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

  1. 28 points

    Version 1.0

    258 downloads

    This mod rewrites all text in the game using the finest machine translation services available. It is intended to offer a new experience to those familiar with the game.
  2. 22 points
    In this Topic i want to share my current progress on a project to make the visual appearance of the Planets in Kotor 2 more appealing. While learning to create textures in my previous Mods like the Complete Overhaul Series for K1, this mod is the end- product of that process over the years. The overall goal of this mod is to bring more of the movie flair to the game by emulating the panel designs of the Prequel, Sequel Trilogy and (perhaps in the future) Battlefront II. I know this is a very ambitious project so i cant tell if im able to pull it off in time, but while its already covering large parts of the game, i try to improve it, by adding some textures here and there from time to time. WIP Screenshots:
  3. 18 points

    Version 1.8.1

    63,950 downloads

    The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and some new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent. A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown too long to be included in this post, however you can view a detailed breakdown of each author's contributions in the included readme file. List of Contributing Authors (alphabetical): A Future Pilot blennus danil-ch darthbdaman DarthParametric ebmar Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team/Fair Strides Leilukin LiliArch Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk Thrak Farelle ZimmMaster Installation: Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. Due to the size and complexity of the patch, installation may take a few minutes, depending on your system specs. Please be patient and allow it to finish. Compatibility/Known Issues: K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be completely incompatible. At this time, the KOTOR 1 Restoration (K1R) mod has not been tested with K1CP v1.8. While prior versions were compatible, this is highly unlikely to still be the case with the numerous changes made in the current version. As such, using K1R is done so at your own risk. In future a compatibility patch may be developed (but no promises). These are the currently known bugs/issues with KOTOR (or K1CP itself) that are being worked on for the next release: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues If you find any others, especially with changes/additions K1CP makes, please report them so they can be fixed as soon as possible. Be sure to include as much information as possible, including a list of all the other mods you have installed and screenshots, if appropriate. Uninstallation: Given the complexity of this mod, a clean install of KOTOR is recommended. However, you can check through the installation log file if you wish to undo the changes made. Permissions: Due to this mod being a compilation from many different authors, please do not rehost/distribute it. Acknowledgements: All of the mod authors who have helped make this patch a reality. I can't say it enough - Thank you! Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier. Stoffe for TSLPatcher (with updates by Fair Strides) which enables such a complex mod to be installed while retaining some level of compatibility with other mods Snigaroo - For maintaining awesome mod lists on the /r/kotor subreddit, and for putting up with my many recommendations danil-ch - For the original info.rtf template Fair Strides - For bundling up his tools and making them available Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
  4. 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
  5. 16 points
    Hi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
  6. 15 points

    Version 1.4

    20,470 downloads

    Summary This mod replaces the Jedi robes worn by the player and many NPCs with a more iconic, cloaked one based on a model from K2. I've made some fixes to the model and made new textures both to improve the quality and fit into the game more smoothly. There are three texture options: 100% Brown, Brown-Red-Blue, and Brown-Red-Blue Alternative. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. The Brown-Red- Blue Alternative is a mix of these styles. It retains the color scheme of the Brown-Red-Blue option while keeping the variety of the 100% Brown option. Dark Jedi robes, of course, are always black. All styles come with or without gloves for your player character and some non- player characters. If you choose a gloveless option, your hands will be bare and match your usual skin tone. Installation Extract files from the downloaded archive. Run Fashion_I_Cloaked_Jedi_Robes_K1.exe. Select one of the six install options: a) 100% Brown b) 100% Brown (No Gloves) c) Brown-Red-Blue d) Brown-Red-Blue (No Gloves) e) Brown-Red-Blue Alternative f) Brown-Red-Blue Alternative (No Gloves) Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility & Other Notes This mod is not compatible with my Cloaked Hybrid Robes mod; you have to pick one or the other. This mod is compatible with my Cloaked Party Robes mod, if you install it after installing this mod. This mod is likely not compatible with other mods that alter the Jedi robes. This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  7. 15 points

    Version 1.1

    12,886 downloads

    Summary Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me. First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent. Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision. Installation Extract files from the downloaded archive. Run Vision_Enhancement_K1.exe. Select which version to install: If you use the KOTOR 1 Restoration, choose the K1R-Compatible Installation. Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed file. Compatibility This mod is not compatible with any other mods that alter the vision module STUNT_00. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 KOTORMax & MDLEdit – bead-v NWMax – Joco NWNSSCOMP – Torlack, stoffe, & tk102 and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me. 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. Disclaimers "I AM NOT A VISION" SAYS THE VISION. HA! WELL, THEN, I AM NOT KOTOR, DEVELOPED BY BIOWARE, NO. I AM NOT A VIDEO GAME EITHER. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  8. 15 points
    Hi folks! I've had a total modernization rework of KOTOR head models floating on my mind for years and thanks to the fantastic tools released on this site, I've been able to get a fully functioning prototype going with a few test cases. I'm starting this thread to document my progress with it and share with the community. First up, huge thanks to developers of KOTOR Tool, Kotormax and MDLops for making this possible. My goal is to build a universal head base that can be extrapolated to replace all the player and party head models with a much more modern standard - one that looks good, and is also very easy to adapt and modify. Hair will be handled as a separate mesh instead of something modeled as a fixed part of the head model, as is the solution in vanilla meshes, removing the need to do skinning cleanup for new heads. Texture layouts for heads are standardized as a result. Where I'm at right now: -New head geometry completed. -New teeth, tongue and eyes. -Eyelids are no longer separate geometry, instead the eyelid models have been converted to dummies and the eyelids on the head mesh are skinned to them, allowing for far more natural looking blinking. -Much more believable eyelashes have been integrated as a result. -Head is fully skinned for facial animation, though this is still a work in progress and needs a lot of testing and iteration. -Early tests for texturing and stylization are underway. First pass with vanilla eyelashes before I took the plunge to try the dummy skinning route, which ended up being a huge gamechanger. Skinned eyelids and eyelashes. Much more detailed teeth! Testing out eyelid skinning. To see how much I can get out of the new geometry I chose to start with a pretty major quick redesign of Juhani based on Cathar from SWTOR. If I have the stamina to see this project to full completion I'll probably also make a 'classic' version. This is probably going to be a pretty long project, but I'll try to keep updating once in a while. I plan to release a full resource pack of this even in the absence of a fully completed replacer mod. Thanks for stopping by! I'll be happy to answer any questions in the meantime.
  9. 15 points
    I realize it has been quite some time since I have posted a proper update. Unfortunately, right now I have nothing major to share that looks pretty. But, I have been dusting off the old tools and getting back to work on this. I've also been looking for ways to simplify and reduce some things, and I've sort of had a "Eureka!" moment that's going to allow me to combine two quests, eliminate multiple areas that I have yet to model, and just keep things simpler. I don't want to spoil all the details, but it's taken a burden off my mind at least. Some of you may be disappointed to hear about the reduction, but I don't want there to be bloated or unused space, which is what I am effectively eliminating here. I am really more interested in the quality of the mod, and an actual release. So in this case, less is more. On the modeling front, a number of things are getting an overhaul. The cantina is getting a face lift, and the street is going to be restructured. Most don't know this, but I actually had a second street module. I am combining both into a more condensed street area. The two-module version was too expansive and had too much wasted space. It was fun doing the outside areas, but it just ended up being a lot of empty space. I got a bit too ambitious wanting a Taris-plus sized planet. After the cantina and streets are re-configured, I am looking at only one more area to model from scratch before the area models are complete. This will be an indoor area that houses the gladiator teams as well as various vendors that would go along with such an event. After this area is complete, essentially the whole planet will be built. I still need to do some work on the gladiator arenas themselves, but luckily this will be fairly easy. Immediate goals are: Finalize Cantina Model Gladiator Row Finalize Street Area Connect all areas Work on Gladiator Arenas Longer term goals for this year: Simplify some quests Get quests implemented Alpha testing Thank you all for your continued support of this project. I know development is often spotty from my end, but I knew this was likely to be the case going into it. But if I keep on plugging, things will get finished.
  10. 14 points

    Version 1.1.0

    582 downloads

    *********************************** Knights of the Old Republic *********************************** TITLE: A Crashed Republic Cruiser on a Nameless World (1.1) AUTHOR: LDR FILENAME: ldr_repshipunknownworld FILESIZE: 176 MB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- There are 2 available methods of installing A Crashed Republic Cruiser on a Nameless World. The standard installation method is done entirely though TSL Patcher, and doesn’t require you to do anything beyond simple button clicking. The manual installation is for those unable, for whatever reason, to use TSL Patcher, and involves the copying and pasting of files from folder to folder. NOTE: With the standard installation method, this mod is far more likely to work alongside any other mods you may currently have installed, which may not be the case should you use the manual installation method. I have attempted naming files in a way where there should be a minimum chance of mod conflicts, but you never know. This mod also has an "Optional" installation meant to use in conjuction with either/both of SithSpecter's High Quality Blasters and Colored Loadscreens mods. To uninstall, remove the files from their respective folders in the SWKotOR directory. ------------------------------ » STANDARD INSTALLATION ------------------------------ 1) Double click TSLPatcher.exe. 2) Click the "Install Mod" button and select your SWKotOR game directory. 3) Sit back, relax, and wait for the installation to complete. ------------------------------ » MANUAL INSTALLATION ------------------------------ 1) Open up the tslpatchdata folder. 2) Copy all files with a .wav extension and paste into the streamwaves folder located in your SWKotOR directory. 3) Copy all files with a .mod extension and paste into the modules folder located in your SWKotOR directory. 4) Copy everything else (With exception to changes.ini and info.rtf) and paste into the override folder located in your SWKotOR directory (If there isn't one, create one). ------------------------------ » OPTIONAL INSTALLATION ------------------------------ 1) Additional install options have been provided for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods. 2) Double click TSLPatcher.exe. 3) Click the "Install Mod" button and select your SWKotOR game directory. 4) Sit back, relax, and wait for the installation to complete. --------------- Mod Permissions --------------- You may not use any assets of this mod in your own mod without first contacting me. ------------ DESCRIPTION ------------ This mod adds 6 new modules, 9 new items (3 equippable inventory, 4 datapads, 2 keycards) on the Unknown World, making the crashed Hammerhead explorable. You must have a save before setting foot on the Unknown World. -------------------------------------------------- » Version 1.1 Changes -------------------------------------------------- - Fixes a bug where the party was prevented from spawning in during the confrontation on the beach on a DS playthrough following completing the Temple. - Corrects reported spelling/gramatical errors. - Integrates optional install paths through TSLPatcher for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods. ----- BUGS ----- Any mods that modify the unk_m41aa OnEnter script will be incompatible with this mod. "Frame Buffer Effects" turned off in the swkotor.ini results in audio logs without the blue camera effect. If you find any please post them in the comments or send me a direct message. I will address them as soon as I can. ------------------- » MODULE/ITEM NAMES ------------------- For this to work correctly in conjunction with your own mod, you must not use any within the following list as names for your custom module/item reskins. m41ae m41af 152unk 153unk m41ai m41aj LHC LHW Blaster Pistol template 020 Forearm Band template 019 Gauntlet template 019 ------------- Voice Acting ------------- DarthTyren as Medical Officer Audio Log Mellowtron11 as Engine Officer Audio Log Sith Holocron as Republic Captain Audio Log Zhaboka as Kolgrim ----------- Permissions ----------- Permission granted from Darth InSidious to use his alternative beach Hammerhead textures. Permission granted from DarthParametric to utilize his edited mdls from both his Endar Spire and Harbinger Hull Repair mods. Permission granted from SithSpecter to utilize integration for his High Quality Blasters for Modders resource and colored loadscreen templates mod. Permission granted from Thor110 to repurpose his ported K1 Harbinger modules. ------- Credits ------- - To the people who created the tools which have allowed me to create this mod. - Kotor Tool..........................Fred Tetra - K-GFF GFF Editor/DLGEditor..........tk102 - ERF Editor/TSLPatcher...............stoffe - MDLOps..............................cchargin/JDNoa - Lipsynch Editor.....................JDNoa - XVI32 Hex Editor....................Chmaas - CSLU Toolkit........................Oregon Health & Science University My beta testers: djh269, jc2, N-DReW25 and Zhaboka. I couldn't have done this without you! JCarter46 and DarthParametric for handholding me with regards to literally all scripting that was above basic level. Thank you so much. Lachjames for his assistance in helping me generate/test .lip files. Snigaroo for bug reporting and feedback for the 1.1 patch. All of the wonderful folks at DeadlyStream (and Holowan Labs), that led me on and helped me when I hit a snag. All of you who downloaded this mod! Thank You!
  11. 14 points

    Version 1.2

    13,509 downloads

    This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: The initial v1.0 of the mod used a version of TSLPatcher with a bug that caused it to incorrectly repack the MOD file, losing some scripts. For anyone that installed that version, please download and install the additional patch. It is safe to use this patch even if you installed a later version over the top, as it only reinstates the missing vanilla scripts. During the beginning of a duel you may briefly see the PC in a frozen pose. I have not been able to figure out the cause, but it appears to be a direct consequence of the measures taken to force the proper facing. If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. While opponents are now healed after a match, I forgot to edit the script for the initial cutscene match between Duncan and Gerlon, so Duncan won't be healed until the start of his match against the player. I'll fix that in a future update. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO
  12. 14 points

    Version 1.1

    766 downloads

    HD PC Portraits for Knights of the Old Republic 2: The Sith Lords v1.1 - 20200805 by ndix UR (DeadlyStream user) This modification adds high resolution (1K) portrait images for PCs. All 34 male and female vanilla player characters are provided, with all 3 light-dark variants, for a total of 102 new portraits. The 1K portraits have 64x the resolution of the 128x128 originals. The portraits are rendered to match the poses, colors, facial expressions, and lighting of the original images as closely as possible given the following constraints: Only vanilla textures (and my own additional maps based on same) are used While the textures are mostly crap, most of the work was in material setupusing a modern rendering engine, so even the vanilla textures still wind up looking much better than they have any right to. This is because of real lights, shading, and materials, of which the original diffuse textures are only a part. I didn't really redo geometry, beyond appropriate use of subdivision surface modifiers. See the included images in preview/ for an idea of how the portraits look. INSTALL / UNINSTALL To install, copy the files from the package Override/ folder to the Override/ folder for your TSL game installation. To uninstall, remove the TPC files for this package from your TSL game Override/ folder. LEGAL THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. The content of this mod is free for use and reuse, with no implied warranty, you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required.
  13. 14 points
    Hi everyone, I wanted to let you guys know we are hard at work on the mod. I have a tutorial video on the KLE ( kotor level editor ) , where I show you how I'm placing in npcs, the dlg and the animation. In the beginning of the video you will see the Hutt Lounge on Nar shaddaa fully populated and animated. The tutorial is for you guys to see the inner workings of building a mod like this. I hope the video is helpful for other modders, giving them a work flow using the KLE in their projects. Second tutorial video is on setting up a combat level using KLE and Fair Strides's NPC Auto-Leveller 1.0. Logan23
  14. 14 points

    Version 1.0.0

    2,088 downloads

    Good afternoon. I worked very long on these textures. I can call them one of the best of my works. The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  15. 14 points
    I'm not an expert on the ins and outs of what's been occurring, but speaking from that somewhat outside perspective, this entire conundrum seems farcical. I understand that there may be annoyance about why such a popular mod as TSLRCM needed to be removed over something seemingly so minor. Indeed, since I think rules against porting are something of an antiquated defense against anti-modder thinking which has by-and-large passed with the years (certainly so for games so old as these), I might even be counted among those annoyed that this rule is being applied at all. Yet the rule against porting is still just that: a rule. Unless one wishes to forego all modding conventions and standards of behavior, it should be followed unless and until it's removed; no modder here would appreciate me uploading their mods elsewhere without permission or authorial attribution, and it's the rules and standards of the community which offer such protections. You take the good with the bad. But the complete lack of dialogue and progress since the removal occurred is both striking and, in my view, unjustifiable. Although the mod is available on ModDB and the Workshop, not all users are aware of the former archive and not all users have access to (or the desire to use) the latter. Moreover, there's been incredible confusion among the broader community about whether or not the new version will be just the audio fix or include other minor changes which might need to be tested for. I've had to put the testing of the new mod builds off for months in the hopes that the new version would be released in time for testing--but it hasn't been. No word, no progress, no indication of anything about the new version. And, worse still, no indication of whether this is a matter of intransigence or simple slow progress. People rely on TSLRCM, and I, at least, rely on transparency to do the work which I do, to know if I have to account for mod updates. This fix, by all rights, should be minor. The work of splicing necessary audio, so far as I've seen, has already been done. That leads me to the conclusion that intransigence is the problem, not slow work. To which I must ask: why? If the concern is one of porting, a real stance that it should be allowed, then a discussion on the matter should have begun over a month ago. But if it's simple bull-headedness over TSLRCM itself having the rules enforced against it, I can't see a way to conscience such a stance. I would love to have it explained to me.
  16. 13 points
    Remember the days when the Status Update section wasn't dominated by one person?
  17. 13 points

    Version 1.1

    836 downloads

    HD NPC Portraits for Knights of the Old Republic 2 - The Sith Lords v1.1 - 20201004 - by ndix UR (DeadlyStream user) This modification adds 30 high resolution (1K) portrait images for NPCs. The 1K portraits have 64x the resolution of the 128x128 originals. The portraits are rendered to match the poses, colors, and lighting of the original images as closely as possible given the following constraints: Only vanilla textures (and my own additional maps based on same) are used While the textures are mostly crap, most of the work was in material setup using a modern rendering engine, so even the vanilla textures still wind up looking much better than they have any right to. This is because of real lights, shading, and materials, of which the original diffuse textures are only a part. I didn't really redo geometry, beyond appropriate use of edge split and subdivision surface modifiers. I did some amount of normalizing the gradients behind the characters. I think Disciple and Mira are the only ones with non-standard background gradients now. This package includes portrait for HK-50 and HK-51 units. They aren't used in any existing mods I'm aware of; I just put them in because they made sense to have. You can remove them if you wish. The Atris portrait is unused in the vanilla game but may be used by playable Atris mods. I only included it because it existed in the vanilla assets. INSTALL / UNINSTALL To install, copy the files from the package Override/ folder to the Override/ folder for your KOTOR game installation. To uninstall, remove the TPC files for this package from your KOTOR game Override/ folder. LEGAL THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, ORLUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. The content of this mod is free for use and reuse, with no implied warranty, you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required.
  18. 13 points

    Version 1.0.0

    1,689 downloads

    The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  19. 13 points
    Yes, it will have a Star Map. Small section of the street in-game. Spent a lot of time getting the lighting just right. It feels really, really good in-game so far. It truly feels like it belongs now. The sense of scale seems spot on. I will work on getting more in-game tomorrow.
  20. 12 points

    Version 1.0.0

    16,933 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)
  21. 12 points
    Hello there, I'm kind of new here with this being my first post but I have had this account for some years now and I also did some modding to this game back in summer 2015. Now I have been messing around with the new tools and I was interested in KotorBlender to create new animations since that's the program I recently learned for modding Jedi Academy as well and I am quite comfortable with it now. So my intention was to create new facial animations but I wasn't sure of the capabilities this plugin offered. I was quite glad when I found out that it has been recently updated and it fully supports animations as well as other models properties. But when I imported a head I was quite surprised to see that the bones in this game are not really bones like Jedi Academy for example but objects that act like such. Thus, I couldn't attach them to the mesh to see how it deformed when trying to create an animation. So I tried creating a temporary bone rig in blender that you could use and attach each bone to each object so that when you move a bone the object also moves. This may seem like it's working on paper but I had so much trouble with transforms that I almost gave up. They are a real pain in the ass. First I tried animating the bones and the objects apparently move with them but in reality they are not changing their transforms. So I tried to copy and paste them from the bones and it seemed to work in the program but in game the face was a total mess. This was because the objects were taking the absolute transforms of the bones that were in a different position that the objects are. What appears to be working in the program has nothing to do with the game and viceversa. So I just parented them and even though the objects would jump to a weird location their transforms would remain untouched as you can see in a test animation I made here: So now how do I transfer the bone movements to the objects? I tried a thing in blender called Delta transforms. This are like offset transforms that only take into consideration the relative location and rotation of an object. This was very useful in a parent/child scenario like this because now I had the original objects location/rotation + the relative transforms of the bones. Unfortunately when I tried it in game it did nothing, probably because the plugin only reads the absolute transforms, the delta transforms are stored in a different field. So I couldn't use this approach. Can the KotorBlender plugin be updated to support delta transforms? It would be really useful and nobody would have to do what I'm about to say for it to work. I needed to somehow transfer those delta transforms to the absolute transforms so that the plugin could read them. There is a function in blender called "all transforms to deltas" that transfers all the absolute transforms to the delta fields and left the absolute ones to zero which is exactly the opposite of what I need. I need to transfer this absolute+relative transforms that I have in the delta fields to the absolute fields. Luckily I found a script that did exactly this but I had to this for every single keyframe which is extremely exhausting and time-consuming. If someone here knows how to code on python can you do a script that does this automatically? It wouldn't be that bad then. So after thousands headaches I finally got it to work in-game: You can also see that the model has those wrongly shaded faces around the jaw. Anybody knows how to fix that? I saw other people having the same issue but I'm not sure how to fix it. I decompiled and compiled the model with MDLOps 1.0.0 since MDLEdit was giving a lot of problems. The point of all these is that you can make a facial animation with a dummy mesh so you can see how it looks without having to load it every single time in game. But I don't know if this is a worth approach with all these problems, if you solve one of those two though then it really is at least for me. I just wanted to share this knowledge to people who may be interested in this or don't know the extension of this plugin. Now I just need to learn animated cameras for the machinima I'm trying to make, does anyone have any tips/tools/tutorials that I could use? Would be really appreciated. Sorry for the long post. And thanks for keeping this community alive!
  22. 12 points
    Even if it's rapidly decaying, there would still be normal street traffic of people driving to work or something. But I will add far less traffic than on Coruscant or Nar Shaddaa the latter of which you can see in this video btw:
  23. 12 points
    Just out of the oven, freshly baked.
  24. 11 points

    Version 1.0.1

    13,670 downloads

    Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.) Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging.
  25. 11 points

    Version 1.5

    53,284 downloads

    Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/
  26. 11 points

    Version 1.1

    11,306 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.
  27. 11 points
    After looking around on the forums, I realized that editing the GUI of KotOR (and possibly TSL) is quite painful and most people use K-GFF (very great tool, but not visual). I then found xoreos-tools (part of xoreos - a very cool open source project). So this weekend, I started up making my own version of a tool which should help a lot with the process of laying out things nicely. The project is not fully complete, but it is ready for some beta testing! A few features so far - Visual display of all images (I think) + bounding boxes - Supports drag + drop / resize - Nested view for only what you care about (cleaner than K-GFF) - Cross-platform - works on linux / windows / mac (with caveats) - Light / Dark Mode for all of you who look at too many bright things (like I do) Getting Started Guide: https://github.com/amcolash/kotor-gui-editor/blob/master/README.md Release Page: https://github.com/amcolash/kotor-gui-editor/releases Source Code: https://github.com/amcolash/kotor-gui-editor Changelog 0.0.4 (9/17/2020): First Public Release
  28. 11 points
    I'm currently working on the turret minigame in KotOR I. My goals in order of priority are: Make the game more challenging Scale the challenge of the minigame with your difficulty setting Improve graphics, effects, and audio Diverse enemy types Remove "random" encounters and make it so the battles occur: Once when leaving Taris Once when arriving per planet Once when leaving per planet Once when escaping the Leviathan Once when approaching the Star Forge Optional challenges Unique stages - not always be six interceptors flying the same loops around you, but different numbers and types of ship, different skybox and eyecandy, different movement for the Ebon Hawk, different objectives (escape, survive, destroy x many fighters in a certain amount of time) Persistent health - don't take too much damage, or it will be there next time you fight! You must go to a specific location to receive ship repairs, or leverage your own (or companions) repair skill to "heal" the ship Experience gains for destroying fighters A questline with T3-M4 that allows you to upgrade the ship's health A vendor to install more powerful and unique-looking turrets on your ship While all of these goals are achievable based on what I've observed by going over the data, I know that it's easy to over-promise and under-deliver. Therefore these are mentioned as "possibles". Those in bold above are almost complete. I mention the other goals because I'd like to describe how these could be achieved if my other commitments make it impossible for me. So, I will go over the more ambitious goals in case future modders are interested in how to implement the changes. Remove "random" encounters and make it so unique battles occur This one is pretty easy. At the moment all minigame encounters use exactly the same module: M12ab. Even the battle that occurs over Taris, with it's unique skybox and background Leviathan is still just M12ab. What is actually happening is some scripting that occurs when the encounter is being loaded. When going in to the minigame, KotOR is evaluating your global variables to determine what skybox and audio cues to use (or in the case of the HK-47 practice, whether to apply the holographic visual effect) - in the case of the Taris escape, an animation is actually playing on a loop around you that gives the appearance of the starfield, Taris in the distance, and the Leviathan hovering nearby. This animation can be found in m12ab_01a.mdl/mdx. I've cut out a section of the animation to show you the awesome model that comes in the mdl: In order to create unique encounters, my thoughts are to either create new modules from copies of M12ab, or to use expanded scripting to make the existing module more flexible. I haven't yet tried duplicating the module and seeing how it would effect things, but that's next on my list. If you wanted to go very basic though, you could just use MDLedit to modify m12ab_01a.mdl, and change the LSP_planettari01 texture mentioned in it to some other planet texture. I'm completely new to modelling and haven't animated a thing, so just how far I am able to go with this and how much I can learn is anyone's guess. However if there are any talented animators out there who wanted to create a unique animation for a space battle encounter that takes place prior to boarding the Star Forge, you can find an *awesome* Hammerhead model from KotOR II in 104PERg.mdl: Unique Stages This would come down to scripting. It's possible to decompile all scripts apart from the heatbeat script (thanks to Thor110 for decompiling all the others). Inside the scripts, you can play around a lot with when the encounter ends and under what conditions. Even in the M12ab.are file, it is possible to do a lot with the nature of the encounter. To give you some examples of what is definitely possible: Spawn fewer enemy fighters - this is a simple matter of deleting the enemy structures in the .are: Make the Ebon Hawk fly around - this can be done by changing the track listed under the player structure. You could "hijack" the track of an enemy structure, or create your own custom one in Blender. I've had an absolute blast give the Hawk the m12ab_mgt06 track, making it progress at 1/4 speed, and playing the turret game in a moving ship, with interceptors flying all around me Make the enemies faster This can be done by editing the enemy tracks in blender - just shrink down the animation to play over a fewer number of frames. At the moment, the interceptors in my modded game are flying around 33% faster, and boy oh boy does it make the game better GIve enemies more hp, more powerful weapons, more rapid-firing weapons, or unique models Again, just a matter of making changes to the .are. At the moment, I have 4 normal fighters and 2 "elite" fighters that are colored the same red as the Sith heavy troopers. The elite fighters absolutely rip you apart - they deal +33% damage, fire twice as fast, and have double the hp, so I'm having to actually think in the game and prioritise targets. Make the enemies chase you while the Ebon Hawk performs evasive manoeuvres This is just a matter of editing those tracks. I'm no animator/modeller but this would appear to be the most achievable change to make to the game even as an amateur (though it does require that unique copies of M12ab can be created and function, something I have not tested). What you could do for example is create a simple track that would float up and down and side to side, then copy that and move the track back and to the side by a certain distance, maybe give it an additional keyframe at the start so that it gives the illusion of following your ship movement rather than mirroring it. Naturally if the interceptors were behind you the whole time they would rip you to pieces - at this point I am playing around with the possibility of scripting to adjust the frequency of their shots. Inaccuracy is a good variable to adjust - it is a percentage chance to miss you, so this would make prolonged fire from interceptors survivable. Rate of fire is another that would work in this type of situation, it is something like number of shots per second - however in a tail pursuit this may make the fighters shooting you seem a bit odd if they are either constantly rapid-firing or firing on a precision perfect shoot-wait x seconds-shoot-wait x seconds pattern. There's a lot more I want to say about modding this minigame but I've just looked at the clock so it will have to wait. Suffice to say that there is a LOT of unused potential in KotOR from this game, that was very likely left on the wayside by BioWare due to time constraints.
  29. 11 points

    Version 1.0.0

    1,105 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.
  30. 11 points

    Version 1.4

    1,305 downloads

    Start as you mean to go on. For KOTOR, that apparently means leave lots of holes in your level geometry. This mod plugs some gaps in the hull of the Endar Spire, and fixes a few UV issues. Fixes: Plugs two strips that run along either side of the dead-end corridor on the Command Deck that are open to space. These are hard to see, but noticeable just above the windows in this section. Additionally, an alteration to the model's hierarchy was made so that the light strips now correctly animate. Removes an extraneous strip of mesh that was causing z-fighting issues (i.e. flickering) in the central corridor where the Jedi vs Sith fight occurs. Plugs two gaps in the room just before the escape pods in the Starboard Section. Additionally adjusts the lightmap UVs to remove a light bloom that occurred during baking due to the offset geometry. Fills some holes in the forked section of corridor in the Starboard Section just before the escape pod room. Also fixes some flipped UVs causing inverted wall trim textures in this area. Corrects some misaligned polys in an inset panel in the end wall of the escape pod room in the Starboard Section. Also adjusts the lightmap UVs of said polys to correct their baked lighting. Fixes some UVs causing inverted wall panel textures in a couple of corridor sections on both the Command Deck and Starboard Section. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @JCarter426 for initially hunting down these holes and pointing them out to me Thanks to @ebmar for finding a number of additional issues Thanks to @bead-v for KOTORMax and MDLEdit
  31. 11 points

    Version 1.0.0

    1,710 downloads

    Feel free to edit and reuse the textures. No need to contact me for any permissions (for distributing or editing these files). Worked on animation Sith Holocron. The resolution of the texture is 8192x2048. I tried to draw each element of the texture in accordance with the original.
  32. 11 points
    Latest progress on cloaked party clothing robes: It's not readily apparent, but in addition to the cloak I upscaled her clothing texture and fixed some minor errors.
  33. 11 points
    I have been informed on Reddit (https://www.reddit.com/r/kotor/comments/cacqkr/more_sleheyron) that I may not have been clear enough about what this mod is or which game it belongs to. This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR See below graphic to see how much This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR on a scale of 0 to This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR: As you may be able to start to realize, This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR is The Sleheyron Planet, which is a Work-In-Progress Mod for KotOR, to the maximum extent that a Sleheyron Planet, which is a Work-In-Progress Mod for KotOR can be. Shenanigans aside, I have been working on finalizing the street design with the updates previously promised in this thread. Here is the final layout. I am in the process of readying it for export. This includes the new standardized doors, and has been expanded to include some of the content originally in the 2nd street area. I will be working on getting it working in-game the next couple of days. Fortunately I find the export process (while lengthy and tedious), to be easier than trying to be creative and model the actual things. Or at least I seem to be better about being motivated to do it.
  34. 11 points

    Version 1.0.0

    1,431 downloads

    The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  35. 11 points
    Not really a WIP, more like a "Almost done" but thought I'd share anyways.
  36. 10 points

    Version 1.2

    1,104 downloads

    Summary This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together: Apprentice Robes: The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class. Early Jedi Robes: Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial. Installation Run Robe_Adjustment_K1.exe. Select which version to install. a) Apprentice Robes b) Early Jedi Robes c) Both a) and b). 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 overrides the scripts k_pdan_jedi17, k_pdan_zhar03, and k_pdan_zhar06. It may not be compatible with other mods that alter the Jedi training portion of the game. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe DeNCS – JdNoa & Dashus K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 And thanks to ebmar and DarthParametric for planning and reconnaissance. 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. Disclaimers THE PATH YOU HAVE CHOSEN TO WALK IS DIFFICULT. INTENSIVE TRAINING WILL PREPARE YOU PHYSICALLY FOR THE DEMANDS OF MODDING. MEDITATION WILL TEACH YOU TO CHANNEL THE POWER OF LUCASARTS. TO TRULY UNDERSTAND THE WAYS OF KOTOR, YOU MUST OPEN YOUR MIND TO KNOWLEDGE. SEEK WISDOM IN THE TEACHINGS OF THE GREAT MODDERS OF OUR COMMUNITY. A MODDER IS NEVER ALONE - OTHERS IN THE COMMUNITY WILL ALWAYS STAND BY YOU. YOU AND BIOWARE SHARE A SPECIAL BOND. DO NOT BE AFRAID TO TURN TO THEM WHEN YOU NEED HELP IN YOUR MODDING. THE WAY OF KOTOR IS DIFFICULT. IT REQUIRES GREAT DISCIPLINE. YET EVEN THOUGH YOU ARE A MERE END USER, YOUR POTENTIAL IS UNLIMITED - AND YOUR PROGRESS AMAZING. IN ALL MY YEARS I HAVE NEVER SEEN ONE WHO HAS READ THE README SO QUICKLY. YOU HAVE DONE IN WEEKS WHAT MANY CANNOT DO IN YEARS. I AM HONORED TO WELCOME YOU FULLY INTO THE KOTOR COMMUNITY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  37. 10 points

    Version 1.0.0

    2,516 downloads

    Description This mod aims to completely change Juhani's appearance and to bring it close to artist Corbin Hunter's redesign of the character. As a result, her head has been significantly reshaped and slightly retextured. An all-new body model was created and hand-painted from scratch. A new custom lightsaber has been created as well. As several aspects of Juhani have been changed, this mod has been divided into four editions to accomodate the final user's preferences: 1. An All-in-one edition which includes all the changes to bring her close to Corbin Hunter's vision of the character. 2. A head-only edition, which only includes Juhani's revamped head. 3. A body and lightsaber edition, which includes her new body model and lightsaber. 4. Finally, a head and lightsaber edition, which includes her new head model and lightsaber. Please refer to the included images in the 'Editions reference pictures' folder included in the archive to help you determine your preferred edition. Installation 1. Extract the archive's content somewhere on your computer. 2. Double-click the "Juhani Appearance Overhaul.exe" file. 3. Choose an edition to install. Refer to the images included in the 'Editions reference pictures' folder to determine which one you prefer. 4. Click on the "Install Now" button once you're ready. The installer will try to locate your game installation directory. If it can't find it on its own, direct the installer to the correct location. 5. The installer will proceed to install the mod's files into your Override folder. Once it's finished, you may exit the installer and launch the game. IMPORTANT If you choose an edition that includes Juhani's new body model and lightsaber: Juhani will have her new items only if you are using a save that is prior to the moment she joins your party right before leaving Daantoine. If you are past that point in your playthrough, she won't have her new items. You can get them using KSE or via entering the following commands in the in-game console: ⦁ giveitem j_juhsaber01 ⦁ giveitem j­­­_juhbody01 CREDITS Original design by Corbin Hunter: Artstation link This mod uses JC’s TSL Supermodel port in order to animate the skirt. SPECIAL THANKS to Artist Corbin Hunter for granting me permission to use this concept art @DarthParametric for his help and advice throughout the development process @bead-v for the incredible tools MDLEdit and KoTORMax
  38. 10 points

    Version 1.8.6

    58,724 downloads

    Experience famous restored content mod on your mobile device. Install instructions: Both iOS and Android place all files in a folder called ‘mods_english’ (or ‘mods_italian’, etc.) within a folder called ‘dlc’. So /dlc/mods_english/[all files]/. 1. Unrar TSLRCMMobile 2. dlc folder contains five subfolders, for each language version; feel free to delete ones you don't use. 3. Paste it in the install location: iOS: On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes. ANDROID: On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/ As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal." Known issues: new audio files are skipped sometimes. Of course, given "new audio files" mean "Kaevee's VO", one might consider it a feature, not a bug; however, we hope to resolve the problem soon.
  39. 10 points

    Version 1.0.1

    2,871 downloads

    This mod changes the Dark Jedi appearance (male and female) from a skin tight jumpsuit to the TSL Knight robes (ported to K1 by JCarter). The hood and head of the original models have been retained, with the hood being worked into the torso mesh to make it a more natural looking extension of the cloak. Two extra masked head variants have also been added, ported from the TSL Dark Jedi/Assassins. The Dark Jedi you encounter throughout the game have had their appearances diversified between these three versions, along with swapping a few genders here and there. Additionally, the three Dark Jedi masters on the Star Forge have been given unique appearances. This mod takes advantage of the port of TSL’s robes added by @JCarter426’s mod “JC's Fashion Line I: Cloaked Jedi Robes for K1”. As such, that mod is a prerequisite. You must at the very least install the supermodels from JC's mod (S_FemaleXX/S_MaleXX), as this mod will not function correctly without those. Compatibility: As mentioned, the mod relies on JC's robes mod. As such, any other mod that alters the supermodels will not be compatible unless based on his supermodels. The mod changes the base vanilla appearances of the four male and one female Dark Jedi. It will not be compatible with any mods that alter those. The mod makes extensive module changes. Make sure that any mods that brute force MOD file installs, like NPC Overhaul or K1R, are installed first. Acknowledgements: Thanks to @JCarter426 for making the modder's resource used to make these robes available, for helping out with script edits for the Star Forge Deck 2/3 modules to diversify the random spawns, and tracking down the obscure spawn origin of one particular group Thanks to @Fair Strides for the edited version of TSLPatcher capable of handling duplicate filenames Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to @Darth_Sapiens for the Cubemap Pack modder's resource Masks for two of the Masters on the Star Forge ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Thanks to @akimbo73 for pointing out the TSLPatcher issue with the SF Deck 3 module
  40. 10 points

    Version 1.0.0

    1,274 downloads

    This mod adds a new fat commoner male model, ported from The Old Republic MMO. It replaces the generic appearance used by Handon Guld on Dantooine, who, judging by the dialogue he is involved with, was originally intended to be an overweight character. Additionally, there are several other changes that have been made to the Calder Nettic murder investigation sequence: Handon now sports an injured idle animation to conform to dialogue mentioning he is holding his injured side Two erroneous fades to black in penultimate dialogue lines have been removed When the player solely accuses either Handon or Rickard, the other will now run off after being given permission to leave rather than standing around Master Bolook has had his appearance changed to a green Twi’lek to match one of Rickard’s lines of dialogue referring to him as a “green-skinned nerfherder” (apparently he was green in the original Xbox version, but was changed to orange for the PC version) N.B. - You will need to load a save prior to entering the Dantooine Grove for the first time in order for this mod to take full effect. Acknowledgements: This mod was inspired by Merkuri22's episode of her "KOTOR 1 Experience" series dealing with this quest Very special thanks to @JCarter426 for writing the custom scripts and doing lots of troubleshooting to get them working correctly Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Original models and textures ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  41. 10 points
    ///// 01. Background ///// A couple of years back I had an idea to create a new modding suite for both KotOR games. My original idea was something along the lines of Kotor Tool on steroids with a built in 3d module editor. As time went on I learned a lot about the game and it's systems getting me to a point where my editor could load an entire module complete with 3d models, sound, waypoints, triggers, walkmeshes, and more. I then realized my knowledge of the underlying engine wasn't up to snuff because I kept making bad design choices on how I linked everything together. Fast forward about a year later after I've poured through about all the Docs and Resources I could find on the original games and the NWN Engine they spawned from. The project has now expanded to include game engines for both games. Yeah I know what you are thinking "Well that escalated quickly" and I have to agree because I never thought I would ever attempt to recreate the original KotOR games let alone in JavaScript lol. ///// 02. The Big Question ///// And now to the big question i'm sure a few of you have asked at this point... Why write something like this in JS? Well because it's fun. I do a lot of work with JS when i'm working on websites and am constantly blown away by everything it can do. It's also cross platform and at it's core platform independent. The original scope was also just for a Modding Suite with some 3d sprinkled in so it made more sense then. ///// 03. The Other Big Question ///// Why not just write your stuff in C++ and contribute to the xoreos team. Well that's simple i'm not even close to being well versed enough in C++ to contribute in any meaningful way to that project. I mean for the most part I can look at C++ code and understand it and get the gist of what it's trying to do. I wouldn't have even had a shot at this if it wasn't for them I owe so much to what they have discovered so far . I do wish them well and hope that once I publish the code they can hopefully find some stuff they can port the their project. And yes I do plan on making this an opensource project so anyone can contribute. ///// 04. Credit ///// I want to be sure and give credit where credit is due. I am totally standing on the shoulders of everyone who came before me. I could not have gotten this far if not for all the people who have shared their knowledge on these and other forums. @bead-v @DrMcCoy to name a few were instrumental in helping me get this far as the MDL/MDX format was really the bane of my existence for a while. Also all of the tool makers who shared source code allowing us to follow in their footsteps. I can't begin to mention everyone by name but if you have put anything out there in regards to cracking a file format or how the internal game mechanics work there is a good chance I have read it and have been helped by it! ///// 05. End Game ///// I really don't have an endgame per se. I just really have a lot of fun doing this in my spare time. I would love to someday have the entire game playable with this engine and finish the modding suite. In the mean time I will post updates when I have stuff to show. ///// 06. Ok That's Enough Talk ///// Source Code: https://github.com/KobaltBlu/KotOR.js/ Public Alpha Build: https://github.com/KobaltBlu/KotOR.js/releases/tag/V0.0.2 I'm sure by now you're ready for me to show something. So without further delay here is some footage from TSL enjoy! ///// Screenshots ///// I copied the post template from this thread https://deadlystream.com/topic/6088-wip-star-maps-revamp/
  42. 10 points
    After a long fight against the Korriban wastes module I finally finished the last BoSSR skybox: That leaves two mod skyboxes to do. I think those shouldn't take long but then again I thought the same of the skybox above... I'll keep you updated. In the meantime I also changed my mind and added some traffic to all Coruscant skyboxes: I'll do the same for Nar Shaddaa and probably Taris as well to better sell the cityscape of those planets.
  43. 10 points
    [K1]_Carth_Comics_Overcoat_Beta.rar
  44. 10 points
    Either one of the load screens can be desaturated. I was planning on doing desaturated versions for the default mod, but I’m so in love with the colored versions that it makes it hard. I am not sure why people think the first one matches the style better. They are both just screenshots of the area like everywhere else in the game 🤷‍♂️ But maybe it does match better. The first screenshot is very similar to one angle from an original screenshot. The second is from a section of the street that I created from scratch with no real template to base it on. I’ll post up desaturated versions of both and maybe that will help decide. Here's both desaturated: I agree that the Option 1 looks much better than Option 2 when desaturated. I'm thinking the best course is, as others have suggested, Option 1 for default loadscreen, and Option 2 for Loadscreens With Color Add-on.
  45. 10 points
    Some behind-the-scenes sort of work going on right now. Somehow I've managed (with lots of help from Darth Parametric) to get Sleheyron all set up on the galaxy map again, complete with filler takeoff/landing videos, filler Star Map vision sequences, and a conversation with Bastila about the Sleheyron Star Map. With Fair Strides MIA for the moment, I am having to take on the scripting, which is something I've never been well versed with. With quite a bit of help from the friendly folks on Discord, I've been able to at least start editing some scripts with positive results. I have always been very intimidated by scripting, so this is a big step for me. Thanks to all who have contributed their knowledge so far, it's been extremely helpful and informative.
  46. 10 points
    And another skybox is done (well, actually two). As I said before it's the Unknown World: That screenshot is actually a little older though. I've since tweaked the colors a little to reduce that horrible sun glare. Apart from that the skybox is almost exactly the same as in V1. The only difference is the moon texture which I replaced with a texture from here so that it's no longer our moon you see in this alien sky. And as always, there's also two renders and unlike my other renders, I moved the camera quite a bit for these to get a more interesting foreground. But since those islands are usually only seen in the very far distance they're of course not that great looking. Better than no foreground though But as I said in the beginning, there's another skybox and that's the sunset version of the Unknown World used in the revelation and DS ending cutscenes. That one uses the same terrain of course but I remade the sky from scratch to get closer to its vanilla look. For comparison here's the very unnatural looking V1 of that skybox. The new one is just waaaay better: It's still a little cheated and not entirely realistic but it helps setting the tone of those two scenes. I even had a version with a sky that was much more red just like the vanilla sky but that was just too unrealistic for my taste. Anyway, here's the corresponding render: Those two were close to the last vanilla skyboxes for K1. The only one left now is Kashyyyk and some tweaks to Tatooine and Manaan. And afterwards there are of course still the mod skyboxes to do. TSL is also coming along very nicely with only two vanilla planets remaining, namely Nar Shaddaa and Dxun. I started working on some building models for Nar Shaddaa and I have to say that this is probably the least fun thing I've done for these skyboxes yet... 😅 But we'll see how it goes. I'll keep you updated.
  47. 10 points
    Some more robe progress: There are ten texture variants for the K2 version. Half are done, and the other half is on the way. I've finished the basic recreation of them all, but that was only the first step. A lot of them need additional fine-tuning. For example, the Dark Jedi Knight robe was misaligned; part of the robe was shifted up a few pixels, compared to the other variants. I also thought the cloaks on a few textures looked washed out, so I fiddled with the levels to give them better contrast. But the biggest changes I've had to make were for Jolee's robe because the original just did not look like Jolee at all. Fortunately, the rest don't have to be replaced almost from scratch like that one. Jolee's robe is the only unique robe that uses that model rather than the master robe model. Just little changes - the fine tuning - are needed for the final five textures. The only thing slowing me down is my motivation. That's the sort of thing I can spend forever fussing over, and in fact I'm still not totally happy with the Jolee texture and might go back to it later. Anyway, the K2 version is coming... eventually.
  48. 10 points
  49. 10 points
    Trying out something new: Still need to fill in the back after I chopped off all the head and neck parts of the original, plus add a shadowcaster mesh and fiddle with envmaps (ugh).
  50. 10 points
    You're asking if you can get the mod's content without using the mod?