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Showing content with the highest reputation since 11/21/2023 in Posts

  1. 11 points
    First things first: Work still continues. I pulled a 12 hour day today to getting the sublevel ready for beta. We are very close. But not there yet. The big item standing in the way of a beta release is setting up the installer. I will be using HoloPatcher for this project, so I am going to take the time to get the installer set up and then confirm I got everything where it needed to be. Beyond that, the Droid bay questline has not been finished yet. Here is what is ready for a beta look: -Jedi Shadow bounty quest for Sith and Jedi artifacts is fully functional. -Manaan Kolto purchasing quest is playable outside of journal entries firing. (Jounral entries for all quests are not working right now because I have not dived into it yet. -Republic Operations Center is fleshed out with dialog with Dodonna and soldiers. No AI voicework yet for her pending beta feedback. -Wookie dialog is complete, referring the player to speak to Bolook in the Holding Cells. This will trigger murder investigation first. I have not scripted conditionals that account for this quest already having been completed on the plains. -Kavar dialog is complete outside of 2 lines that need rework due to changes being made. -Opening dialog with the caretaker of the Academy, who serves to provide an overview of what the sublevel offers, is set up with relevant camera work. -Vash dialog is complete. Here's a snippet of Dodonna dialog and Quall's quest: All that to say, work continues. I'm not going to give a timeline on beta release. I've learned my lesson on that. But I am working on it, and want this complete and a presentable and worthy addition to the modding landscape as soon as that can be done.
  2. 8 points
    Made some changes after doing some additional testing on the mod. Lashowe, Mekel, Shaardan, and Jorak Uln will now keep their original unique heads and will merely get upscaled textures. Some additional errors with texture-assignments for models were corrected so it should be ready soon.
  3. 6 points
    If anybody's interested, looking for someone to go through the Brotherhood of Shadow: Solomon's Revenge for K1's dialogue and make grammar and spelling corrections. Nothing that really alters the dialogue itself beyond the aforementioned fixes. Thank you kindly.
  4. 6 points
    So after all this time I am back resurrecting this thread because I made a very interesting discovery! I was poking around with retargetting animations and I managed to port a mocap animation from Mixamo to the game! Thanks to the "Unapply object keyframes" feature that KotorBlender has, I could retarget the animation from the Mixamo armature to the Kotor armature. At first I used the Rokoko Blender plugin to retarget the animations and the results weren't half bad, but then I tried with Auto Rig Pro and the results were even better! Here's how it looks in Blender: And here's ingame: I will keep experimenting on this. I may try to retarget the TOR rig to the Kotor animations like @DarthParametric and @JCarter426 were doing a few years ago, although I don't know how that will turn out.
  5. 6 points
    Taken a few days ago in Portland . . . I'm the one in the Hawaiian shirt over a t-shirt. Fair Strides is the lady with long hair.
  6. 6 points
    Hi everyone I'm posting this update in part to show you guys some images and the Intro Movie/ crawler mockup. I'm posting the mockup video in hopes to find someone who can do the real intro movie for the mod. The mockup is done in Blender. The person could take this file and make it look better. At the end of the video you see part of the space station break off,. There would be an explosion there. If anyone is interested in doing the actual intro video, please contact me by DS message. Link to video: RoR intro movie mockup
  7. 6 points
    Neural network and Mandalorian armor.
  8. 5 points
  9. 5 points
    It's been going well, made a few break throughs and development is still on-going. I can't say much, but I'll say this (but don't quote me on this), I can see the light at the end of the tunnel for this first chapter of the mod.
  10. 5 points
  11. 5 points
  12. 5 points
    As a developer for the mod, I'd say things are going pretty good! I have to finish one more module and after that we just need to stich some already completed areas together, add conditionals along the way, write the end scene for Episode 1 Corellia (the scene is done but the dialogue itself is placeholder right now) and then it'd be in a proper Beta state.
  13. 5 points
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  15. 5 points
    UPDATE! The last few weeks have seen encouraging progress and I am beginning to see the light at the end of the tunnel towards a release. More on that later. Here are some screenshots showing a few of the additions that have been made since last I posted: The Ops center has received Republic Analysts and officers organizing battle reports and issuing deployment orders to Republic fleets across the galaxy. Admiral Dodonna is on planet for an important strategy meeting with the Jedi Council, plans her next moves. With the advancement of AI voicework, adding her as a full fledged npc we can have conversations with is now before us. Dergar Chester and his fumbling assistant Tarn have taken their posts within the Droid Bay of the sublevel. Here we find them enjoying a moments rest before the player's shenanigans with a faulty droid and a storage room door cause an untimely demise for one of our technician friends when the Sith attack. Jedi Shadows train for their next mission deployment within the Southern Dueling Range of the Sublevel. Master Sundar Dusk has placed a permanent hold on this dueling range for exclusive use by the Shadows, but the Northern Range is open for business! Speaking of Sundar Dusk, a bounty has been issued on dark side artifacts to help the Jedi stem the tide of war. He will pay good money for any artifacts you bring him. Sorry, Uthar. No Sword of Ajunta Pall for you anymore. The Jedi have intercepted a Red Eclipse slaver vessel and freed these wookies. Alongside Master Bolook, who you previously helped with the Dantooine Plains murder investigation, use advanced interrogation techniques to get the Trandoshan slaver to reveal where they bought these wookies from. Their ship logs make no reference of ever landing on Kashyyyk... Jedi Master Kavar is but one example of a TSL master who has received AI voicework thanks to the work of @Vert Here are some examples:kavar023.mp3kavar015.mp3 Supplies for the Republic seems the most critical need. Let's see what Kavar has to say: kavar020.mp3 Silais Fenn, the caretaker of the Academy, has finally gotten the galaxy projector online. But perhaps you are tired of listening to Kavar droll on. There's a solution to that! Fully implemented, you will be able to duel with every named Jedi from Belaya all the way up to Master Vandar. I am also looking for help in changing the child models. My end goal for them is lightsabers in hand and jedi robes donned while they train. At the moment they are scrappy commoner children fighting the air in front of them. You can see the disappointment in the eyes of their Jedi Trainer. Those are the major updates for now. I still have some script work to get quests rolling smoothly as well as tidying up dlgs and getting those prepared. But the big question, is when is this coming out? A Public Beta will be released here on DeadlyStream this Christmas season (2023) to get the communities feedback on where the mod is, and where it still has left to go before a final release is uploaded. The purpose of this beta is to take a comb through what has been done, identify items such as redundancies in code that I have patched in from other modules, what is simply not working like it should quest wise, installation errors, the works. I am hoping the community will take a productive dive into the sublevel, offering suggestions for improvement along the way. My goal for the sublevel has always been that it would be a hub for you, the modders, to use a launching point for your future work. There are There are 3 dedicated quest givers in Sundar Dusk, leader of the Jedi Shadow contingent of the Enclave, Master Quall who is dead set on helping his home planet not fall to the Sith, and Admiral Dodonna, who I envisoned giving you quests in the same vein as Admiral Hackett from Mass Effect.
  16. 5 points
    These are my take ways from attempting to mod KOTOR; motivated from my love for the game and disappointment from not having any official update in all these years I felt like I could give it a go. - Using more modern techniques to get meshes and textures out the door can be pretty fast - normal maps are not bad, not awesome but not bad, and with the help of bumping some of the geo out can look pretty good in game. but I would NOT cook out normals for items, cooking down flat/tile normals are handy, (walls, floors, "flat items") if your going to make chest, chairs, droids etc I would basically lean on smoothing groups or vert weighted normals for all the shapes, and if you want damage or chips all that good jazz you can give a flat blue normal some overlay damage in painter or PS. - end results just looking at this with no real texture love ,could look pretty cool The down shot - the tools and guess work to get anything in game is exhausting. I spent more time trail and error then actually making anything. Its more, like, yes its faster to make assets these days, but the more you put into the game the more the system starts to put up walls. Its kind of like trying to pack way too stuff into your luggage, yes it all going to fit? probably, but your in for a fight, and that fight is going to take a while. It could also be a learning curve on my part, so I would also take that into account. I also want to say thanks to DarthParametric for taking time to address my questions! Here are some shots of half done stuff, with, like I said no real texture love or unification here. Also started in on some HP heads, some funky jazz is going on with some of them or I would have more images up
  17. 5 points
  18. 4 points
    This will hopefully be the first of a few mods which I will be developing to enhance the atmosphere, visuals, and overall experience of Korriban. There are already some great mods out there which improve or upscale the appearance of commoners and others throughout the game but one section of the game and its characters always stood out to me as rather "unpolished": the Sith on Korriban. Out of all the planets, I always felt that Korriban was one of the most neglected in both K1 and K2 when it came to visuals in particular. There were even multiple mods which improved the appearance of Czerka employees, including those on Korriban, so it only felt appearance to do the same for the Sith students, teachers, and masters. This mod will port the robes from the Trayus Sith Academy on Malachor V on K2 and many of the Sith will be wearing them according to rank: students will wear "low" robes, teachers (including Yuthura) will wear "mid," and Master Uthar will wear the "high" or "Dark Jedi Master" robe as shown. All of the "Lite" Sith NPCs will also be upscaled and given the same heads as they are given in K1CP which I would highly encourage players to install before installing this mod but it won't be a requirement; similarly all of the Lite NPCs who are switched to "female" based on their file names in K1CP will be given the same treatment here but with the clothing overhaul as mentioned above. There will be two main options for installation: "Clothes Only" which will only change the NPCs' clothes but have them all keep their vanilla heads, and "Clothes & Heads" which will give unique heads (many of which will be ported player or minor character heads from K2) to all of the NPCs whom the player more directly interacts or converses with. Sith who will be out studying or excavating in the Valley will be wearing the "Dark Jedi Padawan" robes which use the player robe model from K2. Most of the textures used will be from a combination of mods by @Effix, @Dark Hope, and @90SKand I would like to thank them for their willingness to allow me to utilize their mods for this project. I should hopefully be able to finally get the project released within a weak or so.
  19. 4 points
    Hi everyone ! 👋 I started modding 9 months ago and felt like creating a topic to centralise all my humble wip stuff. For extra context, i didnt have a single clue about code or the game files back then. Thx to the whole community tho, i'm getting better and better each days. I have several projects ongoing (maybe a bit too much than i can chew 😄), so it won't be centered around something in particular, but at least you can see what a beginner can perform with basic knowledge. Hand to hand combat Alien Heads : Kotor Cinematography Overhaul : Taris upper city fast travel : Deployable turret item : Resized beast models : Explosive script : New blaster type/color/sounds : Manaan underwater panel texture test : Lego Star Wars models : Wookie bandolier item/disguise : Non-jedi prestige class T3-M4 is a Workbench T3-M4 shock arms I have some nice stuff going on, everything is WIP and not close to any release yet. I'm playing around a lot with the game. Things like varied music for levels using TSL musics, TSL model ports, custom npc models using masks/armor pieces, new modules, fightable rancor encounters on Taris and much more ... I can't wait to pack the stuff into standalones and release it. Atm nothing yet, i'm going with the flow 🥳
  20. 4 points
  21. 4 points
  22. 4 points
  23. 4 points
  24. 4 points
    It is that time of year again, time for me to reveal another mod for the NPC Overhaul Series! Our latest mod shall enhance everyone's not-so-favorite/infamous Corporation... Amazon Redux, uh... I mean... Czerka Redux! First and foremost, the one thing you'd expect from a Czerka overhaul mod... the Czerka Combat Suit from RedRob41's Modder's Resource! Do note the image above was taken with RC-K1CP, the cut Czerka Guard is in the Tatooine game files unused so Czerka Redux will change cut NPCs meaning you can play the mod with RC-K1CP, though if you don't use RC-K1CP then that's fine too. Most of the Czerka Guards will wear the Combat Suit, however, some Guards have been replaced with brand new NPC variants... like droids: Some of these droids will have droid shields and utility items like flame throwers, turning those redundant Czerka guys in the background of Chuundar's room from a force to be beckoned to a force to be reckoned... with. Of course, not all the new alternative guards are droids... you do have this Gamorrean here: He's from Brotherhood of Shadow: Solomon's Revenge by SilverEdge9. Speaking of BOSSR, the Technician Armor from BOSSR is also worn by the Mechanics of Czerka Corp: The Czerka Muscle Suit from BOSSR also makes an appearance as a rare Czerka item. Whilst the names and descriptions of these BOSSR items are almost unchanged from BOSSR, the stats certainly are. The Muscle Suit in BOSSR has a +5 Strength bonus, it has been severely nerfed in Czerka Redux alongside the rest of BOSSR's items though the Czerka Muscle Suit in particular is now upgradeable making it somewhat good for a rare item instead of overpowered as it was in BOSSR. And the Czerka Mining Suit from BOSSR is also in Czerka Redux. It is worn by the Miners of Tatooine, if you install Czerka Redux on its own it will give the Duros Miners the Czerka Mining Suit, but it won't be shown.... unless you plan on using Duros: Armed & Ready! With Duros: Armed & Ready, the Duros Miners who have the default Czerka outfit will now wear the Czerka Mining Suit for that extra immersion. Future alien mods of mine will do the same thing, the Czerka alien will have the default Czerka Outfit but with Czerka Redux this Czerka alien will wear the Czerka Armor of this mod. The Duros' head from Duros: Armed & Ready is by JCarter426. Speaking of JC, he made a male version of the Czerka Commoner outfit worn by the Czerka Protocol Officer in his JC's Fashion Line B: Commoner Clothing for K2 mod some years back. With his permission, I've added it for the Czerka Scientists and some other Czerka NPCs in the game. As you can see from these screenshots, this mod is compatible with the gloveless commoner clothing from RC-K1CP! There are two versions of the Czerka commoner clothing, the vanilla inspired one and the K1EP one. Whilst I do not have a screenshot of the K1EP clothing yet, I can confirm that I did use JC's male version to convert the once exclusively female K1EP clothing into a male variant. But whilst I lack the screenshot of the clothing, I can confirm I've added the K1EP Czerka Officer texture: Czerka Custom Officers shall now wear that new Czerka Officer outfit. The Czerka Officer outfits have been revamped in Czerka Redux, the green Czerka Officer outfit is traditionally worn by the Czerka Commander with the cap... now it is worn by Liason Officers and the like. You might be wondering, with all these changes... where are the original Czerka Officers? They're right here: Those 4 NPCs on Kashyyyk and Tatooine are now the ONLY Czerka Officers you will encounter in the entire game, the rest have been modified into new NPC variants. To modify most of these NPCs, I have had to change their appearances from Czerka Officers to Commoners to support the armors. As such, all of the NPCs from this mod are based on the NPC Diversity Pack, meaning if you install the NPC Diversity Pack and then Czerka Redux there will be a seamless transition between the two mods with comprising the other. Once I perform the final touches on the Czerka Redux, it won't be released immediately... for I need to make several patches. The 1st patch is a compatibility patch for the NPC Diversity Pack, this is to ensure people who don't use the Diversity Pack can install the main Czerka Redux mod whilst Diversity Pack players will have to install this compatibility patch to finish the installation. The 2nd patch is an addon for the RC-K1CP mod, I don't think this addon is necessary though it will improve the restored Czerka elements of the RC-K1CP quite well. I will share more info on this secretive addon once it is ready. The 3rd patch is an addon for JC's Czerka: Business Attire for K1. It will give the Rodians of that mod new Czerka outfits and new head reskins. The 4th patch is an addon for the main mod. It will add female Czerka Officers to the game. This includes female guards who you can fight and will have a female soundset at death and female NPCs you can speak to. This addon will utilize DarthParametric's Female Czerka Officer's Uniform Modder's Resource for some of these female NPCs.
  25. 4 points
    Space for creativity) 1.mp4
  26. 4 points
    Of course. That's the entire reason I provided them. I have no intention of releasing them myself. Edit: @Dark Hope Not sure if this would be of interest to you, but I edited the tank glass UVs so that they no longer require a tiling texture. I've applied a TOR kolto tank glass texture here as an example. I also assigned the top and bottom tank lights a custom texture so that if you want to change it you don't need to replace LTS_light05. Taris Upper City Med Center Tank Glass TOR Texture.mp4
  27. 4 points
  28. 4 points
  29. 4 points
    Textures and icons for grenades and mines.
  30. 4 points
  31. 4 points
  32. 4 points
    This should be pretty straightforward. You just scale down the adult models. I did a similar thing for Dragon Age Origins once: Not much to it for KOTOR, since you'd basically only be scaling the one model. They'd probably require custom sabers, since they'd need to be slimmed down so their hands don't clip through.
  33. 3 points
    Good afternoon. I will post my current work here.
  34. 3 points
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  39. 3 points
  40. 3 points
    View File Thematic The One Thematic The One Premise The One: warlord; conqueror; latent Force-Sensitive. A charismatic leader of the Rakata and a near-supernatural anomaly among their people. As an added bonus, he also dies in about two combat rounds! In fairness, with a good character build there’s very little that doesn’t go down in two rounds or less in the lategame. But The One in particular irks me—he’s presented as special, a natural leader in Revan’s own mold, a warrior-prince leading both armies and the political structure of his people. Yet despite having all the resources of the hundreds of islands he has conquered and dozens of crashed vessels he has looted, indeed despite having a Sith Tremor Sword in a bin literally RIGHT BEHIND HIM, he uses two regular vibroblades; despite being so charismatic he convinced his own former chieftain to willingly sacrifice himself and allow his tribe to cannibalize him while being so brick-headed he’s sat on a single island for half a decade, his WIS is 18 while his CHA is only 12; and despite being latently Force-Sensitive, his Will saves are abysmal. This was a ripe field for a Thematic project. Like my similar mod for KOTOR 2, Thematic The One’s goal is not to make the fight against The One actually challenging—this is not a difficulty mod. The fight will be slightly harder than in vanilla, yes, but for some builds this change will not even be noticeable; indeed, I took him out in two combat rounds just like normal. Instead, the goal is to present The One as the game insists he is: a charismatic warrior with vast resources and the—albeit unconscious—power of the Force behind him. Changes The One’s WIS and CHA stats have been nearly inverted, from 18/12 to 14/18; he has been given a Sith Tremor Sword in his main hand and an Echani Vibroblade in his off-hand (neither droppable); his Will saves have been bumped up to 15, to make him about as difficult as an average Dark Jedi to land Force abilities against; his alignment has been moved from Neutral to moderately DS, so that the Solari crystal will work against him; and, most significantly, he has been scripted to use Force Valor at the start of the fight with him. I felt this was important to represent exactly how close The One is to true Force Sensitivity, and how it’s clear that the Force has been supporting his meteoric rise from the start. Compatibility As is the objective with all Thematic-series mods, this mod should be compatible with every other mod out there. Even mods that edit The One should be compatible, as long as they edit his data in the module rather than with a direct .utc file drop to the override; at worst, such a mod would only replace some of my changes with its own. Permissions & Thanks As with any mod “I” have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give me credit for the idea and for the balance settings if you choose to retain most of mine, go for it. You don’t even need to ask me. Particular thanks to JCarter426, who made this entire mod at my request but then told me it would be funnier if I uploaded it like it was my own. Ok. Submitter Snigaroo Submitted 05/21/2024 Category Mods K1R Compatible Yes  
  41. 3 points
    Thanks, if you have any thoughts, ideas or suggestions feel free to let me know. In regards to updates, I keep my DIscord server regularly posted with progress on the project. But the latest change as of an hour or so ago is that I finally managed to change the colour of the dialog and the hardcoded text colour values in the executable. Took a lot of creative thinking to get there but I got there in the end! The majority of these values are accessible and can be edited with ease in the .gui files, but for whatever reason some of them are hard coded into the executable file. Frustratingly I still have to track down the dark green which is used for the border of some buttons that are also hard coded into the executable. But very soon I will finally have 100% of the GUI recoloured, while I could have just left the dialog green and put the time towards fixing other things, I just couldn't handle it, it drove me nuts and just had to be done. Everything has to be perfect! Still hoping I can get a section on the forum specifically for this mod project as I would love to put out a range of polls about what to add or not to add and how to consider tying everything together, as we all know the possibilities here are endless and tackling all this solo has been mighty troublesome, time consuming and stressful. Really want these games to be the best they can possibly be. Once I have tracked down the next set of values that need changing, I will be sure to add that information to my tutorials. Thor110
  42. 3 points
  43. 3 points
  44. 3 points
    I'm back & I'm once again sharing some more restored content that I've added to the RC-K1CP. I've now restored the 4th Black Vulkar who was suppose to threaten Calo Nord in Javyar's Cantina. The most important thing about this restoration is that the 4th Black Vulkar actually has an English speaking line. In-game you will have this Black Vulkar speak English during this scene. Some minor changes have been made to this scene, so instead of having one English speaking Twi'lek and two non-English speaking Twi'leks you'll have one English speaking Twi'lek (using the restored orange appearance), one non-English speaking Twi'lek who's green and a Nikto. Other than the presence of the 4th Vulkar and a restored English speaking line, there's not really much difference as to the outcome of this scene. Please be sure to let me know what you think of this small little restorations, and if there's any bugs you encounter in regards to this scene feel free to report it to me on the mod's page found here.
  45. 3 points
    In the politest way possible, we wouldn't be making a mod for you to play if we'd instead just tell you everything from the get-go. We actually can't say, just like with K1 & K2 the mod isn't a linear experience... there are plans to revisit the different planets and these revisits to the same planet could act as an Episode in their own right. Similar to what TSLRCM does with the Atton/Bao-Dur VS Bounty Hunters sequence, ROR will use "cloned" modules to our advantage. In-game, you'll think you're in the same place but at a later date when behind the scenes the same module has been cloned. This can allow us to have a different set of commoner NPCs to give the impression that time is moving forward and the background people are moving on and you're encountering new people in their wake. This sort of thing is being saved for later, as right now there's an internal controversy where the RPG elements are somewhat nerfed because it'd look dumb to have the player commit all sorts of evil and actively fall to the Dark Side with Drayen in the party. I'd expect these sort of major decision influences to take place once Drayen dies and the player is now alone, it'd make sense this way from a story perspective too! I know I wouldn't want a repeat of the K2 influence system as the influence system sort of represented how the player was impacting the party via their Force Bonds. Internal testing would have to be done with different party members to see if the Influence System can work with modded party members & how much of it we can actually touch as I'd assume much of it is hard coded (assuming we just rename influence as trust that is). How ever we chose to implement the trust system, do know that multiple "success" and "fail" states are written for many of the party members so that at the end of the mod, based on the players choices, alignment, faction loyalty, interactions with said party members, trust/influence and other factors the party members can chose to remain loyal to your chosen cause or defect in some way or another... very similar to how influence works in K2. It's planned to have a Canon & Non-Canon path for ROR, this is chosen at the start of the mod alongside Revan & Exile's gender & alignment. If you chose Canon, it'll follow the events of the book with the Exile being dead with the only possibility of an appearance being through a Force Ghost and Revan being locked away for 300 years and would only appear via dialogue mentions & maybe a brief cameo in some capacity. You could argue that this doesn't make sense considering it's "Revenge of Revan", to which I say this mod was in development before TOR came out so we simply have to accept ROR as a fan fiction mod that can bridge K2 to TOR depending on the correct path. But the Canon version isn't being developed at this time, instead the Non-Canon path is. It is loosely based on the book, so characters like Scourge & Vitiate might exist but the Exile may or may not be dead and Revan will make a physical appearance. As you can imagine, there'd be a point where you'd meet Revan and this "point" in the mod would change dramatically depending on the Canon VS Non-Canon choice.
  46. 3 points
  47. 3 points
  48. 3 points
    Hi everyone, I'm still alive as this project. I just encountered some personal difficulties. Now I'm moving on. I did look out for a way to manipulate the cutscene to incorporate the models in it. I also lost myself along the way. So I've put this aside for the moment. It will not a big glorious update. But still... The modded OG The new HD mostly done. But I found out I need to touch up some parts. With the not done arm version. I'm working on adding dirt and scratches on the metal. Making an HD custom textures for the arm with an option of gore and no gore. It is in the plans. But I don't know when I will add them. Will the icons be animated? I have no idea if it's in the possibilities.
  49. 3 points
    Hi everyone, I was caught with family matters and my friends are making LAN party. So, I will take a break starting right now, until the new year. I will be back and in top shape, January the second. Furthermore, I understand I'm taking forever doing this mod. But, I'm working to my pace, and I'm learning from this process. Each game has its ways when it comes to modding them. And as I read in this community forums. Lots of new tools and options are now available. New awesome tricks I will have to learn. I will try to get my hands on another 3DS MAX license. My competence with this software are more for architecture. But I'm sure I can do something for KotOR, beside editing the default model and UV Mapping. It may take me a bit longer, like the rest of the things I'm learning here. But rest assured, I will not leave this project until I'm done with it. And I will post it as soon as it feels ready enough for it. Thanks, I'll will try this one next time. Indeed, it's a terrible feeling to see your PC BSOD when trying to access a drive. It was one of my M.2 SSD, and it was directly where 1080 Ti SC2 side vent. Getting blown hot air and dust. So it got too hot when doing stuff with many big softwares. I suspect it was not build to endure that kind of abuses. For the first phase... No, it's absolutely not essential to be able to read on a broken or working datapad. But it would be cool if we could. And we all have the right to dream about cool mods for our favorite game. I'm also not there at all for the moment. I did and here's the results I'm willing. I don't know if I will be able to get there. But it's in my mind. For example, the Twisted Rancor Trio quest has an empty desk near the holograms. It could be placed on the corner of this desk. If I can learn how to do custom placeable in a map like this kind of idea. This looks awesome. I didn't know it was possible. I don't know if I will become as good as this. But I will try my best to come up with something. I'll keep an eye for this.
  50. 3 points
    Curious, fortunately KotorBlender didn't have any issues with it. I have edited the models and uploaded them as a proposed addition to K1CP. For now, you should be able to download them directly from the K1CP issue page: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/755