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Showing content with the highest reputation since 10/26/2020 in all areas

  1. 9 points
    I just completed the last render for this project. Everything is now done! That does not mean the mod(s) will release today or even tomorrow or this week though. I still need to build the mod archives and installers, verify that everything is working as intended and make screenshots etc. None of that should take too long now that the bulk of the work is finally finished but I won't give a release date. It should be soon though. In the meantime, here's a screenshot of the last skybox I finished. It's for the Green Grass for Dantooine mod.
  2. 6 points
    Here they are! The comparison gallery for the TSL release is ready. Have fun looking through those pictures: https://kexikus.github.io/HQSkyboxes_TSL_Comparison/
  3. 6 points
    I've always been a little bothered by the sith war sword being a reskinned version of the vibro double-blade, so I'm working on an alternate model for it. :: UPDATE :: 11/22/2020 Still working on this, I've been getting sidetracked with other projects.
  4. 5 points
    Hi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
  5. 4 points
    Alright so at this point I've got four versions in different stages of completion. I realized I was probably going overboard with the first three, and that the width of the blades might not jive with all the weapon animations. So here's the latest model, with a simpler design and a blade which is about the same width as that of the standard vibro double-blade.
  6. 4 points
    I just took 145 screenshots for the K1 High Quality skyboxes. There are a few duplicates in there but I have a feeling that I should sort some out for the mod page^^
  7. 4 points
    Watch it until the end. Mandalorian, Season 2, Episode 1.
  8. 4 points
    Thanks for all the comments everyone. I think I will go with style 1 so that the screenshot page does not become a chaotic blinking mess. However, I will also provide a link to some sort of comparison that allows a manual switch between the two shots. And there will of course also be normal screenshots without any comparison that show the new skyboxes in full. Apart from that I've been making good progress. The main Telos render is now finally done and I'm also making progress verifying that everything is working as intended.
  9. 3 points
    Against my better judgement, working on another head port:
  10. 3 points
    It is finally done! After about three and a half years, High Quality Skyboxes II for K1 is finally out! You can find dozens of new screenshots by following the link above and I highly recommend that you upgrade if you are using the old version of my mod. There's also a video showcase here: Now that the K1 skyboxes are out I will start getting the TSL skyboxes ready for release. The first step for that will be to take screenshots so the answer to your question is "hopefully soon".
  11. 3 points
    After about three and a half years it's finally done: High Quality Skyboxes II is out! You can find dozens of screenshots as well as a video showcase in the original post of this thread. I highly recommend you upgrade to this new and very much improved version of the mod.
  12. 3 points

    Version 1.0.0

    12 downloads

    Reskins Miner Uniform to look similar to Darth Bandon's armor from first KOTOR. Instalation: Copy "Override" folder to the main game folder.
  13. 3 points
    Aye... Revan needs to lay off the pills.
  14. 3 points
    Neat trailer, but now we can finally watch the red, green or blue ending in crisp HD:
  15. 3 points
    I just finished the screenshot comparison site for the K1 release, using DarthParametrics suggestion of image sliders and a github repo. Thank you very much for that. So if you're interested in seeing quite a lot of screenshots from the mod and compare them to the original vanilla look, just head over there: https://kexikus.github.io/HQSkyboxes_k1_Comparison/ The file size is pretty similar. The main K1 archive is slightly bigger than 200MB. Then there are of course the add-ons as well but those aren't that big either. The TSL archive is quite a bit bigger. I think it's closer to 400MB or at least over 300MB.
  16. 3 points
    A rather late follow up on this, I went back in to tinker with the application in an effort to remove the Windows 7 or lower limitation. Had to do some digging to understand the TLC/TK codebase that runs the toolkit, some DLL analysis, a whole bunch of nonsense... After a lot of trial and error, I was able to modify the toolkit to run in Windows 8 or 10 environments. Mostly because I was tired of using a VM for all my work. I've also looked into modifying the TCL/TK scripts to run off a newer version of the coding language, but this seems to be unnecessary and I'd rather not introduce changes to the compiler. I'll be doing some user testing on the application but I would expect an updated version soon.
  17. 3 points

    From the album: Screenshots from mods

    Armored robes designs: from a plate under а tunic to an armor with а cape.
  18. 2 points
  19. 2 points
    For those that are hypersensitive to spoilers and looking forward to Cyberpunk, you might want to batten down the hatches. Apparently console versions have escaped into the wild and people are now streaming the game.
  20. 2 points
    I forgot to do the monthly update. 🤯 I was all set to finish the decompiler, and of course I ran into trouble. First, I had a family problem that has since been resolved. The second is a mundane issue: my laptop has been suffering from BSODs for the past two months, and it's happening with increasing frequency. Sometimes when I wake the machine from sleep or hibernation it BSODs, and when I cold boot it doesn't see any storage. This only happens when it's on battery, and it seems to be when the battery is below 50%. Now that I have an idea of what triggers this I can work around it, but it was affecting my productivity. The third is an issue with NCS files. My decompiler relied on files being written "correctly", so of course it bombed when fed a poorly written file. For example, k_inc_npckill: Nothing wrong with the source. Let's look at the NCS: The lines with asterisks are dead code, they never get executed and the game is fine with that. Problem is, my decompiler was expecting the last operation of the true branch of an if statement to be part of the control path. The last op of the true branch is what tells you if you're looking at a regular if, an if-else, or an if that exits the script as seen above. The decompiler was looking at the wrong thing, and returning the wrong results. I've now fixed that with an additional set of evaluations. Now I'm back to working on producing output. This is tedious as it requires keeping track of data, individual operations, and the context in which the data and operations are being used. Believe it or not, a block of code will decompile differently based on code that comes before and after it. (For example, RSADDx does not mean "create a named variable" as I incorrectly assumed months ago. It could create a named variable or a temporary variable, based on the context.) This morning I had an idea as to the overall rule for determining the beginning and end of statements, so I'll be working on that this weekend. I hope to have a status update in a few days.
  21. 2 points

    Version 2.0

    64,564 downloads

    ABOUT: This mod replaces every skybox and every planetary backdrop in the game with a new high resolution version made from scratch. This includes a replacement of every skybox model to fix all the glaring issues with the original. There are also some additional minor changes that either fix issues with the vanilla environments or serve to better blend ingame terrain and skybox. Other than that I recommend you just check out the screenshots as pictures say more than a thousand words or check the video to see the animated skyboxes. Click the following image to see additional interactive screenshot comparisons: There are also add-ons with new skyboxes for the following mods: Brotherhood of Shadows: Solomon's Revenge Yavin IV Ord Mandell including InSidious' reskin Green Grass for Dantooine If you find any issues or have any other comments, please let me know and I'll see what can be done. INSTALLATION: If you have a previous version of this mod installed, remove it before installing the new version or you might run into some issues. For installation instructions check the read-me files of the individual downloads. Usually it's just copying files to your Override folder. For the mod to take full effect you need a savegame where you have not yet left Dantooine. COMPABILITY: This mod is not compatible with any mod that edits skyboxes in any way. This includes mods that only edit their models. There might also be rare incompabilities with mods that edit non-skybox area models if those models are also edited by this mod. PERMISSIONS: You may NOT redistribute any textures included in this archive without my explicit permission. You may however use all the models as long as you give me credit. CREDITS: This mod was created by Kexikus using mainly Terragen 4, Photoshop CS6 and 3ds Max as well as some After Effects. Additional tools used: KotOR Tool by Fred Tetra K-GFF by TK102 MDL edit by bead-v MDLOps by ndix UR KOTORmax by bead-v tga2tpc by ndix UR Additional resources by: Andy Welder: Dantooine tree model Animum: Yavin tree model Bioware: Taris buildings, Kashyyyk buildings, Kashyyyk tree textures, Manaan building textures, Hammerhead cruiser model, Yavin ruins dandelO: grass shader Dantooine and Yavin, snow shader Dantooine Jeronimoe: BOS:SR Taris ship models Jorak Uln: Taris window texture killst4r: Unknown World palm tree Martin Frank: Yavin bush model Misha Winkler: Grass model Dantooine and Yavin Quanon: Additional Taris buildings, Unknown World crashed ship rhcreations: Yavin temple Riccardo Faidutti (SCIFI 3D): Additional Taris buildings Solarsystem Scope: Moon textures Dantooine, Unknown World and Ord Mandell, Yavin texture Tom Patterson: Yavin cloud texture Veronica Bush: Yavin bush model Yughues: Kashyyyk branch texture Unknown: Unknown World fern model THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  22. 2 points
    Been doing some work on the base today. I added some details so it's not so boring as well as lined up some of the polys so the arms, legs, and pyramids fit better.
  23. 2 points
    Good to see you too buddy! I've really thought about it, but honestly I still feel the mod was pretty amateurish and I'd rather upload the updated version once I have the time to get around to finishing it.
  24. 2 points
  25. 2 points
    The game will default to angle 1 if the angle it was otherwise told would result in camera clipping. This may be down to how your characters are positioned when the scene is triggered.
  26. 2 points
    Thanks for the comments! I can see what you mean with the structures in the docking bay, they do look smaller and that was actually unintentional. I only realised that when I put together the comparison screenshots. But I do think that overall the vista from the docking bay looks actually grander and larger than in vanilla (if you disregard the structures on the right). As for the blue glow. That's something I spent weeks trying to fix but it's caused by the games terrible bloom effect and this was the best I could do that looks otherwise realistic. In general I did go for a more realistic look than what Bioware may have done originally. I prefer a realistic look over something unrealistic even if it's more dramatic but that is of course up to personal preference. Edit: Well, I actually ended up making the structures on Manaan bigger. They're still not as big as in vanilla and I also kept the realistic perspective but they do look better now.
  27. 2 points
    The CSLU Toolkit link has been updated with Windows 8/10 support. Installation instructions and use remain the same.
  28. 2 points
    That is exactly the reason! I am glad you enjoy the idea of it, I was so certain people would hate it. As the mod is now in Beta I am 100% developing a patch for Brotherhood of Shadow as we speak. Before the patch is finished we shall see 'previews' and 'teasers' of the patch. This is because this mod was started in July 2016, back when I didn't know how to make a TSLPatcher. But the reason why it isn't used now is because as the mod updates I tend to add a bunch of new items, files and 2da entries and much like many other modders on this site I do have a life outside of the K1GI mod alongside the development of other mods so the last thing I want to think about when modding under a tight schedule is "if I modify 50 items and add 20 skins with 20 new 2da entries which apply to 40+ NPCs across the game then I will have to add 71 new lines in the patcher in addition to dealing with the complicated 2da patching process every time I make 1 new update". But... when I do finish the mod and it is no longer a 'Beta' mod this mod shall recieve a TSLRCM/M4-78 style installer and shall receive patches for big mods the players enjoy such as BOSSR and K1R allowing for compatibility between fan favourite mods.
  29. 2 points
    Greetings all, after lurking, and occasionally interacting, I figured it was time to finally make a mod! However, it's an idea that almost everyone seems to have had at one point or another, but I figure since I was inspired by some of the mods that do the same, I might try my hand at it as well! And might as well make a WIP threat for this, and a few other ideas I have. For lack of a better name, I was just calling it "Custom Class Starter Outfits", and were separate items from the base clothing, but with custom names, and attribute and skill bonuses. The way it works is that when you are talking to Trask at the start of the game, and he mentions the PC's class "reputation", a script would fire that spawns a footlocker with the outfit, some credits, & the Republic Combat Suit from RedRob41's "Specialized Combat Suits for KotOR and TSL", and in the case of the Soldier; the Republic Commando helmet from BOS:SR. In my personal version, I had used the Republic Commando textures for the Male Soldier from BOS:SR, the Male/Female Scout and Scoundrel textures from the SCOUT/SCOUNDREL UNIFORMS mod, and tried to make my own Female Soldier reskin in GIMP (Which does not look good), but for this public version, I plan to get the permissions to use the textures. I had originally made this mod for personal use, so I learned some basic UTI editing, and even some scripting and dlg editing in case I ever wanted to submit this for others to use, of course since it was for personal use, it feels kinda overpowered, so I'm planning to start over again on the UTI's and had thought about giving the Scout and Scoundrel headgear as well, and then split the attributes and skill bonuses between the outfit and the headgear. Or Maybe even remove some of the bonuses. Any suggestions would be great! Here are the description and bonuses for the three outfits. I tried to stick with the class skills for each outfit, except for Persuade. Republic Scout's Vest Republic Privateer's Mesh Jacket Republic Commando Armor
  30. 1 point
    Ok, so I wasn't sure what you were thinking with the party member version but after seeing THIS version I must say this was a genius and innovative design. 👍
  31. 1 point
    The problem you've got is overlapping transparencies. The engine is not able to get your GPU to render them correctly. This is likely a legacy problem stretching back to the game's launch, where it was known to have problems with then ATI GPUs. It also stretches to various other rendering issues across all GPUs for various things, but those are less noticeable for most people. Aside from installing the DX redistributable if you haven't already, I'm not sure there's much more you can do on your end. The only practical permanent/universal solution would be for @Kexikus to replace that background alpha'd plane with actual cutouts of the buildings so that there is no alpha masking is required.
  32. 1 point
    Manufactured, not designed. Anyone can manufacture weapons suited to a specific race provided they know the anatomical limits/requirements of the race they're dealing with or have a native example to use as a template. Kashyyyk doesn't strike me as a hub of industry, their most famous blade being cobbled together from the steel of a crashed starship, so it stands to reason that some would be imported, but I digress. Glad you made progress.
  33. 1 point
    I'm not actually sure. Both mods have gone through updates, and VP and I have talked about things we'd like to do with it, so I forget what has or hasn't been done by now. Mine was updated more recently, with improved tools, but I forget if there is a noticeable difference.
  34. 1 point
    You always need permission to reuse/distribute any author's work, unless they have explicitly stated in the readme/description that they allow reuse/redistribution without permission. So if you want to redistribute one author's model and another author's texture then you need permission, again, unless one or both has stated otherwise. The problem you are going to have in this case is the likely impossibility of contacting ToastyFresh. You'll have to talk to the DS admins regarding their position on that. Recompiling models to suit a particular game isn't difficult for weapons. You'll want the latest beta version of MDLEdit. Since you'll presumably have a bunch of models to work on, start by batch decompiling them. In MDLEdit, go to File -> Batch -> Convert to ASCII. In the window that pops up, select all the MDLs and hit the Open button. Wait for it to finish. Now you can delete all the original MDLs and MDXs. Make sure you toggle the game setting to KOTOR2 (button on the top left) before compiling. You can batch compile all the models at once via File -> Batch -> Convert to Binary, but be aware that you'll need to manually edit all the filenames, since they'll all be called something like "w_vbrdblswd_001-mdledit-mdledit.mdl" etc. Your other option is to manually compile them one at a time, which will allow you to edit the filename before saving (File -> Load to load the ASCII, then File -> Save -> Binary). If you have a lot of files to deal with, you may want to look into some sort of batch renaming tool to get rid of the cruft in the filenames.
  35. 1 point
    I was wondering if anyone could make a Del Meeko mod for KOTOR 1, where the scoundrel’s clothes are replaced by his outfit, and maybe make his face too?
  36. 1 point
    Great work, @vZv! These make the JS/ZS armors have a neat uniformity to them!
  37. 1 point
    Thanks for this. No more workarounds to be able to read the files and I can finally switch to better software for audio editing.
  38. 1 point
  39. 1 point
    Just would be cool is all. A couple things drop that could be used as upgrades before raiding the barracks room right next to it.
  40. 1 point

    Version v5

    1,282 downloads

    ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's Player Head Reskins AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Unzip, pick the files from the different folders that you would like to add and place them into your override folder. ************ DESCRIPTION ************ These are simple reskins that replace existing heads. The zip file contains folders so that you can pick which head you want to install. The download also contains screenshots to easily see which folder contains which files. Since this mod only replaces textures and portraits it shouldn't cause conflicts with other mods. PFHB01 Compared to the original this head has slightly darker skin and she has makeup that's inspired by an option in SWTOR, her eyes are made gray. There's no zombie dark side corruption, fully dark side has yellow eyes and halfway is a bit of a mix between those extremes. PFHC05 A reskin of the PFHC05 head that I did in 2010 (never published), adjusted a bit inspired by a request from ASinisterGecko & Warregory on Steam. Compared to the original PFHC05 there's no zombie dark side corruption, light side is blue eyes, added blue makeup and brown hair, halfway to dark the makeup goes green with slightly darker hair and at full dark side you get the Sith yellow eyes, red makeup and black hair. I also changed the lips. PFHC05 - Redhead (Not compatible with the above head) A reskin of the PFHC05 head and a continuation of the above head mod. Unlike the other 2 redheads this one does have zombie dark side corruption. Requested by Hobo King Niklz. PFHC06 & PMHC07 - Echani Echani themed reskins. Compared to the originals there's no zombie dark side corruption, light side has blue eyes, fully dark side has yellow eyes and halfway is a bit of a mix between those extremes. I also made the female's lips less red. Requested by @@SHALLS210@@ on Steam. I made the female reskin in 2010, but didn't publish it at the time. PFHC07 & PMHC07 - Redheads The male gets a beard, as requested by gigaGinger on Steam. Apart from the hair colour I've changed the female's lips. I've given both characters green eyes. There's no darkside zombie look, only the yellow eyes. PFHH01, PFHH02, PFHC07, PMHC03, PMHC06 - Chiss For the Chiss fans. Reskins of 2 male and 3 female heads to make them look like Chiss. Because of Steam mod limitations (Made these for the Steam Workshop) there's no custom underwear or dancer's outfit to match the blue skin. PMHB10 The changes to this head are inspired by KotOR's Jolee Bindo and a mix of the original texture with KotOR's Gadon Thek (whose texture was left in the KotOR 2 files). There's no zombie dark side corruption, fully dark side has yellow eyes and halfway is a bit of a mix between those extremes. PMHC01 A bearded reskin of the PMHC01 head that I made in 2010, to look like me as close as possible (you see it in a lot of my screenshots). Compared to the original PMHC01, apart from the beard, it removes the scar, there's no zombie dark side corruption, instead you get Sith tattoos at fully dark side plus the yellow eyes. I think I also tweaked the color of the hair a bit, even though there's not many on the top. The Sith tattoos have an asymmetrical detail made possible by the fact that this model had a scar on only one side. PMHC04 A more aged reskin of the PMHC04 head that I did in 2010 (not published). Compared to the original it looks older, there's no zombie dark side corruption, the eyes start with blue, then green and yellow at fully darkside. PMHH01 - "Son of Vaklu" A reskin of the PMHH01 head, inspired by a post by Dereshi on Steam, who was looking for a character with white skin and black hair and then Vaklu turned out to be an example of that and I mixed his beard into it. Compared to the original PMHH01 there's no zombie dark side corruption, light side has brown eyes, fully dark has the yellow eyes, halfway is a mix of the two. This reskin makes the original hispanic head more caucassian so you could notice a slight difference between the head and things like arms when wearing underwear. Recommended mod to fix clipping issues: TSL Head Model Fixes by redrob41 http://deadlystream.com/forum/files/file/489-tsl-head-model-fixes/ ************* UNINSTALLING ************* Remove from the Override folder: For PFHB01: PFHB01.tga, PFHB01d1.tga, PFHB01d2.tga, po_PFHB01.tga, po_PFHB01d1.tga, po_PFHB01d2.tga For PFHC05: PFHC05.tga, PFHC05D1.tga, PFHC05D2.tga, po_PFHC05.tga, po_PFHC05d1.tga, po_PFHC05d2.tga For PFHC06: PFHC06.tga, PFHC06D1.tga, PFHC06D2.tga, po_PFHC06.tga, po_PFHC06d1.tga, po_PFHC06d2.tga For PFHC07: PFHC07.tga, PFHC07D1.tga, PFHC07D2.tga, po_PFHC07.tga, po_PFHC07d1.tga, po_PFHC07d2.tga For PFHH01: PFHH01.tga, PFHH01D1.tga, PFHH01D2.tga, po_PFHH01.tga, po_PFHH01d1.tga, po_PFHH01d2.tga For PFHH02: PFHH02.tga, PFHH02D1.tga, PFHH02D2.tga, po_PFHH02.tga, po_PFHH02d1.tga, po_PFHH02d2.tga For PMHB10: PMHB10.tga, PMHB10d1.tga, PMHB10d2.tga, po_PMHB10.tga, po_PMHB10d1.tga, po_PMHB10d2.tga For PMHC01: PMHC01A.tga, PMHC01AD1.tga, PMHC01AD2.tga, po_PMHC01.tga, po_PMHC01d1.tga, po_PMHC01d2.tga For PMHC03: PMHC03A.tga, PMHC03AD1.tga, PMHC03AD2.tga, po_PMHC03.tga, po_PMHC03d1.tga, po_PMHC03d2.tga For PMHC04: PMHC04A.tga, PMHC04AD1.tga, PMHC04AD2.tga, po_PMHC04.tga, po_PMHC04d1.tga, po_PMHC04d2.tga For PMHC06: PMHC06.tga, PMHC06d1.tga, PMHC06d2.tga, po_PMHC06.tga, po_PMHC06d1.tga, po_PMHC06d2.tga For PMHC07: PMHC07.tga, PMHC07D1.tga, PMHC07D2.tga, po_PMHC07.tga, po_PMHC07d1.tga, po_PMHC07d2.tga For PMHH01: PMHH01.tga, PMHH01d1.tga, PMHH01d2.tga, po_PMHH01.tga, po_PMHH01d1.tga, po_PMHH01d2.tga ********* THANKS TO ********* Fred Tetra for KotOR Tool ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  41. 1 point
    I am using KOTOR II legacy version. I went to install the TSLRCM mod on my Windows 10 PC, and only was given language options during the install process. How do you change the install path during install? The attachments are a step-by-step of the install process, ending with the final location of the mod files. Again, I am using Steam legacy edition.
  42. 1 point
    View File Kotor III : The Jedi Masters The Jedi Masters is a story conversion mod for Kotor2, a fan made Kotor3 with it's own storyline spanning up to 14 hours. For installation instructions, visit : http://www.the-jedi-masters.com/download.html Trailer : Submitter Trex Submitted 04/24/2020 Category Mods TSLRCM Compatible No  
  43. 1 point
    In that case the issue is not caused by my mod but presumably by your GPU or OS being unable to handle transparency in the game. The game is known to have issues with AMD cards and operating systems other than Windows (if it even runs on the latter, I can't remember). Have you tried changing graphics settings?
  44. 1 point
    A minor update: I'll have to do a test to hear how it sounds first before I add the rest of the tiles. . .
  45. 1 point
    The female player soundset lacks those barks. I'm not sure why, but it's an issue with the original K1 soundset.
  46. 1 point
    All I meant was that even in the original they put Revan above Malak. But both were considered big losses to the order. That many of the Council still wondered if they had made the right decision in meditating instead of fighting. But like I said before I am a Malak fan and agree with everything you say about him. It's just in history he will always be considered the lesser of the two for his lack of finesse. I mean in K2 which takes place five years after K1, Revan not Malak is remembered fondly, even if you set him as a darksider. I mean Briana says that Revan was revered by her people even while he slaughtered them in the thousands. I mean according to the galaxy Revan could do no wrong. That's why I prefer K1 Revan over K2 Revan. In K1 he was shown in a not so perfect light. But after K2 I wonder if the whole thing was not planned by him. Especially if playing darkside. But like I said before in my mod Malak will be remembered if playing the lightside. About Exar Kun and Uiic Qel Droma. I think you misunderstood what I wrote. I did not say they were known as good tacticians by the Mandalorians. I said that both Master Kavar and the Exile were known as good tacticians by the Mandalorians. When you first meet Kavar on Onderon with Mandalore. Mandalore respects him and says he always thought that it would have been Kavar and not Revan who led the Republic. But then again there is some inconsistency in the lore. Cause either in K1 or K2 Canderous says that before the war the Mandalorians had never seen Jedi in battle. As for the Exile either Mandalore or one of his men refer to him as a good tactician during the war. About HK-47. HK himself says when he regains his full memory that Malak was the first organic he ever called meatbag. He says it made Malak furious and that Revan made it apart of his programming. I agree Malak was smart in the vision Revan and Bastila have when they first land on Dantooine. It seemed like Malak was the cautious one of the two, and warned Revan if they entered the ruins they can never go back to the Council. And yes, he did unlock the full power of the Star Forge. Although I seem to remember Master Dorak saying that after the Mandalorian wars both Revan and Malak disappeared. Then they returned at the head of a massive invasion fleet. The ships were of an alien design they had never seen before. So maybe both unlocked the power of the Star Forge. But maybe since the Star Forge drain the Force out of Force users. Maybe Revan uncovered this and only created as many ships as necessary for a one time deal. Yes, there are many scenes in both games that are great, and yes I noticed that part in the scene.
  47. 1 point
    Kreia says that at Dantooine, after the Exile and Kreia meet/confront the Jedi. That's when he Exile is still on the ground after the Jedi Council attempted to Force Block the Exile. Kreia kneels by the Exile and says something to the effect of, "Now I understand your choice at Malachor. You left because you were afraid." Don't remember the exact words. Excellent comparison. An aside, I get tired of the whole "Malak was an idiot. Revan was sooo much better." K2 is very much guilty of this, the writers seem to have been oblivious to the unspoken nuances of K1. Don't even get me started on the Miller comics on how they treated Malak. Revan and Malak were very complimentary to each other. If Malak was such a moron, why did Revan have him as his closest friend? Malak represents direct action and direct thinking, which is preferable in many situations.
  48. 1 point

    Version 1.0.0

    661 downloads

    This mod adds the head model of a Pureblood Sith from The Old Republic MMO as a selectable player head for male characters. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. A unique underwear model is included, but the join line between the body and head is very apparent. I gather TOR is doing something to blend the join seamlessly, but I’m not able to replicate it. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  49. 1 point
    This reminds me, I did have the idea of doing a purely Aurebesh deck for the hardcore fans. And good point about the other cards in game. I could reach out and see if they'd let me make these in game, could be fun.
  50. 1 point
    It's not everything, but this is probably as good as you are going to get: https://web.archive.org/web/20150905055154/http://www.lucasforums.com/forumdisplay.php?f=321