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Showing content with the highest reputation since 06/15/2020 in all areas

  1. 12 points
    Just out of the oven, freshly baked.
  2. 8 points
    Welp it's been a little over a year since I created this thread. Since then I built the LucasForums Archive Project to aid in my KotOR research. I thought I would share it here in case anyone is interested. It isn't anywhere near complete, but there is quite a lot included already. I may attempt to add more at some point in the future.
  3. 6 points

    Version 1.0.0

    113 downloads

    This mod replaces the 2D billboard holograms used in the Twisted Rancor Trio puzzle in the Taris Lower City Apartments with full 3D holograms, coloured blue like in the movies (and TSL). Also fixes some missing sound effects that were intended to play when activating each hologram. You may also be interested in my Movie-Style Rakatan Holograms and Movie-Style Holograms for Endgame Cutscenes mods. Changes: Replaces Bith 2D sprite with four separate animated 3D Bith models, each with a different instrument Replaces singer 2D sprite with animated 3D model (two different anims) with semi-custom texture to look like the original Adds emitter VFX Only switch emitter light on when activated instead of always on Repairs broken activation sound effects Known Issues: Because meshes do not self-occlude, there are some artefacts when viewing from certain angles. Requires a save before entering the Taris Lower City Apartments (East) for the first time due to GIT changes. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to @CarthOnasty for the original idea, which I shamelessly stole (I did wait 2 years though)
  4. 5 points
    I did just that. Tweaked th column some more. It's only that one particular direction where I have a lot of smoke and that's the direction of the Industrial Zone. As you can see in the video below, there's much less smoke in the other directions and I might even reduce it further for the other modules.
  5. 5 points

    Version 1.0.0

    61 downloads

    Re-texture of PFHA02, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHA02 HD 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) Made with love.
  6. 4 points

    Version 1.0.0

    18 downloads

    This is a simple edit of the camera model for the workbench upgrade screen that alters some of the camera angles/positions to zoom in a bit closer to lightsabers, so you can get a better look at the models when running the game at higher resolutions. Obsidian already adjusted the UI to provide bigger previews of other upgradeable objects, so only the sabers are adjusted for this version. Since the model preview window is a little narrower than in widescreen modded K1, all three hilt types have been rotated 45° to maximise the available space. Mostly intended for those using modded weapons. A version for K1 is available here. Installation Instructions Simply drop the MDL/MDX in your Override folder. Known Issues Only tested at 1080p. Results may vary at other resolutions/aspect ratios. Modded weapons that are excessively large will likely go off-screen, but they probably do that already. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax.
  7. 4 points
    I just checked footstepsounds.2da, and 0 is listed as "Soft", whereas 2 is listed as "Droid". So, hopefully this confirms what Jc2 is saying; just change the "footstepsound" column of the N_mandalorian section from a "2" to "0" in Appearance.2da with the Kotortool, and that should fix it. (Unsure about the "Soundapptype", as that's a bit outside of my personal knowledge base) One thing I'd like to note is that the Kotortool has an idiosyncrasy where it won't save your changes to a column unless you click onto another one before saving. It's a bit complicated, but I'd be willing to help if need be.
  8. 4 points

    Version 1.0.0

    47 downloads

    Re-texture of PFHC05, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHC05 HD 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) Made with love.
  9. 3 points
    You guys may want to do a test of a larger map in KotOR before proceeding. If I remember correctly, I tried rendering higher resolution maps for some of the Sleheyron areas, but they turned out all wonky in the game, as if the game only uses a set pixel amount for each dimension. There may be additional settings in the GUI files that could be changed to work around this, but I don't know of them.
  10. 3 points

    Version 1.0.0

    26 downloads

    This is a simple edit of the camera model for the workbench upgrade screen that alters some of the camera angles/positions to zoom in a bit closer to certain weapon types, most notably lightsabers, so you can get a better look at the models when running the game at higher resolutions. Mostly intended for those using modded weapons. Installation Instructions Simply drop the MDL/MDX in your Override folder. Known Issues Requires ndix UR's KOTOR High Resolution Menus mod to work as intended. Only tested at 1080p. Results may vary at other resolutions/aspect ratios. Modded weapons that are excessively large will likely go off-screen, but they probably do that already. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for the High Res Menus mod.
  11. 3 points
    K2 Upscaled Maps by tunalex adds a nice polish to the game, especially if you have other graphic mods. Seems worth checking out, I certainly will next playthrough.
  12. 3 points
    I'm guessing its an appearance.2da edit, as both N_mandalorian02 and 03 both have footsteptype as 2 and soundapptype as 6 which is identical to the HK-47 foosteptype as 2 and soundapptype as 6. Perhaps change those two numbers to either what the PC normally has which if you check the P_mal_XXX anything you'll notice its listed as 0 and 0, or change it to any human NPC numbers. Since I haven't made this edit myself ever, I'm not 100% sure about it.
  13. 3 points
    Obi-Wan's hilt from ANH. The true prototype hardware saber, cobbled together from random assorted crap. The balance pipe from a Rolls Royce jet engine for the emitter, a WWI rifle grenade for the upper body, a Graflex flashgun clamp with Texas Instruments calculator bubbles and a booster from a Browning machine gun for the middle/lower, plus an Armitage Shanks sink tap/faucet knob for the pommel. It's truly remarkable how well the individual pieces fit together given their diverse origins. K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Obi-Wan's_ANH_Lightsaber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Obi-Wan's_ANH_Lightsaber.7z
  14. 3 points
    @La Ingobernable It worked! Thanks! The fruits of my labor
  15. 3 points
    @jc2 OH JESUS OH GOD @La Ingobernable I'm afraid I'm stuck on how to save my changes to appearance.2da. I can save it as a new appearance.2da file, but I can't seem to overwrite the existing one.
  16. 3 points
    Ugh, now you've got me on a saber kick. Here's a new one - Luke's "V2" saber from ROTJ. This is more or less the actual hero, since this is the one used for hanging off his belt and any non-stunt/combat shots. It's actually one of Obi-Wan's stunt sabers from ANH (notably in the scene where Vader gives him the chop), hastily pressed into service after they started filming with an ESB Graflex before realising that Luke was supposed to have lost that on Bespin... It's notable for being ratty as hell, covered in gunk and worn and flaking paint, with gaffer tape around the neck to stop the emitter from rotating and holes in the pommel/booster area plugged up with some random bits. A few other Obi stunts were also used, one of which, the short-bladed "Yuma" hilt used during the sail barge fight (where Luke gets shot in the hand), was later cleaned up, repainted, and given a custom control box to become what most people know as the hero for reshoots. It's only seen in a single shot, the insert shot of Vader twisting it in his hands on Endor. It was also used in the cut cave construction scene, which was later made available on the Bluray release. K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Luke_ROTJ_V2_Belt_Hanger.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Luke_ROTJ_V2_Belt_Hanger.7z Doesn't look so flash in-game, since you can't really resolve a noisy texture like that from a distance, but eh.
  17. 3 points
    Five years since the release of my first film: Return of the Exile. Please enjoy this nightmarish grin from Zekk.
  18. 3 points
    I noticed I had a half-finished Vader ANH hilt from a few years back. I think I probably used that as the basis of the Anakin AOTC hilt, but then never got around to finishing it. So I put together a texture for it. Available as a unique and vanilla red hilt replacement. I think oldflash already has a Vader hilt in his movie hilts pack, but from memory it was the ROTJ version which I dislike (it was a Graflex bastardised to look kind of like an MPP). K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Darth_Vader_ANH_Saber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Darth_Vader_ANH_Saber.7z And since I mentioned it and I don't recall whether it was posted publicly or not, the said Anakin AOTC hilt: K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Anakin_AOTC_Saber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Anakin_AOTC_Saber.7z
  19. 3 points

    Version 1.0.0

    51 downloads

    Re-texture of PFHA01, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHA01 HD 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) Made with love.
  20. 3 points
    Thanks for the reply guys. Upon checking the skybox again after a good night of sleep I agree with you. The static smoke doesn't work. However, I found a way to get animated smoke instead: Particles Below you can see a video demonstration with the vanilla particle smoke in the foreground and both the old static smoke on the skybox in the background and the new animated background smoke. I'll tweak the particle settings some more and remove the static smoke of course but I think this is already going in a very nice direction. You can also see the changed fog color that blends much better with the skybox now (Look for that round building in the middle of the screen and compare it to the screenshot in my last post.)
  21. 3 points
    Not sure what happened there. I thought I fixed it last time. Maybe the eyelids got accidentally reverted in the second version that adjusted the eyeball UVs. Try this version: K1_PFHB03_Fixed_(Again).7z I also smoothed out some of the bumps in her head (as much as was possible anyway, given the low poly count), since it looked like someone had taken a hammer to her. Presumably @Dark Hope will be interested in the update as well.
  22. 3 points
    Hey everyone, As per usual, I've failed to keep this blog updated. Truth be told, I don't have much enthusiasm for it as it doesn't seem to garner much traction and I much prefer to post regular updates over on the "Community" section of my YouTube channel. At any rate, Echoes of the Past is done, and will be premiering live on YouTube this Saturday (20th June) at 10pm BST/5pm EST/2pm PT/4pm CT/3pm MT. You can watch the livestream here if you are interested, I hope to see some of you there! I also now have a Discord server for my films, @Sith Holocronand @Mellowtron11 are already members of it so please feel free to join. This may be my last blog post (at least for a while) as I much prefer posting announcements in the server and interacting with people over there. Really excited to see this film go out, I've worked really hard on it and I think (hope?) you'll like it, too. Hope everyone is taking care in the current climate! ~ DV
  23. 3 points

    Version 1.0.0

    54 downloads

    About This File Re-texture of PFHB01, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHB01HD 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) Made with love.
  24. 2 points
    That recent animated aging avatar by Sith Holocron made me think about the external signs of the age of the Jedi Masters in TSL. The Council holorecord was from 10 years prior the game, but the members of the Council did not visually change (do they use the same models?). And obviously they could not be too young to begin with. Especially Vrook, he was same old man in the TSL (3951 BBY), in K1 (3956 BBY), in the holorecord (around 3960 BBY), in the comics "KOTOR" set shortly before the Mandalorian Wars (3964 BBY). He was even in the Council in the comics about Duron Qel-Droma (3993 BBY) and looked like he was already over 40 (this might just be an oversight, but funny in the context of this post). In less than 10 years, Malak received tattoos, unique armor, skin changes due to the influence of DS, lost his jaw, replaced it with a metal plate, as a result received a new voice and, in the end, was killed. Revan shaved / grew facial hair all the time. But the members of the High Council didn't even change their hairstyles (let's assume that Atris had closet full of same white librarian' s robes). This may be a reasonable idea for a mod or, perhaps, some kind of expansion to Full Jedi Council mod to visually reflect passing years on masters, for example, to make Atris and Lonna Vash younger in Holorecord and to age Vrook in the present time. Kavar and Zes-Kai Ell can be changed in any direction, I'm not sure about them (they appeared only in the background of one comic book). What do you think about this subject? And is anyone willing to create such a mod if it fits the lore?
  25. 2 points
    I wish you waited a few moments to let me respond. I just got home. However, @Effix is right about this. Mod updated. Update: Just so everyone knows, I was kidding @Effixabout this. However, I think the joke went over everyone's head so I've decided to let everyone know. It was odd (and funny) to see his post above pop up as I was literally looking at the files. If I didn't have to wait an extra 10 minutes for someone to come into work, I would've had the answer for @CratosGoblinready and posted. If you'd like to confirm everything now correctly works @CratosGoblin, please let us know. I'm now rethinking whether I should've made the Jedi Library Archive be red for a fully dark sided Disciple (d2 tier) rather than de-saturating the background. If I went with that instead, what should I do with the mid evil tier (d1)? This thing I've linked to below BTW is not representative of a Red Jedi Library as it's 85 frames. https://imgur.com/6MvYpI0
  26. 2 points
    Hello! I'd like to ask your opinion about this item's restriction. Currently it's restricted to Light Side but not to Jedi. The description speaks specifically of being an item created to celebrate Guun Han Saresh's acceptance into the Order. Do you think it would make more sense if only light sided Jedi could wear it? Thanks.
  27. 2 points
    I think that's a great idea for consistency's sake. I mean, it does make sense after all. Perhaps adding Jedi Defense to Feat Required field on the item's template/UTI would be the best approach for that.
  28. 2 points
    That part is relatively straightforward to do in principle at least, since Max can make use of lightmaps via a DirectX shader: The real problem would be the impracticality of setting it up for every single level, since that would involve hundreds of materials. The only way it would work is if bead-v (or someone else) could alter KMax to add a mode where it automatically loads materials up with that shader rather than just using the default material settings. But overall, while an interesting thought exercise, as Kex alludes to it isn't a particularly practical endeavour.
  29. 2 points
    Honestly, I think it would be much easier to load the modules in Max and then render from there with an orthographic camera. Granted, you don't get the exact ingame lighting so that would have to be set up to look good but you get around the facing issue where not everything is rendered ingame depending on where your character looks. And stitching perspective renders taken from different places is a real pain as nothing matches up. The biggest issue with either of these methods is something else though. The modules in both games were stripped of all geometry that cannot be seen during normal gameplay or in other words: They're not meant to be seen from above and you'd get gaps and missing roofs and whatnot everywhere. I assume that the original maps were rendered before the unnecessary geometry was cut or something like that, but for a good looking map that would have to be restored at least in parts. Either way, I like the idea even though I don't know how feasible it actually is.
  30. 2 points
    Well as I was searching through the skinning tutorials and there seemed to be none on how to make a good looking texture with gimp, there was a lot on photoshop but not gimp so I decided to share my knowledge of it with the community. __________ Basics Basics part 1: Selecting an area To make good skins you would need to select a precise area to make it look nice. To do this you click on the drop down menu at the bottom. Usually this has 100% in it as a default. Set this to anything you wish. you should be able to distinctly see the area you wish to select now. Now to select the area you click on this icon and then click on each "bend point" on the area you want. A bend point is wherever the texture bends away from a straight line. Basics part 2: Re-coloring To change the color of a Jedi Robe some beginners use the paintbrush tool. In some cases this might work, but not if you want to make the robes look natural. For a natural look you first select the area you want to change by using the free select tool, if you want to modify the whole texture's color at once you go into "Edit" and then "Select all". Next you go into the "Colors" tab at the top of the page and click on desaturate. Note only do the desaturate step if you want to compleatly change the color, if you don't and you just want a hint of the color in the already existing texture you skip that step. To change the color you go into the "colors" tab again and click on "Color Balance". A menu like this should open. In that menu you drag the bars around till you get the shade you want. This part should be pretty self explanatory as the bars are clearly labeled. If green was your desire, your outcome should be something like this: If you want a more direct color you go into the "color" tab again and go to colorize. This can give you a quick and effective color but might not retain as much detail. Basics part 3- Repair When you select an area and re-color it sometimes you see a tiny bit you wanted that color. To fix this you use the blur function adjust the size to around .15 then zoom in to 800% and take the re-colored pixal section and hold down the blur and "push them" on top of the other area. Advanced This section is for people who know the basic functions of gimp and successfully make a descent re-skin Advanced Part 1- Overlay Overlay is basically changing the way the new layers interact with each other when you paste in another texture. In the "layers, channels, paths" toolbar: There is a dropdown menu here: in there there will be a bunch of options you select and they make the picture somewhat transparent and molds it to the texture. Click on them all till you get the look you want. Note you must have pasted a new layer into it and NOT merged it down. Advanced Part 2- Enhance filter Up in the "filters" toolbar menu there is a section called enhance go into it and select sharpen. Drag the bar in the menu till you get a good look, it really adds to the overall appearance. I will add some more tips when I find them but here they are for now. Enjoy~
  31. 2 points

    2,485 downloads

    This modification changes the default Mandalore appearance to that of a canonical Mandalore, complete with tribal facemask and Portrait icon. To install, copy the "Mandalore" folder into the Override folder within the SWKotor2 directory. To uninstall, remove the "Mandalore" folder from Override. Credits: Silveredge9, Quanon, 90SK, VarsityPuppet
  32. 2 points

    47 downloads

    Tunics for ZS Armors by 90SK --- This will swap the JS/ZS armors into tunics. There are eight total including the Dark Jedi Armor and Sun Guard Armor, as well as skins for the remainder of defaults. I have included MVacc224's placement of Darth Malak's Armor in the Korriban Academy There is also a replacement of the Sith Tomb sarcophagus, it will contain a Kaiburr crystal upgrade item, and a Sith Assassin tunic (Dark Jedi Armor). The Dxun Puzzle reward is replaced with a Old Republic Jedi Guard tunic. The skins are for the old items, and they all have female/male skins and new icons. These are some old skins I had floating around. I remade the icons for this release. To Install, copy mod files from archive into Override To Uninstall, delete mod files from Override This is a segment of other mods I have done, it will potentially conflict with my other mods. Explicitly do not install this with Loot and Immersion Upgrade Installed. This mod is also included in Jedi Items + 4.0.4 This is not compatible with other JS/ZS mods and must be removed if they are to work. This is fully compatible with the default game, TSLRCM, and M4-78EP. If you have questions or comments, PM 90SK here on DeadlyStream THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  33. 2 points
    View File New Force Power: Retribution New Force Power: Retribution By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new Force Power to the game: Retribution. It is based on the ability Anakin has in Battlefront 2 from EA. The Power does not check for any saving throws, and it's accessible at any level with any class. But as a counter to this it will consume most of your force points if you are low level. The Power works for both games, just be sure to select the appropriate directory in each case. Includes: · Custom animations. · Custom sounds. · Custom icon and description. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: Keep in mind this mod changes both the throw and choke animations (making this last one fireforget instead of looping), so it will not be compatible with any mod that changes the supermodels within those animations. BUGS: Sometimes not all the enemies will be affected by the Power if they are behind you or really far but inside the Power radius. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Alvar007 Submitted 06/14/2020 Category Mods TSLRCM Compatible Yes  
  34. 2 points
    The pillar facing changes were already implemented alongside adding the missing lamps.
  35. 2 points
    So here is a weird moment for me today. I am currently cutting up a large MP3 file to turn each sentence into separate mono WAV files so they can be animated. I'm also removing dead space and removing hemming and hawing. The contributor's subject is splicing. So I'm splicing a splicer talking about splicing. Is that too meta or what?
  36. 2 points
    The problem lies in Angelus6 texture pack. File "C_Gammorean01.tga" is unfinished (comparing to C_Gammorean02.tga and others). Delete it or copy "C_Gammorean_Low" (or other Gammorean texture) and rename it as "C_Gammorean01.tga".
  37. 2 points

    Version 1.0.1

    63 downloads

    In KOTOR 2, Mira is a companion with hair that falls nothing short of a blocky mop. Whether the style's a relic from the early 2000s or due to graphical limitations at the time, this mod aims to tone down her excessive volume. Now, you can make Mira look just the right amount of edgy. Installation To install this mod, drag the "Override" files to the override folder located in your game's directory. If prompted, select replace, though you may want to back up duplicates beforehand. To uninstall this mod, delete p_mirah.mdl and p_mirah.mdx from your game's override folder. Compatibility & Known Issues There shouldn't be any issues for compatibility with retextures, with other mods, or otherwise with this mod. Credits Fred Tetra, Kotor Tool bead-v, MDLedit & KOTORmax Autodesk, 3ds Max Thanks to DarthParametric for help troubleshooting. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please ask for my permission first. This mod should only be found on Deadly Stream, no other user may upload it to another modding site.
  38. 2 points
    When you post error report for KotOR1 now and in the future, you might want to start it off answering the following questions. 1) During the game, when did the problem begin to occur? 2) Did you install the latest version of the mod (if using K1R or K1CP)? 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) 4) What region is the game designed for if it's the 4 CD version? 5) Did you update your game as required by your game's region? (4-CD version ONLY) 6) Did you use the TSLPatcher for your mods, if provided? 7) Were there any errors in the TSLPatcher installation? 8} What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) 9) Can you be more specific about the error? At what point did it happen? 10) Have you tried re-downloading the mod? 11) Have you tried using a different save game? 12) Have you tried starting a new game? 13) What Operating System do you use? (List Virtual Machines as well if you are using them.) All of that being said, check this thread on Reddit to see if it may prove relevant.
  39. 2 points
    @La Ingobernable I missed that, thanks for letting me know. I'll include Gran ports in the next update.
  40. 2 points

    Version 1.0.0

    60 downloads

    Re-texture of PFHC02, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHC02 HD 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) Made with love.
  41. 2 points
    I know it's been quite a while since I made any announcements on this project. 2019 was a very busy year for me. Even so, I was still able to work on the code a bit, and pushed code updates to the GitHub repo every so often. 2020 is still looking to be just as crazy if not more. I'm hoping to be able to post more updates on my progress. I've compiled an alpha build for anyone to test out. It can be downloaded from the release page of the GitHub project here: https://github.com/KobaltBlu/KotOR.js/releases/tag/v0.0.1 Download and unzip the contents somewhere. KotOR-js.exe is the main executable. When you run either game or the toolset for the first time, it will ask you to locate the game directory for the original games first. After that you should be good to go. It is an alpha so expect some things to be broken and or act weird. Compatibility Note: This is a 64bit build. I also believe it only supports win7 and up. I'm always eager to hear any and all feedback! This project continues to be a lot of fun to work on, and it's always forcing me to push the boundaries of what I know about coding and game design. If I can say something of encouragement to the new modders or coders that may be out there browsing these forums. It would be to chase that crazy idea and push yourself to try. When you spend hours and hours writing code or creating a mod, that feeling of seeing your hard work finally bear fruit is amazing. I can't count how many times i've seen modders discouraged from attempting projects because other people think they are biting off more than they can chew. I know that if I would have announced this project when I was just beginning, I fear I would have received similar remarks from some. The thing is that you very well might be over your head, and thats ok! Failure doesn't have to be the end of the road, it can be a stepping stone to better things if you learn something along the way and apply it the next go around. At least that's how I see it 😅. Anyways I apologize for rambling on, I'll sign off for now!
  42. 2 points
    Uhm, not to disappoint you but there's actually more smoke in the second version. It might look like less because I recorded the second one from a different location but it's actually four plumes now where it was three before (two of which were still static in the video).
  43. 2 points
    ICYMI: Echoes of the Past - out now!
  44. 2 points
    I think it's a nice addition there. My only criticism may be to the number of such smoke pillars in the sky. I'd rather see fewer of them and with much more distance between them than it currently is.
  45. 2 points
    Hi, I had a look at those files today and from what I saw they looked really great. Hopefully someone will use them in the future to make a bigger Coruscant expansion for either game. However, I was hoping to find the full Jedi temple model shown in the preview image. Unfortunately that one doesn't seem to be included. Is there a way to get this model?
  46. 2 points
  47. 2 points
    Latest blog post, relating to release details for Echoes of the Past is up!
  48. 2 points
    It's getting somewhere: The background buildings are partially from the game, partially self modeled after game models and partially from SWTOR. There's still some models and details like smoke from the chimneys missing but the overall look is pretty much what I want already. I'll also add some 2d backdrop buildings to bridge the gap and blend between the ingame terrain and the skybox. Otherwise the difference is just too obvious especially in the Central Zone. Now, I don't know alot about the lore of M4-78 so if this industrial and dirty look is somehow completely wrong, please let me know ASAP and I'll try to design something new. I will make them a little softer but not as much as in your image. I personally prefer them with hard edges and that way they match the ingame godrays better as well.
  49. 2 points
    If you first install Jedi Items + 3.0.0, then Duplisaber in that order, it works and you can install anytime during the game (relatively early is best). The dissappearing texture glitch for Lightsabers, thanks to Hassat Hunter for this fix: https://steamcommunity.com/app/208580/discussions/0/496880503073184909/
  50. 2 points
    Hello everyone! Over the last little bit we've been requesting permission from all of the authors whose content is in the K1CP to host binaries on GitHub. Well, we've finally got permission from the last few people, so be on the lookout soon for releases to be downloadable from https://github.com/KOTORCommunityPatches/K1_Community_Patch We'll continue to also keep the release here on DeadlyStream up-to-date, but now you'll be able to get alpha and beta builds from GitHub to help us test, or to get your hands on the latest fixes. Enjoy!