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  1. 6 points
    Thanks for all the comments everyone. I think I will go with style 1 so that the screenshot page does not become a chaotic blinking mess. However, I will also provide a link to some sort of comparison that allows a manual switch between the two shots. And there will of course also be normal screenshots without any comparison that show the new skyboxes in full. Apart from that I've been making good progress. The main Telos render is now finally done and I'm also making progress verifying that everything is working as intended.
  2. 3 points
    Finally fixed smoothgroups and UV maps.
  3. 2 points
    AHA! I knew the Selkath had a Star Map in Ahto City! Darn Force visions... making me go to the ocean floor... risking going crazy... almost get eaten by a shark... <trails off mumbling>. My these look good.
  4. 2 points
    It's been a while since the last update but progress has been going well. The main thing still left is to render all the skyboxes. There are not many left but Telos is currently taking a long time (200+ render hours already and not done yet). After that the rest should be much faster though. And I also started assembling and collecting the final files for the releases as well as checking all modules again to see if there are any issues that need fixing. At the same time I prepared the screenshots for all locations. This also includes comparison screenshots and that's where this post comes in. I could use some opinions on which type of comparison you prepare, so here is the same scene in three different comparison style. I do have a pretty clear favorite but I'm still open about changing my mind. Style 1: Style 2: Style 3: Let me know what you think!
  5. 1 point
    View File N-DReW's K1 Gameplay Improvement BETA 1.0 Beta is about to begin, the Star Forge update is ready yet has been delayed due to site issues. For the mean time, the current download is still 1.24.0 Demo but you can check the screenshots for the Star Forge update. When the issue has been resolved and the 1.0 Beta is uploaded the old readme will be restored to this description. Submitter N-DReW25 Submitted 07/04/2016 Category Mods K1R Compatible No  
  6. 1 point

    Version Pending

    1,765 downloads

    1.0 Beta is about to begin, the Star Forge update is ready yet has been delayed due to site issues. For the mean time, the current download is still 1.24.0 Demo but you can check the screenshots for the Star Forge update. When the issue has been resolved and the 1.0 Beta is uploaded the old readme will be restored to this description.
  7. 1 point
  8. 1 point
    The red one is awesome! I consider this essential to my playthrough, thanks a lot!
  9. 1 point
    How dare you. What were you thinking? Just a rebuilt model in general or redesigning the structure itself? Thanks And YES, that damn ball. Working on figuring out what to do with it actually. I really despise it.
  10. 1 point
    Is now a good time to suggest scrapping the original model and making a completely new one?
  11. 1 point
    Sorry that this is taking longer than I wanted. I was lucky enough to get some contracts, but that also means very little free time. While a decompiler is an all-or-nothing program (hence the reason there won't be a beta), I can show off some sample output: It's not much, but you can see following: It identifies the NCS as a Kotor2 file, which is reliant on the code including K2 engine functions There are six subroutines _start(), which is automatically included by the compiler void main() void DamagingExplosion( object oCreature, int nDelay, int nDamage ) int GR_GetGrenadeDC(object oTarget) void NonDamagingExplosion(object oCreature, int nDelay) void KillCreature(object oCreature, int nDelay ) The types of return values are found by examining the called subroutine The types of parameters must be found by examining caller subroutines (strange as it may seem, there's no guarantee a parameter is used) The local variables are listed in the order in which they are created As simple as this may seem, it's been hell trying to figure out how NCS works due to limited documentation, time, and mental capacity (ðŸĪŠ). That said, I think I now know everything there is to know about NCS. Even how to deal with recursion (it took less than an hour), identifying vectors and structs (they do disappear in the bytecode, but there are code patterns to look out for), and handling certain errors in the game's code. So, the two major tasks left are: Including block scopes, e.g. if-else and while statements (I can identify them, I just haven't put them in among the locals) Handling expressions, commonly known as operator precedence and associativity, e.g. int d = (a + b) * c
  12. 1 point
    What Sith Holocron meant was that you needed to create your post in accordance to the structure in the thread SH provided. So you would essentially answer the questions and by answering these questions you give us enough information to properly determine your problem and how to fix it. So far you have failed to list out the mods you've installed, someone like me can tell this is 100% a mod conflict with TSLRCM but without a proper list of mods and with no knowledge of what your disguise item is meant to be no one can properly fix your problem. My guess is that it is Movie Mandalorians? Even though I can guess that you still need to list out *all* of your mods so someone may help you.
  13. 1 point
    Oooh, proto-saber (with some commercials), pretty sick
  14. 1 point
    I agree with @LoneWanderer - an entire gallery of flickering .gifs might be a bit much, and the somewhat rapid change makes it tough to really compare fine details. I think Style 1 is the best overall.
  15. 1 point
    Whenever I clean out my inventory (mainly on Yavin), I have to click through this prompt sooooo many times. I'd like an option remove this prompt or at least adjust how many credits to be notified about.
  16. 1 point
    Pester @Tyvokka to implement one of those screenshot wipes where you can move a slider back and forth across the image.
  17. 1 point
    I prefer Style 1, but Style 3 is very good as well.
  18. 1 point

    Version 1.1

    112 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.
  19. 1 point

    Version 1.1

    119 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.
  20. 1 point
    Why is it always you, Juhani?
  21. 1 point
    And here's the final skybox. Ord Mantell based on InSidious' reskin of the mod and SWTORs depiction of the planet. There are still quite a few skyboxes that need to be rendered in full quality and other minor fixes that need to be applied as I go through them so don't get too excited quite yet but it's getting there. And here's a not very impressive screenshot of the latest skybox I finished:
  22. 1 point
    I had an evil thought about a skybox suggestion last night: Cathalan.
  23. 1 point
    Thank you all for the kind words! I'm glad you like these. I have since finished Yavin 4 and I'm really happy with the result: It's slightly less of a jungle than what we see in the movies so that it blends better with the modules usd in the mod. But I think that works really well too, so I'm fine with it. Now onto the last completely new skybox I want to create: Ord Mantell
  24. 1 point
    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:
  25. 1 point
    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.
  26. 1 point
    Progress has been going somewhat slow but still steady lately. But I figured I might as well show some of the stuff that has happened. Let's start with the full quality Coruscant skybox, shown here as part of the Coruscant mod, but it's the same that's also used in vanilla: Next up we have one of the three Korriban skyboxes used in BoS:SR. This one is the same as the TSL Korriban skybox. One of the others is the K1 vanilla Korriban skybox and the last one is unique to BoS:SR but I haven't started that one yet. And finally a screenshot of what I'm currently working on (apart from rendering the TSL skyboxes): BoS:SR Taris The lighting of all these layers doesn't quite match yet but I'm getting there. And as a final note for today: I'm pretty sure that I want to make skyboxes for Yavin IV and Ord Mantell. But I have to look at their modules first to see if that's possible with the quality goal I have in mind. If it is, both of them shouldn't take very long.
  27. 1 point
    Amazing work Jorak. Have not played the original KOTOR in over a decade (I'm a TSL guy 😁), but I simply must do so once this mod is ready to go!
  28. 1 point
    Wow, this really gives Taris a new flavor. Looks tasty.
  29. 1 point
    Thanks guys, glad you like my work!😀 Means a lot to me also for keeping spirits high to go through the non-fun stuff like redrawing textures. About Telos i still seeking inspiration regarding especially the lower & undercity / Daviks Estate. The Upper Apartments are almost done though: I know the door is a tad too clean, but the texture model is totally messed up, so i cant promise to change it:
  30. 1 point
    Here some updated screenshots - its amazes me how much graphical improvement can be made with texturing alone, although adding custom lightmaps is something thats hopefully is doable later, too. Recently created highly detailed heightmaps for a realistic look on (uneven) surfaces: Vanilla texture: recreated tex: Ingame: primarily used on Korriban: misc planets: Please give me a short feedback whether you like/dislike the new look and why.
  31. 1 point
    Thanks! Work has been continuing with the first TSL skyboxes being rendered in their full glory. As an example, here's one of the Onderon skyboxes including holes in the turret gun barrels: At the same time, I'm also working on the mod skyboxes. So far M4-78 and Coruscant are done designwise but still need to be rendered. That brings me to a question for all of you though. Is there any mod that I should include, i.e. make a skybox for, that is not already part of my plans? So far I want to make skyboxes for: M4-78 EP (TSL) Coruscant Jedi Temple (TSL) BOS:SR (K1) Green Grass for Dantooine (K1) Maybe. I'm not sure about that one yet, so let me know if that's something you're interested in. It wouldn't be a lot of work so I'll probably do it anyway, but knowing what the community actually wants would help. I'm also considering Yavin IV and Ord Mantell for K1. I haven't played either of those, so I can't say how good or popular they are. So please let me know if that's something you're interested in. Are there any other mods that I should include? Please let me know.
  32. 1 point
    There is no irradiated skybox in the original M4-78 but I changed the models so that there is now. And yes, it will change once the radiation is cleared. Sure thing. Here's an example. You can also see some more screenshots in other posts I made over the last months or so. As to the questions of why I'm not releasing K1 yet. There's no specific reason for why I want to release them simultaneously, but that's the route I want to go. One reason is that I still need to make screenshots and stuff like that that will take some time and I'd rather focus on getting all skyboxes done first before I go down this rabbithole so that I can then make all screenshots for both games at the same time. Depending on how long finishing TSL takes I might decide to release K1 earlier but not before I've finished the add-ons like BOS:SR and I haven't even started those. With the exception of Taris that I mentioned before, they shouldn't take too long though. I'll keep you guys posted. We'll see how it goes. Rest assured though, it won't be long now (at least compared to the 3+ years this project has been in the work now... )
  33. 1 point
    Images of the KotOR Port in action.
  34. 1 point
    I like a lot the red one. Nice work!!
  35. 0 points
    Welcome to my thought exercise that might someday turn into an actual mod! Here I will infodump my organized thoughts and maybe promote useful discussion. The Hypothesis KOTOR II is a great story attached to an otherwise broken-mess of bad mechanics that lead to a game experience that feels like a 'Story Mode' switch was accidentally flipped on & forgotten about in the source code before the game shipped. I hypothesize that the tools exist now to remediate most of this mess, and am engaging in this thought experiment to mentally workthrough what such a mod might look like and tackle, while promoting discussion in the same vein. This is not a promissory note that I'll do anything, even if I am motivated to make my next playthrough less of a drag, mechanically. Where To Begin? The first step is to identify what is broken and how/why. During my last playthrough I started taking notes and came up with the following: 1) XP is dumped on the player and you do not go for very long between levels ups. At a certain point, they feel tedious and unrewarding. This is partially because of the class progression and what's available for feat selection, but also because level-ups exist 'in abundance' and thus it's difficult to get excited about them. 2) No class will have ever have to struggle over which feat to take in their build, and will only ever struggle about when to take it. Eventually, you run out of 'must-haves' and start picking random feats that have marginal effects on the character sheet simply to get rid of the 'level up character' screen. 3) Jedi classes - Jedi Guardian is skill-starved in a game where having skills is directly correlated to the amount of content you'll see in a playthru, Jedi Sentinel is essentially a Jedi Guardian w/one less feat and a lot more skill points, and I see this to be a problem. Consular's are probably okay but I think all classes should have slower power progression. Jedi Prestige classes need love as well, especially the dedicated caster prestige classes. 4) Items, Upgrades, and Cybernetic Implants - all dump tons of ability score bonuses/skill point bonuses onto the wearer in obscene amounts. For humanoids, skill point bonuses on equipment are less of a problem, but thanks to Droid Upgrade's I was able to craft endgame upgrades with T3 before leaving my first non-Telos planet. All of these stat bonuses means that it doesn't really matter which class you take because you will end up with the fighting ability of a Guardian and comparable Power DC's of a Consular without hardly trying and the meta leans heavily towards putting your points in CON to use implants to further rocket your player character's attributes into the stratosphere. 5) Lightsabers - they're OP. Their current implementation means they basically trivialize the game even moreso once you obtain them. They should certainly feel strong, but being able to pump out 400dmg in a single flurry is insanity. Lightsabers are a sort of barometer for the state of the game's mechanics as many other systems tie into how effective they are: enemy AI and whether or not they use items and powers that mitigate lightsaber damage, Master Critical Strike & Master Flurry providing potentially gamebreaking power every six seconds, excessively powerful lightsaber crystals and upgrades 6) Force Powers - they're also OP...or useless, or somewhere in between. When a force powerful is powerful, it's *powerful*. When it's weak, it's weak. I believe the issue within the scope of what already exists within the game is fourfold: npc's do not have saves that have hope of resisting force powers, crowd control force powers are limitless in the # of individuals it'll effect within an AoE, NPC Jedi do not cast Force Resist (or Force Breach). 7) Immunities - Although I haven't really seen any enemies use attacks of any kind that'd cause fear/horror/stun, if they did then the immunities found on several items and automatically supplied to Jedi would be an issue Eight) Artificial Intelligence - We all know it sucks, even with the Enhanced AI mod. Even so, I will list some of what I've observed - NPC's won't activate their shields (if they're even spawning with them), NPC Jedi aren't specc'd/don't use force resisting or crowd control powers... or from what I can tell, buff's of any kind. AI doesn't use stims either. They don't make intelligent targeting or movement choices either; Calls for Help need a boost (can snipe Ubese in a room, one at a time, as long as only one can see you), etc etc droids don't use their cannons/shields 9) Battle Precognition - I think either the highest WIS or DEX score should be used when calculating AC, not both; that said however, this might possibly be hardcoded 10) Feats - My main issue with feats, aside from their rapid acquisition, is that there are clear winning choices and clear losing choices. Honestly, even if all the loot drops didn't blown Gear Head out of the water, would you ever pick it over the saving throw or flurry line? 11) Combat Feats - Suffer from Winner/Loser Syndrome as well as offering a lot w/out much, if any, drawback. Master Flurry worst offender12) Broken economy - Too many credits and not enough options to sink them into 12) NPC Character Sheets - though I haven't peeked about I'd be willing to bet that the builds of various enemies are equally in need of attention So Everything's Busted? Pretty much, yea What do? When faced with a potentially large project it's best to keep one's goals small and reachable to avoid the feeling of drowning/"insurmountable mountain" burnout. For this, I feel it's best to take a look at how other modding communities have handled similar projects. For our purposes, we'll take a peek at peak mechanics modding: Item & Spell Revisions + Sword Coast Stratagems for the Baldur's Gate Trilogy. These mods operated under a design paradigm of 'no resource unwasted', 'do not cheat', 'spells and items must be interesting/useful/occupy a niche', with 'balance' the foremost objective of these mods. More importantly, they all have a determined scope, all of which synergized w/each other but could also stand on their own. Also important to note is their modularity in installation: if you don't like the part of the Item Revisions mod that imposed a movement rate penalty on full plate armor, you didn't have to install it. Something like this is imperative for a mod that would make potentially controversial changes to the mechanics such as a rebalancing mod. So now we pick an issue to tackle. For purposes of this experiment, I've decided to 'rework' KOTOR II's items. The Process First, we'll want to sort through the items that exist in the game into a list (possibly a workforum thread somewhere) that allows us to easily identify which items need rebalancing and which don't. We'll use a tool like Kotor Tool to populate the list with information such as tag/resref/name, description, and the items effects. Then, we'll want to establish the general criteria with which we'll be rebalancing most our items under. Ideally, a loot system is designed around tiers which correspond to certain level ranges. Each tier has a lower and upper bound to how much power an item possesses. They can occasionally bleed into the tier above or below them in terms of usefulness. Sample Criteria: Tier III (levels 13 - 18) Max bonus for an individual skill is half the skill bonus cap. Max Item Value: x Max Ability Score Bonus (total): 2 Max Skill Point Bonus (total): 6 Max Attack Modifier: 2 Max Damage Bonus : 1d4 Max Defense Bonus: 2 Max Saving Throw Bonus: 2 Specific, 1 Universal Tier V (levels 25 - 30) Max Item value: x Max Ability Score Bonus (total): 4 Max Skill Point Bonus (total): 10 Max Attack Modifier: 4 Max Damage Bonus : 1d8 Max Defense Bonus: 4 Max Saving Throw Bonus: 5 Specific, 2 Universal Max item value in this criteria determines what combinations of bonuses items can have. For ex, there might be a tier V item that grants +2 to WIS and CHA and +5 Persuade and +5 Treat Injury, +1 Uni save. There might be a Tier III item that grants +2 CON & +3 Demolitions. There are exceptions to every rule, and in order to keep it fun and novel some items should break the mold of our established criteria. These would be the game's S-tier items held by powerful bosses (lol) and locked behind Tower of Hanoi puzzles. Other ways to keep it interesting would be for weapons to have custom on-hit scripted effects, granting custom feats or usuable abilities, etc -------- If we follow the paradigm used in the BG2 mod, Item Revisions, then we'll first want to decide what 'theme' an item holds based off it's description, name and bonuses before we apply our criteria to it. Some items will have a very obvious theme, and others you'll have to pick your own for. Once you've sorted out what changes you want to make to the item's stats and description, we'll make sure we record the changes to the item's worklist entry before actually committing/testing them. The End Well, that's all the thoughts I have for y'all on this topic. Now it's off to bed. If you've thoughts on anything I've written here, feel free to comment.
  36. 0 points
    Many of you may know Kevin Smets (AKA Kaydon Sentry) from his well put-together KOTOR Machinima movies on YouTube. Unfortunately, today he publicly announced he's been diagnosed with cancer. It would be fitting of our fine community to show our support for Kevin and his family by posting well wishes and positive vibes in that diagnosis announcement thread which I'll link below. Alternatively, those that are more verbose can leave lengthier messages on his Facebook wall. Let's show Kevin that he's more than ready to win his fight and that we have his back. https://www.facebook.com/kevinsmets/posts/10220949661165399
  37. 0 points
    Ok, so I'm trying to update one of my mods and when the file upload reaches like 5% upload I get an error saying "-200" and after the file is just grey with "Upload Failed" written underneath it. Does anyone know what this is?