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  1. 9 points
    Well N-DReW25 knows how to port NPCs between games, all without the need of creating a help thread.
  2. 7 points
    Star Wars Knights of the Old Republic 1 & 2 : Expanded Galaxy Project - Beta Over all both releases contain everything necessary for KotOR and KotOR 2 in order to add every planet / missing module to each game and vice versa and I have plans to add an overall questline during the game for each area as well as an expansion to both games, currently every module can only be warped to with the cheats enabled in the swkotor.ini files for both games. K2 ModDB Page : https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy K2 to K1 Videos : https://www.youtube.com/watch?v=DX__8xkF1ok&list=PLcla5Ujpqtcx4V_VPGTU0WsQPpjMSUN_1 K1 ModDB Page : https://www.moddb.com/mods/expanded-galaxy-project-kotor-12 K1 to K2 Videos : https://www.youtube.com/watch?v=HhYlUImv8iE&list=PLcla5UjpqtcwxNVK0DcHEwDry1ya9QWYa Facebook : https://www.facebook.com/expandedgalaxy/ KotOR Modding Tutorial Series : https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ Latest Release : Both K1 & K2 mods have been trimmed to only include the currently relevant files and main areas, music, sound and doors have all been updated for K2 but not for K1. K2 Download Link : https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy/downloads/expanded-galaxy-k2-beta-v0-2-9 K1 Download Link : https://www.moddb.com/mods/expanded-galaxy-project-kotor-12/downloads/revans-eternal-empire-k1-beta-v0-2-9 Information about the latest release & planned storylines! Modders Re-Source v0_2_5 Backup Release Screenshots of the Expanded Glaxy Project Current Progress & Plans for the Expanded Galaxy Project Thor110 Discord : https://discord.gg/g9cnEvr - For Testing & Story Discussion.
  3. 7 points
    Hello everyone! I just wanted to stop by and give everyone an update on the Community Patches. Although I've started to have a little bit more of a normal schedule these days, I'm still really busy and as much as I'd like to work on modding KOTOR, it always seems to slip further and further down my TODO list. However, there's still lots to do on the patches, and I don't want them to stagnate, so towards that end I'm giving @JCarter426 and @DarthParametric permission to update both of the community patches. They are both veteran modders who understand the spirit of the patches, and will take good care of it I'm sure! This doesn't mean I'm done working on them, just that I'm bringing in other people to the project for its own good I'll still work on it whenever I get the chance for sure! Thanks again for all your well wishes and support!!
  4. 6 points

    Version 1.0.0

    36 downloads

    This mod adds three-dimensional ears to male Twi'lek heads in KOTOR I. It'd always struck me as odd how male Twi'lek heads had ears that lay flat. For every other head in the game that has ears, those ears stick out. Even female Twi'lek heads have proper cones on the sides. After this detail bothered me for long enough, I decided to take a shot at fixing it. It may be a small-scale change, but given the frequency of Twi'lek NPCs, it's a nice visual improvement that keeps consistency with other character models in the game. Installation & Uninstallation To install this mod, drag the files located in "Override" to the Override folder located in your game's directory. If prompted, select replace, although you might want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete the files from the Override folder located in your game's directory. There's a list of files included in the download's readme.txt for reference. Compatibility & Known Issues This mod should be compatible with any other mod as long as they don't override the same files. Any Twi'lek male retexture mods should also work fine with this installed. Known issues: None as of this version's release. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Fair Strides, MDLOps Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & 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 reach out to me & ask for my permission first. If I give the go-ahead, just make sure to give the proper crediting.
  5. 5 points

    Version 1.0.0

    94 downloads

    ================================================================================================================================================================================================================================================================================================================================== Lehon Mandalorian Expansion Description: On the Unknown World, a MANDALORIAN faction is established! Mandalorians speaking in Mando'a (Mandalorian languaged created by Karen Traviss in Legends) and wearing custom Mando'a Beskar'gam. An alternate way into the Temple. No longer are you dictated by the order of which faction you speak to first, speak to all factions, then decide who to save, redeem, or slaughter, until only one faction remains. Double-crossing applicable when deemed necessary by the player. Experience the culture of Mandalorians and their narrative of the Mandalorian War, or attack them on sight for their past warmongering. But know, that such actions do not come without consequences, and only the strongest may survive... The choice is yours, and the battle awaits! Three added side-quests! Quest logs, lore expanding loot, new Mando’a armor and NPCs, new battles, new consequences, new decisions, LS/DS opportunities, new Party Member interactions, a few RP secrets, new battle scenes, And an All New Lehon Experience… Trailer: https://youtu.be/C0TjGNTOfqY Installation: Slower internet LME Light version available, only difference is that the audio is only playable in game, in condensed .wav format. Install both, by running tslpatcher, nothing else required. Credits: Deadlystream Community Fred Tetra for KT Voice Actors/Actresses: Belandrie as Burk'yc Brudii & Female Clan Ordo Recruit Wil Wright as the characters Clan Farr Sentry & Clan Skirata Scout Jaegun Clark (of Sandhawk Clan) as Clan Farr Champion UnusualCharacters as Dar'tal (Basic VO) Ner' Jate'kara as Clan Farr Recruit Dreadelicious as Male Clan Ordo Recruit nato as Clan Ordo Champion JCPenny as Clan Skirata Recruit SazMando for soundtrack @ebmar Voice Filter @DarthParametric : Helpful Tool aiding Voice Filter work by ebmar @Fair Strides for all the scripting help! Beta Testers: @Haveayap, @N-DReW25, @Deltm @JuiceTin, @Nato K1R Compatibility: Untested but theorized to work based on files, if K1R is installed first, then LME will make some changes to K1R, but nothing that should break the game. ================================================================================================================================================================================================================================================================================================================================== Version: 1.0.0 Original Release
  6. 5 points

    Version 1.1.1

    85 downloads

    This mod overhauls the appearance of Janice Nall and her Incomplete Droids in her store. # Background # I was in a playthrough and looking to overhauls things that're necessary; this is one of them. # About this Mod # This modification makes Janice Nall more like an expert droid technician; with those flashy looks of hi-tech armor she's wearing and her Incomplete Droids will looked like they're meant to be; an unfinished paint jobs with missing parts in their anatomy. Updated in v1.1.0: Adds an additional texture option for Incomplete Droid; which texture now immensely have the look of C8-42-GE3 [Elise Montagne's personal-assistant droid] with unfinished paint jobs. Updated in v1.1.1: An additional installation targeted to earlier version user; which is a fix for Janice Nall's model provided by @DarthParametric [Female Armour Collar Fix]. # Final Remarks # I have plan to change T3-H8 appearance to something more unique in the future update; to make it different from common utility droids spreads around the game. We'll see. 🤞 Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe] To install Incomplete Droids' alternative texture; simply run its option, or you could also drop the included file to the 'Override' folder. Overwrite when prompted Uninstallation: Replace the installed files with what is stored inside the generated 'Backup' folder. Particularly the tar_m02ab.mod, put back the file to the 'modules' folder; overwrite when prompted. Compatibility: This mod works either with vanilla or modded state of the game. Will be compatible with Kainzorus Prime's "[KotOR] NPC Overhaul Mod"- make sure to install this mod after the said mod has. Will not be compatible with any mods that overrides the tar02_brokedroid.utc and tar02_janice021.utc or anything that force-overrides the contents of tar_m02ab.mod. For this mod to be effective you should at least load a saved game before entering the Upper City North [tar_m02ab] module Redistribution: You can redistribute this mod or re-release it to any website as long it fits their policies; just don't claim it as your own. And be advised that I will not provide support to any technical problems there. If you are to re-use the assets to a mod you will be releasing, you don't have to ask for permission- but your generosity is very much welcome. Also, make sure to give credits to SpaceAlex, DarthParametric, BioWare & LucasArts with the release; as inside this mod are theirs. An appreciation to yours truly is also a warm welcome, welcome. Credits: DarthParametric for the past-and-present knowledge which allows me to create customs for the game, and also for granting my request on having his "Female Armour Collar Fix" included with this mod SpaceAlex for the Modder's Resource: K1 Enhancement Pack which its Twi'lek's head texture and Protocol Droid's texture as the primary base to work on to jc2 - whom recent release of Lehon Mandalorian Expansion triggered me on running a playthrough which resulting on this project Rece for the Animated Texture Tutorial which very helpful back then for me to understand how an animated clothing works ROTNR for the Creating Module Files in KotOR tutorial which helps me on creating the custom tar_m02ab.mod included with the mod Dark Hope, VarsityPuppet, JCarter426, redrob41, CarthOnasty, Sithspecter, DeadMan, Salk, Quanon, Kexikus, Silveredge9, Logan23 and N-DReW25 for an inspiration to most of the creation Fred Tetra for the 'amazing' KotOR Tool bead-v for MDLedit and KOTORmax Werner Rumpeltesz for PlainEdit.NET ndix UR for tga2tpc All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout and to discuss -eb
  7. 5 points
    I'm still here. And after moving, handing in a thesis and working a lot I finally had some time to work on skyboxes again. Yeay I also just realised today that I can use a simple cylindricalk UVW map for lightmaps and don't have to use a multi-unwrap script followed by somehow projecting a cylindrical map and rendering that to a texture. With that roadblock out of the way I was able to get a lot of work done for Taris. The backdrop buildings are now lightmapped to blend with the skybox: For comparison. Here's the same without lightmaps: In that case one would of course change the color for the texture but you can also see the change in "lighting" in the lightmapped image from left to right. That would have been impossible with a single backdrop building texture and no lightmaps. Now I just need to figure out what those weird white rectangles floating around the upper city are and get rid of them. I might also tweak the lightmap some more, especially for the Upper City South. And I need to check if everything still looks good once I render the skybox with all clouds enabled. Apart from the lightmaps I also did something else today. I'll show it in a screenshot and for some reason I'm feeling like making a guessing game out of it. Please don't ask me why. I'll post some hints in spoiler tags below and if you don't feel like guessing, you can just open the answer-spoiler^^ Answer: That's it for now, so all that's left for this post is me wishing you all a MERRY CHRISTMAS!
  8. 4 points

    Version 1.0.1

    135 downloads

    This mod replaces the voice overs used for Nikto & Aqualish NPCs in KOTOR. In KOTOR I, Nikto & Aqualish NPCs use the same VOs meant for Twi'leks, Ithorians, & Rodians. Because KOTOR II adds in VOs specific to the two species, I figured hey, why not incorporate them back into the original game? The intention of this mod is to provide consistency between the two games, while keeping the affected dialogue true to its intended "feel". To the best of my ability, I've added diversity, avoided repitition, & also added in mouth animations for VOs that originally had none. A bonus side effect of this mod is that the aggressive Nikto VOs make the Black Vulkars seem like an actual threat. I've included compatibility patches for the Queedle Fix, KOTOR 1 Community Patch (which includes the Queedle Fix), & K1 NPC Overhaul mod. NOTE: If you already had v1.0.0 installed, please download the Bug Fix option as it makes it easier to upgrade. Installation & Uninstallation To install this mod, run TSLPatcher.exe & select the first option. In order to proceed, you must confirm that you also have KOTOR II installed (just to keep it safe when it comes to porting legality). If you have the KOTOR 1 Community Patch/Queedle Fix or the K1 NPC Overhaul mod installed, run the installer again & select the option(s) for the corresponding compatibility patch(es) you need. To uninstall this mod, delete the files from your game's Override and streamwaves folders (I've included a list of them in the readme.txt). If necessary, restore any files in "backup" to the Override folder. Compatibility Compatibility patches have been added for the mods already mentioned due to their common usage. This mod currently is not fully compatible with the K1 Restoration Mod. Known Issues Some of the Nikto VOs don't have perfectly matching mouth animations, which is because KOTOR II has some missing .LIP files. The placeholders I'm using are as close as I could find. Maybe I'll create my own one day, maybe I won't. Redros's mouth doesn't move for a couple of lines of dialogue. This bug happens regardless of this mod & only if his appearance is Nikto, so I felt it's a bug beyond this mod's scope. Please let me know of any other issues you find, or if you come across anything I missed! Credits Fred Tetra, Kotor Tool Fair Strides, KotOR Toolset tk102, DLG Editor Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. As this mod ports files from KOTOR II to KOTOR I, it's intended for players who already own both games. I do not claim ownership of these ported files. 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 reach out to me first to get permission! If you just want to use the included .WAV or .LIP files, you're better off extracting them yourself. Not only are they not my property, some of them are renamed duplicates or have been modified otherwise.
  9. 4 points

    Version 1.0.0

    67 downloads

    This mod edits the models for the the female Class 7 (PFBF) and Class 9 (PFBH) armours. Along with Class 8 (PFBG), these three armours all feature a fabric collar. However, in the case of the F and H models this collar lacks any weighting to the neck bone, and due to its shape and height is prone to experiencing clipping of the neck with some head models. As the G armour apparently doesn't appear to suffer these issues, the collar from this armour (with some adjustment) was grafted onto the F/H bodies. The amount of clipping is somewhat variable depending on the head. It also seems far more prevalent on the small body size, but I have provided fixed models for all three body sizes. Compatibility: The UVs of the armours are unchanged, so they are still fully compatible with all vanilla textures and any retexture mods that stick to that layout Obviously the mod will not be compatible with any other mod that replaces the same models Permissions: This is intended as a half enduser mod, half modder's resource. People are free to include this content as part of other mods as long as credit is given. Acknowledgements: Thanks to @ebmar for making me aware of the issue via a screenshot for his Janice Nall mod Thanks to @bead-v for MDLEdit and KOTORMax
  10. 4 points
    And there were in the same country shepherds abiding in the field, keeping watch over their flock by night. And, lo, the angel of the Lord came upon them, and the glory of the Lord shone round about them: and they were sore afraid. And the angel said unto them, Fear not: for, behold, I bring you good tidings of great joy, which shall be to all people. For unto you is born this day in the city of David a Saviour, which is Christ the Lord. And this shall be a sign unto you; Ye shall find the babe wrapped in swaddling clothes, lying in a manger. And suddenly there was with the angel a multitude of the heavenly host praising God, and saying, Glory to God in the highest, and on earth peace, good will toward men. Merry Christmas!
  11. 3 points

    Version 1.0.0

    42 downloads

    [K1] Lana Beniko - PC Replacement Soundset AUTHOR: Sith Holocron ORIGINAL RELEASE: 07 JAN 2019 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: -------------------- Now your PC character in KotOR1 can sound like Lana Beniko from SWTOR! I've filled out as many of the options that I showed in the female PC voice lines document that I could. This also enables you - the player - to go through the lines and decide which is the best one to use. Options, people! Who doesn't like options? BTW, there isn’t a ported head mod for this voice to go with yet. If you wish to join the thread to offer your interest in such a thing, go to this thread. Hopefully, I've found suitable lines for the PC various scenarios. You'll have to let me know in the review section below. (Details are better than just leaving stars, you see.) Feel free to link videos of the lines in use if your review. I would've done it myself but my computer has not been brought to repair shop yet. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - the game doesn't have them activated, rendering the Exile mute. If you wish you attempt to perform a workaround, that is your own responsibility and not my own. Feel free to make your suggestions on workarounds below if you find a suitable one. Installation: -------------------------- You'll not be dropping these into your Override like my usual mods. This time you have new steps to follow. 1) Move the original KotOR1 files that share the file names in this mod to a place you can find them. (I recommend a folder on your desktop but you do you!) Those files will be located in the "Streamsounds" folder. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. 3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there. Note: If you're using the mod on Steam this quote may prove helpful. Uninstall: ---------------- Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder. 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 notified in writing of permission granted by me. 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 Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me in writing before your use. Special Thanks: ---------------------------------- @HK-47 - For suggestions on other characters to use to help fill in the blanks I was having. The suggestion proved invaluable. @ebmar and @thor110 – For their unbridled enthusiasm
  12. 3 points

    Version 1.0.1

    97 downloads

    This mod makes some minor changes to the forcefield in the Upper Shadowlands on Kashyyyk that gates access to the Lower Shadowlands. In the vanilla game, the forcefield is never actually disabled. Rather, the sound effect is simply turned off while the camera is pointed away from the forcefield, followed by an immediate area transition. It appears that Bioware did this due to issues with opening and closing doors via scripting. Additionally, there are no apparent controls for the forcefield, simply a frame and the field itself. The level model containing the forcefield has been edited to add a computer panel, fix a gap above the forcefield via some adjustments to the frame geometry, move some vines out of camera shot during dialogue, and prevent grass planes from spawning too close to the ramp and clipping through. The dialogue that occurs when interacting with the field has had some scripts injected to play animations implying that the forcefield is being switched off via the control panel. Jolee will now approach the control panel when the dialogue starts, and will face it when disabling the field. The field itself is now shown shutting down before the party transitions to the Lower Shadowlands. Additionally, there appears to have been an error in leaving out a script on one of the nodes that would stop Jolee from saying "You aren't going to ask about it?" even if you had actually asked about it, which has been fixed. Compatibility: The K1 Community Patch puts an edited version of the module's OnEnter script in the Override. After installing this mod, copy and paste k_pkas24aa_enter.ncs from the "K1CP Compatibility" folder into your Override folder, overwriting when prompted. K1CP's Tach gland fix is preserved in the provided compatibility file. If you are using a mod that forcibly overwrites MOD files (like NPC Overhaul), make sure you install that mod first. This mod will patch a pre-existing kas_m24aa.mod in the Modules folder. Not compatible with any other mod that replaces the same level model (m24aa_09a). Not compatible with any other mod that puts kas24_force_01.dlg in the Override folder (although such a case should be fixable with a compatibility patch). Known Issues: In order to get the forcefield to close and function properly again after a level transition, it was necessary to resort to a hack function Bioware implemented for (presumably) the same issue they had with doors on the Yavin space station. In testing this has worked perfectly fine, however, the specifics of the hack are undocumented, so there may be edge cases I haven't encountered. If anyone experiences any issues with it, let me know. As you can see in the video, there's a subtitle error for one of Jolee's lines. Fixing it is better left to dedicated dialog.tlk overhaul. The mod doesn't touch the Lower Shadowlands module, so there's no active field or control panel on that side. Perhaps that could be an optional extra added in a future update. Acknowledgements: Thanks to @A Future Pilot for permission to distribute a modified version of K1CP's k_pkas24aa_enter.ncs Thanks to @JCarter426 for various scripting advice and troubleshooting, past and present Thanks to @LiliArch for correctly guessing that it wasn't just Bioware being lazy, which lead me to find Bioware's hack Thanks to @bead-v for MDLEdit and KOTORMax Thanks to @ndix UR for TGA2TPC The control panel textures include a mishmash of various textures from The Old Republic MMO The robes worn in the screenshots/video are from @JCarter426's Fashion Line I: Cloaked Jedi Robes for K1 Thanks to @ebmar for pointing out the lack of TSLPatcher.exe in the initial release
  13. 3 points
    Lana Beniko soundset in download section now. Next up: (male) Revan! We will have to wait until my contributors send the necessary files to me before I proceed with my next soundsets. (Note the plural.)
  14. 3 points
    View File Lehon Mandalorian Expansion ================================================================================================================================================================================================================================================================================================================================== Lehon Mandalorian Expansion Description: On the Unknown World, a MANDALORIAN faction is established! Mandalorians speaking in Mando'a (Mandalorian languaged created by Karen Traviss in Legends) and wearing custom Mando'a Beskar'gam. An alternate way into the Temple. No longer are you dictated by the order of which faction you speak to first, speak to all factions, then decide who to save, redeem, or slaughter, until only one faction remains. Double-crossing applicable when deemed necessary by the player. Experience the culture of Mandalorians and their narrative of the Mandalorian War, or attack them on sight for their past warmongering. But know, that such actions do not come without consequences, and only the strongest may survive... The choice is yours, and the battle awaits! Three added side-quests! Quest logs, lore expanding loot, new Mando’a armor and NPCs, new battles, new consequences, new decisions, LS/DS opportunities, new Party Member interactions, a few RP secrets, new battle scenes, And an All New Lehon Experience… Trailer: https://youtu.be/C0TjGNTOfqY Installation: Slower internet LME Light version available, only difference is that the audio is only playable in game, in condensed .wav format. Install both, by running tslpatcher, nothing else required. Credits: Deadlystream Community Fred Tetra for KT Voice Actors/Actresses: Belandrie as Burk'yc Brudii & Female Clan Ordo Recruit Wil Wright as the characters Clan Farr Sentry & Clan Skirata Scout Jaegun Clark (of Sandhawk Clan) as Clan Farr Champion UnusualCharacters as Dar'tal (Basic VO) Ner' Jate'kara as Clan Farr Recruit Dreadelicious as Male Clan Ordo Recruit nato as Clan Ordo Champion JCPenny as Clan Skirata Recruit SazMando for soundtrack @ebmar Voice Filter @DarthParametric : Helpful Tool aiding Voice Filter work by ebmar @Fair Strides for all the scripting help! Beta Testers: @Haveayap, @N-DReW25, @Deltm @JuiceTin, @Nato K1R Compatibility: Untested but theorized to work based on files, if K1R is installed first, then LME will make some changes to K1R, but nothing that should break the game. ================================================================================================================================================================================================================================================================================================================================== Version: 1.0.0 Original Release Submitter jc2 Submitted 12/24/2018 Category Mods K1R Compatible No  
  15. 3 points
    Well, you're absolutely right. That scene will never feel the same without this mod installed! So lucky just barely get my feet wet in the Lower City on my current playthrough- and without second thought, I downloaded and install this awesome mod minutes after its release! Lol. All said and done- Permanent spot in the 'Override' folder has been filled.
  16. 3 points
    Download : Downloads for my KotOR Modding Tutorial Series are available in the post below and on the ModDB pages. Update : Please let me know how you get on with these tutorials, if you have any problems or suggestions for how I could improve anything even grammar / formatting I would really appreciate it, I hope to construct a tutorial series that covers modding of both the Expanded Galaxy Project and both KotOR games from basic modifications to Total Conversion Modifications set in the Old Republic Era of the Star Wars Universe, anything beyond this would require more work on your part, I believe it would be possible to make some interesting stories using the Odyssey engine for Point & Click type games or RPGs in general, but I believe it is better suited towards the Star Wars Universe, more specifically the Old Republic Era due to the abundance of content available in both games, but it could also be re-purposed for other Star Wars Stories from any time. https://www.moddb.com/mods/expanded-galaxy-project-kotor-12/downloads/kotor-modding-tutorial-series I will be posting my tutorials on ModDB as well, here is my first link which is a rough tutorial and overview of the future tutorials I have planned, both mods pages on ModDB will also have files to go alongside each mod and help streamline the process of creating levels for both games in the KotOR series and for the Expanded Galaxy Project. https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy/tutorials/streamlining-module-creation 01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map! Useful Links for learning to mod TSL & KotOR Thor110
  17. 3 points

    Version 1.0.0

    58 downloads

    Introduction This mod adds a new holocron to the game, which can be found on a corpse on Dxun. In addition to giving the player bonuses to their maximum Force Points, which unlock at levels 12, 14, and 16, the mod also gives the player the opportunity to learn three new Lightsaber forms: Sokan (Form VIII), Shi'en (Form IX), and Niman/Jar'Kai (Form X), which can be activated as non-medical abilities. (The vanilla lightsaber forms are hard-coded in the game). This derives from an unreleased mod of mine made in 2005, in which I made these three Lightsaber Forms work as passive Force Powers. These Lightsaber Forms become available at levels 13, 15, and 17. Their stats are as follows: Sokan: Attack +3 Damage Bonus +1 Reflex Saves +3 Defence Bonus 2 Defence Bonus vs. Piercing -2 (net bonus: 0) Shi'en: Attack +3 Damage Bonus +3 Defence Bonus -2 Blaster Deflect -2 Reflex Saves -2 Niman/Jar'Kai: Attack +2 Offhand attack bonus +3 Defence Bonus 1 Fortitude Saves -1 Installation Double click 'Install Dxun Holocron', and hit the 'Install mod' button. Uninstallation Remove the following files from your Override folder: di_d_gk1.ncs di_g_lf8.ncs di_g_lf9.ncs di_g_lf10.ncs di_gk1.utc di_jh_01.dlg di_jh_01.ncs di_jh_01.uti di_jhc.utp di_k2s_lf8.ncs di_k2s_lf9.ncs di_k2s_lf10.ncs di_k2s_lf8.uti di_k2s_lf9.uti di_k2s_lf10.uti di_s_gk1.ncs di_s_jhc.ncs ii_datapad_063.tga ii_datapad_064.tga ii_datapad_065.tga ii_datapad_066.tga Copy the files 'spells.2da' and 'globalcat.2da' from the backup folder created by TSLPatcher on installation into your Override folder. If no such folder was created on install by the game, you can (probably) safely delete these two files as well. Known Bugs The new Lightsaber Forms won't appear in the same place as the vanilla forms do on the GUI, but in the non-medical items slot (with the shields, basically). There's not a lot I can do about this; the Lightsaber forms appear to be hard-coded. Credits Thanks are to deathdisco, whose original KotOR I lightsaber forms mod inspired this one; to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script; to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work; to Holowan Labs, which was by far the best place to work on KotOR mods on the internet; and to Obsidian, Bioware, and LucasArts, for making both KotOR games.
  18. 3 points
    Happy New Year 2K19 from Nar Shaddaa! featuring the amazing Sharen Thrawn's "Realistic Nar Shaddaa Skybox"
  19. 3 points
    Files work great, and voice clips are very clear! Absolutely worth the download and should be used together with Darth Parametric's Head Ports!
  20. 3 points
    There's nothing fancy about it. I just copied the mesh from another module (Upper City South), positioned it in my Davik's Estate scene in 3ds Max and linked it to the skybox odysseybase. And since I'm lazy, I took a building mesh that already has a proper lightmap so I didn't have to add that one either. In other news: I now consider the skybox part of Taris final. I will probably go back and tweak the lightmaps some more in the future but that will be only tiny changes. And to celebrate this milestone there is the obligatory render: I also went back to the very first skybox I made when restarting this project almost two years ago: The Telos Polar Plateau. There was always something bothering me about its snow in particular, but that's now fixed. The trick was to get rid of the fancy snow shader (which had among other effects an actual displacement for piled up snow) and replace it with a very simple color shader instead. Then I lightened up the rock color to better match the ingame terrain and the skybox was done. Afterwards I just had to fix up the model and while doing that, I also added a skybox to the academy hangar similar to DarthParametrics standalone mod. And even though it's not exactly spectacular, here's a standalone render of that skybox:
  21. 3 points
  22. 3 points
    You are absolutely right about that. The colours were still a bit off and Bioware's lighting on Taris is terrible^^ So I continued iterating over the lightmap for my 2d buildings and also the lightmaps for the 3d buildings to get everything to blend together. Once I was happy with that, I enabled all the clouds in TG and rendered the skybox again. That changed the lighting of the skybox so there was a mismatch once again. That meant tweaking the skybox lighting to get it closer to where it was before, followed by tweaking the lightmaps again. And finally, I rerendered the 2d buildings with more contrast and a better cubemap. Here's the result of all that: Much better if you ask me. What's left now is to rerender the cubemap (used both when rendering the backdrop buildings and ingame for reflections) at a higher resolution and then maybe do some additional tweaking. More importantly, I still need to do the same thing (changing all the lightmaps) for the Upper City South. But I'm getting there I also noticed that I had forgotten about one skybox when going through all the models and fixing them: Davik's Estate. That was changed and Davik has a nice view from his hangar now. I decided not to add additional backdrop buildings here since I figured that his estate was probably expensive and should thus stand a little more separated from the rest of the buildings.
  23. 3 points
    I did it. I released LME. It took me three days, to finally do it. Two years ago an idea.
  24. 3 points
    I got a lot of problems with you people. Now you're gonna hear about it. I'm trying something new again, though I've been thinking of doing it for a while. I noticed the site update changed the way it manages updates to mods. I think the new way makes more sense than the old way, but it does mean it's easier for updates to go unnoticed to anyone who isn't specifically following the mod page for that. So I figured I'd do a sort of mod roundup every so often to shout into the void about what I've been up to. Updates The primary point of this format - new updates to old mods that you might've missed. Supermodel Fix for K2 - Added some fixes for dual saber animations. And apparently I broke TSLRCM's lean animations at some point, so I fixed those too. Slave Bastila - I spent a good part of the summer putting out fires for this mod. Then after I thought it was done, there was some more weird stuff that wasn't even my fault. Nobody's reported anything for a couple months so I think it's safe now. Handmaiden Sisters - This was the first mod I submitted to Deadly Stream, though it wasn't the first mod I made, not by far. So it didn't have much sentimental value and I neglected it. It had been out of date for a while. I ended up redoing it from scratch for the update. Korriban: Back in Black - By request, there are new options for Uthar and Yuthura. And also a fix for a weird bug with a guy on Manaan. New Mods Some fine additions to your collection. Vision Enhancement - Makes the player stop going to bed wearing armor and teleporting to the Ebon Hawk in their sleep. Fashion Line I: Cloaked Jedi Robes for K1 - Ports those K2 robes with cloaks to K1. Possibly the #1 request since Deadly Stream started accepting ported mods, if we aren't counting "hey why don't you port the entire game" as one mod. Force Knock - Adds a Force power to replace the need for the Security Use skill. Modding Tools & Resources Stuff of no interest to non-modders but of potential non-zero interest to modders. Cloaked Jedi Robes & Supermodel Port for K1 - Mod resource version of what makes the Cloaked Robes and Slave Bastila work. Odyssey++ - User-defined languages for Notepad++. Suggests stuff as you type. Makes scripting for KOTOR easier. Something Completely Different In this section I'll post something recent that I didn't make but I think is cool and deserving of attention. This time, without a doubt, it's the CSLU Toolkit revival by @Jenko. The CSLU Toolkit is what KOTOR mods have always used to generate lip files because that's what was available back in 2005 when JdNoa made her LipSynchEditor. It was a convenient, free resource... at the time. Recently, it's been impossible to get a hold of the software. The CSLU server has been offline for over a year, meaning nobody could install the Toolkit. Even if they had the installer, it wouldn't work without the server available to confirm the license. I remember problem-solving this when the server first went offline. I even sent over my registry files, hoping we could get a new installation to recognize my license - just so we'd have the option of transferring a totally legitimate installation to a new machine when the time came. But nothing worked. It was oddly secure for freeware. Ultimately, it took him single-handedly pestering the staff at Oregon Health & Science University, getting his emails sent down a chain of several people in the hopes that it would finally reach somebody who actually worked on the thing. And it did. It was a Festivus miracle.
  25. 3 points
    If this mod is truly dead (I really hope this is not the case, but many fans fear that the mod actually is dead), then please, at least, if Logan is reading this or You were actively involved in its development and still have the files You were working on, release the files with what You worked on so far! I understand it must be hard to let go, but let's face it: is it better for all the hard work to just "rot away", forgotten on some hard drive in an old PC, that is collecting dust in an attic, or would You prefer that people would be able to enjoy at least a part of Your hard work and creativity, with proper credit being given to Your effort! I am absolutely sure that all content made so far should be released, so that we could enjoy what has been made so far, and other young, dedicated modders could pick up the pace and continue Your excellent work! It could be uploaded to GitHub or even here and given "as is", and I bet lots of people would be much happier to play an incomplete mod than no mod at all! I know it must be hard to let years of work go, but it would be a pity to let pride completly lose and destroy the very work You spent so much of your youths on! Let's face it, it's been 10 years, it is a mod for a 15-year old game, it might not even run on the operating systems we will have 5-10 years from now :(( I know it is sad, but this is the reality, I am sure everyone will really appreciate being able to just play the mod as is right now, with all its missing content and bugs! Some of us are in their mid 30s to their 50s, we might not even live long enough to get to see the full mod released, if it ever gets finished...