module on my machine, noticeably more than I have using the vanilla engine. And yet, there are still ample optimization opportunities I can think of. You can expect reone to outperform vanilla, if only due to advancements in OpenGL. Grass is currently not implemented at all, but I see no reason, why you wouldn't be able to increase the grass distance or crank any other graphical setting up.
  29. 1 point
    Hi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
  30. 1 point
    So in case anyone was wondering, I AM working on a new SLM. SLM 2020 Been working with and learning from Crazy34 on these new blade models with ambient lighting or glow. Which means new blade cores and planes that look spectacular, that sit gloriously atop my SLM and Default Replacement hilt models. Already replaced some hilt models in SLM and would like to get GMax again to be able to model brand new hilts that don't have all those damn vertical vader grips. In fact I plan to remove a lot of those. In addition I've already expanded the workbench dialog to be able to break down or "disassemble" every single type of lightsaber in the game so you can get the crystals back out of the lightsaber and build whatever hilt you want from SLM. Oh, it'll be awhile...I only just was able to get the single saber portion of the default hilts done with the new blades.... More to come. -KJ
  31. 1 point
    Checking in with some model/texture work. Looking for feedback! (ignore the center shape for now)
  32. 1 point
    You may find @bead-v's stats guide useful. It's what brought me to DeadlyStream.
  33. 1 point
    Hello! I'm trying to figure out how the game deals with those values and I'm not sure I understand how it is supposed to work. While I understand the necessity of four fields (CurrentHP, MaxHP, CurrentFP, MaxFP), it doesn't seem the game file follows this rather logical approach and provides 5 fields instead. One may think that setting the same value for CurrentHitPoints and MaxHitPoints would result in the character having that very number in a full bar and same thing for Force Points. But no... That would have been too easy. I'm busy editing the .utc files for the various Evil Bastila files found in unk_m44ac and I was trying to make sure the level matches with the HP and FP. Since they don't (I have tried levelling up Bastila to that very same level by giving her enough XP and the HP and FP are not the same), I wanted to edit them properly. So, as an example, Bastila at Lvl 18 should have 180 HPs and 198 FP. I insert 180 using the K-GFF editor in CurrentHitPoints, MaxHitPoints and HitPoints and 198 in CurrentForce and ForcePoints. The result is that Bastila has full bars with 216 HP and 288 FP. Then I tried doing something different. I used 10 for CurrentHitPoints and HitPoints and 180 for MaxHitPoints. And 10 for CurrentForce and 198 for ForcePoints. The result was that Bastila now had a HP full bar of 46/46 and a partial bar of Force Points (100 / 288, if I recall the first value well enough). Does anyone here know how those values really are calculated and which ones should be edited leaving the rest alone? Thanks! UPDATE: I think I can answer my own question here and perhaps I should just open a new topic to explain things for others that may have been wondering the same. Apparently the values to insert in the file should be minus the bonus coming from Attributes and Feats because those ones are added by the engine to the total. I just need to figure out why the HP has three and not two fields.
  34. 1 point
    I've dug up some more links I've consulted in the past that I couldn't find the other day: FYI Tile Lighting About lighting in NWN
  35. 1 point
    Thats true. Ive thought about it - do you know the super enhanced mod btw? It makes the game fast paced & much more intense - i remember being 1 shotted by the first droid encounter at Peragus back in the day. I think with a few adjustments e.g. setting blasterbolt deflection to 0 without lightsaber and combining by disabling the saving option (only autosaving at certain points) it would be very cool indeed. well the flag is a bit polarizing, true - but for now i did what i could so there other things that need to be finished as well. Btw, what do you guys think of making the Polar Academy with real iced walls? To enhance the feel like traveling through different climatic zones of Telos? SW electronics always have those lights to indicate operational readiness: "iced" ground/walls with slight reflections: new doors with frozen wire parts (display panel = placeholder, needs attention though) For Dantooine, created new ground tex & muddy sinkholes:
  36. 1 point
    [K1]_Carth_Comics_Overcoat_Beta.rar
  37. 1 point
    There are still some technical issues that needed to be resolved that were causing crashes during testing. But honestly I kind of lost interest in a public release once TOR ports were allowed. The interesting part for me was modelling them and getting them in-game, and I have already done that. I don't really see the mileage in going to the effort of making a functional version for release when the average slob is just going to assume it was ported directly from TOR. Plus I already have enough on my plate at the moment with other stuff. Maybe I'll get back to it at some point, if the mood strikes me.
  38. 1 point
    I forgot to enable normal maps in the previous test. Also added a head variant, based on the Republic medical droid.
  39. 1 point
    Here's the creatively named "head variant 2". Boxhead maybe? Also tweaking the in-game appearance of T7's textures: I still need to play with it a bit more. Trying to deal with Odyssey's terrible and limited cube map system always drives me mental.
  40. 0 points
    @Kimosabe Sith Holocron has a point in the questions he's asking to clarify things. The way most mods that aren't just models or textures work involves adding data that's saved into games (like creatures in areas, or variables used to reference the state of progress in the game) or altering existing files. Simply uninstalling a mod (this by itself can be problematic if the mod changes data inside the packs for a level or area) doesn't guarantee that its effects are gone from your save. So uninstalling the mods and not fixing the issue isn't too surprising, but to have a chance to help, we need a list of your mods (perhaps a screenshot or two of the packaged files [the .zip, .rar, or .7z] from your Downloads?) to be able to begin helping. Otherwise, we literally can't diagnose what went wrong...
  41. 0 points
    Let me see if I've got this straight - and please, correct me if I have any of this wrong... You modded up your game with many mods - none of which you've listed. (Listing all mods is required.) Then - you uninstalled those many mods (excepting TSLRCM) - without starting a new game. Is that about right? Edit: I'm going to head off to sleep right now. If @Kimosabe answers in the affirmative to both of the bulleted lines above before I get back, please feel free to jump in and explain why deleting several mods in the middle of a playthrough might be . . . problematic.
  42. 0 points
    That will be amazing. Good luck in your mod to play K1 in TSL engine. That'll be awesome for all the added features, gameplay improvements and all the updated resolution support in TSL not in K1. I've never been that good at art, But I'll see if I can edit the file to complete the texture. I already have GIMP installed so I may as well give it a shot. I'll show you the finished product once I'm done. Wish me luck. (Obviously I won't share the file, as the model is not mine. Just finishing the texture for personal use.) Well I messed around with the file in GIMP, I think it looks a lot better now.
  43. 0 points
    You are welcome, it is still my hope that in-time these games will be improved immensely and combined into one ultimate package of complete chaos! lol
  44. 0 points
    Sure, knock yourself out. Just provide credit as per usual.
  45. 0 points
    Excellent work. Can't stress enough how much these new blade models have made me giddy with excitement! Really makes me want SLM to be the best it possibly can! Cheers!
  46. 0 points
    Star Wars: Knights of the Old Republic II: The Sith Lords is a fun game to play, at least as far as character leveling and battling your way through the game is concerned (so many of the sidequests being broken as all get-out, not so much). Which is good, because if the story as-is was the main draw of the game? I might have donated or pawned my Xbox copy and never looked back. Because... hot take: The majority of KotOR II's writing is crap, especially in regards to the Jedi Order and the Sith Triumvirate. Now, there are some things and concepts I like, but there's a lot (especially to do with the areas just mentioned) that has grated on me more and more with every subsequent playthrough. So, I'm going to cover the things I have problems with and pitch fixes for them (marked with underlines). Now, I realized a lot of these fixes cause contradictions with Legends storylines that referenced this game, but you know what? Serves Legends right for having mindlessly rubber-stamped practically every non-Lego game that came out after SotE as canon (especially The Force Unleashed). And for the NJO novels. * Letting the player decide whether Revan embraced redemption or reverted to evil. Letting the player have it either way as far as Revan's gender is concerned? That's all fine and dandy (that is, aside from the sloppy coding not checking this properly especially wrt the stupid Jedi Masters). But KotOR II also tries to let you choose whether the first game had the Light Side or Dark Side endings (hence why the galaxy is so jacked-up) but that. Doesn't. Actually. Work. Because except in the situational alternate Dark Side ending, THE STAR FORGE DOESN'T GET DESTROYED on the Dark Side path. The Dark Side ending of KotOR 1 is: "Revan kills Malak, reclaims the Sith empire and the Star Forge, is poised to conquer the galaxy." With something like the Star Forge in play... trying to have it both ways like KotOR II does just doesn't work. I'm sorry, but no. Revan needs to be locked in as Light Side. * Most of the attempts to tie the Sith Triumvirate and their crap, and the Trayus Academy, to the first game need to be excised. 1. Revan already had a secret ancient Dark Side MacGuffin facility that was part of what factored into their going Dark: it was called the Star Forge. 2. I'm sorry, but I think if Revan and Malak's empire used the Trayus Academy to convert Jedi then Malak would have taken her there rather than Lehon, no? 3. If Revan was sending suitable captured Jedi to Trayus as well as "disappearing" Force-sensitives from the ranks to send them to Trayus (and this seems too big a thing to keep secret from Malak), then somehow I don't think the Dreshdae Academy on Korriban would have been so blindly welcoming to defector Jedi and supposed defector Jedi. And would have been screening students in need of "correction". 4. Subtext in the first game seems to strongly indicate that Revan was Vrook Lamar's Padawan. Chris Avellone's Mouthpiece Kreia doesn't get to usurp that. Chuck it all, work in a nonconflicting setup for the Trayus Academy. * Speaking of Kreia... Ugh. Just... Ugh. I think the game would almost be better off without her, but she's a little too enmeshed to be chucked so some rewriting will have to suffice. Chris Avellone has said: "When it came to the narrative, a lot of thrust for the storyline came from an examination of some interpretations of the Force that were coming out of Episode I, II, and III, mostly the fact that the Force seemed to have a will of its own and it had a plan for everybody in the universe but that plan didn't seem beneficial for a whole bunch of people, result in a lot of death and destruction, and then lastly the idea that we didn't really have any choices over our actions; it was a lot of predestination. As a role-playing game designer, all of those things kind of bothered me" (quote found on Kreia's Wookieepedia page, but it's not the original source). Hence Kreia's extreme bitterness towards the Force and its will, to the point that she's trying to kill the Force. But there are some major problems with that thrust. 1. The timeline proves that Avellone is either fibbing or mis-speaking in that interview, because TSL predates RotS and so RotS (and interpretations of the Force based thereupon, including a more competent examination of "the will of the Force" from Matt Stover's novelization) can't have actually been much of a factor. 2. Speaking as a prequel fan I don't seem to recall people talking that much about "the will of the Force" in the films. 3a. While those interpretations may have been present in Expanded Universe novels and whatnot of the time, they don't really match up with what the movies themselves (OT or PT) show (indeed, the movies themselves would seem to portray predestination as false - "Always in motion, is the future," remember? Avellone referencing that makes this writing even more painful- and actions that assume predestination as dangerous and self-destructive), or George Lucas' conception of the midi-chlorians and the Whills (which is more along the lines of destiny-as-choice, same for George Lucas' personal beliefs). 3b. George said in 2003 that what he was exploring with the prequels was how someone would fall into evil ways, and that his conclusion was the inability to let go and move on in the face of change and loss - which is exactly what we see with Anakin in the prequels; "will of the Force" has nothing to do with it, nor is it said to (at least in the movies). 4. All of that being said, Chris Avellone's counter-interpretation of the Force as mouthpieced through Kreia comes off as more than a little shallow and knee-jerk. It's made worse by the fact that the narrative doesn't offer much in the way of counterarguments to the interpretation given through Kreia, so it feels like the game is shoving that interpretation down your throat. For me at least, this is amplified by the fact that you're rarely if ever allowed to actually counterargue any of Kreia's philosophical attitudes. Rebuff? Yes. Counterargue? No. Something else Avellone said is that the lesson he hoped players took away from KOTOR II was "it's okay to question the franchise." Well, as far as I'm concerned he couldn't have blown that one harder if he'd tried. Because what I took away from this game was "It's not okay to question my super-negative intepretation of the Force and I'm gonna viciously staple it to your forehead." Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is) * Kreia's prophesy re: Mandalore is dumb for various reasons even in the context of Legends (I'm sure Karen Traviss in particular probably had a few things to say to Avellone about that one). Rewrite it for accuracy or just chuck it outright and never look back. * The Jedi Masters' verdict on Dantooine feels very forced and abrupt, especially given Kavar and Zez Kai-Ell's individual reactions to a Light Side player. The first couple times I played through the game, I actually thought both Light Side and Dark Side players got this scene and it didn't properly take Light Side players into account (because, well, it honestly doesn't). As it stands, this is an unacceptable mess. Fix 1: Insert sufficient buildup to actually justify the verdict Fix 2: Change their reasoning for why they're doing what they're doing (maybe along the lines of "Under better circumstances, we would be content to let this be, but there are dangers"?) Fix 3: Change what they're doing and the setup for Kreia's intervention entirely * This game's presentation of the Battle of Malachor V doesn't seem to quite jibe with what the first game told of the last battle of the Mandalorian Wars. Not sure of a fix here, admittedly. But... It does feel worth commenting on. * It feels like there's a bit too much information critical to plot logic walled off behind Influence with party members. * The game tries to pull the same "trying to toughen the galaxy up for an outside threat" retcon on Revan that was elsewhere attempted in Legends re: Thrawn. It doesn't really work with Revan (it was semi-plausible with Thrawn, at least as an original, pre-corruption-by-Palpatine motive), although I'll admit that trying it with Revan still isn't nearly as bullcrap as people using it to try and excuse Palpatine and the Galactic Empire's sins. Regardless, it should probably be chucked. * Rewrite the timing and wording of HK-50's drugging of the Exile and sabotage of the Harbinger to better fit with the established info about picking up the Ebon Hawk and investigating the Sith warship I realize this is a huge undertaking, and not everyone will feel the same way I do about the narrative... But I feel it would be worth doing.
  47. 0 points
    Hey @Logan23, glad to hear you are back. I'm really happy that you want to finish the mod, but be sure to look after yourself, your health and putting in some selfcare first and foremost. That said, I'm willing to put in some work, as you said you needed some with quest and dialogue writing. (I can also support you with other things though I need to mrntion I have no previous modding experience. But I'm sure it's possible to learn e.G. the KLE if any help is needed on that front as well. But off course, first things first. I'm finishing my masters thesis approx. until the 1st of march, so before that there won't be a lot of time, but afterwards I'll have plenty. Ist there some platform you use as a modding team, like a discord or telegram channel? Cheers, Marc
  48. 0 points
    Hey @Logan23. I wouldnt mind helping where you need it. I have experience coding, mainly in web based code like java, js, html, css etc. but i know at least the general premises of other languages like C, C++. I could help out wherever you need it ideally. I have a system that can handle the game quite well. I got my degree in March of 2020 in software development let me know mate!
  49. 0 points
    If you're looking for some dialogue or storyline details, I can help out as well. My interests generally lie in the realm of editing, but I can see about making something consistent with your planned story.
  50. 0 points
    Sounds like fun. I would need to look more into your mod's storyline, maybe play through whatever you have. If you have any notes on character concepts and such, that would be great as well. Is there a current link to what you've got? You can send it to my gmail account of Allronix1