Leaderboard


Popular Content

Showing content with the highest reputation since 03/21/2020 in all areas

  1. 4 points
    I have zero motivation to do any of my coursework online.
  2. 3 points
    It's me again. The mod roundup has most definitely served its purpose this time. It tipped me off that I never got around to updating the K2 version of a mod that I updated for K1 in January. The work was nearly all done and I was just too lazy to take new screenshots at the time. So good job, mod roundup. Updates Robe Adjustmnet – Fixed an issue that made the training cutscene wonky if you skipped through dialogue too quickly. Jedi Tailor – While testing a while back, the Tailor's shop spawned inside a Jawa. So I tried to fix that for this update, but because it's a random occurrence I'm not sure if it actually worked. Also fixed another bug in the Tailor's dialogue. Fashion Line I: Cloaked Jedi Robes / Cloaked Jedi Robes & Supermodel Port – Redid all textures. Higher resolution and ideally higher quality. Lightsaber Visual Effects for K1 and K2 – Added new options for blue and green lightsabers and converted all texture files to superior TPC format. New Mods Player Soundset Restoration – Restores the player's voice to K2 so you say random stuff when performing actions like you do in K1. Romance Enhancement: Biromantic Bastila – Allows a female player character to romance Bastila. Something Completely Different I have two somethings this time. I suspect certain individuals might be experiencing an increase in productivity on account of having more extra time than usual for certain reasons. First, @VarsityPuppet has finally gotten around to announcing the winners of the 2018 Mod of the Year awards. I hadn't realized that my Cloaked Jedi Robes had won for one category, so thanks to whomever voted for that. VP has also promised to get the 2019 competition running soon. Second, @AmanoJyaku has been working on a new script decompiler to address some issues with DeNCS. If successful, it will be a boon to modding as there are many scripts that cause DeNCS to choke up, preventing us from fixing bugs in them or otherwise improving their performance. We ran into several such unfortunate cases during Community Patch development, and there are also many scripts in K2 still running the bugged original random loot code even though TSLRCM fixes some of those bugs because the scripts without source code couldn't be recompiled. Any progress on that front could help make those fixes and other mods possible.
  3. 2 points
  4. 2 points
    *Looks my own NCS tool* Famous last words...
  5. 2 points
    New, small project I'm working on.
  6. 2 points
    Well. that's a replay of the Mass Effect Trilogy done. That ending still leaves a bad taste in the mouth...
  7. 2 points
    Just catching up on this awesome undertaking - I love how basically you're rectifying every slightly lazy design element in the game. Obsessed. Can't wait for Belaya, Sherruk, and the others!! If you want to circumvent the helmeted VO issue with the Bendak head (which I LOVE), I'd be happy to simply redo Bendak's VO.
  8. 2 points
    Anticipation building for the announcement of the winners in 2021.
  9. 1 point
  10. 1 point
    I've got the setup pretty much ready so, will not take too long - I hoped. 🤞
  11. 1 point
    View File [K1] Yavin IV Planet Mod Name: [K1] Yavin IV Planet Mod Author: MotOR Squad + Master Zionosis Translator: ÐeceptiKain Date: 05/03/08 E-Mail: masterzionosis@hotmail.co.uk Contents: 1 Description 2 Installation 3 Uninstallation 4 Future Releases 5 Bugs 6 Adknowledgements 7 Permissions 8 Website 9 Spoilers -------------------------------------------------------------------------------- 1 Description --------------- This mod will add an entire new planet to KotOR I, Yavin IV. They're are 10 new modules in total and a great new storyline. 2 Installation ----------------- Place all the files in the Modules folder into the Modules folder in your KotOR directory, and then place all the files in the Override folder into the Override folder in your KotOR directory. If you also want the MotOR Yavin launcher copy the Launcher folder to your KotOR directory. 3 Uninstallation ----------------- Just remove all these files from the relevent folder in your K1 directory. 4 Future Releases -------------------- -Voice Overs for non alien species Of course if there is any bugs or errors these will be assessed as well. 5 Bugs ------ None that i know of, if you find any PM me at Holowan Labs please. 6 Adknowledgements ------------------ A massive thanks to the original creators of the Yavin mod (MotOR) and allowing me to translate the mod. A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. Also thank you ÐeceptiKain for your excellent work on the translations, without you this wouldn't have happened. And a very appreciative thanks to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this. 7 Permissions ------------------- This mod may only be used/modified with my consent. 8 Website ------------------- Visit my website to see what other mods I have created and what I will be doing in the future. http://masterzionosiskotorsite.com 9 Spoilers ------------------- There are quite a few puzzles, riddles and secrets in the mod, many that made me even think that the mod was 'broken', well I have play tested the entire mod and after going through the messy process of decompiling certain scripts I found out that the mod does work properly. To complete certain things you will have to concentrate considerably on what you have recently done or aquired. If you do get completely stuck consult this table below -The door that does not open in Exar Kun's Tomb in the Chamber Of Spirits is actually a mirage, you can walk through it after you have aquired the crystal of darkness. -The most tricky part of the mod is the door puzzle, it is completeable but quite tricky to get your head round, it took me about 30 mins to figure it out, so if you figure it out straight away then maybe I'm just stupid. But here is the combination if you get stuck: Open door 5, then open door 3, kill the spirits, then go back and open door 4, then door 1 will be open. These are the only tricky parts I can remember, if you find any more don't hesitate to ask in the project thread at Lucasforums. Submitter MotOR Squad Submitted 02/26/2020 Category Mods K1R Compatible Yes  
  12. 1 point
    Probably not ideal. In which case you might as well go the whole hog and use the maskless male/female models used in the revelation scene. But you are going to get a ton of clipping with either. And wearing the DS robes for the LS ending is an odd choice regardless. You'd be better off sticking to the J models.
  13. 1 point
    Just out of curiosity - seeing as I have some time to actually sit down and type this - but what would you folks out there want out of M4-78 EP documentary? I've been gathering lots of wonderfully detailed reviews of M4-78 EP and have gathered a decent amount of reminisces from M4-78 contributors. (I have even more coming my way soon.) Having some sort of inkling what folks would want to learn about the EP would probably help make for a better product in the end. Have you had any questions about the mod that you'd love answered? Is there someone from the mod that you'd like to pose questions? (If so, which member and what questions please) What sorts of things from the previous chapters that Xuul and I did could you do without in the next chapter? If you're bored enough at home reading this to have gotten this far - congrats! - you're my target audience. I'd love to hear from you. And of course, I'm still interested in your audience reviews and remembrances of the EP. (Jump to the first post for details if that sort of thing tickles your fancy.)
  14. 1 point
    I'll be ramping up production on the M4-78 documentary again soon - probably sometime after August so you have an idea of my current thoughts on the scheduling. I would like to have a few folks to be able to provide reviews of each version of the EP. In addition to your more general thoughts on the mod, I would need to know your thoughts on how well the mod does or doesn't fit with the rest of the game. Finally, tell us what about each version do you find fun? If you wish review more than one version, I sure as hell am not going to stop you but it's not necessary. Really. I do realize the time that this would take for you. And as noted above, I'm in no hurry. Requirements for the documentary: First play (or replay) the version you wish to cover. Version 1.3 can be found in the Steam Workshop. Version 1.5 can be found here. Version 1.2 can be found here. You'll need to tell me which version you're covering in advance via PM. I'd need what you say in both text and spoken as well for the purposes of the video - verbatim. (The text would help me do the closed captioning.) If you're doing this, contact me via PM before there's any recording as I'll be having everyone do a specific introduction before they say their piece. The intro is being finalized soon so you needn't ask for it right now. You might wondering: Is this annoying bastard going to cut out most of everything I say in this? Yes . . . and also no. (Huh?) Well, for pacing reasons I'm going to have pick and choose excerpts of what you say for pacing reasons. However, the contributors that are chosen also will have a standalone video where their comments will be unedited. Those that participate may choose any (verbal) TSL character to represent you in the documentary with the exceptions listed below.) Are you possibly interested? Please join me to cover the history of the M4-78 EP. If you're not able to do this but are interested in the project, please drop a like or some light side points. FINAL NOTE: You'd use only two mods for this: TSLRCM and M4-78 EP. No other mods. At all. I want everyone that is playing the mod to be reporting on the same experience and other mods would muddle the issue. Update: The following characters have been chosen already and are off the table: Atton, B-4D4, Mandalore, Imposter Batu Rem, Protocol Droid (using the "C_DrdProt03" skin), HK-47, HK-51, Zherron, a Selkath, Kaah, and Captain Gelesi of Onderon. (This list will be updated as more submissions are received.) And as always, Revan is unable to picked as a character choice for anyone. (No, I won't be using Revan either.)
  15. 1 point
    I do not notice that detail. Will check it out next time. This also applies to the @iPlissken from several years ago I rephrased my self in original comment. I know that Kreia is a manipulator and a liar, and I am perfectly aware of Kreia's abilities and the fact that she is able to influence someone while being unseen. The point is that particular line that has been added by TSLRCM goes like this: "I was the one who asked him to be exiled." So it was ASKED, not "influenced" or "suggested". The line implies that she was there as an active participant of the trial, not that she was manipulating people from the shadow (which could MAYBE be possible but it was not what was implied here). That particular line does not fit the story as it is presented in the final form and that is not only my sentiment but the most likely the one of the game developers, who deliberately cut that line, not because of any bug or time constraints (because VO was always there, it would be several seconds of work to activate the line), but for no other reason than because they simply felt that it doesn't make sense... Did you resolve the quest in a Light side or or Dark side way? Because last time I played and killed him I got the lightsaber part . Will check it out soon anyway.
  16. 1 point
    You can also use doors as well. Either via script, if you want it to remain permanently closed, or the door itself can act as a transition trigger simply by passing through it. The K1 Dantooine Enclave module (danm13) is a good reference, since it has one of each. The transition to the Ebon Hawk uses a trigger, the transition to the Courtyard uses a door. Edit: Ah, I see you have updated your post. Your proposed transition would need to use a trigger.
  17. 1 point
    You need to add a trigger to the area's GIT file and have it linked to a waypoint in another module. Your best bet would be to find an existing transition in the area and copy what it's doing.
  18. 1 point
    View File tpcview View and export Odyssey Engine proprietary texture formats. A lightweight, somewhat quick viewer for textures in TPC format, or the proprietary header DDS format used in Aurora and its descendants. Also provides a capability to export to TGA, which is useful when you find images that won't convert via any other tool. The viewer aspect is a bit of an afterthought, as for the longest time this was just where I tested my TPC=>TGA conversion code. However, over time, I found myself wanting a simple viewer that could preview a lot of images at once, so this happened. The application is cross-platform, available for macOS and Windows. The app is written in javascript, built on Electron using three.js. ============================================================ How do I set it up? Windows: Download the '-installer' file, unzip the 7z package, run tgaview Setup <version>.exe Mac: unzip the package, move tpcview.app to /Applications, run it * This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version. The application provides file associations for TPC & DDS files. Hopefully the DDS association will not override any you may already have for non-proprietary DDS files. ============================================================ How do I use it? Viewing Drag files in. They should show up. The files you drag in fill the window in a list that generally resembles the file input order. They all show at once, so there's a moderate memory requirement around loading many files at once. For example, loading the 5210 TPC files from TSL takes 2.25G memory on my machine, your mileage will vary. Mouse over images to get info about them in the window's title bar. Click images to toggle scaling the image to fit the window and viewing the information about them in the info panel at the bottom of the window. Double click the background of the window to clear all loaded images. Exporting Use modifier keys while dragging in order to get Export as TGA functionality. A description of the export activity you are requesting shows up in the info panel at the bottom while you are dragging. Export will occur while the file is being loaded. You cannot export already open images without dragging them in again. Files are exported into same directory as original TPC files being dragged, THEY WILL OVERWRITE EXISTING TGA FILES WITHOUT WARNING. When a TPC file is exported to TGA, a TXI file will also be generated if the original TPC file contained such information. When adding alpha blending value to TXI output, only non-1.0 values will be added (as 1.0 is considered default). ============================================================ Features View TPC format 32bpp, 24bpp, and 8bpp compressed and uncompressed images View Aurora proprietary DDS format 32bpp and 24bpp compressed images Export to TGA Export TXI files containing the texture extension information from TPC files Export all detail levels (mipmaps) present in original image file (can help debugging image compressors) Add an alpha blending value from the TPC header into exported TXI file outputs, i.e. '# alphablending 0.67' File association for TPC and DDS formats with provided file type icons Submitter ndix UR Submitted 01/30/2020 Category Modding Tools  
  19. 1 point
    View File [K1] Recruit Selven [K1] Recruit Selven Mod ========================================================= Description: This mod allows You to recruit Selven, the bounty huntress from Taris, Lower City Appartments. It adds her as a party member and also adds a few conversation lines with her. She replaces Juhani as a companion aboard the Ebon Hawk. It has been tested and works fine. This mod is compatible with K1R! I hope You enjoy it. ----------------------------------------------------------------------------------------------------------------- Installation: It is recommended to install this mod before installing other mods like K1R, Yavin IV and BOS:SR. If You have them already installed, just install Recruit Selven mod and then reinstall the other mods again! To install, just run the TSLPatcher installer and point it to Your KOTOR I install dir! You should have the following files inside your swkotor/Override folder: goodbye.ncs p_selven.utc po_pselven.tga po_pselven3.tga po_pselven3e.tga portraits.2da rec_selven.ncs selven_dlg.dlg tar03_selven031.dlg ----------------------------------------------------------------------------------------------------------------- Uninstallation: To uninstall the mod, just delete the following files from your Override folder: goodbye.ncs p_selven.utc po_pselven.tga po_pselven3.tga po_pselven3e.tga rec_selven.ncs selven_dlg.dlg tar03_selven031.dlg Do not delete the portraits.2da file, because it could be used by other mods! ----------------------------------------------------------------------------------------------------------------- Redistribution and Use: You may re-upload this mod on other websited or here (if you have a copy of it and it is no longer hosted online), with proper credit given. You may use this mod and associated files to include in Your own mod without asking permission, it is only required that You give credit for my mod! It is not permitted to re-upload this mod or use it as part of your mod claiming it is your work and without giving credit. ----------------------------------------------------------------------------------------------------------------- Many Thanks To: JC2, Sith Holocron, Deadlystream Community, Kotor Tool Creators, Modding Tutorials Creators K1R Compatibility: Yes ========================================================= Version: 1.0.0 - Original Release Submitter JediArchivist Submitted 03/23/2020 Category Mods K1R Compatible Yes  
  20. 1 point
    Looking at the model, looks like the smoothing group assignment is pretty ropey. Try this and see whether it is better or worse. Edit: The N_TatComW_F head also has a Joker smile baked into the texture, which is a bit disconcerting. I tried an AI upscale of the textures and painted out the extended mouth corners on that one. Edit 2: Based on some further feedback from @ebmar, I made additional adjustments to the UVs and texture for N_TatComW_F. K1_Commoner_Female_Head_Fixes_Revised.7z
  21. 1 point
    I compiled with the version of NWNSSCOMP found here. In KOTOR 2 mode, if that matters.
  22. 1 point
    UPDATE In light of recent events, i've decided to do my requests one at a time. DO NOT GO TO THIS PAGE! I dont mean to scare you away with my long list.
  23. 1 point
    i see, thank you for your time
  24. 1 point
    Since you decided to PM me about this as well, I'll go ahead and make the reply public: Sorry - it's quite literally not an option. It has always been recommended for people to not even use the Steam Workshop at all if they want to install more than one mod, and PartySwap is a mod of TSLRCM, which presents its own issues when trying to work with the Workshop. If you want to use any mods alongside TSLRCM, it'll have to be a Workshop-free setup. Click here for a better explanation. So what I'd suggest is making a fresh install with TSLRCM downloaded and installed direct straight from DeadlyStream, NOT the Workshop, and then install PartySwap afterward. DarthTyren has spoken!
  25. 1 point
    Can you elaborate a bit more? They do not appear initially, disappear after selecting, disappear after upgrading "assemblying" or ? Which Sith saber? Which lightside revan crystals?
  26. 1 point
  27. 1 point
    Hello DeadlyStreamers! To think all it took was a pandemic and an overly long SWTOR content update to get me to announce the 2018 Mod of the Year winners. And of course, keeping in tradition with my minimum effort work ethic, here they are: Best Texture Enhancement: Best Content Restoration / Addition Most Helpful Community Member @DarthParametric and of course Mod of the Year Each winner will receive their new Mod of the Year 2018 medals. Also due to the nature of the nature of the 2018 Mod of the Year winner, I'll be awarding two versions of the medal - one black and one gold! So what's the deal with Mod of the Year 2019? I don't know yet. Due to all this COVID-19 business, sounds like I'll have more time for DeadlyStream business. I think it'd simply be a matter of choosing the categories and then starting up nominations. We'll see.
  28. 1 point
  29. 1 point

    Version 1.8.1

    18,936 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.
  30. 1 point

    Version 1.0.0

    73 downloads

    View and export Odyssey Engine proprietary texture formats. A lightweight, somewhat quick viewer for textures in TPC format, or the proprietary header DDS format used in Aurora and its descendants. Also provides a capability to export to TGA, which is useful when you find images that won't convert via any other tool. The viewer aspect is a bit of an afterthought, as for the longest time this was just where I tested my TPC=>TGA conversion code. However, over time, I found myself wanting a simple viewer that could preview a lot of images at once, so this happened. The application is cross-platform, available for macOS and Windows. The app is written in javascript, built on Electron using three.js. ============================================================ How do I set it up? Windows: Download the '-installer' file, unzip the 7z package, run tgaview Setup <version>.exe Mac: unzip the package, move tpcview.app to /Applications, run it * This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version. The application provides file associations for TPC & DDS files. Hopefully the DDS association will not override any you may already have for non-proprietary DDS files. ============================================================ How do I use it? Viewing Drag files in. They should show up. The files you drag in fill the window in a list that generally resembles the file input order. They all show at once, so there's a moderate memory requirement around loading many files at once. For example, loading the 5210 TPC files from TSL takes 2.25G memory on my machine, your mileage will vary. Mouse over images to get info about them in the window's title bar. Click images to toggle scaling the image to fit the window and viewing the information about them in the info panel at the bottom of the window. Double click the background of the window to clear all loaded images. Exporting Use modifier keys while dragging in order to get Export as TGA functionality. A description of the export activity you are requesting shows up in the info panel at the bottom while you are dragging. Export will occur while the file is being loaded. You cannot export already open images without dragging them in again. Files are exported into same directory as original TPC files being dragged, THEY WILL OVERWRITE EXISTING TGA FILES WITHOUT WARNING. When a TPC file is exported to TGA, a TXI file will also be generated if the original TPC file contained such information. When adding alpha blending value to TXI output, only non-1.0 values will be added (as 1.0 is considered default). ============================================================ Features View TPC format 32bpp, 24bpp, and 8bpp compressed and uncompressed images View Aurora proprietary DDS format 32bpp and 24bpp compressed images Export to TGA Export TXI files containing the texture extension information from TPC files Export all detail levels (mipmaps) present in original image file (can help debugging image compressors) Add an alpha blending value from the TPC header into exported TXI file outputs, i.e. '# alphablending 0.67' File association for TPC and DDS formats with provided file type icons
  31. 1 point

    Version 1.5

    16,884 downloads

    Like most of K2 fans I never liked the look of Jedi Master style robes. Padawan robes looked much more movie-like to me. But I also didn't liked the idea of replacement master style robes with padawan models and new textures. IMO, they MUST have different models. So, I've started this MOD. I have remade both male and female master robe models to look more like in the movies. Models were inspired by the robe which Obi-Wan had in episode III. New textures for all master style ingame robes are included, and new icons aswell. At this poind the mod is compatible with following mods (just be sure to install this mod after others): - TSLRCM (I tested with v1.7) - The Prestige Item Pack by RedHawke & maverick187 - Movie Jedi Robes and High General Obi Wan Kenobi Robe by Don Kain - Tomb of Azgath N'Dul by Darth InSidious - Any mod, which don't add master-style robes If you have installed ANY OTHER MOD which adds new Jedi Master style robes - it won't work. Modified textures, which were made for original ingame model will look awfull with my models. Sorry, I can't track all incoming mods, so it's up to mod authors to redraw textures to fit new UVW map. Credits: - HapSlash - for awesome ep3 Obi-Wan and Anakin models which he made for Jedi Academy. - Spanki - for some great textures which are partially used in this mod - Don Kain - for allowing me to include his Movie Jedi Robes Permissions: Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me.
  32. 1 point

    Version 1.0

    421 downloads

    HD PC Portraits for Knights of the Old Republic v1.0 - 20190909 by ndix UR (DeadlyStream user) This modification adds high resolution (1K) portrait images for player characters (PCs). All 30 male and female vanilla player characters are provided, with all 5 light-dark variants, for a total of 150 new portraits. The 1K portraits have 256x the resolution of the 64x64 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 A couple face textures had the eye in the wrong place and had to be fixed I reduced the number of background gradients to a set of 4 standards. The originals are all over the place in terms of the gradients and I didn't have time to replicate every one. An effort was made to match each individual set of portraits to its appropriate set of background gradients. 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 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 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, 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.
  33. 1 point
    June 2020 here we come.
  34. 1 point
    In reference to the last few posts I'm happy to announce that we're officially moving 1.8's release date from Soon™ to Very Soon™ 😀
  35. 1 point
    Damn, wish you'd told me sooner. Jokes aside, adding a cloak is actually a smart idea. After about 30 minutes reshaping, here's what it looks like: Not bad honestly. Think I'll create a new, more silk-like texture for the cloak since I want to give it a lighter feel than the default one does.
  36. 1 point
    Looking closely at his question, I understood that he was more asking for a roadmap (knowing more or less where we're at, and where we're going - aka what's the scope of the release and the remaining tickets that needs to be done) than asking (or even "demanding" - come on guys!) for an actual "deadline" to be met by developers (and certainly not asking to "rush" for the release to happen...). Maybe at the most, he asked for a rough time estimate (for which a sentence like "one to three month" would have probably been more than enough for his curiosity, even if it's not accurate in the end). Having worked for a decade as a software developer and team lead, I find roadmaps to be really valuable tools both to communicate with your customers (or here, fellow community members) and to help with motivation for the developers on their journey through a release (looking back at what has been done already can alleviate frustration, for example - the same when looking at the backlog of tickets shrinking when you get things done). If you only have an infinite backlog and no scope for a release, it can get difficult for everyone to ever "see the end of it". So if the questions "what's the progress?" (scope) or "when will it be done?" (time estimate) comes too often and irritate developers, maybe a roadmap (using GitHub's "Milestones" or "Project board" for example?) is a way to answer that... It's about finding ways to achieve clear, transparent communication and expectations. Not about lowering the quality of the releases nor rushing out the developers. #foodforthoughts #loveyouguys #keeprocking
  37. 1 point
    No worries, I learned my lesson. I apologize then if I sounded pushy.
  38. 1 point
    My standard policy is that any time someone asks when something is coming out, I delay it for another 12 months. So thanks for taking the pressure off. See you in 2020.
  39. 1 point
    Bumping a thread, I.E. asking for updates, is against the rules here. The great and terrible Sithspecter will let us know when he has something to share. Any further bumping will be disciplined.
  40. 1 point
    Apologies if this is the wrong place for this, but if what I mention can be fixed, it might be? This may read strange, but Atton has a vertical line going down his forehead, but not his entire face. I don't think this is the black line issue that is fixed by GLOverride, as it does not fix it here and does not run down his face. Futhermore, Atton seems to be the only character in TSL with this problem, no other NPC has a line in their face. The line does disappear if you turn off MSAA and put anisotropic filtering no higher than 4x, so there might be a connection there. The head texture is (probably) not the issue, as retextures do not eliminate it. Which leads me to think there's something up with his head model that causes the problem, perhaps only on certain hardware or graphics settings. I did try poking at it with KOTORmax, but didn't get very far. Could something in his head model be changed to fix the problem? If not the head model, maybe the UV map?
  41. 1 point
    Can anyone port Arcann and Thexan and make him playable (if possible) in his original outfit in kotor / TSL? Thanks in advance)
  42. 1 point
    hello all, I was just wondering if someone could re-create a Bandon reskin I found? There is a link below but here is two pictures of the skin I'm looking for (the gold one): https://web.archive.org/web/20150217132007/http://www.lucasforums.com/showthread.php?t=211289
  43. 0 points
    A clear improvement. The issue I reported seems to be gone. Cheers!
  44. 0 points
    Splitting this into it's own thread. Stop hijacking other folks threads.
  45. 0 points
    So I had my first day as an instructing solicitor... It ends with the courthouse being quarantined due suspicion that counsel had Cornoavirus. This is the same counsel I'd just spent 30 minutes with in a conference room discussing the case. What fun.
  46. 0 points

    Version 1.5

    4,996 downloads

    This is a collection of various things that I found annoying enough to alter. It started with that crazy window on Nar Shaddaa, by the landing pad, that would mysteriously render anything that was behind it invisible. It turned out to be as simple as a missing TXI. But it was at this point that I decided to start collecting little things like that into a single mod, to be released to the general public when it became more substantial. Due to the nature of this mod, I haven't bothered to make a proper installer with the TSL Patcher. Just install whatever you want to install. Don't install what you don't want to install. Some of these fixes are included in TSLRCM, while others are not. Either way, it's compatible. Other mods may not be compatible; contact me if you have any questions.