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  1. 27 points

    Version 1.0

    203 downloads

    This mod rewrites all text in the game using the finest machine translation services available. It is intended to offer a new experience to those familiar with the game.
  2. 21 points
    In this Topic i want to share my current progress on a project to make the visual appearance of the Planets in Kotor 2 more appealing. While learning to create textures in my previous Mods like the Complete Overhaul Series for K1, this mod is the end- product of that process over the years. The overall goal of this mod is to bring more of the movie flair to the game by emulating the panel designs of the Prequel, Sequel Trilogy and (perhaps in the future) Battlefront II. I know this is a very ambitious project so i cant tell if im able to pull it off in time, but while its already covering large parts of the game, i try to improve it, by adding some textures here and there from time to time. WIP Screenshots:
  3. 17 points
    Hey Kotorians (yes I want to make that a thing) – I am excited to be announcing a big update to the Kotor community. The short version is Deadlystream and /r/Kotor are moving forward with a merger of our communities. So what is happening? Immediately we will begin co-moderating Deadlystream and /r/Kotor. I am being added as mod to /r/Kotor and Snigaroo is joining Deadlystream as an admin, while Goat is joining as a moderator. We will be expanding staff cooperation in the coming months. Moderation of the /r/Kotor Discord will be shared and modding channels have already been added to the discord. This will become the official discord for Deadlystream going forward. Additionally, wee will also be cross-posting content across communities to encourage /r/Kotor subscriber engagement on Deadlystream and working on increasing modder participation on /r/Kotor. We hope these actions lead towards growth for both communities. What about rules? Each community will still have a unique set of rules, processes and procedures to follow. Deadlystream’s forum based community and the reddit community are very different beasts, each with a different need we fill for the community, our rules will never be 100% aligned but we will align where it makes sense. We will have more information announced over the coming weeks while Sniggles and I work on our integration ideas and planning. Speaking of rule updates, we do have two changes that will be implemented beginning today and they are as follows; · Our rule around porting of content being banned This rule is being replaced by the following rule: · Mods and Assets that are of the same game series (ie KoTOR 1, KoTOR2 and SWTOR) can be ported between games and uploaded to Deadlystream. Porting from other copyright game assets is not allowed, although any fan created content (even from other games) can be hosted at Deadlystream as long as there is no copyright on said mods, files and/or assets. You will still need to abide by all other mod hosting rules. -All mods submitted going forward will require all modder's to fill out 1 additional field, this field is called "Contains Port Content", it is filled out by selecting either yes or no from the drop down menu. -Any modder that has ported content will also be required to fill out a second field called, "Source of Ported Content", this will be a free text field that the modder can describe where his ported content is from. · Rule 19: "All content on Deadlystream must be uploaded by the original creator/owners of the content. Uploading content that is owned by someone else is strictly prohibited, unless explicit permission can be demonstrated by the uploader. If you are found to upload content that is owned by another person without explicit evidence of permission, the first offense will result in a warning via PM and removal of said content. Any additional infractions will result in a permanent ban. Deadlystream Staff will from time to time reach out to authors of content not currently hosted on Deadlystream to see if there is an interest in having their content uploaded to Deadlystream. This activity should only be performed by Deadlystream staff members." This rule is being changed/updated to: · "All content you upload must have been created by you or given permission for use in your mod by the original author. In the event that there is a mod (which you did not create) that needs to be uploaded for preservation to Deadlystream, the following will occur; - The community member will message a moderator via PM with the mod attached and any other information about the mod and about where you downloaded it from. - The admin will follow the “Guidelines for Re-uploading Abandonware Mods” (look for this in the coming days). - If admin sees that the mods meets the guidelines, admin shall upload said mod. - The uploaded mod will have a disclaimer stating “it is not actively supported and that responses to support requests should not be expected.” Please note: Removal of a mod upon request from verified mod authors will be honored, please reach out to an admin for assistance.” Snigaroo, myself and the rest of the staff are very excited about what the future holds for Kotor and our communities. This is only the beginning, there is much more to come. May the force be with all of us! -Tyvokka
  4. 15 points
    I realize it has been quite some time since I have posted a proper update. Unfortunately, right now I have nothing major to share that looks pretty. But, I have been dusting off the old tools and getting back to work on this. I've also been looking for ways to simplify and reduce some things, and I've sort of had a "Eureka!" moment that's going to allow me to combine two quests, eliminate multiple areas that I have yet to model, and just keep things simpler. I don't want to spoil all the details, but it's taken a burden off my mind at least. Some of you may be disappointed to hear about the reduction, but I don't want there to be bloated or unused space, which is what I am effectively eliminating here. I am really more interested in the quality of the mod, and an actual release. So in this case, less is more. On the modeling front, a number of things are getting an overhaul. The cantina is getting a face lift, and the street is going to be restructured. Most don't know this, but I actually had a second street module. I am combining both into a more condensed street area. The two-module version was too expansive and had too much wasted space. It was fun doing the outside areas, but it just ended up being a lot of empty space. I got a bit too ambitious wanting a Taris-plus sized planet. After the cantina and streets are re-configured, I am looking at only one more area to model from scratch before the area models are complete. This will be an indoor area that houses the gladiator teams as well as various vendors that would go along with such an event. After this area is complete, essentially the whole planet will be built. I still need to do some work on the gladiator arenas themselves, but luckily this will be fairly easy. Immediate goals are: Finalize Cantina Model Gladiator Row Finalize Street Area Connect all areas Work on Gladiator Arenas Longer term goals for this year: Simplify some quests Get quests implemented Alpha testing Thank you all for your continued support of this project. I know development is often spotty from my end, but I knew this was likely to be the case going into it. But if I keep on plugging, things will get finished.
  5. 14 points

    Version 1.2

    10,209 downloads

    Summary This mod replaces the Jedi robes worn by the player and many NPCs with a more iconic, cloaked one based on a model from K2. I've made some fixes to the model and made new textures both to improve the quality and fit into the game more smoothly. There are two texture options: 100% Brown or Brown-Red-Blue. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. Dark Jedi robes, of course, are always black. Both styles come with or without gloves for your player character. If you choose a gloveless option, your hands will be bare and match your usual skin tone. NPCs will still wear gloves. I've included most of these assets as a mod resource that can be found here. Installation Run Fashion_I_Cloaked_Jedi_Robes_K1.exe. Select one of the six install options: a) 100% Brown b) 100% Brown (No Gloves) c) Brown-Red-Blue d) Brown-Red-Blue (No Gloves) e) Brown-Red-Blue Alternative f) Brown-Red-Blue Alternative (No Gloves) Click "Install Mod" and select your game directory (default name SWKOTOR). It's not necessary but recommended that you uninstall any previous versions of the mod before installing an update. It should still install fine, but you'll be flagged about files that were skipped because they were already there. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility & Other Notes This mod is likely not compatible with other mods that alter the Jedi robes. This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the skirt to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_Juhani.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can manually copy those two file manually from tslpatchdata to Override. The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  6. 14 points

    Version 1.8.1

    27,417 downloads

    The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and some new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent. A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown too long to be included in this post, however you can view a detailed breakdown of each author's contributions in the included readme file. List of Contributing Authors (alphabetical): A Future Pilot blennus danil-ch darthbdaman DarthParametric ebmar Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team/Fair Strides Leilukin LiliArch Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk Thrak Farelle ZimmMaster Installation: Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. Due to the size and complexity of the patch, installation may take a few minutes, depending on your system specs. Please be patient and allow it to finish. Compatibility/Known Issues: K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be completely incompatible. At this time, the KOTOR 1 Restoration (K1R) mod has not been tested with K1CP v1.8. While prior versions were compatible, this is highly unlikely to still be the case with the numerous changes made in the current version. As such, using K1R is done so at your own risk. In future a compatibility patch may be developed (but no promises). These are the currently known bugs/issues with KOTOR (or K1CP itself) that are being worked on for the next release: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues If you find any others, especially with changes/additions K1CP makes, please report them so they can be fixed as soon as possible. Be sure to include as much information as possible, including a list of all the other mods you have installed and screenshots, if appropriate. Uninstallation: Given the complexity of this mod, a clean install of KOTOR is recommended. However, you can check through the installation log file if you wish to undo the changes made. Permissions: Due to this mod being a compilation from many different authors, please do not rehost/distribute it. Acknowledgements: All of the mod authors who have helped make this patch a reality. I can't say it enough - Thank you! Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier. Stoffe for TSLPatcher (with updates by Fair Strides) which enables such a complex mod to be installed while retaining some level of compatibility with other mods Snigaroo - For maintaining awesome mod lists on the /r/kotor subreddit, and for putting up with my many recommendations danil-ch - For the original info.rtf template Fair Strides - For bundling up his tools and making them available Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
  7. 14 points
    I'm not an expert on the ins and outs of what's been occurring, but speaking from that somewhat outside perspective, this entire conundrum seems farcical. I understand that there may be annoyance about why such a popular mod as TSLRCM needed to be removed over something seemingly so minor. Indeed, since I think rules against porting are something of an antiquated defense against anti-modder thinking which has by-and-large passed with the years (certainly so for games so old as these), I might even be counted among those annoyed that this rule is being applied at all. Yet the rule against porting is still just that: a rule. Unless one wishes to forego all modding conventions and standards of behavior, it should be followed unless and until it's removed; no modder here would appreciate me uploading their mods elsewhere without permission or authorial attribution, and it's the rules and standards of the community which offer such protections. You take the good with the bad. But the complete lack of dialogue and progress since the removal occurred is both striking and, in my view, unjustifiable. Although the mod is available on ModDB and the Workshop, not all users are aware of the former archive and not all users have access to (or the desire to use) the latter. Moreover, there's been incredible confusion among the broader community about whether or not the new version will be just the audio fix or include other minor changes which might need to be tested for. I've had to put the testing of the new mod builds off for months in the hopes that the new version would be released in time for testing--but it hasn't been. No word, no progress, no indication of anything about the new version. And, worse still, no indication of whether this is a matter of intransigence or simple slow progress. People rely on TSLRCM, and I, at least, rely on transparency to do the work which I do, to know if I have to account for mod updates. This fix, by all rights, should be minor. The work of splicing necessary audio, so far as I've seen, has already been done. That leads me to the conclusion that intransigence is the problem, not slow work. To which I must ask: why? If the concern is one of porting, a real stance that it should be allowed, then a discussion on the matter should have begun over a month ago. But if it's simple bull-headedness over TSLRCM itself having the rules enforced against it, I can't see a way to conscience such a stance. I would love to have it explained to me.
  8. 13 points

    Version 1.1

    5,783 downloads

    Summary Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me. First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent. Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision. Installation Run Vision_Enhancement_K1.exe. Select which version to install. If you use the KOTOR 1 Restoration. Otherwise, choose the K1R-Compatible Installation. Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed file. Compatibility This mod is not compatible with any other mods that alter the vision module STUNT_00. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 KOTORMax & MDLEdit – bead-v NWMax – Joco NWNSSCOMP – Torlack, stoffe, & tk102 and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me.
  9. 13 points

    Version 1.2

    6,107 downloads

    This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: The initial v1.0 of the mod used a version of TSLPatcher with a bug that caused it to incorrectly repack the MOD file, losing some scripts. For anyone that installed that version, please download and install the additional patch. It is safe to use this patch even if you installed a later version over the top, as it only reinstates the missing vanilla scripts. During the beginning of a duel you may briefly see the PC in a frozen pose. I have not been able to figure out the cause, but it appears to be a direct consequence of the measures taken to force the proper facing. If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. While opponents are now healed after a match, I forgot to edit the script for the initial cutscene match between Duncan and Gerlon, so Duncan won't be healed until the start of his match against the player. I'll fix that in a future update. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO
  10. 13 points

    Version 1.0.0

    1,061 downloads

    Good afternoon. I worked very long on these textures. I can call them one of the best of my works. The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  11. 13 points
    Yes, it will have a Star Map. Small section of the street in-game. Spent a lot of time getting the lighting just right. It feels really, really good in-game so far. It truly feels like it belongs now. The sense of scale seems spot on. I will work on getting more in-game tomorrow.
  12. 12 points
    Just out of the oven, freshly baked.
  13. 12 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!
  14. 12 points

    Version 1.0.0

    785 downloads

    The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  15. 11 points

    Version 1.0.0

    7,163 downloads

    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)
  16. 11 points

    Version 1.0.0

    601 downloads

    This is a companion to my K1 Main Menu Widescreen Fix 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). But of course the major feature is that it swaps out Darth Malak for Darth Revan. There are four versions included: Version A uses the vanilla Revan N_DarthRevan01 texture, upscaled to 2048x2048. This texture will override the original and be used by the Revan stunt model (or flowing robes mods) during the game. Alternatively, the menu model will make use of any third party texture of the same name, should you prefer those. Version B uses a uniquely named texture, so it will not override the one used in-game, and the menu model will not make use of third party textures. Additionally, the envmap mask on this texture was adjusted to tone down the shininess of the chest and arms, as I found that a bit too overpowering. Version C uses a further modified version of B's texture to also adjust the colour of the helmet/mask visor to make it a little more apparent. Version D takes this a step further and adds a slight glow (self-illumination) to the visor. 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. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model (including my own - although the replacement KOTOR logos are compatible). 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, navigate to the folder that contains your desired version, copy and paste the files into your Override folder, overwriting if prompted. If you are using version A and wish to use someone else's texture, don't copy N_DarthRevan01.tpc. Known Issues The crossed over belts lack a proper animation, so they are basically static. Even scaled up the Revan model lacks the shoulder width of the Malak model, so crossing the arms was a bit difficult to replicate. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for TGA2TPC. Thanks to @ebmar for enquiring about the feasibility of the Malak/Revan swap, leading me down the rabbit hole of actually making the mod.
  17. 11 points
    Latest progress on cloaked party clothing robes: It's not readily apparent, but in addition to the cloak I upscaled her clothing texture and fixed some minor errors.
  18. 11 points
    I have been informed on Reddit (https://www.reddit.com/r/kotor/comments/cacqkr/more_sleheyron) that I may not have been clear enough about what this mod is or which game it belongs to. This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR See below graphic to see how much This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR on a scale of 0 to This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR: As you may be able to start to realize, This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR is The Sleheyron Planet, which is a Work-In-Progress Mod for KotOR, to the maximum extent that a Sleheyron Planet, which is a Work-In-Progress Mod for KotOR can be. Shenanigans aside, I have been working on finalizing the street design with the updates previously promised in this thread. Here is the final layout. I am in the process of readying it for export. This includes the new standardized doors, and has been expanded to include some of the content originally in the 2nd street area. I will be working on getting it working in-game the next couple of days. Fortunately I find the export process (while lengthy and tedious), to be easier than trying to be creative and model the actual things. Or at least I seem to be better about being motivated to do it.
  19. 10 points
    ///// 01. Background ///// A couple of years back I had an idea to create a new modding suite for both KotOR games. My original idea was something along the lines of Kotor Tool on steroids with a built in 3d module editor. As time went on I learned a lot about the game and it's systems getting me to a point where my editor could load an entire module complete with 3d models, sound, waypoints, triggers, walkmeshes, and more. I then realized my knowledge of the underlying engine wasn't up to snuff because I kept making bad design choices on how I linked everything together. Fast forward about a year later after I've poured through about all the Docs and Resources I could find on the original games and the NWN Engine they spawned from. The project has now expanded to include game engines for both games. Yeah I know what you are thinking "Well that escalated quickly" and I have to agree because I never thought I would ever attempt to recreate the original KotOR games let alone in JavaScript lol. ///// 02. The Big Question ///// And now to the big question i'm sure a few of you have asked at this point... Why write something like this in JS? Well because it's fun. I do a lot of work with JS when i'm working on websites and am constantly blown away by everything it can do. It's also cross platform and at it's core platform independent. The original scope was also just for a Modding Suite with some 3d sprinkled in so it made more sense then. ///// 03. The Other Big Question ///// Why not just write your stuff in C++ and contribute to the xoreos team. Well that's simple i'm not even close to being well versed enough in C++ to contribute in any meaningful way to that project. I mean for the most part I can look at C++ code and understand it and get the gist of what it's trying to do. I wouldn't have even had a shot at this if it wasn't for them I owe so much to what they have discovered so far . I do wish them well and hope that once I publish the code they can hopefully find some stuff they can port the their project. And yes I do plan on making this an opensource project so anyone can contribute. ///// 04. Credit ///// I want to be sure and give credit where credit is due. I am totally standing on the shoulders of everyone who came before me. I could not have gotten this far if not for all the people who have shared their knowledge on these and other forums. @bead-v @DrMcCoy to name a few were instrumental in helping me get this far as the MDL/MDX format was really the bane of my existence for a while. Also all of the tool makers who shared source code allowing us to follow in their footsteps. I can't begin to mention everyone by name but if you have put anything out there in regards to cracking a file format or how the internal game mechanics work there is a good chance I have read it and have been helped by it! ///// 05. End Game ///// I really don't have an endgame per se. I just really have a lot of fun doing this in my spare time. I would love to someday have the entire game playable with this engine and finish the modding suite. In the mean time I will post updates when I have stuff to show. ///// 06. Ok That's Enough Talk ///// Source Code: https://github.com/KobaltBlu/KotOR.js/ Public Alpha Build: https://github.com/KobaltBlu/KotOR.js/releases/tag/V0.0.2 I'm sure by now you're ready for me to show something. So without further delay here is some footage from TSL enjoy! ///// Screenshots ///// I copied the post template from this thread https://deadlystream.com/topic/6088-wip-star-maps-revamp/
  20. 10 points

    Version 1.0.1

    6,235 downloads

    Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.) Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging.
  21. 10 points

    Version 1.0

    1,451 downloads

    There are so-called "lite" alien models that are of lesser quality than most other models in the game. These include the Quarren and Gran species. Both aliens feature more prominently in the sequel and their models were given an overhaul. This mod ports the K2 versions of the models back to K1, improving the quality of models and creating a more consistent aesthetic.
  22. 10 points

    Version 1.0.0

    1,266 downloads

    Feel free to edit and reuse the textures. No need to contact me for any permissions (for distributing or editing these files). Worked on animation Sith Holocron. The resolution of the texture is 8192x2048. I tried to draw each element of the texture in accordance with the original.
  23. 10 points
    I have no complaints about this. I just noticed it. I made a preliminary sketch.
  24. 10 points
    Some behind-the-scenes sort of work going on right now. Somehow I've managed (with lots of help from Darth Parametric) to get Sleheyron all set up on the galaxy map again, complete with filler takeoff/landing videos, filler Star Map vision sequences, and a conversation with Bastila about the Sleheyron Star Map. With Fair Strides MIA for the moment, I am having to take on the scripting, which is something I've never been well versed with. With quite a bit of help from the friendly folks on Discord, I've been able to at least start editing some scripts with positive results. I have always been very intimidated by scripting, so this is a big step for me. Thanks to all who have contributed their knowledge so far, it's been extremely helpful and informative.
  25. 10 points
    Some more robe progress: There are ten texture variants for the K2 version. Half are done, and the other half is on the way. I've finished the basic recreation of them all, but that was only the first step. A lot of them need additional fine-tuning. For example, the Dark Jedi Knight robe was misaligned; part of the robe was shifted up a few pixels, compared to the other variants. I also thought the cloaks on a few textures looked washed out, so I fiddled with the levels to give them better contrast. But the biggest changes I've had to make were for Jolee's robe because the original just did not look like Jolee at all. Fortunately, the rest don't have to be replaced almost from scratch like that one. Jolee's robe is the only unique robe that uses that model rather than the master robe model. Just little changes - the fine tuning - are needed for the final five textures. The only thing slowing me down is my motivation. That's the sort of thing I can spend forever fussing over, and in fact I'm still not totally happy with the Jolee texture and might go back to it later. Anyway, the K2 version is coming... eventually.
  26. 10 points

    Version 1.0.0

    593 downloads

    This mod adds a new fat commoner male model, ported from The Old Republic MMO. It replaces the generic appearance used by Handon Guld on Dantooine, who, judging by the dialogue he is involved with, was originally intended to be an overweight character. Additionally, there are several other changes that have been made to the Calder Nettic murder investigation sequence: Handon now sports an injured idle animation to conform to dialogue mentioning he is holding his injured side Two erroneous fades to black in penultimate dialogue lines have been removed When the player solely accuses either Handon or Rickard, the other will now run off after being given permission to leave rather than standing around Master Bolook has had his appearance changed to a green Twi’lek to match one of Rickard’s lines of dialogue referring to him as a “green-skinned nerfherder” (apparently he was green in the original Xbox version, but was changed to orange for the PC version) N.B. - You will need to load a save prior to entering the Dantooine Grove for the first time in order for this mod to take full effect. Acknowledgements: This mod was inspired by Merkuri22's episode of her "KOTOR 1 Experience" series dealing with this quest Very special thanks to @JCarter426 for writing the custom scripts and doing lots of troubleshooting to get them working correctly Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Original models and textures ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  27. 10 points
    I haven't been doing much modding over the last couple weeks because I've been working on this instead: It's a fully-functional user-defined language for Notepad++. It has syntax highlighting and auto-completion based on all the terms found in nwscript.nss. I've done all my coding over the last ten years with Notepad - the regular one - with none of these features, so I think it's pretty cool to have now. (The code I typed is garbage, though. I was just putting stuff down to show a few of the features and I forgot to assign the command to an object.)
  28. 10 points
  29. 10 points
    Not really a WIP, more like a "Almost done" but thought I'd share anyways.
  30. 10 points
    Trying out something new: Still need to fill in the back after I chopped off all the head and neck parts of the original, plus add a shadowcaster mesh and fiddle with envmaps (ugh).
  31. 10 points
    You're asking if you can get the mod's content without using the mod?
  32. 9 points

    Version 1.4

    671 downloads

    Start as you mean to go on. For KOTOR, that apparently means leave lots of holes in your level geometry. This mod plugs some gaps in the hull of the Endar Spire, and fixes a few UV issues. Fixes: Plugs two strips that run along either side of the dead-end corridor on the Command Deck that are open to space. These are hard to see, but noticeable just above the windows in this section. Additionally, an alteration to the model's hierarchy was made so that the light strips now correctly animate. Removes an extraneous strip of mesh that was causing z-fighting issues (i.e. flickering) in the central corridor where the Jedi vs Sith fight occurs. Plugs two gaps in the room just before the escape pods in the Starboard Section. Additionally adjusts the lightmap UVs to remove a light bloom that occurred during baking due to the offset geometry. Fills some holes in the forked section of corridor in the Starboard Section just before the escape pod room. Also fixes some flipped UVs causing inverted wall trim textures in this area. Corrects some misaligned polys in an inset panel in the end wall of the escape pod room in the Starboard Section. Also adjusts the lightmap UVs of said polys to correct their baked lighting. Fixes some UVs causing inverted wall panel textures in a couple of corridor sections on both the Command Deck and Starboard Section. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @JCarter426 for initially hunting down these holes and pointing them out to me Thanks to @ebmar for finding a number of additional issues Thanks to @bead-v for KOTORMax and MDLEdit
  33. 9 points

    Version 1.1

    5,096 downloads

    Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1. The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options. Option A Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields). When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus. Option B Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed.
  34. 9 points
    Excited to announce that I just got accepted to grad school! Not bad for a guy who almost flunked out of college 3 years ago. It's really humbling; I'm truly grateful.
  35. 9 points
    I've been doing some more modding to practise different areas and I have added a new Force Power to the game. It is based in the Retribution ability Anakin has in Battlefront 2 from EA. The Power doesn't check for any saving throws at the moment so it's kind of OP right now. It has a radius of 18 units and I don't know how much Force points it should consume yet. Here's a demo: As you can see, the Power has a custom animation, icon and sound. I have also modified the original choke animation to look closer to the one in Battlefront 2 when you are being affected by this Power. I also realised that we don't have a "multi" choke Power in the games since all three levels of choke are on one individual person, so this could cover that. But it has some inconveniences: · For some reason, the game uses the loop animation for the saber throw as the default cast anim, so I couldn't just make a new one and play it in the impact script because it would get overridden by this one. So this new animation replaces the saber throw loop animation. · Sometimes the enemies don't get affected if they are behind you or really far (but inside the Power radius). · For the new choke animation to play correctly, I had to change it from looping to fireforget. And that not might be ideal with the original one since it's really short. · If you move or kill the enemy you were targetting before the 9 seconds that the Power takes to cast, the animation of the player will get interrupted, just like with the vanilla Powers. Also you will not be able to attack again until the cast time expires. I will release this if someone thinks it is still worth it even with all of these little problems I mentioned. I will also include the source script in case someone is curious and wants to take a look at it. On another note, Ӄhrizby has finally contacted me and given me permission to use his Darth Nihilus animation fix. I have also managed to fix the icons so I have attached the two ports here just in case anyone wants them although I haven't been able to fix the character support problems so they don't have that. Type "giveitem darthnihilus_k1" without quotes for the Darth Nihilus robe item and "giveitem darthmalak_k2" for the Malak one. Also, I don't know what happened to Darth Malak. It's still pending approval. I assume if I did something wrong the admins would have told me or something. I wanted to release these two ports as well, but I want to solve any problems there are with Malak first, so that it won't happen again with these two. Anyway, hope you enjoy this. Darth Nihilus K1 Port.rar Darth Malak K2 Port.rar
  36. 9 points
    [K1]_Carth_Comics_Overcoat_Beta.rar
  37. 9 points
    Based on a suggestion by @ebmar, I have been fooling around with some holograms for the Ebon Hawk after it crashes onto Lehon. I'm not sure if it will actually amount to anything, but here are some "sketches" that I have been posting in the /r/kotor Discord.
  38. 9 points
  39. 9 points
    We are several months down the track from the last update where I said we were close to releasing v1.8, but we are super close for realsies this time. @Snigaroo is getting fidgety waiting for it, so we'll soon be doing what will essentially be the final beta test before public release. To that end, I thought I would post an updated changelog of everything that has been added since v1.7. CHANGELOG v1.8 - TBA 2019 Additions Added a fix to the skin weights of the male player head PMHC01 Added a fix for the commoner Asian male head comm_a_m to restore eye animation Added a fix for clipping collars on female Class 7 (PFBF) and Class 9 (PFBH) armours Added a fix for the credits incorrectly scaling during the Dark Side ending Added a number of model fixes for the Endar Spire to address various geometry issues Added a fix for a stray blaster appearing in the middle of a hallway in the Sith Base on Taris Added a fix for missing lightmaps in the entrance of the Taris Upper City cantina Added a fix for the positioning of the Council on Dantooine to prevent floating Added a fix for the hanging ivy on the walls of the Dantooine enclave landing pad Added a fix for an inaccessible container in The One's compound Added higher poly replacements for the placeable human "sitters" (cantina Pazaak players/drinkers) Added a fix for some female non-dancer Twi'leks wearing armour instead of plain clothes Added a fix for some female non-dancer Twi'leks in default stripper garb instead of plain clothes Added a fix for Helena wearing Jedi robes instead of regular clothes Added a fix for Carth prematurely complaining about being out of the loop Added a workaround/partial fix for the post-Leviathan escape stealth bug Added a fix for Dak respawning in the Korriban cantina Replaced broken injection-based Manaan DLGs in previous release with JC's pre-patched ones (TSLPatcher can't delete nodes) Added a fix for Jedi being visible in the back of a Malak cutscene on Deck 1 of the Star Forge Added a fix for a droid with the wrong soundset in the Taris Upper Sewers Added several fixes to the Dantooine training montage Added a fix for the player freezing during the pre-swoop race scene when racing for the Hidden Beks Added a fix for Carth not facing Kandon when interjecting during the pre-swoop race dialogue Added a fix for one of Canderous' goons in the Undercity having the wrong soundset Added a fix for Sand People disguises not working after the player used the rapid transit system or loaded from a save while disguised Added a fix for certain NPC soundsets with wrong or missing sounds Added new soundset for Trandoshans, ported from TSL Added a fix for the exit in the Sith Base on Taris having the wrong label Added a fix for Bastila not showing the fourth vision (K1R's fix) Added a fix for the Twi'lek Czerka Liaison Officers on Kashyyyk not resuming their patrols after dialogue Adjusted the post-Leviathan scene so the player is forced to talk to HK and therefore doesn't miss his content there Added missing landing gear and ramp to the Ebon Hawk in the Leviathan hangar Added more triggers for the second Xor encounter because he would refuse to show unless the player used the rapid transit system Incorporated some of JC's Minor Fixes Added a fix for two female Jedi background NPCs in the Dantooine enclave that would stop walking after being talked to Fixed some bugs in the Dead Settler quest Changed Casus Sandral's appearance from a generic corpse to something more suitable Added a fix for an NPC in the Leviathan bridge cutscenes that had some deformation issues Added improved commoner clothes textures (variants 01 and 07) ported from TSL Added a fix for Calo's Rodian prey in the Taris Undercity Apartments not properly drawing their weapons Added a fix for one of the Sith female NPCs on the Leviathan bridge having a drawn blaster during a cutscene Added an interjection for Carth in the pre-swoop race scene for the Beks to match his one in the Vulkar version Added a creature-based replacement for the corpse in the Dantooine Murder Mystery quest for improved visual quality Added/edited scripts in the Dantooine Murder Mystery quest to have Handon appear injured and for NPCs to exit when appropriate, plus removed some extraneous fades to black Added melee proficiency and/or weapons for some Duros on Dantooine that were lacking them Added a fix for the blade of Bacca's sword not being properly removed from the player's inventory when giving it to Freyyr in the Lower Shadowlands Switched the appearance for guards in the Sith Academy on Korriban to Sith Soldiers rather than Sith Officers Increased the walking speed of the diving suit on Manaan and the space suit on the Leviathan Added JC's Dense Aliens Added a fix for War Droid racetex variants having their blaster texture overridden by the body texture by swapping out integrated blaster mesh for external reference Added a fix for a non-functional trigger script for the Sharina conversation on Tatooine Changed Jagi to wear armour instead of clothes, swapped out his Rodian goons for Mando warriors, and address some dialogue facing issues Fixed the fade in at the start of the game so the player wouldn't be visible before they were meant to be Made Dia equip her melee weapon before attacking Made the slave girl in Davik's estate that's supposed to run away run away Fixed the raidii of the gas vents in Davik's estate Forcibly set the camera angle for a line of dialogue by the janitor in the Taris Upper City South Apartments to fix a line being spoken off-screen Forcibly set the camera angle for a line of dialogue by the Bastila in the Zelka Forn conversation (Taris Upper City South) to fix a line being spoken off-screen Fixed some companion facing issues during Canderous' recruitment conversation in the Taris Upper City Cantina Fixed and incorrect soundset for the Sandpeople Storyteller Changed the clothes variation the three drunks in Taris Upper City North wear and tweaked the DLG to reduce facing issues Changed the appearance of one of the Taris Upper City Cantina patrons that had an identical twin standing just a few meters away Made an attempt to get Carth to stop looking longingly at the PC for 30 seconds and face Mission while talking to her in the Undercity Tweaked some geometry in the Manaan cantina level model to patch some gaps Adjusted Canderous' dialogue in the Lower City cantina to prevent him from repeating lines if you talk to him again after keeping him waiting Repositioned two invisible placeables for security terminals in the Taris Sith Base to a more suitable height Fixed placeable heights on the Ebon Hawk to reduce floor clipping & floating Fixed the height of the workbench on Dantooine Raised the height of the invisible placeable for the Garage Head's desk in the Vulkar base Fixed the position of the strongbox in the Taris Lower City apartments Changed Bolook's skin color from orange to green on account of VO saying so After much wailing and gnashing of teeth, finally got Zhar to face the player post-montage, and stop throwing a tantrum afterwards (thanks to JC) Switched the order of the Taris to Dantooine sequence so the landing movie is played before the conversation, and the EH skybox is Dantooine instead of space Fixed the upper teeth mesh clipping through the cheeks on the male Twi'lek head Brought Ahlan Matale back down to earth during his rant in the Council chambers Adjusted Vandar's dialogue to prevent him from repeating himself if you talk to him again before investigating the ruins Added a trigger for the scene with Vandar after the player completes the trials to prevent positional wonkiness Fixed player facing during the Taris duel introductions Fixed a possible freeze during dialogue with Ajuur in the Taris Upper City cantina Fixed some animations being out of sync with VO during the introduction of opponents in the Taris duels Fixed some monitor placeables not being properly attached to walls in the Taris Upper City Cantina Rejigged party positioning during the Black Vulkar pre-swoop race conversation, making the scene a bit nicer Changed Elise's initial flirting animation to pleading to better suit the mood Changed the appearance of the guard droids in Davik's estate to Rodians, as they could be gassed, sounded like Rodians, and were generally not droids Made some skin weight adjustments to the fat rolls under the Hutt's chin to reduce clipping issues Forced Gadon Thek's conversation to directly follow on from Zaerdra's triggered "Hold it right there" outburst to eliminate poor positioning and facing issues Made a replacement for the unused fat commoner male model by editing the regular commoner male body to bypass UV issues Shunted one of the Gamorreans in the Taris sewers out of the corner he was skulking in Unequipped the surviving Hrakert scientists' weapons and made them only equip them in the event of combat Improved Bek reaction time following security alert in the base Made Redros equip his weapon for the swoop race brawl Added new dialogue trees for Vandar so the player could continue speaking to him about the usual topics after completing the trials Gave the repairable Vulkar bar droid a blaster rifle Made various changes to the initial Davik conversation to resolve the usual facing and positional crimes Fixed some bad lightmaping on the dais in Davik's throne room Fixed some bad lightmaping on the walls of the Vulkar base's lower level Forced some mooks in the Vulkar base to equip their stored weapons to prevent unarmed attacks Changed some Twi'lek male appearances in Javyar's cantina to diversify things a bit. Added a new orange Twi'lek male appearance using the unused Twi'lek male body orange handed texture variant Added a new blue Twi'lek male head, ported from TSL Raised the height of the selection icon for the torture cage release in Davik's estate Added/edited some scripts to prevent certain guests and guards in Davik's estate attacking with their fists Diversified the outfits of civilians in Davik's estate Cleaned up some texture blurring and distortion around the mouth of the Krayt Dragon cave on Tatooine Fixed a gap in the surrounds of the forcefield in the Upper Shadowlands and pushed the grass back from the ramp to prevent clipping Shuffled the boxes behind HK in the Anchorhead droid shop further apart to stop the swaying cable from clipping into them Clamped down on the Viper Kinrath in the Lower Shadowlands dropping unnecessary corpse items Removed some green patches in the lightmaps of the Manaan hotel's entrance hallway that didn't match the scene's lighting Tweaked the Griff conversation in the Sandpeople enclave to fix some facing issues Doubled the duration the Kashyyyk Star Map stayed open Gave the comm_a_f/comm_a_f2/N_TatComW_F heads a makeover to fix the worst of their shading/clipping/texture issues Added preemptive fix for a Mando bringing a knife to a gunfight Pushed the Leviathan's skybox further back and added new Sith fighter animations to stop them clipping through the skybox Fixed a gap in the floor and some bad UVs in the entrance of Manaan West Central Added missing K_EXIT / SW_EXIT waypoints to Tatooine docking bay to allow messengers to properly exit the area Plugged a couple of gaps in adjoining walkmeshes in the Leviathan Prison Block that were allowing targeting/shooting of enemies through walls Moved a swoop fan minor NPC on Manaan that was blocking a triggered conversation with a Sith on module entry Merged the cutscene of the shark attack victim into a single animation and added additional keyframes to move shark and victim off-screen at the end Added a generic OnSpawn to have an NPC equip a ranged weapon (or melee weapon if no ranged) from their inventory Made a few Sith technicians on the Leviathan equip their weapons on spawning to prevent the attacking with fists issue Made a raft of changes to the Sith prisoner interrogation in the Manaan Republic Embassy, fixing facing, skipping lines, camera angle issues, etc. Curtailed the patrol route of the Selkath security droid in the entrance of the Manaan Republic Embassy to stop it freaking out companions during conversation with Roland Turned off the force cage the Sith prisoner in the Manaan Republic Embassy was in once he is no longer present Moved a crate in the back of the Hidden Bek base that was clipping into a wall Moved the swoop records computer panel in Manaan Ahto East to stop it clipping into a wall Set the DLG for a bounty hunter in Javyar's cantina to human instead of computer Added a party jump and static camera to fix the issue with the Hrakert Station merc going out of frame when playing the Horror animation Replaced almost all the soundsets for Hrakert Station UTCs, mostly Selkath using droid soundsets Set Bandon's Dark Jedi offsiders to neutral to prevent them getting twitchy before their boss is ready to fight Switched previous hard overwrite of Hrakert Station GIT to patcher setup Added a conditional script for one player response during the Sandral-Matale Feud so it's only available if the player spoke to Ahlan Matale about a reward Made a transformer in the Sith base on Taris non-interactable Removed an infinite DS point exploit from the Sasha encounter Removed an infinite DS point exploit from Roland Wann post-Hrakert Rift Added a check to remove the Czerka miners in the Dune Sea once they have been talked to and the Sandpeople enclave is done Tweaked Elora's dialogue to remove some lines if the player already heard about Sunry's situation from Davin Fixed some bad lightmap UVs on the floor of the training room in the Manaan Sith Base Tweaked the script that adds Jolee to the party in the Upper Shadowlands to hide the switch between NPC and Party versions Made some alterations to make Trask stay in the same spot when he joins the party instead of jumping behind the player Replaced an incorrect supermodel reference in one of Vandar's cutscene stunt models that was causing some animation issues Moved the patrol waypoints of one of the Czerka guards in the Tatooine docking bay to prevent him walking through the middle of messenger conversations Nudged the camera position sideways in the jawless Malak cutscene to keep the reveal from being spoiled early in widescreen resolutions Changed the Rakatan Temple turret soundsets from Bith to none Fixed a typo that prevented various NPCs from commenting on the Kashyyyk situation Edited the stunt model for the admiral in the jawless Malak cutscene to reduce clipping issues with his left arm and eyeballs Corrected the final wager value of pazaak player Kudos (the guy in Fazza's hunting lodge on Tatooine) from 50 to 500 credits Fixed a positional offset in the stunt model for a seated officer on Dodonna's ship causing them to float in mid-air Added additional script from the v1.1 update of Markus Ramikin's Bastila Romance Scriptfix mod Wrangled party when entering the Elder's compound on Lehon Prevented some characters in the Elder's compound on Lehon from attacking with their fists Adjusted party positioning and facing when activating the Rakatan computer in the Elder's compound on Lehon Fixed the party bumping into each other like drunk teens during the cutscene after giving the sacred tome to The One on Lehon Added missing sound Event to Malak's taunt animation for his saber flourish Gated off asking HK about restoring memories post-Leviathan after the first time Disabled screen blurring effect for Force/Knight/Master Speed Added new soundset for DS Juhani in the Grove, removing her Republic/Jedi-related barks Switched some Sith Elite Troopers in Manaan hangar bay to the proper appearances Moved some troopers in the Manaan Sith Base so they would see the party entering the room properly Made a host of edits to the stunt animations for the LS ending cutscene to improve it for widescreen resolutions Tweaked the initial scene when boarding the Star Forge to account for widescreen framing Forced the party to turn around before the droids burst in on Deck 1 of the Star Forge Changed listener tags in Thalia May's DLG in the Korriban Shyrack Caves to prevent her turning her back on the party Fixed global generic droid templates to use the proper soundsets for their type instead of the Bantha soundset Fixed an off-screen line by the Mysterious Man on Manaan and prevented him being visible after the conversation finished Remapped distorted UVs for a section of cliff edge in Korriban's Valley of the Dark Lords Swapped incorrect script reference in Korriban Academy duel scene causing endless combat music Gave Saul Karath an on-screen death on the bridge of the Leviathan and stopped Carth talking over his death cry Made changes to the exploding pillar scene in the Tomb of Ajunta Pall on Korriban to prevent AI and UI issues Jumped the party for Yuthura's conversation in the Dreshdae cantina and forced companions to face her on their interjections Edited Dustil's conversation in the Korriban Academy to jump the party and fix some facing issues with Carth and the player Added a new OnDeath script for Dustil to account for killing him at different stages of Carth's personal quest Set the DLG for the ancient computer in the Korriban Tomb of Tulak Hord to skippable and fixed the door opening animation playing too fast Made numerous edits to the DLG and scripts for the Jorak Uln scenes in the Korriban Tomb of Tulak Hord to improve aesthetics and fix minor issues Reduced the Tach sound effect by -10dB to make it more bearable Purged the two pre-training conversations with the Jedi Council on Dantooine of facing issues Fixed some non-visible subtitles by Canderous and Jolee due to a Delay value of 0 on those nodes in the relevant DLGs Edited the conversation with the overseer droid in the Dantooine Ruins to improve facing and camera angles Merged the two separate Star Map cutscenes in the Dantooine Ruins into a single scene Edited the post-Ruins conversation with the Dantooine Jedi Council to fix various issues Switched an invalid animation number in Chuundar's DLG Locked the door to the Tomb of Naga Sadow in the Korriban Valley of the Dark Lords Edited the OnUserDefine of the Tuk'ata Mother in the Korriban Valley of the Dark Lords to remove an incorrect placeable reference Fixed Elise’s walking pace when she exits so she runs away when upset and walks away otherwise Wrangled Tuk'ata mother and friends in the Korriban Valley of the Dark Lords to stop them running into each other like drunken teenagers Fixed facing and camera issues in the dialogue with the surviving scientists Kono and Sami Gave the Sith student Tariga gender reassignment therapy Prevented Lashowe from accidentally burning her own face off with her saber in the post-Tuk'ata mother conversation in the Korriban Valley of the Dark Lords Reinstated some incorrectly applied starting conditionals for Tyvark's DLG on Manaan Wrangled the party for the first conversation with Yuthura inside the Korriban Academy Resolved some issues trying to give a datapad to Adrenas in the Korriban Academy Added some listener tags to Uthar's DLG in the Korriban Academy to prevent facing issues during the Shaardan handing in a fake sword cutscene Checked for (and removed) Shaardan's corpse in the pre-final trial conversation with Uthar in the Korriban Academy Edited Uthar's conversation in the Korriban Academy to remove the salute, swap the party leaving for a fade-out, and change the running for the back door to a walk Moved the party out of the way during Uthar's introductory cutscene in the Korriban Academy and stopped him bowing to the students Jumped wandering NPCs in the Korriban Academy to the edge of the room whenever a conversation with Uthar commences Swapped the clothing variation on one of the two pilots in the Korriban Dreshdae cantina Changed the Twi'lek females in Dreshdae on Korriban from stripper to clothed appearances Wrangled the party for the confrontation with Lashowe in Dreshdae on Korriban Swapped Lashowe's dark uniform in Dreshdae on Korriban to the light one to match her other appearances Gave Yuthura and Uthar dark uniforms in the Korriban Sith Academy to match their other appearances By my count that's almost four times what I posted back in March. That's some healthy scope creep. As before, you can check out the readme on the Github repo for a full breakdown of the changes and attribution to their various authors. There's also the issue list, which has further detail on specific problems that have been addressed (and remaining outstanding ones). Oh, and it would be remiss of me not to give special thanks to @ebmar and @Salk for providing a number of bug reports and suggestions/contributions. Thanks also to various other forum and Discord members for providing reports as well over the last 6 months.
  40. 9 points
    Either one of the load screens can be desaturated. I was planning on doing desaturated versions for the default mod, but I’m so in love with the colored versions that it makes it hard. I am not sure why people think the first one matches the style better. They are both just screenshots of the area like everywhere else in the game 🤷‍♂️ But maybe it does match better. The first screenshot is very similar to one angle from an original screenshot. The second is from a section of the street that I created from scratch with no real template to base it on. I’ll post up desaturated versions of both and maybe that will help decide. Here's both desaturated: I agree that the Option 1 looks much better than Option 2 when desaturated. I'm thinking the best course is, as others have suggested, Option 1 for default loadscreen, and Option 2 for Loadscreens With Color Add-on.
  41. 9 points
    I cheated a bit with the sun angle. The skybox actually has an unimpeded sun, albeit fairly low on the horizon. You can see it when you are at the far edges of the bay: The sun angle was really too low to make shadows appear in an aesthetic manner, and not too stretched. I altered the UVs on the Skybox to bring it a bit higher but ultimately raised my main "sunlight" so everything wasn't shadowed or stretched. Thanks for the feedback everyone, I'm glad this has been well-received.
  42. 9 points

    Version 1.0.0

    520 downloads

    The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  43. 9 points
    Here's a screenshot of the "king-of-the-hill" arena. The mound really dominates the center.
  44. 9 points
    And another skybox is done (well, actually two). As I said before it's the Unknown World: That screenshot is actually a little older though. I've since tweaked the colors a little to reduce that horrible sun glare. Apart from that the skybox is almost exactly the same as in V1. The only difference is the moon texture which I replaced with a texture from here so that it's no longer our moon you see in this alien sky. And as always, there's also two renders and unlike my other renders, I moved the camera quite a bit for these to get a more interesting foreground. But since those islands are usually only seen in the very far distance they're of course not that great looking. Better than no foreground though But as I said in the beginning, there's another skybox and that's the sunset version of the Unknown World used in the revelation and DS ending cutscenes. That one uses the same terrain of course but I remade the sky from scratch to get closer to its vanilla look. For comparison here's the very unnatural looking V1 of that skybox. The new one is just waaaay better: It's still a little cheated and not entirely realistic but it helps setting the tone of those two scenes. I even had a version with a sky that was much more red just like the vanilla sky but that was just too unrealistic for my taste. Anyway, here's the corresponding render: Those two were close to the last vanilla skyboxes for K1. The only one left now is Kashyyyk and some tweaks to Tatooine and Manaan. And afterwards there are of course still the mod skyboxes to do. TSL is also coming along very nicely with only two vanilla planets remaining, namely Nar Shaddaa and Dxun. I started working on some building models for Nar Shaddaa and I have to say that this is probably the least fun thing I've done for these skyboxes yet... 😅 But we'll see how it goes. I'll keep you updated.
  45. 9 points
    If you're wondering about this, I just wanted to let you know that I'm wondering about it too! Why haven't they been updated so these mods can come back to this site?
  46. 9 points
    Well N-DReW25 knows how to port NPCs between games, all without the need of creating a help thread.
  47. 9 points
    That's just more art. That doesn't advance the project, if anything it pushes it even further along the wrong path. Artists are a dime a dozen. A monkey could slap together some art assets in Unreal and call it a game (as evidenced by all the asset flips on Steam). What a game needs is programmers. If you don't have any then you shouldn't even bother starting a project. If I was going to undertake a hypothetical KOTOR remake (and let's call it what it actually is and dispense with this "mod" BS) in Unreal or other 3rd party engine, I would start with a fully functional recreation of the Endar Spire level. Forget about the art assets, simple white box mockups and default Unreal characters would suffice. What matters in an RPG is the underlying systems. If you are starting KOTOR from scratch, you need to develop a multi-node branching conversation system, equipment and inventory system, stats and levelling system, party/companion system, ranged and melee combat mechanics, etc. The Endar Spire is the perfect test level for developing and testing that. You have a couple of NPCs with a few lines of dialogue, a couple of conversations, a few combat encounters, a few cutscenes, etc. all in a very small space comprised of a few small rooms linked by corridors. And if you haven't demonstrated even a fraction of any of that after 2 or 3 years of screwing around, you should just stop wasting your time.
  48. 9 points
    On behalf of members of Deadlystream community, We acknolwedge and honor the effort and dedication of a respected member of our community, Sith Holocron. As many of you know, Sith Holocron has been an admin on deadlystream for as long as many of us can remember. He recently announced his reitrement as of July 1st, 2018. Years and years of patiently handling and resolving conflict between modders, community members, moderators, and other admins, Sith Holocron went above and beyond the requirements of his position and actively sought out to create a friendly, constructive forum site. Often pointing forum members, through PM or forum posts, towards other members that would have the knowledge they sought. When I was new the forums, it was SH who pointed me towards certain members to ask about modding topics. Sith Holocron's outstanding management to maintain and uphold the Rules of Deadlystream, even when he may have personally disagreed with the rules, and, in some cases, when enforcing the rules was unpopular, stands as testament to his incredible dedication. Despite knowing that by his actions of enforcing unpopular rules and policies, he would put himself, personally, in the crossfire; he continually did so for the benefit of the community. Sith Holocron invested into the community in ways, many of us cannot presume to comprehend, as an administrator, and, to this day, as a member of the community. From critique and to praise, from engaging and encouraging modders to collaborate and create to reminding members of the DS policies, Sith Holocron influenced the establishment of countless mods. Here are a few of those mods: M4-78 Darth Sion and Male Exile Mod Lightsaber and Force Forms Want Kaah Gone Realistic Skybox fo Deathdisco's Coruscant Handmaiden and Female Exile - Kreia's Fall in HD with original Sound and music Star Map Revamp M4-78 Alternate SkyBox Pack 1.0 K1 Galaxy Map Fix Pack TSL Galaxy Map Fix Pack Ebon Hawk Model Fixes Recruitment of Master Atris M4-78 MOvies Remade Taibhrigh's Female Player Head Taibhrigh's PFHA04 Extended Enclave Dustil Restoration Telos Citadel Station Skybox G0-T0 Overhaul Dak's Armored Robes Trainable Disciple (Upcoming mod) Juhani Catlike Head Mod WE, as a community, are indebted to you SH for all the engagement, management, and innumberable hours you've put into Deadlystream. For over eight years of service towards our community, Thank you Sith Holocron!
  49. 8 points
    [Updated: December 16, 2019] # 00. Disclaimer # I thought making this Legends overhaul as a series would do good for my own pace in modding terms. # 01. Background # Legends. Why does this project called one? First of all, this series had not related at all with the Star Wars Legends; though it was very much inspired by them. It was called as one because I believe this would give me more freedom on how I wanted to shape the mod and its series. Referencing to the general term of Legend [Keep it noted that I have the following explanation edited for my likings, lol] - So, that's all for the introduction. And with the release of Selven and Lyn Sekla, I decided to put myself into a series of mod that will be called as Legends, and this will consists mostly on reskinning and re-building stats and also their attribution of the particular objects and if possible; some new custom items. These will be done as my playthrough goes while I decide which elements that I want to overhaul, while also considering the risk for it'd be game breaking or no. I'm going to take which path with the lesser risk, and which is more interesting for me. # 02. Planning # 1. Taris [Completed: January 1, 2019] Legends - Selven [Completed: July 9, 2018] [featuring Sithspecter's "High Quality Blasters for Modders" and DeadMan's "[K1] Vibrosword Replacement Pack"] Legends - Lyn Sekla [Completed: July 27, 2018] [featuring Dark Hope's "Girl with Ritual Tattoos"] Legends - Janice Nall and the Incomplete Droids [Completed: January 1, 2019] [featuring DarthParametric's "Female Armour Collar Fix"] 2. Dantooine [WIP/Updated: October 14, 2018] Legends - Belaya [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - Jedi Robes"] Legends - Sherruk [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - PC Head Reskins" and ndix UR's "Traditional Mandalorian Blades"] 3. Tatooine [WIP/Updated: March 24, 2019] Legends - Komad Fortuna [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack" and redrob41's "Specialized Combat Suits for KotOR and TSL"] Legends - Marlena Venn [Completed: March 24, 2019] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack"] 4. Korriban [Completed: August 20, 2018] Legends - Ajunta Pall's Blade [Completed: August 14, 2018] [featuring IRobert's "[K1] Vibroweapons Replacement Pack Retexture"] Legends - Ajunta Pall's Voice [Completed: August 19, 2018] [featuring VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance" in the preview] 5. Manaan [WIP/Updated: September 25, 2018] Legends - Mysterious Man [WIP] [featuring Dark Hope's "HD PMHA03" and redrob41's "Modder's Resource: Specialized Combat Suits for KotOR - K1 Model UVW Fixes"] 6. Kashyyyk [To be decided] 7. Unknown World [WIP/Updated: December 16, 2019] Legends - Elder Droid's Unique VO [Completed: December 16, 2019] # 03. Work in Progress # [Updated: December 16, 2019] Komad Fortuna "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack" and redrob41's "Specialized Combat Suits for KotOR and TSL"] Belaya "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - Jedi Robes"] Sherruk "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - PC Head Reskins" and ndix UR's "Traditional Mandalorian Blades"] Mysterious Man "Legends" [featuring Dark Hope's "HD PMHA03" and redrob41's "Modder's Resource: Specialized Combat Suits for KotOR - K1 Model UVW Fixes"] # 04. Next Steps # [Updated: December 06, 2019] I'm really bad at planning so, something can just randomly pop-out, eventually # 05. Future Plans # [Updated: December 06, 2019] Pretty much # 04 # 06. Final Remarks # Critiques, comments, suggestions, questions and feedbacks are much appreciated. Many thanks to you, for spending the time here.
  50. 8 points
    I always get lost running Anchorhead, so I decided to try adding some signs to the buildings you can enter to make them easier to spot. I'm not much chop with sign designs though, so I am looking for someone to give me a hand with some better ones. Here's what I have so far: And here is a better look at the individual designs: The cantina sign is taken from the vanilla texture LTS_signs, and the sign frame is vanilla as well. The others use a sign frame from TOR, with the textures being various mishmashes of TOR textures. Although the Czerka one is just something I slapped together myself, and the swoop was taken from one of the vanilla loading screens. I've attached some templates if anyone wants to have a crack. Sign_Templates.7z