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Friends of KotOR and TSL modding: I have extended my renovation of Edge Of Darkness mod into next year, and I have set the exact date of an alternate new release. The date is February 1st. What to expect: AI voiceovers. An after ending chapter of the game. A surprise ending that is variable on a player choice. And if I can, I'll spread LS and DS points across all party members. There is an intro sequence for each planet explaining the mission that will be redeveloped. At least one landing zone NPC for every planet. A main quest in addition to planet quests. And a set of side quest, ideally one per planet. For now and for the entirety, EOD is a secret project. I cheated for a few years with the open source demo. My hat is off to all of you, Wizard, Thor, N-DReW, and Sith Holocron specifically have been incredibly helpful to reach this present state of affairs. See you all in 20272 points
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2 points
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2 points
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Version 1.0.0
3 downloads
Have you ever had a model where you need to replace the textures for WAY to many meshes? This automates that process turning a tedious couple hours into a quick and easy process. No need to convert to .ascii and batch files, this python script allows you to work and achieve your goal right within KotOR Blender! This Script is meant to replace texture names in the KotOR Model Node ->Mesh -> Main Texture textbox in KBlender. To USE 1)In Blender switch to the scripting- text editor (shift+f11) 2)Create a new Text Data Block (ALT N) 2)Paste the script 3)On lines 10 and 11 replace "blue" (make sure to replace "blue" on BOTH lines) with your original texture name AND replace "green" with the new texture. -You can replace just part i.e. bladeblue will become bladegreen, OR specify the whole name (replace "blue" with "bladeblue" and "green" with "testgreen" and blueblade will become testgreen. 4) Run script by pressing play button at top of scripting window or (Alt P) 5) To confirm changes at top of blender select Window -> Toggle Console. K Blender Tex Swap.zip1 point -
Version 1.0.0
10 downloads
The mod replaces the PFHB05 model and textures. To Install 1. Download: PFHB05 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.1 point -
Nice work, yeah, might be worth testing if Synchro's patch for Kotor Patch Manager fixes this in k1. Some of the shaders are long broken, and it's possible that on period correct hardware this actually worked differently. If you port to K2, to work in the Aspyr version you'll have to have my bump map fix, otherwise bump and normal maps simply don't work.1 point
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The next big project was a retexture of the Ebon Hawk’s exterior hull. Looking at the vanilla one was genuinely painful, and the existing retextures didn’t really improve the situation. I really wanted to bring its appearance closer to this: https://www.artstation.com/artwork/GXwXyB Because in my game I’ve replaced the original cutscenes with several very beautiful ones that use this model. And the model itself is just awesome! But I immediately ran into the problem that the UV layout was completely unsuitable - a lot of overlapping, and many areas of the texture were shared between completely different parts. And… I went down the wrong path. I found the "v_ehawk" model in the game files and started fixing the UV unwrap. I did everything properly: separated the overlaps, made the areas that are visible up close when you walk around the ship larger. Texture in 4K. I was even about to start editing vertices and adding polygons. But then I discovered that none of my changes were visible in the game at all. I spent several days scratching my head, thinking I was exporting the model incorrectly somehow. Of course it turned out to be much more mundane - the model I was editing had nothing to do with the ones that appear on the landing pads on different planets. I have no idea where the game actually uses it - probably in some cutscenes? What we see on the landing pads and in the docks is part of the area, not a separate model. And if I want to edit it, that means editing the entire area - which automatically means incompatibility with any other mod that also edits that area. So I sulked a bit, complained a bit, and decided for now to limit myself to pure texture work. But then another “brilliant” idea struck me - we don’t look for easy ways, right? Realising that adding polygons wasn’t going to happen, I wanted to add a normal map, inspired by my previous experience with the Twi’lek head. I thought, at least it won’t be a flat picture stretched over polygons, there will be some relief. I also spent a long time on the texture itself, adjusting it so that the overlapping UV pieces still looked decent… It was challenging to strike a balance between the desire to match the reference and the limitations of the existing UV layout. I hope the result turned out well. I wanted to make 8K textures, but the engine was clearly starting to struggle when loading areas, so I settled on 6K. But with the bump I was in for a fiasco. Actually, I could have suspected something when looking at the original game files - there was no bump specified in the .txi files at all, even though bump maps were provided for every texture. Why do they exist? I still don’t know the answer to that question. Interestingly, the engine did react to the presence or absence of the bump map - the shaders changed and the image looked different. But the actual content of the bump map didn’t affect anything. For the experiment I tried both a completely flat solid “blue” bump map and an extremely contrasty one amplified 15× during conversion to TPC. There was zero difference. After quite a long series of experiments with different bump settings, .txi options, and the alpha channel of the main texture, I finally found the answer — and I’m sure it has been discussed somewhere on this forum, I just never came across it. On area objects the lighting is almost completely baked into the lightmap. Dynamic bump (the kind that reacts to real-time light direction) barely shows up at all. Especially if the lightmapped flag is enabled on the mesh. I looked into the node of the long-suffering ship, and sure enough, there it was: As an experiment I turned off the lightmapped flag. And to my astonished eyes this is what appeared (the bump map at that moment was the extreme one) — view with caution! 🤣 Of course it’s pure horror, some kind of Dark Side of the Force visions. 😁 So I don’t know whether to include these normal maps in the mod release for the textures where the ship is part of the area. Are they needed? Probably not. For the model that isn’t part of an area - apparently the one used in some cutscenes - I will of course add the bump. Might be useful. A few nice pictures: All that’s left is to add the texture for the upper hull (roof) model that is used in the mini-game where you shoot down fighters, and touch up small details here and there. And then the mod can be released.1 point
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Version 1.0.1
226 downloads
Expands the mechanics of training your Jedi companions in TSLRCM. SUMMARY TSLRCM adds the ability to teach your Jedi party members a select few powers, feats, and forms. It’s a cool concept that adds to the feeling of training your companions, but it was never very fleshed out. As is, there’s a very limited pool of abilities to teach, no real player choice in what to teach, and no depiction of the training aside from a fade to black. This isn’t a fault of the TSLRCM team, there just wasn’t much to restore. The mod aims to expand the whole training mechanic to make it more interesting and immersive. Summary of the main changes of this mod: - You can now choose which abilities to teach your companions. - The pool of teachable powers, feats and forms has been significantly expanded. - Every teachable ability now includes a brief cutscene depicting the training. - Party members can learn 1 power or feat and 1 form at a time and must level up before learning more. - Different prestige classes can teach different abilities. JM/SL can teach a wider selection of powers, JWM/SM can teach more combat feats, and JW/SA can teach a mix of both. - Handmaiden and Disciple can now be trained like other Jedi companions. DETAILS INSTALLATION TSLRCM required. Ensure TSLRCM is installed first before installing this mod. To install, run HoloPatcher.exe. Select the main install option and run. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. If you have PartySwap installed, run the included compatibility patch. Ensure both PartySwap and the main mod have been installed first before installing this patch. UNINSTALLATION Remove the following files from override: If any files were created inside the backup folder, move them to override. COMPATIBILITY Incompatible with any mods that hard overwrite the dlg files for Atton, Bao-Dur, Disciple, Handmaiden, Mira, or Visas. Compatible with PartySwap by Darth Tyren & Leilukin using the included compatibility patch. Compatible with Visas Marr and Female Exile Romance by Leilukin. The following mods appear compatible but have not been extensively tested: Handmaiden and Female Exile - Disciple and Male Exile Romance by Leilukin Atton Rand and Male Exile Romance by Leilukin Not compatible with Mira Romance Mod by JediArchivist. Soft conflict with Train the Handmaiden by jc2 as this mod also allows training Handmaiden. BUGS Minor bug where Handmaiden doesn’t restart her idle animation after learning Burst of Speed, for some reason. Talking to her fixes it. No other bugs that I’m aware of. Please report any. PERMISSIONS You are free to use and edit this mod’s dlg files if needed to make a compatibility patch for another mod. However, please ask permission before reuploading or modifying the files for any other reason. Do not reupload any files from the PartySwap patch without permission from the author. CREDITS offthegridmorty zbyl2, DarthStoney, Hassat Hunter, VarsityPuppet & contributors - TSLRCM dlg files DarthTyren, Leilukin - PartySwap dlg files HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 AniCam - JdNoa Reone Toolkit Lip Composer - seedhartha Holocron Toolset - Cortisol, th3w1zard11 point -
Version 1.0.0
21 downloads
A Mod for Star Wars Knights of The Old Republic II: The Sith Lords Author: N-DReW25 1.0.0 Release Date: 22.08.2026 Installation: This mod currently only has "Override Mods" to offer. Simply copy the files within the "Beta Cockpit Skyboxes" folder and paste them into your Override folder. Description: December 6th 2004 was the day Kotor II was released for the first time on Xbox. If you aren't living under a rock, you'll know that both the Xbox and PC versions of the game were released in an unfinished state and how a mod called "The Sith Lord's Restored Content Modification" was developed years later to restore the cut content, thus 'completing' the game. Some of us might be aware of other cut content which didn't make it into TSLRCM such as M4-78... but what if I told you there's other things Obsidian cut from the game which you may not know about. Like Bioware before Kotor I's release, Obsidian released concept art & promotional screenshots of Kotor II in the months leading up to its release during the game's development. Whilst these promotional screenshots might appear worse than the vanilla game (as these are pre-release/in-development screenshots), a few eagle eyed observers might notice some features in said screenshots which the vanilla game lacks. What this mod will do is add these features back into the game. Override Mods: * Beta Cockpit Skyboxes- These are the beta skyboxes of the Ebon Hawk's cockpit. These files were left unused in the game files and were from a period of development before the current skyboxes were finalized. * Beta Battle Armors- Like how Light Battle Armor was reskinned green in the final game, multiple screenshots depict the normal Battle Armor as being blue. This not only reskins the Battle Armor to match the beta screenshots, but the Light and Heavy Battle Armors have also been changed as in the background of those screenshots you can vaguely see that they were both also blue at some point. () Known Bugs: This mod shouldn't have bugs but if you find any please report them to me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modifies the Ebon Hawk's cockpit skyboxes or the Light, Heavy, and normal Battle Armor textures. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Obsidian: For such an amazing game! Fred Tetra: For Kotor Tool JackInTheBox: For making the KOTOR 2 Alpha Textures mod of which the thumbnail of that mod was used in the thumbnail of this mod! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.1 point -
Hi everyone on this great forum! 😊 I decided to start my own little thread, even though I’m still relatively new here. I’ll be posting my work-in-progress, notes on how things are done - mainly for myself, so I can come back and refresh my memory later. If it ends up being useful to someone else as well, I’ll be happy of course. I’m sure everything I’m writing about has already been discussed countless times on this forum and is familiar to everyone. But I’m still a newcomer! My already released mods: https://deadlystream.com/files/file/3054-new-portraits-for-partymembers/ https://deadlystream.com/files/file/3055-hd-animated-computer-interface/ https://deadlystream.com/files/file/3079-saul-karath-retexture/ https://deadlystream.com/files/file/3092-narves-new-high-poly-canderous-head/ While working on the Canderous head I made a bit of progress learning Blender. I only knew it at a very basic level before, because I’m a 2D artist, not a 3D one. I still don’t really know what proper topology should look like, how to paint weights correctly, how to build textures with nodes, and so on. I’ll be learning all of that gradually. For this particular head I took a high poly mesh from this mod - big thanks to the author! Of course I heavily edited it: the geometry, the UV unwrap, and the texture. I also learned a few useful texture painting tricks. Geometry-wise the hardest parts are always the eyes and the lips, because the animation has to deform them properly, and what looks fine in Blender often ends up looking completely different in the game. Something I’d like to note here for myself - how to get rid of grey spots on the model after exporting from Blender to mdl/mdx: 1. The most important step - clear Custom Split Normals Data: Select the head mesh in Object Mode. Go to the Object Data Properties tab. Expand the Geometry Data panel. If the “Clear Custom Split Normals Data” button is active, click it. This removes the old broken data and forces Blender to recalculate the normals. Also helpful: 2. Apply smoothing — Right-click the model → Shade Smooth. 3. Apply transforms — Use with caution and only when needed! Things can shift in unexpected ways. In Object Mode select the head and press Ctrl + A → Apply All Transforms. ____________________________________________ P.S. English is not my native language, so I apologise in advance if anything is phrased awkwardly. ____________________________________________ Then I decided to retexture the high-poly Bastila body from the TCS mod. The thing is, we started playing through BOSSR on stream, and there Shadow uses Bastila’s body. And we have this Bastila mod installed. So I made her this outfit. I didn’t touch the model or the UV unwrap, only the texture. I painted the alpha channel in the places that should be more shiny. Since I don’t know how the original model author would feel about this little “side project” of mine, of course I won’t be releasing this texture anywhere — it’s purely for personal use. After that I moved on to her head. I wanted both the lekku and the face itself to have more polygons. So I simply applied a Subdivide, then worked on the mesh — editing vertices, sculpting, and so on. Then I started texturing, and at that point I really wanted to add a bump map so the lekku would look bumpy the way vanilla Twi’leks do (even if the vanilla ones are very low quality). I dove deep into the problem — I remember spending entire weekends glued to this forum reading everything people wrote about adding bump. Nothing was working for me. I tried every piece of advice, converted the poor bump map to TPC every which way, opened the model files in ASCII and searched for tangent vectors… I even started recalling university calculus about quaternions and how I used to redefine matrix multiplication in C++ practicals…🤣 It turned out the problem was completely different. The BOSSR mod authors used the "Twilek05" head model, but in heads.2da they assigned it the texture name "matilda_headd". Meanwhile the model itself is linked to the texture "Twilek05". And even though the engine can pull the main (diffuse) texture information from a texture that isn’t the one specified in the model, it cannot pull bump map information (and apparently txi info as well) from a texture with a different name! I don’t know why it works this way — maybe some internal script. Anyway, once I renamed the main texture to "Twilek05.tga", the bump map to "Twilek05b.tpc", wrote this in the "Twilek05.txi": bumpyshinytexture CM_SpecMap bumpmaptexture Twilek_F05b and also put "Twilek05" as the texture in heads.2da — miracle of miracles, the game finally saw the bump map! Yes, it didn’t turn out perfect — the bumps are too fine and therefore look a bit like shimmering. I probably won’t fix it, because we had to abandon that mod playthrough — it conflicted with other mods. But I’ll write down the key points needed to add bump (even though all of this is already on the forum — huge thanks to DarthParametric and everyone else who shared advice and tutorials): Before exporting, you must enable the “Tangent Space” checkbox in the KotOR Model Node plugin options for all the meshes that need it (in my case “hair” and “head”). To verify — open the model in MDLEdit, save it as ASCII, open it in Notepad++ and search for the word “tangentspace”. On the relevant nodes it should say tangentspace 1, not 0. If it somehow still shows 0 even though the checkbox was enabled on export from Blender, change it to 1, save, open that ASCII file again in MDLEdit (it might complain that it can’t recalculate the vectors — hopefully that’s not a problem), and then save it back to binary mdl/mdx. You can also just tick the corresponding checkbox in MDLEdit itself and re-save — but keep in mind that the bump will then be applied to every mesh in the model that uses that texture, not only the ones you might have wanted. Preparing the .txi. It must have the exact same name as the main texture, and the main texture must be the one that is actually linked to the model. Inside the .txi you need: bumpyshinytexture (your Cubemap) bumpmaptexture (your bump map name) In theory bump should work without the shiny part (only the line "bumpmaptexture " in txi), but for me it never did — because in that case the engine treated the alpha channel of the main texture as transparency. Meaning: if you darken the alpha to make the bump stronger → the object becomes transparent if you leave it white → no bump is visible. Maybe I’m doing something wrong? Preparing the main texture. It must be named exactly as specified in the model (you can check that here). It needs an alpha channel that controls both the shininess (via the Cubemap) and the strength of the bump. The darker the alpha, the stronger both effects. Yes, both at once — there’s no other way. Preparing the bump map. Save the main texture as an image and throw it into this website (again, thanks for the link — found it on the forum). You can increase Strength if the texture isn’t very contrasty, and add a bit of blur (slider to the negative side). Download the result and save the texture as TGA with a pure white alpha channel. Then use tga2tpc with these settings. You can also add extra lines or strengthen the bump with the bumpmapscaling value, as DarthParametric wrote here: https://deadlystream.com/topic/9353-bump-mapping-tutorial-request-for-novices/#findComment-87017 Final contents for the override folder: the model (mdl + mdx), the main texture (tga), the .txi with the parameters, and the bump map (tpc). Phew. The last thing I learned on this head was adding new geometry — I wanted to model headphones and a stone on her forehead. Important points here: convert everything to triangles and weight-paint it to the head. To check — switch to Weight Paint mode and make sure it’s painted red. If you need a piece not to move with the head, weight-paint it to the neck instead (a different vertex group). If you don’t weight anything at all, those pieces of the model simply won’t appear in the game. 🙃🙃 I’ll say it again: I’m by no means an expert on KOTOR modding, so I apologize if I write or do anything incorrectly! And, of course, I’d be grateful for any advice, comments, or corrections.0 points