Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 08/22/2025 in Posts

  1. Hey everyone! My Name is Lane. Some of you know me from Kotor Speedrunning, and others from my various Youtube exploits. I don't ever really post on Deadly Stream, but I've been lurking in and around the KotOR modding community for about a decade now. I have a degree in computer Science and decided to put it to good use, and reverse engineer KotOR 1 (the GoG version). This has been an on-going project for about 2-3 years now, and I've been sharing my progress with friends, and in some Youtube Videos. However, I've pretty much hit a wall with what I can do with this effort now. So I wanted to release my progress publicly, so other smart and clever people can start doing fun stuff with this. Linked below is a Google Drive with several useful things: A Ghidra 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
    8 points
  2. Please see the official GitHub repo to get support and find updates: https://github.com/OpenKotOR/DeNCS DeNCS - 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? DeNCS 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, DeNCS 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 DeNCS - 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 DeNCS folder 2. Double-click DeNCS.exe (Windows) or DeNCS.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: .\DeNCSCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./DeNCSCLI -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: .\DeNCSCli.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 DeNCS.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 DeNCSCli/DeNCSCli For more help: Run .\DeNCSCLI.exe --help (Windows) or ./DeNCSCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/OpenKotOR/DeNCS 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 You! if you like! just head to https://github.com/OpenKotOR/DeNCS and start contributing. 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
    7 points
  3. I was wondering if anyone would be willing to add glass overlays to these upscaled Nar Shaddaa windows for me. These would be for personal use but obviously anyone could download them off this request page if they chose to. For illustration purposes I have attached these textures as PNGs but to save you some time, I've also made a DropBox link here where these textures are in TGA format. Thank you for your consideration in this matter.
    7 points
  4. All of these textures you've been doing for KotOR1 have been wonderful. But I'm seeing a need that you haven't seemed willing to tackle: textures for KotOR2: The Sith Lords. Granted, there's a lot of overlap between many KotOR1 and TSL textures but I'd love to see you start on TSL specific textures. Whether it's for the new locations available there, the different heads for the PC characters, or the NPC team members, I am curious what you could come up for those textures. If anyone else agrees, drop a comment?
    6 points
  5. Two demos in one day! In this one I show, kotor 1 working with more than 256 rows in placeables 2DA (something that previously wasn't possible).
    6 points
  6. Hey KotOR community, I need help. As you may know, I like making model and texture mods. My biggest weakness though, is actually packaging them up and releasing them. I'm sitting on a few small piles that I should just stop nitpicking and release them already. Since I don't check in very often, I fall out of the loop and so I have some questions which leads to option paralysis. Specialized Combat Suits HD I have made 4x upscale versions of my Combat Suits mod, so I'd like to replace the old one. The thing is, I don't know the best way to group the files for the end users. I want to have versions for 4x tga files (2048x2048 px), 4x tpc files, and 2x tpc files. Should I make three separate mod releases or combine them into one 7zip download and ask the user to pick their preferred files? What size icons should I include 128px or 64px? I don't know if there are issues with the icons depending on if someone is using upscaled and/or widescreen menus or maybe it doesn't matter? I do plan on releasing separate K1 and TSL versions. There are eight combat suits to choose from. Here's a K1 sample: Here's a TSL sample: Any advice you have will help me with the Read-Me instructions.
    5 points
  7. Hey everyone! I'm ShaolinGhost, a second-year Game Design student at AAU finishing my bachelor's degree and moving onto my Masters this year. I'm working on both of these tools as part of my thesis project, and I'm super excited to share what I've been building. Why I'm Making This KotOR isn't just my favorite game. It literally shaped how I see video games and the world. I played it when I was a kid, and it's stuck with me ever since. That's the whole reason I want to do this: give modders and game devs a toolkit that actually feels like real game development software. Right now, modding KotOR is awesome, but the tools are spread all over the place. You bounce between different programs, learn different interfaces, and it's honestly kind of a pain. I want to fix that. My goal is to bring KotOR modding and the game itself to Unity with a professional-grade modding kit. Two tools that work together perfectly: GhostRigger-K1-K2 — Your all-in-one 3D model editor (import/export, rigging, texturing, the whole pipeline) GhostScripter-K1-K2 — Your IDE for writing quests, dialogues, scripts, and managing everything else Both tools are built to feel like actual game development software based purely off of my experience using things like RizomUV, Zbrush, Maya, Topogun, Acurig, UnrealEngine etc. clean dark theme, intuitive layouts, everything in one place. What GhostRigger Can Do Browse and load any KotOR model directly from your game files Real-time 3D viewport with orbit, pan, zoom, and wireframe view Import your own models from OBJ or FBX (sculpt in ZBrush/Maya, bring it in) Auto-rigging to KotOR skeleton templates Manual Rigging in the tool supported Export back to KotOR format, compile, and test in seconds Handle all your textures (TGA → TPC conversion, UV viewing, the works) Basically: Sculpt your stuff outside, import it clean, and let GhostRigger handle the KotOR technical stuff. What GhostScripter Can Do Script Editor — Write NWScript with full syntax highlighting, auto-complete, and a built-in function reference Dialogue Editor — Build dialogue trees visually with a node-based graph (way easier than text editors) Quest Builder — Templates that scaffold out quests automatically with the right variable names and structure 2DA Manager — Edit spreadsheets like globalcat.2da without pain One-Click Export — Push your mod straight to the override folder or package it as an ERF It all connects together. You can even rig models in GhostRigger, and GhostScripter will automatically pull them in. What I'm Looking For I want to make sure these tools actually solve real problems for modders. So I'm opening this up for feedback: For GhostRigger: What features would make rigging faster for you? Are there things you wish you could do that other tools make hard? What about the workflow? Does the architecture I stated so far feel natural? For GhostScripter: Should I add a visual quest state editor, or is the current form good? Would a script dependency checker (find broken references) be useful? What about integrating a decompiler so you can edit existing mods? Any other QoL features you'd want in an IDE? Drop your thoughts in the replies! I'm building this for the community, and I want to make sure it's something you'll actually use. Timeline & Release Right now, both tools are functional and I'm actively testing them. Once I've verified that all the core features work smoothly and reliably, I'll release them for public use and testing. I want to make sure they're stable and solid before I put them in your hands. I'll keep you posted on progress, and when they're ready, you'll be the first to know!
    5 points
  8. Hello there! It's been a long while since i've been there, since i've been mostly active on discord. I felt like i could share some WIP here, just to show that the project is still alive New ranged weapons sounds and visual effects Vulkar recruitment Manaan fast travel Workbench and lab station crafting system Undercity Floating mine for K1 That's pretty much it from the videos i did. I'm still in silent mode for now, but i'll have a lot more to showcase hopefully in the future. I'm currently working on the apartments content, the undercity and the vulkar base. Further areas are sewers and black market. We're slowly getting there
    5 points
  9. For 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!
    5 points
  10. Vurt's TSL Visual Resurgence at Star Wars Knights of the Old Republic 2 - Mods and community Please report bugs. * This is v0.5 which means this is not a finished mod, but finished enough to test and give feedback. * The mod contains 2900+ textures, recreated with my AI model, photos and a lot of photoshop. 4X the resolution (usually) of the original textures.
    5 points
  11. It didn't, but it should now. Try this version. Dantooine I-Wing (Tangent Space).zip
    4 points
  12. 4 points
  13. FYI Folks, many new patches have been released. https://github.com/LaneDibello/Kotor-Patch-Manager New Aspyr Fixes: Lightsaber Hilt rendering - Lightsaber modders rejoice, the hilt textures no longer disappear Bump Map Restoration - bump maps are back! Others: Allowing all 12 of the K2 Portraits to be visible on party select - Modders can now use a slot for a recruitment mod by using whatever slot the user isn't using for mira/hanarr, and no longer need to utilize the armband while using partyswap. Wiring for Good and Very Good Alignment heads. - If any modders want to take up making good and very good alignment heads, these were in heads.2da already but there wasn't any exe logic calling to them, it now works at 70 and 90 alignment. Also working on a patch to expand the max dynamic lights to 9 instead of the vnailla 3. All of J's fixes have been ported as well.
    4 points
  14. Hello friends, I am currently developing a patch for K2 that extends the active Party from 3 to 5. I've got a lot of it worked out: Adding to party from party select screen Combat, Skill Usage, Quest Reward Experience Propagates to 4th and 5th slots Buffs/Debuffs can be added to 4th and 5th slots. The icons display. Autolevel up will autolevelup 4th and 5th slot members. Most movement related bugs are sorted, still some quirks with pathfinding and spawn location to sort out GUI has been fixed to show 4th and 5th slots. 4/5th slots can react to conversations, start dialogue, gain/lose influence. Things still needed: 5th slot doesn't show level up icon. (Shouldn't be a difficult fix) Scripts that hard code iterating through the party with 3. These will all have to be changed. In menu portraits don't show, researching fixes for this. Coming to a KOTOR Patch Manager Near You, some day, don't ask. I'm working on it.
    4 points
  15. Besides being not able to spell, it's a 2DA edit that was literally already done 20+ years ago. So new for zoomers I guess? But muh Nexus pennies!
    4 points
  16. What does "generatinal" mean?
    4 points
  17. Hello, Nice to see to interest on my old stuff; but I'm not sure if I still have all of this on one of my older hard drives... I haven't done anything on Kotor in ages. And, yes, many of these models where compiled with an older tool. Plus I always worked in 3Ds Max, not certain if this makes things worse or not. Also, as I've mentioned before, anyone can use my stuff. No need to ask. Kotor is ancient, it's beyond ludicrous to still have the demand for permission. Giving a line in the credits is nice, but also... Not needed really. Fun to see people still care about this old stuff So, I've packed up a big WIP folder I still had for Scrapyard games: https://www.mediafire.com/file/ar29fe99qxrjrlg/WIP_ScrapYard.zip/file Mind, it might have lots of stuff in it you already have from my other uploads. It's a horrible mess... And I don't remember much... Sorry about that. Added a few more zips to the mediafire Sellout Folder, I found floating about in an old WIP folder. https://www.mediafire.com/folder/eveve4fybr24n/Q_SellOut A new uploaded zip named NarShadda, should have the models and modules you're looking for. Most of these where also compiled with Kaurora Editor. I still have this tool and some of its versions. Would that help?
    4 points
  18. An, almost, full retexture of the entire game. Made with my AI model. Not an "AI Upscale", which is something different. Vurt's KOTOR Visual Resurgence at Knights of the Old Republic Nexus - Mods and community maybe i can upload here once it reaches a more final version. Showcase on yotube: KoTOR Visual Resurgence
    4 points
  19. Hello, and welcome to the third Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes. In this third Dev Diary, I shall focus on the start of the first planet – Corellia and its introduction. (Please let me know if any of the links and/or images are broken) As Episode One has been released for quite some time now, this Dev Diary going forward shall showcase some of the new changes, features, and bug fixes that’ll be introduced to Episode One’s content in Episode Two’s release. Do know that I plan on releasing a ROR Addon mod that’ll allow you, the player, to install these Episode One bug fixes into Episode One before Episode Two’s release so you won’t have to wait for Episode Two just to get bug fixes. I shall make a proper announcement for when this is released to the public. As I showcased the Jedi Temple in the last dev diary before the Episode One bug fixes were put into proper development I shall quickly go over the changes to the Jedi Temple content down below: · The side quest “Drayen’s Teachings” was renamed to “Training Accident Recovery” and shall now be completed once you meet Drayen at the Jedi Council elevator. · Arkanian players are now given a pair of Arkanian Safety Shades by Kaila similar to how Miraluka players are given the Miraluka Blindfold. These Arkanian Safety Shades and the Miraluka Blindfold can now only be worn by the player character and no one else. · The Temple Security Officer, who used a generic Republic Officer appearance, is now a Jedi Temple Guard who is wearing a unique robe that has been added to the mod (more on this robe will be discussed later on in the diary) · It is now possible to completely bypass the Jedi Council cutscene. If you found the Jedi Council cutscene to be laggy (like I did), jarring because only the Quarren speaks English and everyone else is mute, or if the game crashed there (as per many bug reports), then you can now bypass the scene and go straight to Corellia from the elevator. Once you arrive on Corellia, the side quest "Investigate the Tyrena Station incident." has been renamed to "The Tyrena Investigation" which shall now take place from the time you land until you hand Bao-Dur the security recordings. The side quests “Corellian Base” and “Tyrena Station's Black Boxes” have been removed and their content has been merged into the single "The Tyrena Investigation" side quest. Corellia in the Revenge of Revan mod is a major Republic planet of the Core Worlds. The Contemplanys Hermi clause of the Galactic Constitution allows the Corellian Sector to close it borders (Space borders) and shut itself off from the Galactic Republic. As the Republic relies on Corellian Corporations and Corellian industry to build its civilian and military star fleets the Contemplanys Hermi being invoked could mean economic ruin for the Republic and much of the wider galaxy. As such, the Corellian Sector is a fairly autonomous from the Republic. This is evidenced by Corellian NPCs who react to the Republic Soldiers as if they were foreigner, this is due to the fact that the planet Corellia is not subject to the Galactic Republic's military conscription. If the planet Corellia ever needed the military for a domestic issue (like a revolt), it would instead send in the Corellian Security Force. The CorSec in the old Demo were rather strange, dialogue and item descriptions seemed to suggest that the Corellian Engineering Corperation, the CEC, owned the Corellian security forces – the CEC logo was also present on the Corellian soldiers and Uldir’s uniforms. The Corellian soldiers of the Demo were rather generic in that they were a quick and easy reskin of the Onderonian soldiers. I think Logan even once wrote a dialogue, either for Drayen or Uldir, to explain why the Corellian military copied the design of the Onderonian military in the ROR lore. I changed this in Episode One so that the Corellian military is the CorSec and not an extension of the CEC - a Corperation. The closest thing the planet Corellia has to a native Corellian army is now the CorSec Tactical Response Team. The CorSec Tactical Response Team is the same faction that appears in TOR, but since the word “Tactical Response Team” is too long for Kotor NPC names they’re instead called “CorSec TRT Commandos” in-game. TRT Commandos are seen supervising the pilot strike, are guarding the entrance of the King’s palace, and can be found in Fort Orik. TRT Commandos use the heads of the original Corellian soldiers from the old Demo with the CEC logo removed from their caps whilst their old uniforms are now used for the generic CorSec Officer, CorSec Sergeant, and CorSec Captain uniforms. The CEC logo on the uniforms was found on their wrists; these have been replaced with a green strip with each increasing rank receiving another green strip. For reference, Uldir is a sergeant and his wrists come with two green stripes. The Corellian Sector is governed under an Empire that has existed since the fall of the Infinite Empire, the early Republic’s history is marked by giving regional warlords autonomy in exchange for fealty to the Republic. These warlord states became what are known as “Allied Regions” with ceremonial ranks like “Moffs” being held by high-ranking members of these regions. The autonomy of these Allied Regions would be slowly eroded and dissolved as the centuries went on, by the time of the Clone Wars only a few of these Allied Regions remained and the rank of “Moff” was obscure to the wider galaxy until Palplatine restored it for Grand Moff Tarkin. In ROR’s lore, the Corellian Empire is one of these Allied Regions with its own autonomy. It governs the Corellian Sector like a colonial empire with all the wealth flowing from the Sector’s planets to the metropole that is Corellia. This has resulted in legal loopholes that the Corellians exploit for their own profit at the expense of both the Republic and Republic law, two of which are relevant to the plot. Only human Corellians born to human Corellians are entitled to Corellian planetary citizenship, this gives them the right to participate in the CorSec and public office. A human non-Corellian has to live on Corellia for a certain amount of time before they can be made eligible for citizenship, once they get this citizenship they get the same rights as native Corellians. The widow in the Cantina is a Telosian refugee who married a Corellian man and has not yet gained her citizenship, his last will and testament was on his CEC datapad and without that last will and testament than the Telosian Widow would not be legally entitled to her husbands assets now that he’s passed away. For non-humans, gaining Corellian citizenship is impossible and as such they cannot join the CorSec or run for public office. Non-humans can still have Republic citizenship which still gives them the rights guaranteed by the Republic’s constitution. This is why every single alien NPC is either labelled “Tourist” or “Immigrant”, some alien NPCs reveal how hard their lives are as aliens on Corellia through their dialogue. During the later Corellian crisis, you can influence the Corellian government to allow non-humans to become Corellian citizens. This choice is ultimately canon as aliens will be on the Corellian Council by the time of TOR, though this will be but one of many choices the player will be given later on in the mod. However, despite their Republic citizenship, or for those who don’t have Republic citizenship, many desperate aliens are tricked by the CEC into joining the ‘foreign labour program’ which has the CEC ship these aliens throughout the Corellian Sector to work in mines and other facilities. Again, you can find foreign labor NPCs and alien NPCs who speak of the cruelties of this unjust system. This would be illegal under Republic law, but since they’re being sent to remote planets with no ways to escape and with the Corellians being able to threaten Contemplanys Hermi the Republic is powerless to stop this. You, the player, can once again change this should you decide to push the Corellian government into stopping this practice in the later Corellian crisis, this is also canon as this practise is no longer happening by the time of the TOR MMO. Again, this will be but one of many choices the player will be given later on in the mod. Next to the landing bay you’ll find the pilots strike, King Bardok enacted a flight restriction supposedly to protect pilots from falling debris but in reality he enacted it to prevent smugglers from reaching the Tyrena Crash Site. Whilst this fact is kept secret from the public and the excuse of “protecting pilots” is kept public, the grounded pilots who make a living flying are not happy by this development and have started a peaceful protest against the government for their decision. Elrond the pilot merchant shall be given a brand-new merchant inventory, he shall be given new items based on the brand-new item rework. For the sake of testing, his inventory has been replaced with many of the vanilla items that have been changed in this update. All of the armor, gloves, belts, and implant items have been given new icons to differentiate each of the items from one another. Another major change is the replacement of certain items with different items. Starting with the implants, almost all of the implants have been reworked using a Google Spreadsheet written up by ZobiZob/@CapitaineSpoque on Discord (you have like three Discord accounts all with different usernames so if you aren't ZobiZob I do apologize for the Ping). Due note that these only replace the existing implants and so not all of his suggested implants are in ROR, but to summarize – all of the level one implants are now seriously weak whilst the level two, three, and four implants become stronger and stronger with each tier increase. The level four implants, the D-Implants, are a hit of miss in the base game. Some D-Implants are notoriously weak despite requiring 18 Constitution to use whilst others are ludicrously overpowered, and despite D-Implant icons being made by Obsidian they were left unused and they resemble level three implants in-game. Here are some examples of implants in Kotor I: Level 1 implant: Response Package – +1 Dexterity Level 3 implant: Bavakar Reflex Enhancement – +2 Dexterity Level 3 implant: Cyber Reaction System – +3 Dexterity Level 3 implant: Gordulan Reaction System – +4 Dexterity And n the ROR mod, the implants now go like this: Level 1 implant: Alacrity Package – +1 Dexterity Level 2 implant: Alacrity System – +2 Dexterity Level 3 implant: Alacrity Implant – +3 Dexterity Level 4 implant: Alacrity D-Implant – +4 Dexterity These implants still use the Kotor II attribute system, so level one needs 12 constitution, level two needs 14, level three needs 16, and a level four D-Implant needs 18. Implants, masks, gauntlets, and belts have all been nerfed to fix Kotor II’s horrible balancing system. All you need to do in Kotor II is use Force Valor on Bao-Dur, give him a tech belt, give him a skills implant, give him a skill boosting mask, and give him a skill boosting gauntlet and suddenly you have +20 attack damage blaster and lightsaber upgrades that you shouldn’t even have until the end game due to the crafting system. Now, the overpowered Tech Specialist Belt now requires the Improved Gear Head feat for the wearer to be able to properly use it and its stats are now on par with something you’d find in Kotor I. The Skills D-Package only gives a two-point increase to your skills instead of six. Upgrades are planned to be changed in the ROR mod, but due to the sheer amount of them I think this can wait for the time being. One change I had in mind was to nerf the 2-20 energy damage blaster upgrades by reducing the damage output to 5 energy whilst throwing on a Caution feat requirement. The idea behind the Caution feat requirement is that only a trained marksman will be cautious enough to not overheat the upgrade and cause the blaster to explode due to the sheer energy inside said upgrade. All of the overpowered upgrades would be nerfed in this regard, make them weak but still make them powerful and give them something to make it difficult for a low-level player to use should they somehow cheese the game to get these items early. Many of the mask items have been removed and replaced with masks from the first game. For example, the Rakatan Band is now the Motion Detection Goggles, the Interface Band is now the Verpine Headband, the Targeting Visor is now the Aural Amplifier, the Spacer's Sensor is now the Advanced Aural Amplifier, and the Consciousness Helm is now the Light-Scan Visor. Many of the “named items” have now been removed, this is because you could get the Circlet of Saresh multiple times in a single playthrough and could obtain them from weird locations. These items have all been replaced with different items, for example the Circlet of Saresh is now the Demolitions Sensor, however, these items can be reintroduced as standalone items you can obtain and only obtain once. Some of these items include the Circlet of Saresh, Bindo’s Band, Ossluk's Gloves, Freyyr's Warblade, Onasi Blaster, Freedon Nadd's Blaster, Ulic Qel Droma's Mesh Suit, Exar Kun's Light Battle Suit, and Jamoh Hogra's Battle Armor. Whilst some of these items have been replaced with new items, items like Exar Kun's Light Battle Suit has been renamed to the Massassi Battle Suit with a new description whilst maintaining the exact same stats as the Exar Kun version. Jedi Robes have also received the stat rework as proposed in the first Dev Diary, they have now been divided into four categories: Jedi Robes: Low stats but with no dexterity restriction (same as vanilla robes). Jedi Knight Robes: Medium stats but with 5 dexterity restriction (same as the Combat Suit). Jedi Master Robes: High Stats but with 3 dexterity restriction (same as the Military Suit). Jedi Armor Robes: Stats comparable to Armor but with 1 dexterity restriction (Same as the Battle Armor). Jedi Armor Robes replace the Zeison Sha Armor found in Kotor II, however, it only replaces the items - the Zeison Sha body model still remains in-tact in the appearance.2da file meaning we can undo this change should Logan and/or the player base wants to revert this change. Like with the armors, the named Jedi Robes have also been removed and replaced with new robe items with different stats. The stats of these new robes are still powerful but they shouldn’t become the player’s permanent set of robes should you acquire them as they don’t offer ridiculous bonuses like free Force Jump to non-Guardians or +6 Strength for Dark Siders. And of course for the overpowered robes there are still nerfs and limitations to balance them out. Again, all of the vanilla named Robes shall be reintroduced as new items that can only be obtained once in the game. All of the prices have also been reworked, so things that were obscenely cheap in Kotor II are now reasonably priced and overpriced items have been made significantly cheaper. Hopefully with these balances, the credits you earn through side quests can be used to give you the ability to actually shop around and give you the opportunity to buy things you’d never have bought in Kotor II. And hopefully with the price reworks, you won’t obtain a rare item, sell it for 20 thousand credits, and end up buying everything you’ve ever needed in one go. (do note that all stats and prices shown in these screenshots are subject to change ) Weapons have also been reworked, mostly giving blasters, swords, as well as armors, their correct textures from Kotor I, their stats have been improved where possible and a bunch of Kotor I items have been brought into Kotor II by replacing certain items. Things like the Echani Ritual Brand are back and now do the knockdown effect, and things like the Echani Foil are now also in ROR as they were in Kotor I. Several balancing decisions have also been made, like how Gammorrean axes now require a minimum strength to wield and how Freyr’s Warblade is now a generic Wookiee Warblade with a reasonable price, reasonable stats, and a strength restriction that makes sense in-lore as to what the item is – a Wookiee’s weapon. Leaving the Corellian Port, you shall notice that many of the background NPCs have changed – not physically, but in how they act. In the release, we had a system wherein an NPC was locked facing another NPC and would repeat an animation to imply that they were talking to one another. In my tinkering of Kotor II NPCs for a potential Kotor II Diversity Pack, I discovered a script that makes NPCs “interact” with surrounding NPCs. Now, the background NPCs who stand around will now rotate and face each other and will occasionally perform an animation before turning to another nearby NPC. This’ll be more impressive in-game than it is me describing it. The homeless camp, however, should be one of the most obvious examples of how these newly discovered scripts really improve the atmosphere of a populated area. In the first release, these homeless NPCs stood idly around their campfires doing nothing. Now, they are scavenging through the trash and kneeling down to warm their hands on the campfires. I even added a new homeless NPC who is lying down on the floor. Two NPC encounters, the Arkanian Spacers and the Echani and Sullustan duo, required the player speak with them to trigger their scenes. These scenes now have an actual trigger and will now play when you approach them. During the course of Episode One, multiple NPCs shall “leave” the Palace Square. Before, for the duration of the mod, a fat man will forever remain choosing fruit with a line waiting behind him. Before, the CEC Protocol Droid just stands there forever long after he’s given you the side quest. Now, these NPCs shall disappear after certain points are made. The fat man in the line and the CEC Protocol Droid both disappear when you enter the royal palace meaning they are gone when Uldir is in the party, the Bith merchant serving the fat man will even have his dialogue change to reflect the fat man and the Quarren already being served as he now has no customers bothering him. Light Side and Dark Side points have also been added throughout the Episode: And a new encounter involves the bouncer of the Cantina has been added which triggers if you have more then 500 credits. He will beg you for 500 credits and will give you his reason as to why he needs the money, you will be given multiple options on how to deal with him that can result in a Light Side or Dark Side shift. The HoloNet News Girl Hologram has also had bit of a makeover: The Hologram was originally intended to be “summon” via a nearby computer terminal, this functionality was in the Demo but Logan didn’t bother with it for the Episode One release. One major feedback we have consistently received is to ditch the alien VO for the HoloNet News Girl and replace it with actual voiced VO. Voiced VO, as is always mentioned in regard to ROR, is not something we can obtain easily as, since the mod is not finished, we cannot reasonably rely on actors to be around one, five, ten, or fifteen years later to voice more lines. Finding voice actors, good voice actors, for a fan project like ROR is not going to be easy. When you think of mods with bad voice acting you think of Cathalan, but that is not always the case as even the big, well-made, popular mods are also criticized for their voice acting. Two high quality and well-respected mods are TSLRCM and the M4-78EP mod. In TSLRCM, everyone hates Kaevee’s voice and need I even talk about M4-78EP in regard to voice overs – even Kaah Ohtok, voiced by Zhaboka, is disliked by certain players. Even the legendary BOSSR is sometimes criticized for its VO. Whilst the actors in BOSSR weren't necessarily bad, the lines they had to read was written as if the mod was a Shakespearian play at times and the microphone quality of most of the lines is absolutely atrocious at times due to the mod being developed between 2007 and 2009. Voice overs in general are a massive risk, especially in the context of the HoloNet News Girl Hologram who’s main functionality, being able to summon her, is completely broken. The character would have to be voiced by a woman which I feel is going to be harder to come by and the character would have to be voiced to satisfaction because if she isn’t people are probably not going to interact with the HoloNet News feature. My compromise is this here, HoloNet News Droids: These droids will recite HoloNet News articles to the player; by having them be droids this removes the need to have the summoning feature for the Holograms meaning implementing HoloNet News Droids is as simple as planting an NPC into a module and rewriting a previous planet’s dialogue with new articles. And since these are droids, should our main HoloNet News Droid actor suddenly die/disappear and/or we can’t get new VO from him then we can always just hire another actor for the next planet with the lore reason being that droids simply have different voices. A new feature for the HoloNet News Droids is HoloNet censorship, on certain planets the HoloNet News Network will be censored to the specifications of that planet. The Corellian HoloNet News Droid will tell you all of the blocked topics and some articles you hear on Coruscant are blocked on Corellia. Depending on how you do the overall Corellian Arc, you can either remove or alter these censorship laws based on what path you take. And as to be expected, ROR Episode One shall be receiving some bonus side quests to make the Episode One plotline feel less linear. I would like to spoil that, in Episode Two, the first half of the questline shall not be linear meaning you can do important plot-related side quests in any order to reach an overarching objective. But for Episode One, the two new side quests are Beedo’s debt quest and the Rancor quest. The Rancor quest involves the random Rancor you encounter in the swamps, more details on this side quest shall be shared in the next dev diary but do know that the mercenary Tan Corso in the Cantina is the one who gives you this side quest. Beedo’s side quest shall be explored upon in greater detail in the next dev diary as well, but for this dev diary I would like to showcase Tokro the Hutt’s new appearance. Tokro's appearance is a modified version of a skin from Elayerfawkes45's mod. Whilst Elayerfawkes45's original mod is a HD mod, the texture used in the ROR mod has been downsized to match the texture quality of the Kotor I Hutts. I have asked for permission from Elayerfawkes45, Vurt, and Detran to use their Hutt textures in the ROR mod. And just like with Tokro, I am not just outright reusing their work (or AI generated work if you don't view AI as real work) - instead I am using elements of their textures and mix and matching them on one another whilst downsizing them to match the Kotor I texture quality. This will be showcased more when we get to Episode Two's Nar Shaddaa and the Hutts that are introduced there. The last things of note in this dev diary are two new features that have also been added to the Cantina. The computer terminal in the dance room is now a juke box which can be accessed to change the in-game music of the module. The music selection includes the ambient Cantina music tracks from Kotor I, Kotor II, and the ROR Demo. More music tracks may be added in future updates, though as a preference I would only add the original work of musicians who either donate and/or give permission for their tracks to appear in the mod - I would not want AI generated slop or copyrighted music like the classis Cantina Band theme to avoid the hassle that'd bring. The in-game names are loosely based on their original location, for example the song "Beast Within" is the Onderon Cantina theme. And the last feature is this - PURE PAZAAK! I discovered that, by hyjacking Nikko' Pazaak scripts I could add Pazaak to the Pazaak player in the ROR mod. Just like with Nikko, you will be able to play Pazaak with this guy making Pazaak a viable mini-game in ROR. Everything I just showed you will appear in Episode Two, however, a submod shall be released sometime in 2026 (here's hoping) containing all of this updated Episode One content allowing you to install this patch into Episode One whilst Episode Two is still under development. Do note that if Logan personally does not approve of something I have added, it could be removed when Episode Two is actually released. I do not think that would be the case, especially as I can justify these creative decisions, but be warned that there is a slim chance that that could happen. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be updated in the future.
    4 points
  20. I know i started a topic like 2 years ago or something about doing a remaster / retexture, but i never got far into it. So I recently started over again using the new AI model i have been working on for the last 2'ish years on and off, the recent update made it really good at doing clothing. This retexture will be similar to my other remasters i've made in the last years (Jedi Knight 2, Thief 2,Morrowind and Gothic 2). So basically the full game retextured, maybe apart from the smallest stuff which doesnt make sense to retexture. I'm maybe 70% done or so. 1600+ textures so far, but some needs to be remade again or needs fixes. Some examples attached
    4 points
  21. It's entirely possible. Especially because Obsidian already made provision for it. There's an animation to hide the roof tile and there's a fake sky behind it: It just needs to be triggered via a script. I'm surprised TSLRCM doesn't already do it. Edit: Ah, I see what it is. The roof tile mesh isn't under the A node in the room model, so the animation doesn't apply. It's actually already scripted and seemingly unchanged in TSLRCM: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/Vanilla/Modules/232TEL_Telos_Underground_Base/a_shuttle.nss Extract this into your Override folder. Should fix the issue, although note you'll have to load a save before the above script fires. 232tel14.zip
    4 points
  22. @Salk This ended up being super quick and easy:
    4 points
  23. Little demo for this morning, showing off FreeCam in both games:
    4 points
  24. no, anything purple or red etc is removed in the color. but otherwise the same, its just more leaning towards green. i updated it again. there were 2 doors that just looked awful and had text on them that shouldnt be there, i made new lore friendly text for their displays.
    4 points
  25. Iriaz. Another RC-K1CP update is almost ready, and as per tradition I would release an update, add something completely obscure, and then I'll get the endless moaning of "where's the Outcast Children and where are the Iriaz" instead of "wow, I sure do love the restored line from that one NPC I didn't even pay attention to". Well, you can all stop moaning... for now, for one of those things that you guys just love to complain about is actually being added in the next update! But no Outcast Children just yet... But when that update does come out I may or may not announce it with this: So, how do Iriaz work in RC-K1CP? Well, I believe in K1R the Iriaz would walk around the map and follow certain way point directions similar to how some Kath Hounds behave, however, the Iriaz will largely wander around aimlessly as the left over Iriaz .UTC file in the Sandrale Estate exterior module was programmed to do just that. Instead of just "walking around" doing nothing the Iriaz will do something... and it's going to be an absolute bloodbath as you journey across the Dantooine planes now. When you enter a Dantooine module, somewhere in that module there will be Iriaz and Kath Hounds fighting each other. Sometimes an Iriaz may take down a Kath Hound or two, but more often than not the Kath Hounds always wipe out the Iriaz. Of course, that happens without Player intervention. Through Player intervention it can be possible for you to save some of the doomed Iriaz, however, simply standing around and letting the Iriaz get mowed down will in-fact chip down some of the Kath Hounds health so there is some benefit to letting them die. And of course, the Iriaz will also be attacked by Mandalorians. In lore, the Iriaz are docile and can get 'provoked' into aggression, and combined with the pre-existing warrior lore of the Mandalorians it does in-fact make sense for these two groups to be fighting. I have taken measures to try and make sure that Iriaz herds are not too close to Mandalorians so there shouldn't be too many instances of Mandalorians being led away from their group by rogue Iriaz's or something stupid like Sherruk running after an Iriaz and leaving his men to die. Now, K1R does have a bug wherein the Iriaz actually break that one cutscene with the Mandalorian and the "wife and children" bit. I have made it so that the Iriaz in that particular area are hostile to the Player meaning they should not break that cutscene and the Player will be able to kill some of these Iriaz themselves. Again, they are "docile" and not "friendly" and so it makes sense why some would want to kill you when others would rather fight Kath Hounds. There is a bug where the Iriaz stand completely still for about five to ten seconds before their AI kicks in, here is an example of this: Here is when their AI kicks in: And this is the result when the Player lets them die: As you can see, despite being outnumbered the Kath Hounds still win the fight. Since this is near Bolook his line "there are plenty of Iriaz around" now makes sense as you literally either just saw a bunch of Iriaz die or saved them and now they're roaming about nearby. I do not yet have screenshots of the Player being attacked by Iriaz, however, I do plan to add screenshots of restored content for the main mod page so I may add them there when this update is finally ready. Now that the one thing you all wanted is out, time for the obscure garbage no one cares about (this list may not be complete/some of it you may recognize if you ever played my ancient K1GI mod from back in the day/some of it may not be added if I can't get it to work flawlessly): * Restored an unused civilian dialogue for one of the male patrons of the Lower City Cantina. * Restored the "search database for planetary launch codes" option for all the Sith Base terminals, this will always fail as the Governor has them. * The Receptionist Terminal, the Computer Terminal, and the Control Center Terminal now have three unique interactions. The Receptionist Terminal offers almost no real benefits besides upload area schematics. The Computer Terminal offers most functions except for open elevator, disable assault droid shield, and overload power conduit. The Control Center Terminal has every function available. * The Hangar Terminal and the Barracks Terminal now have two unique interactions. The Hangar Terminal has no actual function besides the ability to disable the Hangar Security whilst the Barracks Terminal has all the functions except the ability to disable the Hangar Security. * You can now download the Ebon Hawk codes via the Barracks terminal, allowing you to bypass Hudrow. * Restored the cut door model for Davik's Hangar. * You can now attempt to open the Hangar Bay doors via the terminals in the Prison Block and Command Deck, this'll always fail. * You can now overload the power conduit in the Sith Trooper barracks in the Prison Block, this is an alternative to starting a prison riot and then gassing both the Sith and the prisoners. * You'll now have to unlock the Elevator after rescuing the Player. * The Command Deck terminal will now mention the Bridge lockdown before you login. This'll be removed when you open the Hangar doors and the lockdown is lifted. * You can no longer unlock all security doors on the Command Deck as options to unlock specific doors have been restored. * You can now attempt to open the Bridge Security Door, this'll always fail. * You can now use the Command Deck terminal to discover that you can use a Space Suit to access the airlock to bypass the Bridge Security Door. * You can no longer return to the Prison Block if the Hangar is open. That's all for today, please let me know what you think!
    3 points
  26. Well, I think I'll circle back to the question of a suitable/available place to showcase it at a later date. In the meantime, I have published the final edited Dantooine model with Dark Hope's texture, pending moderator approval: https://deadlystream.com/files/file/2998-high-quality-sandral-ship/ Thank you all for your input!
    3 points
  27. V_FreightL02.rar
    3 points
  28. 3 points
  29. OK, I have completed the lightmaps and submitted the finalized mod for approval: https://deadlystream.com/files/file/2973-high-quality-taris-freighters/. The lightmaps should bring the freighters' brightness much closer to vanilla levels. In other news, I have put together a rough draft of DarthParametric's I-Wing on the roof of the Sandral Estate. I still need to lightmap it, but I have attached the current draft for reference in the meantime. Since DarthParametric's model already included seats and control console boxes, I did my best to finish off the inside of the cockpit frame and made the glass transparent...but of course you can't see most of the interior from the ground anyway. I think the transparency still enhances it, but if people prefer, I can black out the windows instead. Dantooine I-Wing (Draft).zip
    3 points
  30. I know I'm a little late, but how about this? Before: After: Before: After: A few notes on the edits: The Manaan freighter is slightly larger than the original ones on Taris. I chose to keep the Manaan sizing instead of trying to scale them down. I relied on the in-game lighting instead of creating new lightmaps, which is why the new freighters look somewhat darker than the originals. While I was at it, I also patched a major hole in the bottom of the upper freighter's platform. High Quality Taris Freighter.zip
    3 points
  31. Almost a year ago now, the first Episode of the Revenge of Revan mod was released to the public - allowing you to play the first visit to Corellia. Now, in the Big 2026, I am here with an update to the mod's ongoing development. Despite the silence here on Deadlystream and, sadly, in the ROR Community's Discord server, development of the mod is going well. ROR Episode 1.5 is slated to appear on Deadlystream at some point this year. This will be a ROR Addon which will be uploaded here on Deadlystream and will be installed after ROR Episode One. ROR Episode 1.5 will add bug fixes, quality of life changes, and even the much requested side quest, into ROR Episode One. The content which will shall experience in the ROR Episode 1.5 Addon will be included in ROR's Episode Two update which will add Nar Shaddaa to ROR which can be played after the Party leaves Corellia, instead of end credits as there is now you shall be teleported to Nar Shaddaa and the game will continue with new areas, NPCs, and side quests to play. In the mean time, I am displeased to announce that the current Revenge of Revan Community Discord Server is going to be discontinued. In its wake, I am pleased to announce that I shall be making a new Revenge of Revan Community Discord Server to replace the old one. The problem with the original ROR Discord Server, the one that Logan launched with the release of ROR Episode One, is that Logan was both the sole Admin and didn't use Discord meaning it is vulnerable to spam attacks as no one active in the Discord dev team can do anything to stop the intrusions. This new Discord Server is obviously the best solution I can implement to curtail the spamming problem in the ROR Community as I, and active member of the community, shall be at the helm as Administrator. I do hope that, with the launch of the new server, that players like yourselves shall be able to engage with the community without having to deal with spammers. It is advised to all users in the original Discord Server to leave and join the new one. I shall get around to posting the old screenshot leaks from the old Discord Server and into the new one, alongside some brand new screenshots previewing the current work. Here is the link to the Discord Server, please let me know if the link is not working for you.
    3 points
  32. Browsing through makes me want to dive in for a new modded run of K1! I agree with @Sith Holocron TSL would see a huge boon from your skill and attention.
    3 points
  33. Hello, Lane. One thing I would like to see happen, if possible at all, is to extend the numerical display for replies in dialogue files. The way it is now if you have more than 9 alternatives to choose among, the next ones have a "-" rather than the next number. It does not look good. Perhaps something can be done about it? There are not many such situations. The replies are very often limited to a number that is lower than 10, but it does happen in few cases. Example: in the Temple of the Ancient on Lehon. The file unk_comp.dlg contains an entry node with 11 replies. Cheers!
    3 points
  34. I had some time today, I edited existing uti files of the robes: g_a_jedirobe01 — Padawan Tunic - Given in the Jedi Academy g_a_jedirobe02 — Sith Acolyte Tunic - Not placed in the game - Will be present on some sith characters (initiats) g_a_jedirobe03 — Not placed in the game, Ignore g_a_jedirobe04 — Not placed in the game, Ignore g_a_jedirobe05 — Not placed in the game, Ignore g_a_jedirobe06 — Qel-Droma Robe replacement g_a_kghtrobe01 — Jedi Consular Robe: • Kashyyyk, Upper Shadowlands — Jolee Bindo • Korriban, Dreshdae — Dak Vesser g_a_kghtrobe02 — Sith Adept Robe: • Tatooine, Anchorhead — Dark Jedi (ambush). • Kashyyyk, Great Walkway — Dark Jedi (ambush). • Manaan, Sith Base — footlocker. • Korriban, Sith Academy — footlocker. • Star Forge Temple (Main Floor) — Dark Jedi. g_a_kghtrobe03 — Jedi Guardian Robe - will be given to Juhani g_a_kghtrobe04 — Jedi Sentinel Robe: Dantooine Ruins — Nemo’s Remains. g_a_kghtrobe05 — Sith Warrior Robe - Same Dark Jedi Knight spawns/containers as …02 above (color variant of the same placement). g_a_mstrrobe01 — Jedi Knight Robe: • Tatooine, Eastern Dune Sea — Chewed Human Corpse. • Manaan, Hrakert Station — Remains. • Korriban, Sith Academy — footlocker. • Star Forge System, Rakatan Settlement — Wicker Bin. g_a_mstrrobe02 — Sith Lord Robe: • Manaan, Sith Base — Dark Jedi Master. • Star Forge Temple (Main Floor) — Sith Master. • Star Forge Temple Summit — Bastila (DS path). g_a_mstrrobe03 — Not placed Ignored g_a_mstrrobe04 — Not placed Ignored g_a_mstrrobe05 — Sith Marauder Robe: Same Dark Jedi Master / Sith Master / Bastila placements as …02 above (blue variant). g_a_mstrrobe06 — Darth Revan’s Robes, Ignore g_a_mstrrobe07 — Star Forge Robes (Light-only), Ignore Next step is to finish creating utc files for the rest of the robes These additional robes I will add to the characters in accordance with the table I mentioned before and maybe to shops/lockers (if they are not global)
    3 points
  35. I'm making an expansion for the first game, which starts right after beating Malak and uses Thor110's free roam. It will have 2 main stories, one for light side and one for dark side players. The idea is to add Quanon's unused Korriban modules to the game, and link the end of the game to the Revan novel for LS and SWTOR for DS. Which is why I'm saying I hope you can actually publish them at some point, so my new characters, especially Sith but Jedi too, can wear them. So yeah, great work and good luck for finishing !
    3 points
  36. (Cross posted from Discord) https://www.youtube.com/watch?v=dAHxy0tlDms A new day, a new Demo. Here I show File I/O working in NWScript. These just pipe into the existing c-standard `fopen`, `fclose`, `fread_s`, and `fwrite_s` functions. This allows for a rudimentary way for scripts to save data to be recalled later.
    3 points
  37. The KOTOR 2 test for Revision 12 was completed earlier today. With just a few exceptions which need re-testing next revision, almost every submitted mod was integrated--thank you to all the modders who fulfilled these requests! I have now removed the fulfilled requests from the OP. As with the KOTOR list I have thought of some more things I'd like as well, so there are some new requests also. They are, in order of appearance: -Ravager Difficulty Increase -Nerf T3's Shock Arm & Infinite Shield -Consular-Sentinel Skill Sanity -Remove Poison Immunity from Valor -Lightsaber Rarity and Construction -Delayed Story Cutscenes -Move Meditation Envy -Bostuco is Invisible? -Miscellaneous Minor Dialogue Adjustments (including several earlier requests which I have folded into this category) -Kreia Wants to be Forgiven -Kreia Doesn't Crush -Different Peragus Doors -Dialogue Delay Integrated with Kexikus's Visually Repair HK -Unknown Incompatibilities with 222TEL Sojourn Cutscene -danil-ch's Extended Enclave Dialogue Rearrange -Balanced & Stabilized Assault on Dxun Mandalorian Base -Gammoreans are Dumb, but not that Dumb -Expanded Text for Enlightenment & Crush Unlocks As with the last Revision cycle, any of these requests fulfilled will not be tested until the next Revision. It's impossible to predict when that will be with accuracy, but I would estimate at least a year from this post, as two Revisions have come in quick succession and I would like to give users a breather without another big update for a while.
    3 points
  38. Snigaroo, I'd like to tackle Party at Davik's. I've already done most of the work. Cheers!
    3 points
  39. Hello there everyone! As always, i'm in the middle of thousand different projects for the mod, but I felt like providing an update for the current WIP lower city and hidden bek base The new hidden bek appearances The lower city The hidden bek base The project goes further and further! Not as fast as i'd hope, but still we are very slowly getting there! 😅 For the people interested, i've created a discord channel dedicated to the project. It is not very active at the moment, but i post some screenshots or videos here and there so if you want to be up to date with some work in progress you can see it in there. You can also directly provide some feedback. It'll be way more active once i'll release the alpha build obviously! My discord for the project See ya next time! 👀
    3 points
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.