Popular Content

Showing content with the highest reputation since 11/09/2019 in all areas

  1. 8 points
    Hello there, I'm kind of new here with this being my first post but I have had this account for some years now and I also did some modding to this game back in summer 2015. Now I have been messing around with the new tools and I was interested in KotorBlender to create new animations since that's the program I recently learned for modding Jedi Academy as well and I am quite comfortable with it now. So my intention was to create new facial animations but I wasn't sure of the capabilities this plugin offered. I was quite glad when I found out that it has been recently updated and it fully supports animations as well as other models properties. But when I imported a head I was quite surprised to see that the bones in this game are not really bones like Jedi Academy for example but objects that act like such. Thus, I couldn't attach them to the mesh to see how it deformed when trying to create an animation. So I tried creating a temporary bone rig in blender that you could use and attach each bone to each object so that when you move a bone the object also moves. This may seem like it's working on paper but I had so much trouble with transforms that I almost gave up. They are a real pain in the ass. First I tried animating the bones and the objects apparently move with them but in reality they are not changing their transforms. So I tried to copy and paste them from the bones and it seemed to work in the program but in game the face was a total mess. This was because the objects were taking the absolute transforms of the bones that were in a different position that the objects are. What appears to be working in the program has nothing to do with the game and viceversa. So I just parented them and even though the objects would jump to a weird location their transforms would remain untouched as you can see in a test animation I made here: So now how do I transfer the bone movements to the objects? I tried a thing in blender called Delta transforms. This are like offset transforms that only take into consideration the relative location and rotation of an object. This was very useful in a parent/child scenario like this because now I had the original objects location/rotation + the relative transforms of the bones. Unfortunately when I tried it in game it did nothing, probably because the plugin only reads the absolute transforms, the delta transforms are stored in a different field. So I couldn't use this approach. Can the KotorBlender plugin be updated to support delta transforms? It would be really useful and nobody would have to do what I'm about to say for it to work. I needed to somehow transfer those delta transforms to the absolute transforms so that the plugin could read them. There is a function in blender called "all transforms to deltas" that transfers all the absolute transforms to the delta fields and left the absolute ones to zero which is exactly the opposite of what I need. I need to transfer this absolute+relative transforms that I have in the delta fields to the absolute fields. Luckily I found a script that did exactly this but I had to this for every single keyframe which is extremely exhausting and time-consuming. If someone here knows how to code on python can you do a script that does this automatically? It wouldn't be that bad then. So after thousands headaches I finally got it to work in-game: You can also see that the model has those wrongly shaded faces around the jaw. Anybody knows how to fix that? I saw other people having the same issue but I'm not sure how to fix it. I decompiled and compiled the model with MDLOps 1.0.0 since MDLEdit was giving a lot of problems. The point of all these is that you can make a facial animation with a dummy mesh so you can see how it looks without having to load it every single time in game. But I don't know if this is a worth approach with all these problems, if you solve one of those two though then it really is at least for me. I just wanted to share this knowledge to people who may be interested in this or don't know the extension of this plugin. Now I just need to learn animated cameras for the machinima I'm trying to make, does anyone have any tips/tools/tutorials that I could use? Would be really appreciated. Sorry for the long post. And thanks for keeping this community alive!
  2. 5 points

    Version 1.0.0


    Compatability Note: If you're using TSLRCM, Extended Enclave, or M4-78 EP mods, please install the optional Patch file matching your resolution after installing those other mods. The cutscenes were upscaled using Topaz Gigapixel AI, and interpolated to 60fps using SVP Pro 4. Black bars are used to maintain the aspect ratio of the content while bringing the videos to 16:9 overall. TO INSTALL: Make a backup of your "Movies" folder, which is in your main game directory. Download the main pack(s) that matches the resolution you play at. 1440p and 2160p are each broken into three packs. If using TSLRCM, download the matching Patch file as well. Extract/unzip the pack(s) you downloaded. Replace everything in your Movies folder with the extracted files. Do not place them in your Override folder. If you're using Aspyr's (Steam) version of the game, these should work "out of the box" without any tinkering. If you're using a different version, you can use UniWS to patch your game to the correct resolution. If this doesn't work on your version for whatever reason, you may need to use a hex editor to change some values in your game executable to get them to play correctly. Please refer to the following guide on how to do this, skipping the parts about upscaling the cutscenes: https://deadlystream.com/topic/4631-how-to-force-kotor-i-iis-bik-movies-to-play-in-any-resolution/ NOTE: Many cutscenes in KotOR 2 are in-engine recordings. These have be re-recorded at 4k60 rather than upscaled.
  3. 4 points
    Juhani's been hitting the gym.
  4. 3 points
    View File Frank Lloyd Wright Glass Replacement in the Ebon Hawk ORIGINAL RELEASE: 24 NOV 2019 GAMES: Star Wars Knights of the Old Republic 1 & 2 (see notes below for which files are applicable to which game) Description: I’ve done a few small modifications for the Ebon Hawk over the years, most of which aren’t things that I’ve felt measured up to the standards of the KOTOR modding community. However, one of the small modifications that I’ve made recently showed up in a movie clip presented by Darth Varkor. It seemed to result in some nice feedback so I’ve reconsidered holding this one back. The glass in the Ebon Hawk that this mod replaces in this mod originally looked like this: (texture size increased to 512 x 512 for easier viewing) My version replaces this blue version (LEH_light04) with a Luxfer Prism designed by Frank Lloyd Wright. It also replaces the unlit version (LEH_light06). Finally, I’ve replaced LEH_light03 as it currently has the LEH_light04 texture behind a circular grate. You now have two choices - the new blue light behind the old grate or the new grate that Dark Hope created in her IGM mod. (Dark Hope's texture used with permission.) Those wanting further information on the Luxfer Prism can consult this article. Though I've placed this in the Knights of the Old Republic 2 section, this mod is compatible with both games. However, only the following textures are actually seen in KotOR1: LEH_light03 and LEH_light04. But what about LEH_light11? (texture size shown actual size for comparison to original blue texture above) Those comfortable rooting around in the KotorTool for textures may have noticed a different texture called “LEH_light11” which is a red version of the original texture. However – as confirmed by DarthParametric – it doesn’t appear in any of the MDLs so it won’t ordinarily show up in the game. That doesn’t mean someone may not implement it in a future mod for TSL. Therefore, I’ve included a red version of the Luxfer Prism as well. If you don’t wish to unnecessarily clutter your Override folder, don’t place LEH_light11.tga or LEH_light11.txi - this is an animated file - into it. The red version also has a 7-step animation, with a slight brightening to simulate a “red alert” type of situation. This is an optional file. Installation: For KotOR1, you'll be adding the following files to your Override folder: LEH_light03.tga, LEH_light04.tga, LEH_light04.txi. However, you'll have to choose which version of LEH_light03.tga you want from one of the two sub-folders. For KotOR2, you'll be adding the following files to your Override folder: LEH_light03.tga, LEH_light04.tga, LEH_light04.txi and LEH_light06.tga. However, you'll have to choose which version of LEH_light03.tga you want from one of the two sub-folders. Do not include the LEH_light11 files to your Override folder unless you have a mod that enables that texture in your game and you wish to use my version instead of the original texture. Uninstallation: Take them out again. Known Bugs: None known at this time. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam. I may release this on NexusMods at a later date but I don't wish others to do so on my behalf. Usage in other mods must be requested AND approved by me before your use with the exception of the LEH_light04 texture. Usage of the Dark Hope version of the LEH_light04 texture in your mod requires the permission of both Dark Hope AND myself. (I must also be included in the PM that you send to Dark Hope so I can see the permission granted with my own eyes.) Credits & Special Thanks: Dark Hope: For her kind permission to alter her LEH_light04 texture and include it with this mod. DarthParametric: For discovering that LEH_light11 doesn’t appear in the MDL files of TSL. Maverick8341 (on Reddit): For their valiant attempts to find visual evidence that LEH_light11 appears in TSL. DarthVarkor: Beta Testing of this mod. Ebony Moon and DarthVarkor: Beta Testing of this mod and for the mod in-game screenshots. Mellowtron11: For permission to use his video for illustrative purposes. Submitter Sith Holocron Submitted 11/24/2019 Category Skins TSLRCM Compatible Yes  
  5. 3 points
    Looking closely at his question, I understood that he was more asking for a roadmap (knowing more or less where we're at, and where we're going - aka what's the scope of the release and the remaining tickets that needs to be done) than asking (or even "demanding" - come on guys!) for an actual "deadline" to be met by developers (and certainly not asking to "rush" for the release to happen...). Maybe at the most, he asked for a rough time estimate (for which a sentence like "one to three month" would have probably been more than enough for his curiosity, even if it's not accurate in the end). Having worked for a decade as a software developer and team lead, I find roadmaps to be really valuable tools both to communicate with your customers (or here, fellow community members) and to help with motivation for the developers on their journey through a release (looking back at what has been done already can alleviate frustration, for example - the same when looking at the backlog of tickets shrinking when you get things done). If you only have an infinite backlog and no scope for a release, it can get difficult for everyone to ever "see the end of it". So if the questions "what's the progress?" (scope) or "when will it be done?" (time estimate) comes too often and irritate developers, maybe a roadmap (using GitHub's "Milestones" or "Project board" for example?) is a way to answer that... It's about finding ways to achieve clear, transparent communication and expectations. Not about lowering the quality of the releases nor rushing out the developers. #foodforthoughts #loveyouguys #keeprocking
  6. 2 points

    Version 1.61


    This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself. Additionally, because their interactions are primarily via hologram, this mod includes a revised version of Jinger/Kreia’s Admiralty Mod, which changes the appearance of Admirals Cede and Onasi to give them outfits more fitting of their rank. And while I was at it, I also revised certain appearances with head swaps and custom model merges (hair, etc.) to try and reduce overuse of the same heads and make NPCs a little more distinct. N.B.: TSLRCM is a requirement for this mod. It is not compatible with the vanilla version of the game. Specific Changes: Ebon Hawk: Bastila hologram (Light Side male Revan) Ebon Hawk: Bastila hologram (Dark Side male Revan) Ebon Hawk: Carth hologram (Dark Side female Revan) Ebon Hawk: Carth (Admiral Onasi) hologram (Light Side female Revan) Ebon Hawk: Canderous hologram Ebon Hawk: Jedi Master Atris hologram Ebon Hawk: Jedi Master Kavar hologram Ebon Hawk: Jedi Master Vash hologram Ebon Hawk: Jedi Master Vrook hologram Ebon Hawk: Jedi Master Zez-Kai Ell hologram Peragus: Administration Officer hologram Peragus: Dock Officer hologram Peragus: Maintenance Officer hologram Peragus: Medical Officer hologram Peragus: Security Officer hologram Peragus: Coorta hologram Peragus: Coorta thug #1 hologram Peragus: Coorta thug #2 hologram Harbinger: Republic Captain hologram Harbinger: Republic Navigation Officer hologram Harbinger: Republic Doctor/Med Officer hologram Harbinger: Republic Soldier hologram (partial) Harbinger: Admiral Cede hologram Harbinger: Admiral Onasi hologram Telos: Admiral Cede hologram Telos: Admiral Onasi hologram Telos: Admiral Onasi physical appearance Dantooine: Jedi Master Vandar hologram Dantooine: Jedi Master Vrook hologram Dantooine: Admiral Cede hologram Dantooine: Admiral Onasi hologram Nar Shaddaa (Goto's Yacht): Goto hologram/projector VFX Korriban: Bastila hologram (Dark Side male Revan) Korriban: Jedi Master Vash hologram (M4-78) Korriban: Jedi Kaah hologram (M4-78) Malachor V: Bao-Dur hologram Known Issues: There are still visual artefacts from overlapping sections of individual meshes, particularly noticeable in the case of the neck being visible through the jaw which occurs with certain animations and/or camera angles. This is not addressable by model edits. The problem is the way in which the engine renders overlapping transparency within a single mesh. The Republic soldier on the Harbinger has been replaced as of v1.3, however the helmet is still somewhat problematic. I'm not sure that is addressable without completely remodelling it, and perhaps not even then given its shape. Hair planes with alpha transparency don't function as intended as holograms, so typically look pretty terrible (e.g. Peragus Maintenance Officer). There's not much that can be done about those, other than completely remodelling the hair to rely on geometry rather than texture transparency. Dangly meshes used for hair bangs tend to look conspicuous due the requirement of placing them under the head mesh in the hierarchy. Particularly egregious examples may warrant having these elements being turned into skinned meshes in a future update. No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.). Compatibility: I've edited UTCs to point to custom appearance.2da entries, so the mod should be compatible with any other mod that only edits the vanilla 2DA entries. However, it will not be compatible with any mod that forcibly overwrites the module files this mod edits, that outright replaces the UTCs in question, or that also edits the UTC appearance values. Install any such mods first, then this mod afterwards. To make it clear, do not use this in conjunction with Jinger/Kreia’s Admiralty Mod or Darth Hayze's TSLRCM Compatibility Patch for said mod. They are superseded by this mod. A separate patch is provided for M4-78 to handle its version of the Korriban academy module. After installing the main content of the mod, run the installer a second time and select the "Additional Patch" option from the drop down menu. Acknowledgements: Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes, which made this mod practical. Thanks to Jinger/Kreia for permission to release a revised version of the Admiralty mod's content, the textures from which (with modification) are used in this mod. Thanks to zbyl2 for permission to redistribute TSLRCM's module files to ensure compatibility for Steam Workshop users Thanks to JCarter426 for permission to use the female Republic soldier body model from "JC's Republic Soldier Fix for K2" and his adjusted N_CommM04 texture from "JC's Minor Fixes for K2". Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for TGA2TPC Thanks to Malkior for providing the impetus for the mod via this thread. Thanks to L0ki194 for offering input on the case of the Harbinger's "Doctor" vs "Medical Officer".
  7. 2 points

    Version 1.0.0


    I recently discovered that KOTOR doesn't handle non-Windows EOLs. Issues can range from envmaps not working to the game crashing. This is a simple batch file that when dropped into your Override folder will convert the line endings on all of your .txi, .vis, and .lyt files.
  8. 2 points
    The Mandalorian: Ep3 - WOW. More of that, please.
  9. 1 point
    I'm running with the last one linked above
  10. 1 point
    I certainly don't think the same way. One of the reasons I love KOTOR is that it doesn't have the extensive "rich dialogue" like other bioware games have. Not everything is spelled out for you like it is in other bioware games- or K2. I am more free to fill in the details and backstory myself, going by nonverbal clues of which are many in the game. After I played Dragon Age Origins I appreciated KOTOR 1 even more, because I get tired of "rich dialogue." Rich dialogue is ultimately too limiting for me. It even feels manipulative of Companion characters- which ironically suits the Exile in K2 who is essentially manipulating Companion characters into becoming Jedi, or to give bonus powers. However, I can never fully immerse myself into roleplaying my Exile as I can my Revan, light side or dark side. There's too much defined for the Exile in many of the dialogue options, which doesn't really reflect my own reactions. KOTOR 1's looser style lets me be more immersed. I know a lot of people prefer a rich dialogue, or having their character more defined for them, but that's a matter of preference, not that a game is shallow because it doesn't have a lot of rich dialogue. If you want to make and release a mod that provides more definition and rich dialogue for the player character, that's great, because I do believe in options and it might encourage more people to play and perhaps mod for KOTOR 1, so I would support it for those aspects. But it doesn't mean the game, or the existing dialogue, however imperfect in other ways, is shallow.
  11. 1 point
    There's a lot more to quests than just the quest value. In fact, all that's stored in that value is the text displayed in your journal (okay, maybe slightly more than that). To properly reset a quest you would have to edit all the globals related to that quest to whatever their value was at that point in the game. And it's very unlikely anyone here knows which ones you even have to edit not to mention what their values have to be. I don't know why KSE would crash with your edits though but I never used it much so maybe someone else can at least help you on that front.
  12. 1 point
    Yes. The lightmap is 003EBOp_lm0 and the specific mesh is Object191 in 003EBOp. Rather than editing the lightmap itself, it's usually better to adjust the lightmap UVs of the specific mesh with issues. Edit: Something like this would probably work: I don't believe bead-v made any adjustments to this particular model in the TSL Ebon Hawk fixes mod, so it should be compatible with that at least. We'll probably add this to K2CP when we get around to updating that in 2023. But in the meantime try this: [TSL]_003ebop_LM_Adjustment.7z
  13. 1 point
    I'm running the GOG version. I actually appreciate you showing me that thread! It showcases many good mods. I do love M4-78! I've already played through it once. I actually really wanted that again this time, but I also want Korriban Expansion, and I've heard that the two conflict in some pretty bad ways. Unless there's a way I could fix that. I don't care how convoluted it is as long as it works. I want Coruscant, but what is Coruscant 3.0? I can't seem to find any information on this, but Obi-Wan Pere's thread mentions that. I also want Extended Enclave and Partyswap if that's possible. And now I want Genoharadan Legacy too.
  14. 1 point
    Hey guys this is only my second mod for KOTOR,ive looked into Model importing but it doesnt seem to be very popular in this game. That being said i still have a lot to learn. I hope you enjoy what i post. Please take care of me. Thank you all.
  15. 1 point

    Version 1.0.0


    This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway. Installation: Simply copy and paste the included model files into your Override folder Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces room models 101PERI.mdl/mdx, 104PERA.mdl/mdx, or 104PERF.mdl/mdx Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit Thanks to Snigaroo for bringing the two ceiling gap issues to my attention
  16. 1 point

    Version 1.0


    for KotOR II: The Sith Lords by bead-v, Sith Holocron and Kexikus This is a combination of: bead-v's TSL Galaxy Map Fix, Sith Holocron's KOTOR2 (TSL) Animated Galaxy Map, Kexikus' TSL Galaxy Map Fix Coruscant AddOn & New Coruscant Icon and Planet Textures. Links to the original mods: http://deadlystream.com/forum/files/file/28-tsl-galaxy-map-fix/ http://deadlystream.com/forum/files/file/1024-sith-holocron-tsl-animated-galaxy-map-texture-in-canon-positions/ http://deadlystream.com/forum/files/file/778-tsl-galaxy-map-fix-coruscant-addon-new-coruscant-icon-and-planet-textures/ Description: The mod pack changes the positions of the planets in the galaxy map to roughly their canonical locations. It also fixes the planet locations on the Galaxy Map texture accordingly, and also animates it. Some install options will also install Kexikus' New Coruscant Icon and Planet Textures. In case the Jedi Temple Mod is installed, Coruscant will also appear in the canonical location on the Galaxy Map Screen, regardless of install option. There are FOUR different install options: 1. The Galaxy Map TEXTURE will show only the vanilla planets in their canonical locations. 2. The Galaxy Map TEXTURE will additionally show M4-78. 3. The Galaxy Map TEXTURE will additionally show M4-78 and Coruscant. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!). 4. The Galaxy Map TEXTURE will additionally show M4-78, Coruscant and Cathalan. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!). About Cathalan, see this post: http://deadlystream.com/forum/topic/4304-april-fools-an-exciting-mod-to-appear-on-deadly-stream-soon/ CLARIFICATION: With TEXTURE I mean the invariant texture of the Galaxy Map that you see on the Ebon Hawk before you have actually clicked on the Galaxy Map. What appears on this texture is completely unrelated to what shows up on the Galaxy Map Screen when actually clicked on. This means you can use any of the install options regardless of which mods you have installed (But see the requirements section about the new Coruscant textures!). Requirements: 1. This mod needs to be installed after any planet mods or patches for the relevant changes to take effect. If you are not seeing the desired changes and had already installed this mod and then installed a planet mod or patch over it, you may safely run this installer again and it will fix the issue. In case you have both M4-78EP and Coruscant Jedi Temple installed, you also need to install the compatibility patch before installing this mod (link: http://deadlystream.com/forum/files/file/394-coruscant-jedi-temple-compatibility/). 2. In order to see the new Coruscant textures, you need to have HK-42's Jedi Temple Expansion mod installed (link: http://www.nexusmods.com/kotor2/mods/210/), on top of deathdisco's original Coruscant Jedi Temple mod (link: http://deadlystream.com/forum/files/file/585-coruscant-jedi-temple-by-deathdisco/). Installation: Run TSLPatcher.exe. If the installer gives you these warnings: Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\LEFT" in galaxymap_p.gui, skipping... Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\TOP" in galaxymap_p.gui, skipping... ... you don't need to worry, the mod installed correctly. If at any point you wish to reinstall the mod with a different texture option, you may simply run TSLPatcher.exe again. However, if you intend on uninstalling this mod later on, make sure the backed up files from the first installation are in a safe place, to prevent the new installation from overwriting them. Alternatively, you can manually copy the correct LEH_scre03.tga and LEH_scre03.txi to the override folder. Reinstallation will not remove the New Coruscant Icon and Planet Textures, so you will need to manually remove the following files: Uninstallation: 1. Remove the following files from your override folder: - galaxymap_p.gui - GAL_Onderon_2.tga - LEH_scre03.tga - LEH_scre03.txi - gal_cor_2.tga (if new Coruscant textures were installed) - Gui_coruscnt.tga (if new Coruscant textures were installed) - Gui_coruscnt.txi (if new Coruscant textures were installed) - CM_coruscant.tga (if new Coruscant textures were installed) - CM_coruscant.txi (if new Coruscant textures were installed) 2. Copy any files with the above names from the backup folder created upon installing this mod. The backup folder is created in the same folder as this installer. Permissions: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., we own none of the materials, and we are not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod authors. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, please put a line in the readme, mentioning us. We hereby state that we specifically do NOT wish this mod to be uploaded to Stream Workshop. If bead-v is unreachable at any point, Sith Holocron or Kexikus may give any permissions concerning bead-v's mod on his behalf. Credits: Kexikus: Help with putting together KOTOR2 (TSL) Animated Galaxy Map. LSaberDuelist and OldFlash (of LucasForums): Their instructive discussion and tutorial at LucasForums. Thanks: Fred Tetra: Kotor Tool Stoffe: TSLPatcher tk102: K-GFF GFF Editor Contact: Send us a personal message on www.deadlystream.com. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
  17. 1 point
    With anything, as long as the files are named correctly!
  18. 1 point
    To everyone eagerly awaiting, version 1.8 has officially been released! You can grab it on the download page. Please let us know if you run into any issues with it! A huge thanks to @DarthParametric and @JCarter426 for the immense amount of work they put into this release!
  19. 1 point
  20. 1 point
    Hello streamers! Your friendly staff here. We'd like to let you know about the new site rules we've just whipped up. These are a modification of the old site rules to remove some outdated rules, add a few new ones (and some extra categories on old rules), and just generally reformat everything and make it easier to read, especially by organizing them in a better way that flows from the most important rules for users to see to those that are least-important. For most of you, if you follow the cardinal rule of "don't be stupid," this won't mean much to you. It's meant to be more of a clarification, both for us as moderation and for you as users, so the rules are more readable and more up-to-date. There are some major caveats to that, though, which we should point out here. A few massively important changes have been made: FIRST: Bumping. As you can see, bumping is no longer under a blanket ban, but instead has some common-sense regulations about when it should or shouldn't be employed. Since de facto bumping was used from time to time anyway under these circumstances, we thought it made sense to codify those exceptions. SECOND: Spoilers. We're never going to remove something for spoilers, but as the new rule #11 points out: This is just a courtesy regulation for new players. It's not a rule we're enforcing through warnings or bans, but it is absolutely something we'd like everyone to remain mindful of. Many of the mods here are of tremendous help to all varieties of players, including brand-new ones; insofar as it is possible, their experiences should be respected and protected by being mindful of what you're saying, and where you're saying it. THIRD: Tipjars. This is the big one, and there's a lot of regulations on it, as we want to protect both our modders and users. But it's a huge change and a long time coming, so I'd like to talk about it in a bit more detail, and explain our rationale. Our stance has always been, and will always be, that the sale of modifications (that is, taking money for making, releasing, supporting or troubleshooting a mod, as well as accepting money with any expectation of reciprocity, for either party) is strictly prohibited. It's not just because that's not the kind of community we want to be, it's also because we determine that this is strongly against the EULA for the games, and would ultimately be tremendously detrimental to the community in all respects: to modders, to users, and to the sites that support both. We will never permit this, ever. With that said, many communities have recently become more tolerant of allowing modders to be voluntarily thanked for their content, and we think this is a positive trend. Most of those who mod the games don't do it with any expectation of reciprocation (and nor should they), but if they make something which truly improves a user's experience to the extent that the user wants to thank them for their contributions in a tangible way, we see no reason why they should be prevented from doing so. Most modders spend hours of their days doing their work, after all, and so long as the system is voluntary on both sides we don't see a reason why those modders who choose to shouldn't be able to state that they accept tips, and users who are interested shouldn't be able to provide them. The full regulations for the tipjar system are in the second post of the rules thread, and we expect (and welcome!) a lot of feedback here. It's obviously a very new thing for DS, and while we think we've covered all the necessary bases there can always be more said, and if needed adaptations and additions to the current regulations. But I want to emphasize here finally that we aren't making this site-integrated. DS isn't taking money off the top, or handling these tips through its own integrated system, or making it mandatory. MODDERS choose if they want to use it, and where they want to advertise it (within the extremely strict bounds of the regulations; we don't want these links to be spammed). This is meant to be a system that modders have the greatest control over, so if you dislike it or think your mods shouldn't be the subject of any donation talk, you can make the decision to not participate without ever having the system shoved in your face. It's opt-in on both sides, by design. Needless to say, we expect a lot of feedback here, and will be listening closely. But we hope that, on the whole, everyone thinks that these new rules are an improvement over the previous iteration. Thanks!
  21. 1 point

    Version 1.0


    A complete replacement of all lightsaber textures with new 16 frame animated HD textures. Colors for each of the Lightsabers were referenced against canon blades for an authentic representation. To install, simply drop the files into your override folder.
  22. 1 point
    I see bastila got plastic surgery and became a bounty hunter for the exchange xD
  23. 1 point

    Version 3.1.1


    This is the first part of an ongoing series. The purpose of this mod is to bring the much more up-to-date design choices from SWTOR to Kotor. All textures have been made from scratch; the big animated screen on the bridge comes with whooping 81 pics and 5k resolution for maximum quality. Update 2.0 brings brand new lighting to the ship, utilising warmer colors like in SWTOR, as well as new polished window frames & a new Planet retexture. Update 3.1 out now! It brings a lot of visual improvements over previous versions - new doors, animated consoles & more.... Video covering mod Showcase (Ver. 1.0) / Installation Process: Installation: 1. Install Part1 by dragging the files to the Override folder 2. Install Part2 by using the XNView program to batch-process the file contents, as shown in the HowToInstall file in the downloads. Compatibility: This mod uses cubemaps, so there could be minor incompatibilites with mods that uses custom cubemaps too. ( but i actually dont know any mod that does that) Just to be on the safe side, i recommend to install my mod last. Beside that it should be compatible with everything that doesnt retexture the Endar Spire or the Stars/ Planet Taris outside. Credits: I want to thank Darth Sapiens for his wonderful Cubemap-Ressource pack, which enabled me to do a lot of things that would otherwise been not possible. Also a big thanks goes to Xuul for making one of his fantastic videos for this mod. Enjoy!
  24. 1 point
    You could include the grate as an option. As a note, using this in K1, the Ebon Hawk light panels are dimmer than TSL, so the glass will be a bit dimmer and more violet. (Please note this is a test run of the original version of the textures.)
  25. 1 point
    A pale silver blade goes pretty well with the really pale dark side transition character skins in K2, come to think about it.
  26. 1 point
    I would like a traditional blue for my lightsaber. If it is an exotic saber design then a curved hilt with orange blade.
  27. 1 point
    View File TSL HD Cockpit Skyboxes HD Cockpit Skyboxes DESCRIPTION When you land the Ebon Hawk on a planet, you are able to look out of the cockpit and view the landing platform. This is achieved by a cylindrical texture. Since the vanilla textures were low res, inaccurate, and desaturated, I recreated the platforms in Maya and rendered them to look as they do in-game. The main planets, including M4-78, are all remastered in 4096x1024. I also include a version of the Nar Shaddaa cockpit texture that utilizes the Realistic Nar Shaddaa Skybox mod by Sharen Thrawn. Additionally, I've upscaled and retouched the outer hull of the ship as seen from the cockpit. If you need downscaled versions, the Medium Resolution option provides 2048x512 resolution skyboxes while the Low Resolution option provides 1024x256 resolution skyboxes (the size from the vanilla game). I'm also offering these textures in TPC format, which tends to be 1/4th the size and download time of the uncompressed files. INSTALLATION -Drop all of the files from the main mod folder into your override folder. -If you want the cockpit texture that uses the Realistic Nar Shaddaa Skybox mod, replace the EBO_Sky01.tga file with the one from the folder labeled With Nar Shaddaa Realistic Skybox. UNINSTALLATION -Delete the aforementioned files from your override folder. THANX Thanks to Photoshop, Maya, MDLOps, Gmax, KotORmax, GIMP, Blender, KotORBlender, and ESRGAN. Special Thanks to Sharen Thrawn for making the Realistic Nar Shaddaa Skybox mod. Please don't repost this on other sites unless as part of a mod pack (with proper credit to me) Submitter tjsase Submitted 10/28/2016 Category Skins TSLRCM Compatible Yes  
  28. 1 point
    Should I even bother putting my two cents in on the K1CP drama?
  29. 1 point
    But when is it comin- *dodges thrown projectiles*.
  30. 1 point
    Presumably you were right on the cusp of folder depth with the first one, and the extra length of M4-78 put it over the edge. Google "Windows MAX_PATH" if you want to know more.
  31. 1 point
    You'll typically also want to set a boolean on the trigger, or destroy it after it has triggered, assuming it is intended to be a one-and-done event. Alternative options include checking the creature or object that is assigned the conversation for a boolean, or checking a global boolean/number, as appropriate. Here's one example: #include "k_inc_utility" int HasNeverTriggered() { int bReturn; if (UT_GetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01) == FALSE) { bReturn = TRUE; UT_SetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01, TRUE); } return bReturn; } void Main() { object oDLGOwner = GetObjectByTag("DLGOwner"); object oEntering = GetEnteringObject(); if (GetIsPC(oEntering) && HasNeverTriggered()) { AssignCommand(oDLGOwner, ActionStartConversation(GetFirstPC(), "DLGString")); } } You can also cut out the middle-man and just do it like this: void Main() { object oDLGOwner = GetObjectByTag("DLGOwner"); object oEntering = GetEnteringObject(); int SW_PLOT_BOOLEAN_01 = 0; if (GetIsPC(oEntering) && !GetLocalBoolean(OBJECT_SELF, SW_PLOT_BOOLEAN_01)) { SetLocalBoolean(oTarget, OBJECT_SELF, SW_PLOT_BOOLEAN_01); AssignCommand(oDLGOwner, ActionStartConversation(GetFirstPC(), "DLGString")); } }
  32. 1 point

    Version 1.2


    This is a companion to my TSL Main Menu Model Fix for Widescreen mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look. As of v1.1, an optional replacement logo is provided. This is a TOR-style version of the logo, created by GOG. Two versions are provided, one of which is offset in order to better align using the current version of ndix UR's GUI mod. A centered version is also provided in the even that the GUI mod is updated. Note that I have only tested this at 1080. I have no idea how the image may be positioned at different resolutions. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model. As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod. N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS. Installation Instructions Extract the archive, copy the MDL, MDX, and TGA files, and paste them into your Override folder. If you also wish to use the upscaled vanilla logo or the TOR-style logo, copy the appropriate version to your Override folder as well. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax that made editing and compiling the menu model possible. Thanks to @ndix UR for testing the mod and various discussions pertaining to its development, as well as all the behind-the-scenes work in getting the new mod tools off the ground. Thanks to @JCarter426 for helping out with filtering via waifu2x to clean up some of the aliasing
  33. 1 point

    Version 1.0.0


    Re-texture of Vrook, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. To Install 1. Download: Vrook HD International Global mod 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated)
  34. 1 point
    I remember that comic. It's in my comic book pile somewhere. I think Nihilus spared her because she was the last tiny thread of humanity that he had any feeling for, which why he wanted her to see. Kreia said as much, if I remember.
  35. 1 point
    If anyone wants to use them for that you're very welcome.
  36. 1 point

    Version 1.2


    KOTOR2 More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map) (version 1.2) ============================================================= ORIGINAL RELEASE: 25 MAR 2017 UPDATED RELEASE: 31 MAR 2017 LATEST RELEASE: 03 NOV 2018 GAMES: Star Wars Knights of the Old Republic 1 & 2 Description: ============ When Xarwarz was working on a sample of a monitor texture for the Ebon Hawk, I had suggested to him that it could use a bit of animation to liven it up. The led to the original animated monitor mod called "KOTOR2 Animated Ebon Hawk Monitors (not including Galaxy Map)". The screen in this separate version are much closer to the original screens included with the game. They are still animated though. (See animated picture below.) I have updated the fourth screen with a new picture - using one of the screens usually seen on the bridge of the Harbinger but recolored to the Ebon Hawk monitor color scheme. (Besides the old version of that section was static before and something about that irked me.) Recently, Dark Hope has recently Animated Ebon Hawk's Screen HD, which adjusts many of the other panels seen in the cockpit and throughout the Ebon Hawk. With permission granted to me to adjust the credit, I decided to bring to the monitors in her textures in line with my other monitors. (Size reduced for screenshot purposes. Texture is sized at it's original 2048 x 2048.) Though I've placed this in the Knights of the Old Republic 2 section, this mod is compatible with both games. Installation: ------------- Decide whether you want the monitors to have glass-like overlay or not and copy the TGA files and the TXI files from the appropriate folder. Place those files in the Override folder. Uninstallation: =============== Take them out again. Known Bugs: =========== None known at this time. Legal Disclaimer: ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me. I hereby state that I specifically do NOT wish this mod to be uploaded to Stream Workshop. Credits: ======= LSaberDuelist and OldFlash (of LucasForums) for their instructive discussion and tutorial at LucasForums. (http://www.lucasforums.com/showthread.php?t=153502) Special Thanks: =============== Xarwarz: For putting together the original texture the monitors surrounding the galaxy map! Dark Hope: Regarding her new cockpit texture, both releasing her version to Deadly Stream and allowing me to adjust it as I see fit. Ebmar: For adjusting Dark Hope's new texture by adding a little depth to it and adding the overlay over the monitors shown in the “With Glass Overlays” folder. BTW: Looking for something a little more vibrant? Check this mod for an alternate look.
  37. 1 point

    Version 2.0


    New HD texture for Malek. Resolution of the texture of the head 1024X1024. Resolution of the body texture 2048x2048. The texture is made from scratch. You can choose between blue eyes and red. Really easy to install: copy all the files to your override. Look at the comparison picture to get a better idea:
  38. 1 point
    I've beaten impossible difficulty quite easily. The main difference with this difficulty as compared to others is that you need to work harder on your team as compared to the other difficulties for success. I found myself relying heavily on my team in many fights. In my case, I enjoy mage characters so I made a pure caster Consular which means 18 wisdom, 16 charisma, 12 constitution, and the rest 8. With these stats, you can even just stand there and Choke/Kill Malak after Force Breach. The last fight was incredibly easy as I used destroy droid for the stasis Jedi with master speed while Force Immunity was on. Then do a force breach and spam choke Malak to death! You need to compose a diverse party with the traditional mage who crowd controls and damages, rogue who has high damage output, and tank. I also did not level up my scout levels; only the initial required level 2 I did but otherwise I saved the levels for Jedi Consular levels (this did make Taris difficulty as I relied on Carth as melee and Mission as a sniper a lot while abusing grenades). The main force powers I used (even though I was a LS Consular, still used dark side powers with impunity as the extra cost is negligible for a pure caster especially after getting some items like Qel-Droma robes and Circlet of Saresh): Destroy Droid Stasis Force Lightning Choke/Kill (this I probably used the most for its damage and crowd control) Force Breach (pesky force users) Force Immunity (survive pesky force users) 1-Rank of Speed to run from enemies if needed Plague* (didn't use this in my first playthrough, still testing it but it cripples big bad guys like Malak. However, this may not be necessary with breach and kill). Heal My star companion was Mission because her sneak attack triggers with stunned enemies. So as a Consular, I would stasis them and she would plow them down very quickly as a dual pistol wielder. She was also my skill bot. If I used my force powers only to kill them such as lightning, I found myself running out of FP which is why I often used her for damage and saved my FP if needed. I did use offensive force powers often but relied on Mission a lot to finish them off. The tank can be one from many options. I used Carth and Canderous as melee on Taris and Bastila with defensive powers and full toughness. Later on I used Juhani. The tank is there for those cases when force powers don't work such as on Korriban with those beasts that are immune to it (that's about it though), and if my Consular were to fall, I needed someone to take damage while Mission would finish them off. If your main character is not a Consular, then try to get Jolee as soon as possible as the crowd controller. You have to often give commands to your entire party to avoid wipes especially Consulars as AI just misuses them even with jedi support script. I also tried two consulars with Jolee and while that made many fights easy, the few where force powers don't work as well got difficult so I needed a diverse team. With this strategy and focus on developing my team, I found impossible very easy as a pure LS caster who has very high wisdom from items where not many enemies can resist the force powers. It is imperative to crowd control the enemies as your first move or a wipe may happen very quickly especially if there are grenadiers! The early game in Dantooine involved Force Choke as crowd control until stasis field was available. So basically I would rotate force choke to keep everyone controlled while my party finished them off. With stasis field you just need to hit one power and lightning them to death! Force choke/kill was always useful though especially for single enemies as it is percentage based damage so it doesn't matter how much health the enemy has. Cheers!
  39. 1 point
    But what does this mod actually do?
  40. 0 points
    That's the entire point. As Bastila herself tells you right afterward. She wasn't interested in your answers, she was interested in how you answered. The other responses are needed because of this.
  41. 0 points
    This panel in the Ebon hawk is too dark to properly show the texture underneath, while the screen.txt texture is unaffected, the underlying texture is not. These pictures show the issue with mods, which make it more noticeable, but the issue is still present even if I uninstall all mods, although the standard texture is slightly lighter lighter which makes the issue a bit less obvious. This is a lightmapping issue, right? Is there any way to lessen the darkness, so as to decrease the contrast between the screen texture and the wall texture..?
  42. 0 points
    Operation kill Bastila remade has been updated to 1.6. Unfortunately due to the nature of the changes, you need to have a save from before you entered upper city Taris for the first time. However, if you are almost done Taris simply do not take off Bastila's disguise while in the upper city streets. On another note I am surprised it got to 1.6. I thought I would release it and be done, tbh. Ah well.. the best laid plans.
  43. 0 points
    Wow, just wow Squall these are wonderful. Any plans to include Dooku's clothing, and Darth Maul's? To say nothing of Asajj Ventress's style of clothing? Those would be interesting as well, also will these work in tsl?
  44. 0 points
    Yes, a decompiled NCS will never exactly match the original source. That's impossible. The more extensive and complex the code, the greater the difference will be. What you will also be seeing is a heap of stuff from the includes that are only referenced in the source, but have to be pulled in for the binary script. A single function in the original source like GN_DetermineCombatRound(); will probably result in several hundred lines of added code in the decompiled source. Giving the 3rd party script a cursory once-over, it looks like he has completely removed events KOTOR_HENCH_EVENT_ON_PERCEPTION (2002), KOTOR_HENCH_EVENT_ON_COMBAT_ROUND_END (2003), KOTOR_HENCH_EVENT_ON_ATTACKED (2005), and KOTOR_HENCH_EVENT_ON_DAMAGE (2006).
  45. 0 points

    Version 1.2.0


    This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there. Summary This mod removes all of the fourth wall breaks and tutorial sections that crop up at the beginning of the game. If you turn off tutorial pop-ups, you will not receive a single tutorial message or informative instruction, designed to take you out of the game, and teach you something that you already found out in your other dozen playthroughs of the Endar Spire. Trask is completely gone (though you might find the aftermath of his fight with Darth Bandon), and the player now escapes the Endar Spire without his nagging instructions. You can now power through the intro of the game if you like. Doors have been unlocked, allowing the player to progress through the level without being forced to using battle droids or melee weapons to approach combat situations. These features are also available in my Jedi from the Start mod, which also allows you to start as a Jedi. Features All tutorial elements removed from the Endar Spire and Taris Requirements & Compatibility Installation Read the Readme file, it will give you instructions on how to use the "Installer.exe" file to install the mod There is a "Manual Installation" option available for anyone who cannot use the Installer for whatever reason Tutorial Remover should be installed on a new installation, with KotOR 1 Restoration already installed if you plan to use it [*]Compatibility The mod is fully compatible with KotOR 1 Restoration The mod is fully compatible with Carth's Republic Uniform and Flight Suit Most mods should be compatible, unless they edit the Endar Spire, or the Taris Appartment Jedi from the Start is not compatible, but it does exactly the same things as this mod, making this redundant if you use that Recommended Mods Jedi from the Start does the same things as this mod, but also lets you be a Jedi Other Links If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile. If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com. Thank you for reading, enjoy!
  46. 0 points

    Version 1


    Hello everyone! With this mod, I've redesigned Darth Sion's look to make him look more realistic and scary. When creating this mod, I used the standard appearance as an example, without incorporating features of the Force Unleashed version (except for parts of the clothing). The face consists of various photos of famous movie characters, such as Two-Face, Kroenen or Snoke. The resolution of the textures is 2048x2048. Thanks to Darth_Sapiens for creating the Cube Map Pack, which is where the cube maps come from.
  47. 0 points
    Hey all, I know I haven't been exactly active in the modding community in years, but I was recently approached about my previous work on my HK-47 Melee/Saber Mod. It came to my attention that since the disappearance of LucasForums, my tutorial on how I did it is no longer accessible. However, I managed to dig up an old copy. Given how long it's been this information may be old news, but I figured I would repost it here in case it is of use to anybody else. This is the original instructions I made to create the HK-47 mod, it was a rather crude and experimental procedure for me at the time, so it can definitely be refined and improved. Feel free to reply with any updates or experiences. Without further ado, here is the original tutorial:
  48. 0 points
  49. 0 points
  50. 0 points

    Version 2.3.4


    DLGEditor is a GUI based dialog viewer and editor for Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords. The editor is divided into two panes. The upper pane contains the treeview portrayal of the dialog with NPCs speaking in red (Entries) and PC replying in blue (Replies). Upon highlighting the nodes of the tree, detail widgets appear in the lower pane containing node-specific information which can be edited.