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2 pointsPlease see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
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1 pointUpscales approved and now available on Deadly Stream: https://deadlystream.com/topic/12120-skinrevenge-of-revan-upscales/
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1 pointHey 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 Zip File (GZF) containing everything you need to use this 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 the GZF? (New way) You need Ghidra installed, with a modern Java Runtime Download `k1_win_gog_swkotor.exe.gzf` from the google drive below Create a new Ghidra project Drag the GZF into the project Double click it to begin browsing You now have a decently labeled/decompiled instance of KotOR 1 How do I use the SARIF or XML? (Old way) 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 server, OpenKotOR server, DeadlyStream server, and 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. Google Drive Link Here
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1 pointThe Russian modder did just that, but since he's presumably gone he can't come back and bug fix his own work or release it to the English-speaking Kotor Community. But as for why no one else has done it, it's simple - it takes effort to make a good quality mod. The TSL Expanded Ending mod adds a really high quality ending that puts TSLRCM's ending to shame, but it was made by a very talented modder. If he ever decides to work on the rest of Malachor, it probably won't be released for a very long time as it'd take a long time to not only make but ensure it's compatible with TSLRCM and other popular mods as there are lots of variables to consider for the end game - and this even includes him using Malachor VI as a base for his work, good mods take time to make and it's very easy to get burnt out during that process.
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1 pointIt's not a terribly unique first mod idea. I've seen 2 other mods just like it. But one was OP AF, as the kids say, and the other was just okay. I want to make Upgradable Clothing and Robes, both to keep the starting outfit viable for Taris and Dantooine, and so Robes don't feel quite so gipped. But I'm also not the world's greatest numbers guy, so I wanted to float my initial idea and get feedback from people who've gone into the guts of the game's balance far deeper than I ever will. As for Robes, there are only a handful of upgradable armors in the game, and Jedi are just cut of the system entirely. This lets Robes feel a bit less obligatory (you want your Force Buffs right?) and moves them into a Force User-themed desirable alternative to armor. (And honestly, the two reinforcements go thematically with the Jedi Armor that appears in SWTOR and later entries) So here's my initial idea: Upgradeable Clothing Defense: 1 (same as Jedi Robes, which I consider to be the same as Clothing) Skill Focus: Persuade (clothes make the sentient; its a useful buff for a useful skill early game since its restricted to one class without penalty, unless you've modded it; but not so useful that you'd ignore armor with better defense for it) Armor Reinforcement: Defense +2 (or Defense 3, depends on if this replaces the old value or stacks; yes I'm that new at this, Brings it up to equivalent of Jedi Master Robes) Mesh Overlay: Charisma +2 (goes thematically with the base bonus; gives a minor buff to Persuade; I keep going back and forth if I should swap these around) OR Universal Save Bonus +1 (again nice generic bonus for any build, but not so good that you'd start turning away higher level gear) Jedi Robes Defense: 1 Regenerate Force Points: 1 (taken blatantly from TSL, makes them feel a little more unique and useful to Force users beyond just not restricting Force Powers) Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +1 (Charisma +1 for DS version) (a pivotal stat for Jedi, so nice to get a bonus, but hardly game-breaking) Jedi Knight Robes Defense: 2 Regenerate Force Points: 1 Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +2 (Charisma +2 for DS version), Immunity: Poison (Jedi are reputed for being to shrug off most poisons; using Heal does this, so its usefulness is limited) Jedi Master Robes Defense: 3 Regenerate Force Points: 1 Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +3 (Charisma +3 for DS version), Immunity: Mind-Affecting (Can you see a Jedi/Sith Master getting confused or mind-tricked?) Qel-Droma Robes Restricted to Light Side Defense: 4 (down -1 from base to flow better with the upgradable scaling) Wisdom +2 Regenerate Force Points: 2 (Base robes all have it 1 now, so felt like the unique ones should have a slightly better version) Armor Reinforcement: Defense +2 Mesh Overlay: Immunity to Fear and Mind-affecting (just improved Master Robes in many way, plus a nod to Cay Qel-Droma's suicidal levels of overconfidence/naivete.) Darth Revan's Robes (These two can't be upgraded because there's no upgrade bench to use at this point in the game, so I just gave them a little buff to keep up with the other improvements) Restricted to Dark Side Defense: 7 Strength +5 (up +1 from vanilla, just to keep bonuses uniform) Regeneration: 1 Regenerate Force Points: 2 Immunity: Sneak Attacks (honestly, probably not very useful at this point, but I like it as a nod to the idea that he survived getting shot in the back by a SHIP) Star Forge Robes (These two can't be upgraded because there's no upgrade bench to use at this point in the game, so I just gave them a little buff to keep up with the other improvements) Restricted to Light Side Defense: 7 Wisdom +5 Improved Saving Throws (Universal): +2 Regenerate Force Points: 2 Immunity: Critical Hits (its the end of the game, might be a bit OP but honestly shouldn't matter) On a secondary note: I've never liked the odd numbered stat bonuses. Every version of D&D after the OG 3rd/SWRPG ditched them because it amounted to new gear having a 50% of being useless if you didn't have an odd numbered stat. That just doesn't feel good. How badly do you think a mod that redoes all Attribute bonuses to Even-Numbered break the game. Maybe some of the ones that already have even numbered stat buffs could get a small secondary effect to help differentiate. But that's a different project. Just an idea to address something that's always bugged me, and much more ambitious.
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1 pointView File Quarren Sith Master A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 05.02.2026 Installation: Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic. Description: In the 19th Century, European Colonizers would use non-European collaborators to help pacify and/or assimilate non-European cultures into their Empires. The European Colonizers and the non-European target for colonization might have major linguistic and cultural differences making dialogue between the two groups almost impossible, but by taking a non-European collaborator of the Europeans and using them as an intermediary between the two groups the non-European group might become more suspectable to the Europeans through the use of the non-European collaborator who is closer to the non-European group than they are to the Europeans. A random example of this might be the Italians using the Arabs to help them colonize the Somalis. The Italians want to colonize Somalia but they do not speak Somali and aren't at all culturally similar, whereas the Somalis would more than likely know Arabic and would be more culturally similar to Arabs so using Arabs to help Italians colonize the Somalis would be a viable tactic. This concept of wanting to colonize a group that is different from you so you instead use a culturally similar group to make it easier for you to colonize the original group is central to this mod. On Manaan, the Sith Empire is secretly training Selkath youths into becoming Dark Jedi and Sith Agents to one day stage a coup against the Manaan government to take over their planet and exploit their precious resources. Similar to the real life example above the same hurdles that applied to Europeans and non-Europeans still apply to the Sith in this scenario. The Sith Empire is predominantly human and are shown to be quite racist to non-human species throughout the game. The Selkath are an aquatic alien species so not only is there a differing alien culture the Sith have to deal with but the Selkath primarily live underwater. The leader behind this Sith plot to train Selkath youth is a human Sith Master who appears as a generic Sith Master in-game. This mod changes this NPC so that the Sith Master is now an alien Quarren, another aquatic alien species. With this mod installed, it makes much more sense as to why the Sith are trying to train and convert Selkath youth to the Sith when the mastermind behind this plot is a fellow aquatic alien who would be much more culturally similar to his Selkath students and would be a much easier leader for the Selkath to blindly follow despite this master serving an empire that would be racist towards them all. Known Bugs: This mod shouldn't have any bugs but if you find any please feel free to report them on Deadlystream.com. A third install was planned but could not be implemented due to a bizarre bug. The third option was a version of the vanilla dialogue which had an AI filter over it to make it sound like the Quarren from Kotor II (this same method was used in the ROR mod for the Quarren Jedi Master). This could not be added as the VO in-game would be sped up with the pitch increased for reasons unknown to me. This install has been included in the mod but cannot currently be installed, when this bug can be fixed I will add the ability to install it. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The textures for this mod comes from Quanon's Big Sellout, a modder's resource that was published on LucasForums back in the day. These are the same textures that are used in Quanon's Sith Quarren PC mod found on NexusMods. As these textures came from Quanon's Big Sellout, they can be used in your mod though I strongly advise you credit Quanon as the original artist and acknowledge Quanon's Big Sellout to avoid people thinking you stole it from the Sith Quarren PC mod. Thanks to: Quanon: For making the original textures and including it in your Big Sellout modder's resource! Marius Fett: For fixing the Death Field animation bug which projected the lightning from his feet instead of his hands! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Obsidian Entertainment: For creating the original Quarren models, textures, and VO! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION 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 AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 02/06/2026 Category Mods K1R Compatible No
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1 pointThe problem simply didn't happen with ROR, it played in-game exactly the same as it does when you listen to the .MP3 audio file. If you open the tslpatcher folder and open the folder named "ai" the affected VO is in there if anyone wanted to see the problem for themselves. If you listen to the audio as an .MP3 file it plays as it should but in-game the speed and pitch is somehow increased to the point that it sounds like Alvin from Alvin and the Chipmunks. Marius Fett sent me a fixed version of the models earlier today. I've just updated the mod with their fixed models and in my testing the Death Field effect now projects from the hands as it should.
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1 pointCheck the FX dummies for the hands. They are presumably missing, so it defaults to the OdysseyBase to spawn the VFX.
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1 pointIt's a commandline program, not GUI-based. You can use the attached batch files to convert to and from. Just follow the instructions. XML_to_TLK.bat TLK_to_XML.bat
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1 pointAs always, you are full of good ideas, N-DReW-25. May I ask if you imported the model and texture from the sequel or if it is a custom made work? I read better the info and Quanon is reported as the author. It would be nice to remedy the bug with the Force Power effect originating from the feet rather than the hand and I am sure an experienced modeller could help you out with that. And perhaps with the clipping of the hand and lightsabe I noticed in the picture. Cheers! PS: Too bad also about the bug with the AI voice over. That would have been my choice...
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1 pointFrom Bioware's own TLK documentation: For languages other than english where conversational or other text differs depending on the gender of the speaker or the person being spoken to, there are two talk table files, dialog.tlk and dialogf.tlk. Both tlk files contain text for the all the StrRefs in the game and for gender-neutral strings, the two tlk files actually contain the exact same text. However, if a given StrRef refers to text that has a two different translations depending on gender of the player character, then dialog.tlk will contain the masculine form of the text and dialogf.tlk will contain the feminine form of the text. Personally, I convert the TLK to and from XML using Xoreos Tools (tlk2xml / xml2tlk). But there are also other tools around that convert to/from various text formats.
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1 pointHello, please do one for converting whole modules as well, and for extracting models from a module and inserting it in another one (a shuttle for example) ! Will be much easier with a video ! Thanks !
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1 pointI was thinking of something like pulling modules and textured game models into Blender and then rig and animate them from scratch. Hell, making these things from scratch may be the only option. After all these years, AI upscaled scenes can't be the only option. If there's some folks out there that want to work on this too, please contact me. Otherwise, I'm fully prepared to tackle this myself. I have. I just don't care for them. I don't think they fit the mise en scene of the original Star Wars films, which KOTOR draws heavy inspiration from, and that of the first game itself. It's too polished, too flashy. I don't believe they integrate with the base game very well. I want something that stays truer to the intent of the original game.
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1 pointNCSDecomp is my attempt at replacing DeNCS with a modern alternative.
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1 pointFor reasons I can't explain, ever since I played TSL for the first time far longer ago than I care to admit, I've always wanted to have the interior doors in the Ebon Hawk in the first game. I noticed nobody else had added this feature in as of yet, so I decided to take a crack at doing it myself: All of the doors are added in and working, but obviously once they've opened, they stay that way. This feels like it makes the mod a bit pointless, so I'm currently working on a way to have each door automatically close once you move a certain distance away from it. I originally planned to use an OnHeartbeat script attached to each door to close it once you move a certain distance away, but it didn’t come out as well as I’d hoped: It’s a bit janky and doesn’t always seem to work as intended, so I’m not sold on this method. I did try using a trigger instead, having the doors open/close using the OnEnter and OnExit scripts instead and it’s a LOT smoother, so I think I’m gonna switch to that. Setting all those triggers isn’t going to be the quickest process in the world though so… that’ll be fun! As you can see, since the doors were originally intended to only be seen from one side in TSL, so once you pass through, you can see some of the door geometry poking out the wall on the other side. I'm not too bothered with that though, since it's unlikely anyone is going to be stopping and turning around to look up every time they walk through a door. I did show it at the end off the video though, just as a point of interest. I’ll hopefully get all of the triggers set tomorrow, give it a thorough test and then maybe put up a new test video before I create an installer and package it up for release.
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1 pointFor those who are hungry for updates, thanks for all the kind words and support. As holidays are around the corner, my free-time has been a bit taxed lately as I strike the balance between KotOR things and spending time with my and my fiance's family. (Not to mention keeping up with my real job 😬) However, I did spend some time formalizing some of the various "wishlist" features, as well as other pending investigations within the repository issues view. Most upcoming work on my radar for this project is of the unexciting sort. I want to adjust the way I'm modelling game objects in the patching framework to better reflect the underlying inheritance in the base game (i.e. Functions that take a CSWCObject can accept a CSWCCreature, which is derivative, as valid input, etc). I also want to improve/expand the address database system. Right now, they're being stored in plain-text TOML format, which is fine at the current scale, but as this project has grown, this system is already becoming unwieldy. I'm looking to swap to using SQLIte, such that we can have efficient, live, swappable local databases that we can just dump address data directly out Ghidra into. Finally, kotor 2 reverse engineering just needs more work. Kotor 1 is in a great place, such that if we were only targeting that game, I could really accelerate this project. But since I'm endeavoring to provide a solid framework for both games, some TL&C is required to get kotor 2 at least somewhat up to speed. I likley will be giving DarthOuroboros's GhidraMCP suggestion a shot to see if that can accelerate things more here. As a lot of the work to be done is mostly comparative reverse engineering, which I hope falls into the low-complexity class of problem that AI typically excels at. As always let me know if there are any questions or suggestions! P.S. @ajdrenter Galaxy map stuff would be pretty interesting, I've added an issue for me to investigate that at some point in the future. Thanks for the suggestion!
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1 pointAmazing work! You managed to break down so much limitations... This is extremely exciting :)
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1 pointTwo 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).
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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!
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1 pointThe triggers have been placed in the game and I think the effect is about as smooth as I'm going to get it: Much happier with this iteration of the mod than I was the previous one, so I think this going to be the approach I go with for the final product. I've done a little play-testing to make sure cutscenes aren't broken by the doors stopping NPC's moving etc and it all seems to be ok. The triggers all work as they should. There might be the odd bit of jank with NPC's getting lost for a second and turning on the spot while they wait for a door to open, but other than that, it's all good. Not that there are many proper cutscenes aboard the Ebon Hawk, anyway. At least not in ebo_m12aa, which is the only module I've added the doors to. The other stunt modules, I've left alone. I was mainly concerned that this would interfere with things like Sasha leaving the ship, but she just acts as above. Some of the doors go a little nuts if you try to follow her directly, as multiple creatures are entering/exiting the trigger areas at once, but don't do that it's fine. Well, here it is!
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1 pointI know it's been quite a while since I made any announcements on this project. 2019 was a very busy year for me. Even so, I was still able to work on the code a bit, and pushed code updates to the GitHub repo every so often. 2020 is still looking to be just as crazy if not more. I'm hoping to be able to post more updates on my progress. I've compiled an alpha build for anyone to test out. It can be downloaded from the release page of the GitHub project here: https://github.com/KobaltBlu/KotOR.js/releases/tag/v0.0.1 Download and unzip the contents somewhere. KotOR-js.exe is the main executable. When you run either game or the toolset for the first time, it will ask you to locate the game directory for the original games first. After that you should be good to go. It is an alpha so expect some things to be broken and or act weird. Compatibility Note: This is a 64bit build. I also believe it only supports win7 and up. I'm always eager to hear any and all feedback! This project continues to be a lot of fun to work on, and it's always forcing me to push the boundaries of what I know about coding and game design. If I can say something of encouragement to the new modders or coders that may be out there browsing these forums. It would be to chase that crazy idea and push yourself to try. When you spend hours and hours writing code or creating a mod, that feeling of seeing your hard work finally bear fruit is amazing. I can't count how many times i've seen modders discouraged from attempting projects because other people think they are biting off more than they can chew. I know that if I would have announced this project when I was just beginning, I fear I would have received similar remarks from some. The thing is that you very well might be over your head, and thats ok! Failure doesn't have to be the end of the road, it can be a stepping stone to better things if you learn something along the way and apply it the next go around. At least that's how I see it 😅. Anyways I apologize for rambling on, I'll sign off for now!
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1 pointHey everybody, As you might already know, there are 3 different heights in KotOR 1, Soldier being the tallest (literally being able to look down upon Calo Nord) and Scoundrel being the shortest (requiring everyone in the galaxy, except Mission, to look down just to see you), while Scout is tall enough for a direct eye contact most of the time. There is a mod, "K1 Player Character Height Adjustment" (https://deadlystream.com/files/file/397-k1-player-character-height-adjustment/), that makes you as tall as Soldier regardless of the class but ONLY while wearing armors and Jedi robes. Problem is, I'd like to play through the game as a Scoundrel with the default clothing, which is a red jacket for the class, but because it doesn't qualify as armor (or a Jedi robe) like the mod requires, so you can't have a tall Scoundrel. So, I really would appreciate if a mod that makes Scoundrel as tall as Soldier could be made. Even if such a thing isn't possible, I thank and appreciate you all for at least taking your time to read this. Have a great day and a great life.
