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Showing content with the highest reputation since 08/27/2010 in all areas

  1. 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
  2. 11 points

    Version 1.0.0

    151 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.
  3. 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.
  4. 9 points
    Here's a screenshot of the "king-of-the-hill" arena. The mound really dominates the center.
  5. 9 points

    Version 1.1

    361 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.
  6. 8 points

    Version 1.0.0

    85 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)
  7. 8 points
    Since we are probably getting close to content-lock for v1.8, I figured I'd post an update of where K1CP is currently at in terms of added content. Some of these additions are from existing mods, but many have been created specifically for K1CP. 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 Since it is a bit lengthy to post directly here, you can check out the current Tier organisation/breakdown here (still subject to change). And you can see the full array of mods with attributions here.
  8. 8 points

    Version 1.0.0

    586 downloads

    This mod replaces K1's vanilla static swoop monitor with TSL ported swoop monitor with added animations on its screen. # Background # Lately I have been attempting few porting stuffs between TSL to K1 and then wondered "can PLC_xx be ported?" and the answer is here. # About this Mod # Inside this mod are: One TSL ported swoop monitor model: plc_swscreen MDL/MDX One TSL ported swoop monitor texture in TPC format: TSL_SwpMntr One custom made 11 frames-animated swoop screen in TPC format: AnmtdSwpScrn # Final Remarks # This attempt were much inspired by Sith Holocron's "Swoop Monitors Replacement Pack" as without the said mod, it wouldn't go anywhere than just a mere idea. I learned a lot from his texture and TXI's setup so- lots of credits pretty much addressed to SH and his work! Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Copy-Paste all the included files to the 'Override' folder. Overwrite when prompted. Uninstallation: Remove the said files from the 'Override' folder. Redistribution: You can redistribute this mod or re-release it on any website; you don't have to ask for permission, but I do appreciate all the kind intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare, Obsidian Entertainment, and LucasArts as inside this mode are their base assets. Anyways, credit to me is always a welcome, welcome. Credits: Fred Tetra for the 'amazing' KotOR Tool Chuck Chargin Jr./ndix UR for MDLOps bead-v for MDLedit ndix UR for tga2tpc Elwood288 for without his porting discussion I'd have no idea of what I'm doing Sith Holocron for his awesome tons-of-frames' "Swoop Monitors Replacement Pack" which have been the guidance on setting-up the animation et all DeadlyStream for updating the porting policy DarthParametric, Dark Hope, VarsityPuppet, redrob41, Sithspecter, DeadMan, JCarter426, Kexikus and Salk for being inspirational BioWare, Obsidian Entertainment and LucasArts for K1 and TSL All streamers on DeadlyStream All modders either active or inactive DeadlyStream for a place to hangout and to discuss -eb
  9. 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
  10. 8 points
    This is correct. The compatibility patch lies within the EE mod itself. There isn't a standalone patch floating around anywhere. Sorry if I phrased that all weird. I certainly think it does. @danil-ch do you think this could be something that is doable? The patch worked fine with M4-78 1.2 but that's the latest version I got to work. And I looked for you. It still lists TSLRCM version 1.8.3.
  11. 8 points
    Excited to announce that non other than the man of a thousand voices himself @UnusualCharacters will now be playing Zekk Vorrn in the The Prodigal Knight!
  12. 8 points
    What I Did For The Community Last Year Have you wondered . . . what does Sith Holocron do as an administrator on this site? Wonder no longer! I’ve summed up what I’ve done this year so you can have an overview. Keep in mind some entries might just list a start date for an ongoing event – or it might take up from an event that took place from last year. There are also other things that I can’t freely talk about such as advice, staff chats, and secret projects that I am not at liberty to discuss. Do you have some time? You’re going to need some to read through all of this as I've working on this document for most of the year. I originally was going to release this on New Year's Eve but I thought to myself: Why Wait? Please note that some of these entries may come off like I have a chip on my shoulder. That may or may not be a figment of your imagination. January 02, 2017 Received voice lines from voice actor for the characters I1-02 (in M4-78 Enhancement Project.) Paid for actor’s services. (Yeah, some of those lines in the latest version of M4-78 EP that I paid actual real world money for. You know, the mod that isn't on this site?) Provided splicing for Leilukin's "Handmaiden and Female Exile - Disciple and Male Exile Romance" mod. January 04, 2017 Arranged for voice actor re-record lines to Zbyl’s specifications. January 05, 2017 (and beyond) Continuing the saga from last year, dealing with myriad issues with having the end credit trailers for both the TSLRCM and the M4-78 Enhancement Project redone. Paid for the project out of my funds. January 11, 2017 Provided splicing for Leilukin's "Darth Sion and Male Exile Mod" January 14, 2017 Taking a cue from Varsity Puppet’s replacement legal screens, created a new legal screen in TGA format for the M4-78 Enhancement Project. January 20, 2017 Posted "Blog #43 - Miguel Ferrer passes away" January 27, 2017 Posted "Blog #44 - RIP John Hurt" January 31, 2017 Continued to moderate between Hassat Hunter and Ndix UR on fixing one of the droid’s eye-lights. (M4-78 EP related) February 3, 2017 Received more lines from the voice actor for CS-36 (in M4-78 Enhancement Project) – again, I hired this guy. February 5, 2017 (an ongoing debate) Indicated the read-me for M4-78 Enhancement Project needed to emphasize that the intentional vagueness of the journal entries was supposed to represent “old school” RPG playing. (IMHO: If HH wants to continue to claim that’s intentional, he should claim so in the read-me file.) February 7, 2017 Created new video to (eventually) announce that the updated M4-78 Enhancement Project is available for download. Utilized lines from voice-actor for CS-36 specifically for this announcement. (Still waiting on this release.) Posted "Blog #45 - Hangar versus Hanger" as part of my on-going grammar series. February 14, 2017 Posted "Blog #46 - I Present a SWTOR Question!" February 15, 2017 Provided new splicing for Leilukin's "Atton Rand and Male Exile Romance" February 19, 2017 Released “TSL Animated Galaxy Map Texture in Canon Positions” mod. Posted "Blog #47 - Preparing for the Stoney Chapter soon" . . . for use in the M4-78 Documentary. February 20, 2017 Corrected “TSL Animated Galaxy Map Texture in Canon Positions” mod February 22, 2017 Sent questions from the general public to Stoney regarding his version of M4-78 for the documentary I’ve been doing with Xuul. February 23, 2017 Released “KOTOR1 "Canon" Animated Galaxy Map” mod March 1, 2017 Posted "Blog #48 - Design my next computer" March 16, 2017 Provided new splicing for Leilukin's "Handmaiden and Female Exile - Disciple and Male Exile Romance" mod. Posted "Blog #49 - I need a WAV file from MOTS" March 24, 2017 Collaborated with bead-v on the “TSL Galaxy Map Fix Pack” mod March 31, 2017 Posted "Blog #50 - Meet ‘Holocron’" – finally officially ending my drought without a functioning home computer by posting the process of putting it together. April 3, 2017 Updated “KOTOR1 "Canon" Animated Galaxy Map” mod April 4, 2017 Posted "Blog #51 - Who wants to make HD versions of the trailers?" – inspired by folks complaining on Reddit about the old low resolution trailers for KOTOR1 and 2, I decided to see if I could inspire the community to remedy that need. April 14, 2017 Collaborated with Kexikus on the “K1 Galaxy Map Fix Pack” mod April 19, 2017 Posted "Blog #52 - Stormtrooper Tutorial" – modernized and amended an old tutorial from another site. May 19th, 2017 Posted "Blog #53 - Help me name my next SWTOR Character” June 8, 2017 Posted "Blog #54 - Possible Expansion to K1 Portrait Pack?” Jun 25, 2017 After working on it since April, I finally received some additional sound files from the voice actress for the next version of M4-78 EP that Zbyl2 and Hassat Hunter requested. Of this effort, I received no thanks from either of the aforementioned persons. June 28, 2017 Posted " Blog #55 - Retro Action Figure Space Station” July 1, 2017 Posted " Blog #56 - The K1 and TSL Heads” July 2, 2017 Posted “Blog #57 - The Steam Workshop” July 5, 2017 Posted “Blog #58 - Let's Plays” July 18, 2017 Released “Animated Cantina Sign for KotOR 1” to public. July 25, 2017 Attempted a behind the scenes initiative to have modders and/or machinima makers remake some - if not all - of the KotOR1 pre-rendered movies for the game. July and August Offered sound files of KOTOR voice actors for machinima directors to use in the future videos. Dealt with questions that came up from the M4-78 EP Beta Team. (Yes, there was actually a beta team!) August 1, 2017 Posted “Blog #59 - "Name that Gun" Challenge!” Deleted pictures from Screen of the Day section by request of the original poster. August 2, 2017 Released “Animated Manaan Cantina Sign for KotOR 1” to public. August 12, 2017 Posted “Blog #61 - "I Need a tutorial for a G0-To voice filter” both on Deadly Stream and on the KOTOR subreddit. August 13, 2017 Posted “Blog #62 - "Mod Ideas that Never Came to Pass” September 2, 2017 Posted “Blog #63 - "Got an interesting message on Facebook Messenger” September 3, 2017 Posted “Blog #64 - "Not Star Wars Related” Attempted (and failed) to resolve a conflict between two mod makers. September 14, 2017 Posted “Blog #65 - " A Celebration of Life Day! A blog seeking participation for a Holiday themed video. September 20, 2017 N-DReW-25 requested changing the gender in the “601saedhe045” line in KOTOR2. First released to him and then to general public on October 2nd. September 23, 2017 Posted “Blog #66 - "New Landing and Take Off Videos for M4-78?” A blog requesting folks to redo the Landing/Takeoff videos using Quanon’s skyboxes from Stoney’s original M4-78. Superseded shortly afterwards by my thread in the Request section here. (include link) October 1, 2017 Posted “Blog #67 - "Font Discussion” A blog discussing typefaces for the Star Wars games and the Star Wars universe in general. October 2, 2017 LucyTheAlien requested adding a filter to Mandalore’s “503xaart024” line in KOTOR2. Released in the “Bugs and minor inconveniences with TSLRCM 1.8.5” thread. October 4, 2017 Deleted multiple threads by ALPHA000102 on his requests. and so on . . . I’ve done other stuff after October 4th, of course. However, I think you might have the idea by now, right? Throughout the year . . . · Run spelling and grammar checks on your posts. (And you thought my blogs on grammar were just for show.) Of note: “Nar Shaddaa” is misspelled the most. Count out how many “a’s” and “d’s” you see in those two words and try to remember it. · Received numerous insults. (In addition to the above!) · Applied infractions and bans where necessary - Possibly but not necessarily related to above. ???? I inquired with other staff members when applying infractions. (It's not done in a vacuum.) · Worked on acquiring files for Ndix UR’s “Major Audio Classification” initiative. (You’ll have to ask him about that if you want more details.) · Sent numerous birthday messages to Members. (I’m picky about doing this. If I don’t recognize the name because they’re new or because I don’t see that person post (anymore), I often don’t bother.) · Provided input on various mods both in the threads or through Private Messages. · Work on unannounced projects which I am unable to discuss at the moment. · Other things of a personal nature but those involved know of what I speak. · Forwarded message traffic to the appropriate staff member. · Approved loads of mods. (However, I try to leave a majority of this to the Moderators.) · Ensured mod up-loaders have acquired permissions for materials used in their mods if they didn’t make a part of it themselves. · So. Many. Avatars. I really should cut down on that this year. (Nah.) · So many questions about when M4-78 Enhancement Project will be back on the site. I don’t know and you should stop asking me about it. Ask Zbyl2. Don’t bother asking Hassat Hunter about as I think he’s signed off doing anything with the mod ages ago. So . . . what did you do this year? Speaking of which . . . What You Could Do For The Community in 2018 (and Beyond) These suggestions are specifically directed at those that don’t mod. When you make a request – whether it’s for some new or altered content or a bug fix – remember that the folks answering you aren’t being paid. They’re giving up their time and energy with no financial compensation. So please make sure to do the following: 1) Provide Relevant Information: So . . . you have a bug. You want folks to help you. Then you must provide the information the modders need by utilizing the Read Me First threads for Knights of the Old Republic 1 or Knights of the Old Republic II [add links]. You’re most likely using K1R or TSLRCM but even if you’re not, providing the information specifically asked for those threads in vital before any can proceed. Plus . . . it’s in the site rules, ya know? {add links] Have you made more than one request? You still have to provide the information in those threads. For each request you make, you have to update the information provided. By the way, if you're mod configuration is so complicated that you have to have a Google Drive document in order to explain how you’ve put it together, you are the likely cause of your issue. That’s because you have too many mods and you have over-complicated your situation. (I wonder if I have someone specific in mind when I say this?) 2) Provide Feedback: If you like what you see, let them know what you’ve liked in the modder’s presentation. If you didn’t like what you saw, provide constructive feedback. Modders aren’t mind readers and seeing as you’re already made a request, don’t waste the modder’s time by only providing a two word comment. Provide detail! Consider this your initial down payment for a request - to provide the information that a modder needs. 3) Utilize that Like button: Let’s say you weren’t the original requester, but you liked what you saw. A simple way of letting of the mod author/s know he or she is on the right track (in your opinion) is to use that “Like” button. 4) Giving Thanks: One of my personal pet peeves is when someone makes a request, is provided with exactly what they asked for, and never makes a comment in the thread again. (I could point out numerous examples of folks not doing this but let’s keep things mostly civil for this blog.) The very least you could do is thank the person that helped you. Assuming you’re better than a person doing “the very least”, you should state how the mod or fix helped you. Yes, that means providing feedback. And like I previously mentioned, hit that Like button!
  13. 8 points
    I need to provide some back-of-the-box quotes as well. "Yeah, it was OK I guess" "I haven't uninstalled it yet, so there's that" "If you are a fan of mods, this is a mod" "The most fun I've ever had extracting a ZIP archive"
  14. 8 points
    Thanks. <bashful> I just quit the Staff. I ain't leaving the site, folks. Easier to have less responsibilities so I can concentrate on assisting other mods - mainly by recruiting. It is more rewarding (for me) and I think I might appear less like a blowhard that way. You're not rid of me yet...
  15. 7 points

    Version 1.1

    329 downloads

    Summary This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed. The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game. I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states. To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office. You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect. Installation Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas. This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped. This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later. This mod is compatible with my Fashion Line I: Cloaked Jedi Robes mod and includes an optional compatibility patch for the 100% Brown color option. It adjusts the tailor's dialogue to make all references to robe color consistent with the brown shades in that mod (brown, black, buff, and grey). The tailor will only recognize the original game robe items plus the variants the mod adds in the four standard colors. This mod may be compatible with other mods that add new robe items, but the tailor will only be able to swap around the old kinds. The tailor will only perform for the player and standard Jedi party members (Bastila, Jolee, and Juhani). 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 TSL Patcher – stoffe, with updates by Fair Strides CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks DeNCS – JdNoa & Dashus DLGEditor – tk102 ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 LipSynchEditor – JdNoa
  16. 7 points
    Hey everyone! I have exciting news! A Crashed Republic Cruiser On A Nameless World is now open for beta testing! If you're interested, please send me a PM! In addition, I'm also looking for 1-2 voice actors (psst @Zhaboka ) as well as someone who's strong in dialogue writing/editing to peruse my dialogues and help clean them up and make them sound better.
  17. 7 points
  18. 7 points
    I am not afraid to admit when I was wrong or being an idiot. I was wrong. I was an idiot... ... I thought they could do no worse than TLJ. So foolish of me. They sure showed me up with this teaser. This is going to be something else. Good thing all care got sucked out of me already. Do tell me how story #1, recton #1, retcon #2 is in any instance "coherent"? Me? I'll be waiting for the MauLer cut. Let's atleast be a little entertained watching our favorite franchise burn down in flames.
  19. 7 points
    To all my friends that I have made over the years on this site, I cannot begin to tell you how much your friendship has meant to me. Unfortunately, my activity on Deadly Stream will be ceasing to a halt (aside from the occasional download) due to having orders from the United States Navy. OCS here I come!
  20. 7 points
    Better late than never . . . Update 18FEB2019: Permission granted to make April Fool's Jokes out of this picture for mods that replace the regular logo with this.
  21. 7 points
  22. 7 points
    It's been awhile, I know. Here's an idea I threw together for a new scoring system: Colors aren't set, that's just for an example. Middle semi-circle illuminates to whomever's turn it is; bars underneath illuminate per round won.
  23. 7 points

    Version 2.0

    8,070 downloads

    New HD texture for Malek. Resolution of the texture of the head 1024X1024. Resolution of the body texture 2048x2048. The texture is made from scratch. You can choose between blue eyes and red. Really easy to install: copy all the files to your override. Look at the comparison picture to get a better idea:
  24. 7 points
  25. 6 points

    Version 1.1

    191 downloads

    This mod adds the Force power Knock, which can open locks as if you had used the Security skill on them. You earn the same amount of XP using this power as you would using Security, as well. It is a universal power and costs 10 Force points to activate. When used, Knock unlocks the nearest door or container, provided there is an eligible lock within 5 meters. It cannot open a lock with a DC greater than 50, or one that requires a special keycard. In other words, it cannot unlock anything you could not otherwise unlock with Security in regular gameplay. You can acquire Knock whenever you level up a Jedi character. It will then appear with your other friendly Force powers (such as Heal and Speed).
  26. 6 points
    Well glad you like it! Things like wind & vegetation effects would be certainly cool but probably not possible... However, filling the skyboxes with numerous objects would simluate variety to some degree. Dantooine btw. is done with Naboo in mind: Mod: For the Crystal cave im still thinking about emulating the shimmering effect on the rocks here: Still WIP:
  27. 6 points

    Version v2

    431 downloads

    ************************************** Knights of the Old Republic - The Sith Lords ************************************** TITLE: Effixian's Bao-Dur Reskins AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam. ************* INSTALLATION ************* Unzip, copy the files from one of the folders to your override folder. ************ DESCRIPTION ************ This mod includes reskins of: - Bao-Dur's head - The lightning in his mechanical arm (more red) - His mechanical arm when wearing armor (red details) - His default clothing (a lot of black) - His Remote (and with it also other Sensor Balls). The Remote gets a more Imperial look. There's 3 variations included that you can choose from, version A has different looks for light side, half way dark and fully dark side. Version B is for the Darth Maul fans who want the look inspired by him from the start. Version C is based on the Nightbrothers from Dathomir. This mod is not compatible with other mods that change Bao-Dur's appearance. TSLRCM: A few files that change Bao-Dur's default clothing to a darker version are also included in TSLRCM, so you will need to overwrite those files if you're using TSLRCM. If you like you can make backups of those files before replacing them (P_Bao_DurA.tga, p_bao_dura.txi, P_Bao_DurAD01.tga, p_bao_durad01.txi). ***** BUGS ***** None. ************* UNINSTALLING ************* Remove the following files from your Override folder: C_SenBall01D.tga fx_Baodur.tga P_Bao_DurA.tga p_bao_dura.txi P_Bao_DurAD01.tga p_bao_durad01.txi P_Bao_DurH.tga P_Bao_DurHD1.tga P_Bao_DurHD2.tga P_BaoDur_Arm.tga PO_PBaoDur.tga po_pBaoDurd1.tga po_pBaoDurd2.tga ******************* DISTRIBUTION NOTES ******************* You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if simply you ask me. ******** Thanks to ******** Fred Tetra for KotOR Tool ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  28. 6 points
    Getting back in the swing of things after being gone a week on vacation. The street module is all walkmeshed, blocks cameras, has aurora lights, and a minimap. All that's left is the path file, which are still proving a bit finnicky. Most of those are dynamic things that are difficult to see in a screenshot, so I'll try to do a video in the next few weeks to showcase some of the improvements. Also I will try to add in NPCs and such before then. Next I will be switching gears, working on the Arena Hall/entrance area and attempting to setup some gladiator fights.
  29. 6 points
    Hey all, I know I haven't been exactly active in the modding community in years, but I was recently approached about my previous work on my HK-47 Melee/Saber Mod. It came to my attention that since the disappearance of LucasForums, my tutorial on how I did it is no longer accessible. However, I managed to dig up an old copy. Given how long it's been this information may be old news, but I figured I would repost it here in case it is of use to anybody else. This is the original instructions I made to create the HK-47 mod, it was a rather crude and experimental procedure for me at the time, so it can definitely be refined and improved. Feel free to reply with any updates or experiences. Without further ado, here is the original tutorial:
  30. 6 points
    Today I have two finished skyboxes for you. Though, to be honest, both were very close to completion already. Let's start with Korriban. Not much has changed since I last showed that skybox. I just did my ususal model changes and then also some changes to the ingame lightmap so that the statues are more in the shadow and blend better with the skybox. On top of that, I removed the fog. But the most important change is probably the new ground color that looks absolutely ridiculous with normal lighting and atmosphere but matches the ingame terrain when lit properly: With that out of the way, here's a render and two screenshots. The first one shows the new terrain color blending with the area model and the second one shows the new lightmaps and the disabled fog. The second skybox that is now finished is Coruscant. The only thing that was missing here is the fixed model. I also finished the model edits for Telos so that skybox is also fully done now. But you've seen those screenshots before, so I won't show them again.
  31. 6 points
    Read it all Fair Strides. I get the feeling that all the things that happened with your family, is catching up. You say you supress the feelings and emotions. This takes a ton of energy. I'm not blaming you, what I get from your story is you had to grow up FAST. Decide major things that have a serious impact on your life. It's far from odd you have these on and off periods. Feeling tired by it all. And not sure what to do about it. I think writing this out in a blog is a good step. You can let it out, doesn't matter if it's a bit cluttered or rambling on. At least you let it out and it can give you some insight on what's going on in your head. I admire it, it's brave to start digging in yourself. Though it does take time and you should take your time. Take time, but also take good care for yourself, keep eating and drinking at the right times, you can feel very tired and worn out, by not eating enough and not drinking, causes headaches... ect, hold on to some structure. Could write a whole lot more, but I got the feeling I would be talking to much about myself here; I've gone through difficult periods myself, about myself. Still fighting with it at times. But I don't want to take away your "thunder". Feel free to PM me anytime; I don't think I can help much, but you got my ear
  32. 5 points

    Version 1.0.0

    61 downloads

    DESCRIPTION This is an HD reskin of our fierce assassin droid HK-47, as well as HK-50 and HK-51. Their textures are now each 2048x2048, each manually-upscaled and incorporating downloaded textures. I constantly checked my work against the 3D model to ensure there were no texture seams. I even added an environment map to enhance the look of the brushed metal. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. If you're looking for an HD reskin for the KotOR I version of HK-47, check out "Quanons HK-47 Reskin" (https://deadlystream.com/files/file/1001-quanons-hk-47-reskin/). INSTALLATION Run TSLPatcher.exe. UNINSTALLATION Move the files from the newly created "backup" folder to the KotORII "override" folder. THANKS Thanks to GIMP, wildtextures.com, Blender, KotORTool, KotORBlender, mdlops, and the KotOR Savegame editor. Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  33. 5 points
    Despite the sparse updates recently, the texture production is going pretty well actually. For the upcoming K1 Overhaul I will open a thread soon, but I can assure you guys it's a massive, epic mod that blows any of my previous mods out of the water. Literally. For instance all textures (already > 7 GB) have been remade over the years from scratch, and it doesnt use repetitve tex either - e.g. some computer panels using the same vanilla texture like the Sithbase ones are now divided into at least 6 totally different animated panels with original designs from the movies. original vanilla panel: Ep VII: Mod: Panel EP VII: Mod: Or this lock mechanism inspired by BF2 is only used for a tiny texture to make the SB door panels feel more realistic: To get an appropriate feel to Taris Lower City i also made some cyberpunkish Light tech and such: But there's much more to come!
  34. 5 points
    I think I'll start rendering the vanilla skyboxes once they're all done and while that's in progress I will work on the third party skyboxes (which are not that many so it shouldn't take too long I hope). Then I'll see how far I got with those once the vanilla renders are all done. Actually it's been only about 2.5 years since I started with V2. Terragens v4 came out a few months earlier and while it has seen some improvements since that major release, there are no big new features or anything like that. At least none that I know of. Also, while I'm here: I'm not dead and work on those Nar Shaddaa buildings is continuing very slowly. My focus in the last months simply was on other personal projects and my masters thesis. That might/should change in a few weeks however.
  35. 5 points

    Version 1.0.2b

    694 downloads

    This mod replace the default Ajunta Pall's Blade appearance with the "Legends" rendition. # Background # The blade of the fallen, Ajunta Pall's Blade - I have always thought about something that is dark-enigmatic about the blade after hearing those words, so this project was started to accommodate the idea. # About this Mod # This mod replace the default Ajunta Pall's Blade appearance with the "Legends" rendition. The new blade is using the amazing IRobert's [K1] Vibroweapons replacement pack retexture base texture and model, which having that science-fantasy feeling to its design and concept. I edited them later particularly on coloring and scheming to match my interpretation of the blade. IRobert gave permission for everyone to freely use, change or modify the mod with *redistribution* policies applies. * With v1.0.2 included the model fix kindly provided by the infamous Dark Lord of the Sith, DarthParametric. It's a fix for holes in the meshes of the hilt which causes artefacts with the shadow casting. The new blade trying to fits the concept of the true Ajunta Pall's blade, which described as - Those features can be seen on the blade now. # Final Remarks # I suggest you to install VarsityPuppet's Spectral Ajunta Pall Canonical Appearance first and then install this mod after. This mod aims to complete the Ajunta Pall's personal items part. There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, 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: Choose your installation preferences - then run the installer [TSLPatcher.exe] and hit the [Install Mod ->] button! Uninstallation: Choose the UNINSTALL option in the installation menu Additionally you may want to remove these items from the Override folder - ireb_apallblade.tpc ireb_apb_glow01.tpc ireb_apb_glow02.tpc iw_vbrdblswd_037.tpc w_vbrdblswd_037.mdl w_vbrdblswd_037.mdx Compatibility: For maximum compatibility, install this mod at the latter stage of your mod's build There's an option for this mod to be compatible with VarsityPuppet's Spectral Ajunta Pall Canonical Appearance and Rece's Ajunta Pall's Swords Revamped. Just make sure to choose it only after those mods has The main installation of this mod is not compatible with the said mods, and/or any mods that hard-overwrite the Tomb of Ajunta Pall/korr_m37aa module For this mod to be fully effective you should at least load a saved game before entering the Tomb of Ajunta Pall [korr_m37aa] module The mod is play-tested with both the latest version of KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered everywhere. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to give credits to IRobert, DeadMan, seph6, RevanDark, DarthParametric, BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant work here is also a very warmwelcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played IRobert, DeadMan, seph6, and RevanDark for [K1] Vibroweapons replacement pack retexture DarthParametric for his assistance on GFF editing in v1.0.1 and the model fix in v1.0.2 and ultimately for the past-present knowledge which allows me to create customs also for all his outstanding creation that I am a fan of VarsityPuppet for the permission to have Spectral Ajunta Pall Canonical Appearance being awesomely stand-out in the screenshots and inspiring me with his work JCarter426 & Inyri Forge for all their awesome work that I look up to - I learned a lot from their mod setup and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial - which guides me on packaging the custom module Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax ndix UR for tga2tpc stoffe for the magnificent TSL Patcher, TLKEd, ERFEdit, et cetera, and Fair Strides for later improves them TK102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the mod's users that provides reviews and constructive feedbacks pre v1.0.2 - gerblul, todevuch, JustABitAgroed, Ebony Moon etc. All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site -eb
  36. 5 points

    Version 1.0.0

    130 downloads

    Train the Disciple By jc2 Atton can be trained to use the force forms and lightsaber techniques that the PC learns on his/her journey, however, the Disciple cannot. At a loss for why this would not be, jc2 has undertaken an effort to rebalance this issue. Keeping in mind the sister mod, Train the Handmaiden, which set out in 2017, nearly 2 years prior to address the same issue for the Handmaiden, jc2 has come full circle. Therefore, it is the entire effort of this mod to allow the PC to train the Disciple in all 7 of the lightsaber forms, four force forms, and three force techniques. Lightsaber techniques: Ataru Form -Juyo Form - Shii Cho Form - Soresu Form - Makashi Form - Niman Form - Shien Form Force forms: Force Potency Form- Force Mastery Form -Force Focus Form - Force Affinity Force techniques: Breath Control - Beast Trick -- Force Sight The PC must have learned these techniques in order to train the Disciple on them. Incompatibilities: None so far. Compatible with Party Swap & any mod that edits disciple.dlg, because Train the Disciple does not edit disciple.dlg in any way. Files used: jc2_coms.uti, deadmerc_cont.utp (Dantooine corpses within Enclave next to Statue), jc2_disciple.dlg, spells.2da & globalcat.2da (correctly patched with tslpatcher). Installation: Run Tslpatcher See Readme for further details and information, before installing. Credits: Sith Holocron for VO splicing Deadlystream for hosting & Tyvokka for hosting deadlystream! ZYBL2 for quick explanation of lips files stoffe for the tslpatcher Jesus the Christ Feedback is always appreciated, regardless of its nature. I hope you enjoy!
  37. 5 points

    Version 1.0.0

    489 downloads

    Good afternoon. I was impressed with @JCarter426's "JC's Slave Bastila for K1 1.3". I could not resist, and I made a new texture in HD. Resolution 2048X2048. Increasing the resolution allowed to improve the quality of the texture and add detailed ornaments. The archive contains only textures. Installed on top of JC's Slave Bastila for K1 1.3 https://deadlystream.com/files/file/1299-jcs-slave-bastila-for-k1/?tab=comments
  38. 5 points
    Hello everyone! Recently, we at /r/kotor hosted a general survey about the games and posting habits on the subreddit. Most of these results aren't very interesting for Deadlystream and modding in general, but we also asked some specific questions about modding and modding habits which we restricted to only users on the subreddit which had previously installed a mod for either KOTOR or KOTOR 2. I think these results are both very interesting and quite relevant to Deadlystream, and so I thought to bring it to everyone's attention. The survey thread, which includes links to all the various sections of collated survey responses, can be found here. But, for those who just want to see what's relevant, we're most interested in the two modding sections--here and here. Now, there are some really interesting results in these two categories, including how frequently users on the subreddit mod each of the individual games, how many users have used the mod builds and the ways in which they choose to do so, and some feedback and usage statistics on K1R, TSLRCM, and M4-78; for anyone here with any fingers in those pies, it's worth taking a look at the results. There are two charts I really want to bring to everyone's attention, however, and I'll repost the first of these here: As you can see, these are the usage values for typical modding sites, with the one on the left representing usage for all users, and the one on the right excluding those who have only ever installed TSLRCM before (which we suspected granted the Steam Workshop disproportionate weight, and was largely borne out). These charts show clearly that Deadlystream sits in third place for all major modding sites, even the Steam Workshop, and even after excluding TSLRCM-only users. This means that the Workshop, which only hosts content for KOTOR 2 (and a very small selection at that), and which is only available to users who own the games via Steam, is beating out Deadlystream for usage on the subreddit. This is despite official subreddit resources like the mod builds utilizing Deadlystream; this is despite official and regular subreddit warnings about the Workshop's reliability; and this is despite our policy to link to mods on Deadlystream and recommend Deadlystream's usage whenever a user comes to us with a modding question. Now, if it was just a battle between the Workshop and Deadlystream that would be more understandable, as convenience can always win out against common-sense, and other responses to the survey showed that KOTOR 2 is by far the more modded game out of the two. But we have here the Nexus as well, which is also beating out DS on usage. It's very clear from these results that, despite the subreddit's partnership with Deadlystream and all our best efforts to encourage its use, DS is losing the race on convenience (the Workshop) and popular usage/word-of-mouth (Nexus). And this is on a site which is partnered with DS and where we do our best to support it; the prognosis for use outside reddit is likely more grim still. I bring this to everyone's attention not to be a doomsayer, but instead to illuminate the issue and open up a dialogue about how we can fix it. As everyone here knows, Deadlystream is now where the most (and the most-updated) mods are hosted; users who utilize the Workshop and Nexus not only deprive themselves of many mods, but also deprive themselves of stability due to the Workshop's poor architecture and the outdated nature of many of the mods on the Nexus. This, then, is not merely a perception problem affecting the userbase here--wherein users quite likely believe the KOTOR mod community anemic or even dead based off of perceptions surrounding the infrequent uploading and support of mods to the Workshop and Nexus--but also a usage problem, in that the end-user is being deprived of a stable game with maximum available content. I've already looped @Tyvokka into this discussion and we had a chat earlier today about wiki integration and how the subreddit (which is tied to reddit's very limited wiki functions at present) might migrate our entire wiki here in the future, which might well serve to encourage more cross-site traffic and familiarity. We also again discussed cross-site administration, events and support, and hopefully on the administrative level we can do some cooperative work to combat this trend. As has been mentioned before, at the very least when wiki support is added here and the mod builds are next updated I'll post them here, and begin dual-site support between reddit and DS. I don't want to understate the work that can be done on the level of the individual user here either, however. For example, let's take a look at the second chart, I spoke of earlier, an entirely more hopeful one: As you can see, about 50% of polled users would be potentially interested in making a KOTOR mod! The subreddit currently has a little over 37,000 subscribers, of which I'd estimate about 15,000 are still for accounts which are active on the site. I know this is a bit of guesswork, but let's just say that 75% of the "Maybe" category will eventually decide they don't want to make a mod or modding tools, and 85% of the remainder doesn't have the skills to do so and will never learn them. If you add them all up, that's still 450 users who would want to make a mod and would have the skills to do so. And I fully admit these are hypothetical approximations of skill, availability and dedication, but it's not a number to scoff at. Regardless of outcome, it's clear that there is potential here; a userbase which contains individuals who are at least willing to try their hand at modding for KOTOR, but have not as yet. I see the subreddit as a pool of potential resources for users on deadlystream, potentially containing not just users willing to do the gruntwork of testing mods, but also artists, users with modeling experience, and maybe even programmers with sufficient skill to make tools still desperately-needed by the modding community. Not everyone will agree with the need (or desirability) to look to the subreddit and its userbase for work which, in some modders' minds, is perhaps not even necessary; that's okay. I understand that considerations for mod development differ, both based on the mod and the user. But I point out this base of interest because, for those who do see potential in it, I want you to know it's there, and as subreddit staff, we're entirely on board with any efforts to harness it. We firmly believe that greater cooperation and collaboration between Deadlystream and the subreddit--which is certainly the largest KOTOR fan community on the internet now--will help drive the word-of-mouth which will help present Deadlystream as the principal KOTOR modding site, and in so doing reverse any false presumptions in the KOTOR fanbase at large that KOTOR modding is dead. Beyond that, with the recent announcement that a KOTOR movie is likely in the works, there's little better time to present a strong and vital face for the classic games than now, when interest in the series is revitalizing. Of course, the subreddit does not necessarily need to factor into this at all, beyond serving as the vehicle for bringing this issue to everyone's attention. I invite anyone reading here to share their thoughts, possible solutions, and even further concerns; we all use Deadlystream, and how frequently it's used for its intended purpose impacts all of us in one way or another. Anything that could help, even if it's impractical to implement at present (or at an administrative level), is worth mentioning. Thanks everyone for your time!
  39. 5 points

    Version 1.0.0

    60 downloads

    AUTHOR: Sith Holocron ORIGINAL RELEASE: 01 APR 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: If you’ve played Half Life 1 or 2, perhaps you might have considered making your character sound like Gordon Freeman. With this mod for KotOR1, now you can! Installation: You'll not be dropping these into your Override like my usual mods. This time you have new steps to follow. 1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game 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. “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!” 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: You – my faithful fans!
  40. 5 points

    Version 1.1

    1,145 downloads

    This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people. I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. I've included two install options for the Heart of the Guardian and Mantle of the Force colors. The default is my approximation of the original game textures, while the Alternate Textures folder has them changed to look more like standard lightsaber blades since I had to do them anyway for the K2 version. Heart becomes orange and Mantle becomes cyan, if you choose this option.
  41. 5 points
    This will be my first published mod, the aim of witch is to upscale all game UI elements. - all menus, the gameplay GUI, loading screens and icons. Personally, i always thought, that the terrible low resolution UI just doesn't work anymore and dates the game horribly. Ndix UR’s brilliant ui mod was a fantastic inspiration, but also all the HD work on this site. KOTOR was my favorite gaming experience, once upon a time. And it make me very happy to try and contribute to its continual enjoyment. Any feedback, thoughts, ideas, and perhaps slight assistance would be greatly welcomed. For one thing, can anyone point me to software, that allows for seamless viewing of KOTOR models and textures in a 3D frame with free camera?
  42. 5 points
    Great idea! Havent thought about that. No adequate Picture to represent Telos though; but here you go:
  43. 5 points
    I've essentially recreated one of my very first mods.
  44. 5 points

    Version 1.0.0

    434 downloads

    This mod is a small fix for a couple of wall panels in the entranceway of the Taris Upper City cantina. For some reason the mesh for this particular pair of panels was split off into a different model from the rest of the room. More importantly, it was assigned a lightmap that doesn't exist, thus it appears black in-game. To solve this, a duplicate of the adjoining panels was added to the entranceway room model in the appropriate position and the original mesh removed. To install, simply drop the MDL/MDX files into your Override. Compatibility: Won't be compatible with any other mods that edit those two room models, but the likelihood of that is low. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ebmar for bringing the issue to my attention
  45. 5 points
    Playing around with some of the Jedi Knight visors. I think they will be good replacements for some of the vanilla masks: I haven't adjusted the textures yet, so they are still their default (mostly) brown. I also need to add some glow meshes for the first one, like you can see in the second and third ones. I think I'll also use an envmap for the lenses, give them a bit of reflection. Perhaps the first two could also have their lenses changed from black to something more bluish like the other two.
  46. 5 points
    Freedon Nadd's sarcophagus. Comic source vs. 3ds rendition It's a work in progress, and it's not going to look exactly like the comic version anyways
  47. 5 points
    That had to be hard to even vaguely sound like Kevin Michael Richardson but you managed to pull it off
  48. 5 points
    Greetings, meatbags. Last time I posted in this blog was quite a while ago, so I thought I'd share what my recording space currently looks like in Texas. The rundown: It's a big ol' closet with moving blankets strung up on the walls and draped above me like a circus tent. The equipment: I've been slowly adding more and more to my space throughout my various moves. First off, the second most important instrument you have (after your voice). I've had three mics throughout my 6 or so years recording VO. I started off with the respectable Blue Yeti USB mic, moved on to the AT2020 and now have landed at the E-100S Condenser Microphone. This thing is good for me to help bring out the natural bass in my voice, but is not markedly better than the AT imo. If you're looking for a good starter mic of your own, I'd recommend the far more affordable AT. Next is the Audio Interface, which is necessary if you're using a non-USB microphone like I am. I use the Focusrite Scarlett Solo, which is a plug and play type setup and has never steered me wrong. The next most important part, is your recording software. Audacity is free and it's what I've always used. Extras: Music Stand to hold your copy (or script), mic stand, stool to place laptop on, LED clamp light to see copy, dog trainer clicker to mark mistakes with loud pops in recorded track. That's all there is to it. Til next time. - UC
  49. 5 points
    ///// 01. Two-Point-Oh ///// First off, thanks to everyone who’s downloaded and offered support through this process. I appreciate all of your comments, critiques and suggestions. Through the creative process, the gears started turning for future plans. Here’s loosely what I’m planning thus far: ///// 02. Planned Improvements ///// Remap the UVs. A lot of the patterns repeat, e.g. details on arms are also on feet, or also on base, etc. I know I wanted to remedy those first and foremost. I wanted the arms to have their own textures, the feet their own, etc. etc. etc. Progressive: Create a UV for each arm and leg, which would increase the work significantly because then we go from 2 pieces to 6. Overkill? Planet rotations. When the map opens and you see the location of each planet, they slowly (and very choppily(?) rotate. I’d really like to smooth that out a bit, as it’s just a hacked together animation. I think it has 9 frames right now? At a minimum, I’d go up to… 18 frames? Progressive: Each planet has its own custom shape and visual identifier. Right now, it’s random Aurebesh numbers (which technically didn’t exist as it does now, same with planet names), but we’ll see. Does it even need those I guess? Maybe it’s actually the type of planet referenced by the terminal, i.e. barren, arboreal, etc. More “Builder-esque”. Until ebmar pointed this out (and it should have seemed so obvious), this is a Rakata structure. I got the Aurebesh (see comment above) in there, but what else can I do to make this more “Builder”? I started looking around at a lot of source photos and ran around the Unknown World location a bit. I think I can change the rock? metal? country? to be a bit more… just “of that world”. Perhaps I made it too sleek in 1.0. While I have the texture itself pretty roughed it, it’d also make sense that some parts got chipped/rotted off here and there. Progressive: ebmar and I have been chatting about having a new sound for the opening of the maps. Dodecahedron. I really hate that thing. I want to make it a sphere or I dunno, just something different. I was so difficult to figure out how to reskin it before. There would be so much more I could do with a different shape. At the very least it’s been given a new UV map. Progressive: Play around with some transparency ideas. ///// 03. Planet Customizations ///// Let’s just go ahead and mark this whole section as “Progressive”. The idea would be to create a star map for every location, customized to that planet. The thing with that is there would need to be at least 4 more placeables created or they’d have to be built into the room itself. Hard to say what the route would be at this point, I mean, there are a limited number of placeables in the game. Anyway, the custom ideas: Dantooine This would just be the base model. Similar to what it is now, though with a violet glow. Tatooine Yellow glow. Sand-blown, sand in crevices and piled around base. Maybe throw some krayt scales in there? Like the dude was using it as a scratching post. Kashyyyk Green glow. This thing has been in a jungle for what, 10k years? Let’s thrown some moss, vines, etc. on there. It’d only make sense that the jungle would start taking it back. Moisture stains. Rust? I’m iffy on that one. Manaan Blue glow. Heavy algae growth. Coral, barnacles growing on it? Korriban Red glow. (durrr) I’m a little stuck on this one because it’s unexposed to the elements basically. I was thinking along the lines of blood splatters and saber burns. Thinking maybe someone fought in that room at some point. ///// 04. Recent Dev ///// The model has a completely new UV map. Every part has its own map to avoid pattern repetition. While I don’t know if I’ll recreate all 3 arms and all 3 legs still remains to be seen. Lots of reading about creating placeables and modding rooms. ///// 05. Future Dev ///// I really don’t care for the end animation of when you open the final star map. It seems so lackluster and very anticlimactic to me. I envision once the final map opens and the coordinates triangulate, you now have a large hud of the starforge. As of now there are just blue streaks and dinky animations (no offense Bioware). All of this really gets into some hardcore modeling and animation and that’s way, way, WAY over my head. I’m using Blender too, and well, it doesn’t like KotOR animations that much. ///// 06. Final ///// So that’s what’s going on at this point. Thanks again to everyone who’s download the mod, given their opinions and suggestions and more. This has been a fun project and I’m hoping it will continue to be so! If there’s anything you’d like to add to the above list or have anything else you’d like to share, by all means. Feel free to follow this post for updated now and then. Cheers, -CO
  50. 5 points
    I think he's gonna look just fine