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Showing content with the highest reputation since 12/03/2019 in all areas

  1. 2 points
    This is how I currently have the TXI information (when it exists) I can certainly have it save the file as well. I'd been ignoring most of the UX design while getting the functionality built in but before I release it I plan to do a few design passes over it.
  2. 2 points
    If you want to do anything with KOTOR, Blender is not really a productive route. The primary vector is Max via the KOTORMax I/O script. That said, your problem is almost certainly the fact that you used KTool to do the conversion. The version of MDLOps bundled with that is super ancient and should never be used, by anybody. You want to extract the model archives and then do the conversion to ASCII with MDLEdit (latest beta release here). KOTORBlender should work ASCIIs generated from that. As to the character models, they are skeletal meshes, but they use meshes as bones (which double as shadowcasters). You can actually convert the rig to regular bones when exporting via FBX (at least from Max when flagging them as bones), like so: If you were planning on using Blender to Maya back to Blender you are probably going to experience a lot of grief, especially when it comes to character models and animation. Regarding the animations themselves, most humanoid animations (including player characters) are split across the five human supermodels - s_female01/02/03/s_male01/02. These are all linked together in a dependency chain. The duplicates exist because s_female03, the lowest in the chain, has exclusively female anims, which override the male equivalents higher up.
  3. 2 points

    Version 1.0.0


    Compatability Note: If you're using TSLRCM, Extended Enclave, or M4-78 EP mods, please install the optional Patch file matching your resolution after installing those other mods. The cutscenes were upscaled using Topaz Gigapixel AI, and interpolated to 60fps using SVP Pro 4. Black bars are used to maintain the aspect ratio of the content while bringing the videos to 16:9 overall. TO INSTALL: Make a backup of your "Movies" folder, which is in your main game directory. Download the main pack(s) that matches the resolution you play at. 1440p and 2160p are each broken into three packs. If using TSLRCM, download the matching Patch file as well. Extract/unzip the pack(s) you downloaded. Replace everything in your Movies folder with the extracted files. Do not place them in your Override folder. If you're using Aspyr's (Steam) version of the game, these should work "out of the box" without any tinkering. If you're using a different version, you can use UniWS to patch your game to the correct resolution. If this doesn't work on your version for whatever reason, you may need to use a hex editor to change some values in your game executable to get them to play correctly. Please refer to the following guide on how to do this, skipping the parts about upscaling the cutscenes: https://deadlystream.com/topic/4631-how-to-force-kotor-i-iis-bik-movies-to-play-in-any-resolution/ NOTE: Many cutscenes in KotOR 2 are in-engine recordings. These have be re-recorded at 4k60 rather than upscaled.
  4. 1 point
    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!
  5. 1 point
    Could the .tga extract also automatically extract the .txi?
  6. 1 point
    Oh, oops, I think I simply forgot to include a txi file 🙄 Thanks for noticing, I've updated the zip. C_SenBall01D.txi
  7. 1 point
    I'm running with the last one linked above
  8. 1 point
    Haven't had much time to read up on episode IX news. But here's something new: https://babylonbee.com/news/rise-of-skywalker-to-introduce-first-lesbian-at-at
  9. 1 point
    I certainly don't think the same way. One of the reasons I love KOTOR is that it doesn't have the extensive "rich dialogue" like other bioware games have. Not everything is spelled out for you like it is in other bioware games- or K2. I am more free to fill in the details and backstory myself, going by nonverbal clues of which are many in the game. After I played Dragon Age Origins I appreciated KOTOR 1 even more, because I get tired of "rich dialogue." Rich dialogue is ultimately too limiting for me. It even feels manipulative of Companion characters- which ironically suits the Exile in K2 who is essentially manipulating Companion characters into becoming Jedi, or to give bonus powers. However, I can never fully immerse myself into roleplaying my Exile as I can my Revan, light side or dark side. There's too much defined for the Exile in many of the dialogue options, which doesn't really reflect my own reactions. KOTOR 1's looser style lets me be more immersed. I know a lot of people prefer a rich dialogue, or having their character more defined for them, but that's a matter of preference, not that a game is shallow because it doesn't have a lot of rich dialogue. If you want to make and release a mod that provides more definition and rich dialogue for the player character, that's great, because I do believe in options and it might encourage more people to play and perhaps mod for KOTOR 1, so I would support it for those aspects. But it doesn't mean the game, or the existing dialogue, however imperfect in other ways, is shallow.
  10. 1 point
    There's a lot more to quests than just the quest value. In fact, all that's stored in that value is the text displayed in your journal (okay, maybe slightly more than that). To properly reset a quest you would have to edit all the globals related to that quest to whatever their value was at that point in the game. And it's very unlikely anyone here knows which ones you even have to edit not to mention what their values have to be. I don't know why KSE would crash with your edits though but I never used it much so maybe someone else can at least help you on that front.
  11. 1 point
    Yes. The lightmap is 003EBOp_lm0 and the specific mesh is Object191 in 003EBOp. Rather than editing the lightmap itself, it's usually better to adjust the lightmap UVs of the specific mesh with issues. Edit: Something like this would probably work: I don't believe bead-v made any adjustments to this particular model in the TSL Ebon Hawk fixes mod, so it should be compatible with that at least. We'll probably add this to K2CP when we get around to updating that in 2023. But in the meantime try this: [TSL]_003ebop_LM_Adjustment.7z
  12. 1 point
    I'm running the GOG version. I actually appreciate you showing me that thread! It showcases many good mods. I do love M4-78! I've already played through it once. I actually really wanted that again this time, but I also want Korriban Expansion, and I've heard that the two conflict in some pretty bad ways. Unless there's a way I could fix that. I don't care how convoluted it is as long as it works. I want Coruscant, but what is Coruscant 3.0? I can't seem to find any information on this, but Obi-Wan Pere's thread mentions that. I also want Extended Enclave and Partyswap if that's possible. And now I want Genoharadan Legacy too.
  13. 1 point
    Entry #12: Rakatan "SWAG" Idle Animation VS ANIMATION_LOOPING_TALK_NORMAL Rakatan "SWAG" idle animation has been in exposure lately, either for its attitude or a grieve to look at. For one that doesn't like it there's a good news which is partially possible to work around that by having something like this with their OUD [preferably with the idle ones, not that is roaming the area/having something like k_def_ambmob on their ScriptSpawn] and the relevant DLG's EndConverAbort/EndConversation - //::////////////////////////////////////////////////////////////// //:: Rakatan Idle Animation Removal Workaround //::////////////////////////////////////////////////////////////// /* Fired by Rakatan UTC's *ScriptUserDefine* and relevant DLG's *EndConverAbort/EndConversation* to override their "SWAG" idle animation. P.S. Left-hand raising talking animation is to be expected and kind of awkward to see as no one it refers to. */ //::////////////////////////////////////////////////////////////// //:: Constructed By: ebmar //:: Constructed On: December 08, 2019 //::////////////////////////////////////////////////////////////// void main() { /* Play the *talking* animation that lasts 1000 seconds/prac- tically forever to permanently override the idle animation */ PlayAnimation(ANIMATION_LOOPING_TALK_NORMAL, 1.0f, 1000.0f); // Subsequently calls the defined EUD ActionDoCommand(SignalEvent(OBJECT_SELF, EventUserDefined(0))); } I recently using that to all the Elder Councillor in the Elder Settlement module, though, as commented above; the left-hand raising animation is to be expected while possibly no-one they talked to, which is kind of awkward to see sometimes. But that should do it in the meanwhile. Alternatively it could be fired with the creature's ScriptSpawn, though from what I tested with the Council it breaks the module's load, not sure with them commoners though. Hope the information can be helpful to you, fellow Jedi. May the Force be with you.
  14. 1 point
    Hey guys this is only my second mod for KOTOR,ive looked into Model importing but it doesnt seem to be very popular in this game. That being said i still have a lot to learn. I hope you enjoy what i post. Please take care of me. Thank you all.
  15. 1 point
    Thanks ! It works with ERFedit (on PC, not XBox)
  16. 1 point
    All of these reviewers complaining how slow, how dull, how unoriginal The Mandalorian is. "It's like dozens of other things I've seen before, or all those other shows I've seen. The Mandalorian isn't all that great, give us something better!" "What? Tatooine again? Why does Star Wars always have a desert planet?" Moon, Mercury, Mars, maybe desert worlds are common? We get something that's more like original Star Wars and people want to pick it apart on the grounds that they've seen all of this before. "It's too much like Lone Wolf and Cub!" Funny how I didn't even think of that, even as I like Lone Wolf and Cub. Something about Baby Yoda invites a lot of wonder, what mysteries are there behind the child. What is going to happen, what will be revealed later on? What isn't being explicitly said in the show. Where did the child come from? Lucas had never revealed the species or the home world of Yoda's people, let alone why a child would be out in the galaxy and how whoever wants the child dead knows what it is and how. These people have seen so much maybe it's because of the over saturation of what they've read and seen before that they are bored with whatever comes out. I've learned years ago if I binge on so many of a kind of movie or kind of book, they all begin to seem the same, rather than have crucial differences. Sometimes taking a break from it, or not reading, seeing, all of the like kind can make a difference. The entire spectrum of sci-fi and fantasy media is so saturated in modern times, we tend to lose the sense of magic and wonder, or just good ole fun, we tend to expect others to serve up something new and original, rather than being more discriminatory in our consumption and appreciate what's already out there. We learn instead to see patterns of tropes as a serious literary study, missing what might not be explicitly spoken or displayed. Critique would be good if those who are deep into Mandalorian lore discuss whatever they've changed, or if there are stolen ideas from the EU that Disney officially ignores, but that is mentioned only once in a great while, not even discussed.
  17. 1 point
    Hello! Work on the TSL Loot & Immersion Upgrade is wrapping up after my span of time here in the TSL community!! I am very pleased to say that despite it's imperfections, the Loot and Immersion upgrade is playable with over 100 new skins. I am going to shift my attention to restoring some of my older mods to playable status. The older ones need some TLC. My final additions to the Loot and Immersion Upgrade will be released separately. They are almost ready to be released, I won't spoil what else I've done but I'm totally satisfied with this conclusion. Also, I have added a new feature to Beautified Saber Blades for TSL. I have replaced the silver crystal with a generic Kaiburr color crystal that you can choose the color of. I believe it works universally on the default crystal/hilt setup, but it may appear differently depending on what hilt mods you use:
  18. 1 point
    [Updated: December 06, 2019] # 00. Disclaimer # I thought making this "Legends" overhaul as a series would do good for my own pace in modding terms. # 01. Background # Legends. Why does this project labeled as Legends? First of all, this series had not related at all with the Star Wars Legends; though it was very much inspired by them. The project was labeled as Legends because I believe this would give me more freedom on how I wanted to shape the mod and its series. Referencing to the general term of Legend [Keep it noted that I have the following explanation edited for my likings lol]; "is a genre of folklore that consists of a narrative featuring human [non-human] actions perceived or believed both by teller and listeners to have taken place within history. Legends may be transformed over time, in order to keep them fresh, vital, and realistic. Many legends operate within the realm of uncertainty, never being entirely believed by the participants, but also never being resolutely doubted." So, that's all for the introduction, I think. And later; with the release of Selven "Legends" and Lyn Sekla "Legends", I decided to put myself into a series of mod that will be labeled as "Legends", this will consists mostly on reskinning and re-building stats and also their attribution of the particular objects and if possible; some new custom items. These will be done as my playthrough goes while I'm deciding which objects that I want to overhaul, while also considering the risk for it'd be game breaking or no. I'm going to take which path with the lesser risk [and which is more interesting to me] of course. # 02. Planning # I'm planning to have each planet in-game, at least two series of "Legends" carries out. 1. Taris [Completed: January 1, 2019] Legends - Selven [Completed: July 9, 2018] [featuring Sithspecter's "High Quality Blasters for Modders" and DeadMan's "[K1] Vibrosword Replacement Pack"] Legends - Lyn Sekla [Completed: July 27, 2018] [featuring Dark Hope's "Girl with Ritual Tattoos"] Legends - Janice Nall and the Incomplete Droids [Completed: January 1, 2019] [featuring DarthParametric's "Female Armour Collar Fix"] 2. Dantooine [WIP/Updated: October 14, 2018] Legends - Belaya [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - Jedi Robes"] Legends - Sherruk [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - PC Head Reskins" and ndix UR's "Traditional Mandalorian Blades"] 3. Tatooine [WIP/Updated: March 24, 2019] Legends - Komad Fortuna [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack" and redrob41's "Specialized Combat Suits for KotOR and TSL"] Legends - Marlena Venn [Completed: March 24, 2019] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack"] 4. Korriban [Completed: August 20, 2018] Legends - Ajunta Pall's Blade [featuring IRobert's "[K1] Vibroweapons Replacement Pack Retexture"] Legends - Ajunta Pall's Voice [featuring VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance" in the preview] 5. Manaan [WIP/Updated: September 25, 2018] Legends - Mysterious Man [WIP] [featuring Dark Hope's "HD PMHA03" and redrob41's "Modder's Resource: Specialized Combat Suits for KotOR - K1 Model UVW Fixes"] 6. Kashyyyk [To be decided] 7. Unknown World [WIP/Updated: December 06, 2019] Legends - Elder Droid's Unique VO [WIP] # 03. Work in Progress # [Updated: October 14, 2018] Komad Fortuna "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack" and redrob41's "Specialized Combat Suits for KotOR and TSL"] All files for his release had been compiled and the installer has been ready. But still I am not 100% sure about his clothing option. Still digging for another ideas. The idea is to have Komad two different appearances between the Hunting Lodge, the Krayt Dragon's lair, and his appearance on Kashyyyk [possible light side path]. His appearance in the Krayt Dragon's lair will be the one that is different because he would wear an armor there. Belaya "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - Jedi Robes"] Sherruk "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - PC Head Reskins" and ndix UR's "Traditional Mandalorian Blades"] Mysterious Man "Legends" [featuring Dark Hope's "HD PMHA03" and redrob41's "Modder's Resource: Specialized Combat Suits for KotOR - K1 Model UVW Fixes"] # 04. Next Steps # [Updated: December 06, 2019] I'm really bad at planning so, something can just randomly pop-out, eventually # 05. Future Plans # [Updated: December 06, 2019] Pretty much # 04 # 06. Final Remarks # Critiques, comments, suggestions, questions and feedbacks are very much appreciated. Many thanks to you, for spending the time here.
  19. 1 point
    I'm guessing your talking about the state of affairs after importing with KOTORmax? Anyway, the animations aren't hardcoded, you can add additional keyframes that exceed the 16600 as you say. It's max that has the limitation of just one timeline, KOTORmax therefore loads the animations onto it in sequence. It has an animation editor through which you can keep track of which keyframes belong to which animations. You can simply add a new animation and assign the keyframes you want to it. Although, using the new animations in the game is a different story. I think in K2 it should suffice to list it in animations.2da and then it's possible to call it via script. But I'm not sure it's as simple in K1. You may delete the animations in the animation editor if you want. This means they won't be exported from KOTORmax. Once the model is exported, first you need to compile it back to binary. After that you either place it in the override folder or you put it in a .mod file (which represents a module). Modders generally never edit .bif, .rim and .erf files, we leave those as a source of the original files. For just a character model, you'll be fine putting it in the override folder. Also note that K2 will recognize files in the subfolders of the override folder, while K1 won't. Not sure what you mean with the training dummy.
  20. 1 point

    Version 1.0.0


    This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway. Installation: Simply copy and paste the included model files into your Override folder Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces room models 101PERI.mdl/mdx, 104PERA.mdl/mdx, or 104PERF.mdl/mdx Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit Thanks to Snigaroo for bringing the two ceiling gap issues to my attention
  21. 1 point

    Version 1.61


    This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself. Additionally, because their interactions are primarily via hologram, this mod includes a revised version of Jinger/Kreia’s Admiralty Mod, which changes the appearance of Admirals Cede and Onasi to give them outfits more fitting of their rank. And while I was at it, I also revised certain appearances with head swaps and custom model merges (hair, etc.) to try and reduce overuse of the same heads and make NPCs a little more distinct. N.B.: TSLRCM is a requirement for this mod. It is not compatible with the vanilla version of the game. Specific Changes: Ebon Hawk: Bastila hologram (Light Side male Revan) Ebon Hawk: Bastila hologram (Dark Side male Revan) Ebon Hawk: Carth hologram (Dark Side female Revan) Ebon Hawk: Carth (Admiral Onasi) hologram (Light Side female Revan) Ebon Hawk: Canderous hologram Ebon Hawk: Jedi Master Atris hologram Ebon Hawk: Jedi Master Kavar hologram Ebon Hawk: Jedi Master Vash hologram Ebon Hawk: Jedi Master Vrook hologram Ebon Hawk: Jedi Master Zez-Kai Ell hologram Peragus: Administration Officer hologram Peragus: Dock Officer hologram Peragus: Maintenance Officer hologram Peragus: Medical Officer hologram Peragus: Security Officer hologram Peragus: Coorta hologram Peragus: Coorta thug #1 hologram Peragus: Coorta thug #2 hologram Harbinger: Republic Captain hologram Harbinger: Republic Navigation Officer hologram Harbinger: Republic Doctor/Med Officer hologram Harbinger: Republic Soldier hologram (partial) Harbinger: Admiral Cede hologram Harbinger: Admiral Onasi hologram Telos: Admiral Cede hologram Telos: Admiral Onasi hologram Telos: Admiral Onasi physical appearance Dantooine: Jedi Master Vandar hologram Dantooine: Jedi Master Vrook hologram Dantooine: Admiral Cede hologram Dantooine: Admiral Onasi hologram Nar Shaddaa (Goto's Yacht): Goto hologram/projector VFX Korriban: Bastila hologram (Dark Side male Revan) Korriban: Jedi Master Vash hologram (M4-78) Korriban: Jedi Kaah hologram (M4-78) Malachor V: Bao-Dur hologram Known Issues: There are still visual artefacts from overlapping sections of individual meshes, particularly noticeable in the case of the neck being visible through the jaw which occurs with certain animations and/or camera angles. This is not addressable by model edits. The problem is the way in which the engine renders overlapping transparency within a single mesh. The Republic soldier on the Harbinger has been replaced as of v1.3, however the helmet is still somewhat problematic. I'm not sure that is addressable without completely remodelling it, and perhaps not even then given its shape. Hair planes with alpha transparency don't function as intended as holograms, so typically look pretty terrible (e.g. Peragus Maintenance Officer). There's not much that can be done about those, other than completely remodelling the hair to rely on geometry rather than texture transparency. Dangly meshes used for hair bangs tend to look conspicuous due the requirement of placing them under the head mesh in the hierarchy. Particularly egregious examples may warrant having these elements being turned into skinned meshes in a future update. No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.). Compatibility: I've edited UTCs to point to custom appearance.2da entries, so the mod should be compatible with any other mod that only edits the vanilla 2DA entries. However, it will not be compatible with any mod that forcibly overwrites the module files this mod edits, that outright replaces the UTCs in question, or that also edits the UTC appearance values. Install any such mods first, then this mod afterwards. To make it clear, do not use this in conjunction with Jinger/Kreia’s Admiralty Mod or Darth Hayze's TSLRCM Compatibility Patch for said mod. They are superseded by this mod. A separate patch is provided for M4-78 to handle its version of the Korriban academy module. After installing the main content of the mod, run the installer a second time and select the "Additional Patch" option from the drop down menu. Acknowledgements: Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes, which made this mod practical. Thanks to Jinger/Kreia for permission to release a revised version of the Admiralty mod's content, the textures from which (with modification) are used in this mod. Thanks to zbyl2 for permission to redistribute TSLRCM's module files to ensure compatibility for Steam Workshop users Thanks to JCarter426 for permission to use the female Republic soldier body model from "JC's Republic Soldier Fix for K2" and his adjusted N_CommM04 texture from "JC's Minor Fixes for K2". Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for TGA2TPC Thanks to Malkior for providing the impetus for the mod via this thread. Thanks to L0ki194 for offering input on the case of the Harbinger's "Doctor" vs "Medical Officer".
  22. 1 point

    Version 1.0


    READ ME FIRST! Here's my sixth small mod Peragus Large Monitor Adjustment ========================= MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 23 JUN 2013 FOR WHAT GAME: Star Wars Knights of the Old Republic 2: The Sith Lords Description: ---------------- Don’t expect this to be as interesting as the Telos Signage mod I came up with. This small mod collection replaces textures for the large monitor seen on Peragus that overlooks the asteroid field. I wasn’t crazy about the low resolution images in the smaller boxes off to the side so I decided to take a crack at it. I’ve kept to general idea of what were originally shown in those boxes so this difference won’t be too drastic. In addition, that old low resolution asteroid animation just had to go. It has been replaced as well. Finally, that scrolling text box can now be read. Since the original text box was illegible, I decided to make my own. A separate translation Word document is included in case you’re wondering what it says. (I’d appreciate it if you all let folks read it for themselves so please don’t post the translation in reviews.) Finally, I’ve included a replacement loading screen – the one that shows the monitor. If I changed the monitor in the game, I thought I may as well change the loading screen that features that monitor too! (Yes, it has those lines on it.) As always, constructive criticism is welcome. Installation: ---------------- For Star Wars Knights of the Old Republic 2 - Extract the TGA files and the TXI file into the SWKotOR2/Override folder. To Uninstall: ---------------- Take them out again. Known Bugs: ----------------- None known at this time. Special Thanks: -------------------- To Darth_Sapiens: for Assistance with alpha channels for some of the textures and testing. To Canderis: For pre-release reviews. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop - with the exception of Hassat Hunter who has my permission to do so. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use.
  23. 1 point
    Thank you for the latest build of mdledit, bead-v! So - Just recently I did the test again with MDLedit v1.0.3, and compare both binaries by using HxD's Data comparison feature the result are indeed identical [accepting that's a valid method to do], which puzzles me also. Though I ain't really sure if the in-game result would be different as I haven't tested it. Thank you for the heads-up. I have lost the incorrect smoothing ones [as I don't feel the need to keep it back then], therefore, I'll be back with the relevant evidence when I got one in the future. May the Force be with you in your attempt on updating this wonderful program. I can't thank you enough for this.
  24. 1 point

    Version 1.0


    for KotOR II: The Sith Lords by bead-v, Sith Holocron and Kexikus This is a combination of: bead-v's TSL Galaxy Map Fix, Sith Holocron's KOTOR2 (TSL) Animated Galaxy Map, Kexikus' TSL Galaxy Map Fix Coruscant AddOn & New Coruscant Icon and Planet Textures. Links to the original mods: http://deadlystream.com/forum/files/file/28-tsl-galaxy-map-fix/ http://deadlystream.com/forum/files/file/1024-sith-holocron-tsl-animated-galaxy-map-texture-in-canon-positions/ http://deadlystream.com/forum/files/file/778-tsl-galaxy-map-fix-coruscant-addon-new-coruscant-icon-and-planet-textures/ Description: The mod pack changes the positions of the planets in the galaxy map to roughly their canonical locations. It also fixes the planet locations on the Galaxy Map texture accordingly, and also animates it. Some install options will also install Kexikus' New Coruscant Icon and Planet Textures. In case the Jedi Temple Mod is installed, Coruscant will also appear in the canonical location on the Galaxy Map Screen, regardless of install option. There are FOUR different install options: 1. The Galaxy Map TEXTURE will show only the vanilla planets in their canonical locations. 2. The Galaxy Map TEXTURE will additionally show M4-78. 3. The Galaxy Map TEXTURE will additionally show M4-78 and Coruscant. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!). 4. The Galaxy Map TEXTURE will additionally show M4-78, Coruscant and Cathalan. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!). About Cathalan, see this post: http://deadlystream.com/forum/topic/4304-april-fools-an-exciting-mod-to-appear-on-deadly-stream-soon/ CLARIFICATION: With TEXTURE I mean the invariant texture of the Galaxy Map that you see on the Ebon Hawk before you have actually clicked on the Galaxy Map. What appears on this texture is completely unrelated to what shows up on the Galaxy Map Screen when actually clicked on. This means you can use any of the install options regardless of which mods you have installed (But see the requirements section about the new Coruscant textures!). Requirements: 1. This mod needs to be installed after any planet mods or patches for the relevant changes to take effect. If you are not seeing the desired changes and had already installed this mod and then installed a planet mod or patch over it, you may safely run this installer again and it will fix the issue. In case you have both M4-78EP and Coruscant Jedi Temple installed, you also need to install the compatibility patch before installing this mod (link: http://deadlystream.com/forum/files/file/394-coruscant-jedi-temple-compatibility/). 2. In order to see the new Coruscant textures, you need to have HK-42's Jedi Temple Expansion mod installed (link: http://www.nexusmods.com/kotor2/mods/210/), on top of deathdisco's original Coruscant Jedi Temple mod (link: http://deadlystream.com/forum/files/file/585-coruscant-jedi-temple-by-deathdisco/). Installation: Run TSLPatcher.exe. If the installer gives you these warnings: Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\LEFT" in galaxymap_p.gui, skipping... Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\TOP" in galaxymap_p.gui, skipping... ... you don't need to worry, the mod installed correctly. If at any point you wish to reinstall the mod with a different texture option, you may simply run TSLPatcher.exe again. However, if you intend on uninstalling this mod later on, make sure the backed up files from the first installation are in a safe place, to prevent the new installation from overwriting them. Alternatively, you can manually copy the correct LEH_scre03.tga and LEH_scre03.txi to the override folder. Reinstallation will not remove the New Coruscant Icon and Planet Textures, so you will need to manually remove the following files: Uninstallation: 1. Remove the following files from your override folder: - galaxymap_p.gui - GAL_Onderon_2.tga - LEH_scre03.tga - LEH_scre03.txi - gal_cor_2.tga (if new Coruscant textures were installed) - Gui_coruscnt.tga (if new Coruscant textures were installed) - Gui_coruscnt.txi (if new Coruscant textures were installed) - CM_coruscant.tga (if new Coruscant textures were installed) - CM_coruscant.txi (if new Coruscant textures were installed) 2. Copy any files with the above names from the backup folder created upon installing this mod. The backup folder is created in the same folder as this installer. Permissions: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., we own none of the materials, and we are not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod authors. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, please put a line in the readme, mentioning us. We hereby state that we specifically do NOT wish this mod to be uploaded to Stream Workshop. If bead-v is unreachable at any point, Sith Holocron or Kexikus may give any permissions concerning bead-v's mod on his behalf. Credits: Kexikus: Help with putting together KOTOR2 (TSL) Animated Galaxy Map. LSaberDuelist and OldFlash (of LucasForums): Their instructive discussion and tutorial at LucasForums. Thanks: Fred Tetra: Kotor Tool Stoffe: TSLPatcher tk102: K-GFF GFF Editor Contact: Send us a personal message on www.deadlystream.com. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
  25. 1 point
    With anything, as long as the files are named correctly!
  26. 1 point
    Oooo *bows* spashiba! 😄 😄 😄 *offers homemade gingersnap cookies* will this work with Vette, or the Smuggler or Darkside Jaesa for example by Sith Holocron?
  27. 1 point
    This is one of my favorite mods as said to you over on Steam reminds me of Darth Talon even if she doesn't have the tattoos. Hence why I choose the Lethian style for her, as someone who has the old rp lexicon and groups the female twilek's name and the clan name I love the way you've done this very much. Combined with smugglerAlex's fully upgradeable clothes (which take on the appearance of her snazzy outfit) my Twilek's ready to lay down Sithy darkside on Kreia for her stupid commentary! 😉
  28. 1 point
    Merry Christmas Deadlystream!
  29. 1 point
    Heh, I'm being happy to see you guys are still interested. Okay. The alpha version of this mod is lates because of I can not run well the Tools on my new laptop what uses sux windows 10. Trying to figure out how to get those tools work and this mod will be out.
  30. 1 point
    This is a little something that I'll be working on over the upcoming months. A cross-platform modding tool designed to create and modify the various file types used by KotOR's engine. A new KotOR Tool if you will. This is in very early stages so don't expect much and anticipate crashes and bugs - so save regularly! The file size is fairly large as well due to it including needed libraries inside the executable. I do intend to make this open source at some point in the future, but not for the time being. I'm testing this in Ubuntu, so I'm unsure of how stable the Mac and Window versions are so testers are appreciated. I welcome any feedback and suggestions. Whats currently implemented in v2: A GFF Editor A 2DA Editor A TLK Editor A ERF/RIM Editor Saving files directly into modules Opening and extracting files from the game's data Whats new in v2: Drag and drop to open files "Save" option for files "Save To Module" option for files "Save To Override" option for files 2DA Editor: cell editing TLK Editor: set language, edit sound resrefs and strings ERF Editor: import, export and open files Download Links: Windows (7 and up, requires VC++ Redist) Mac (10.9 and up) Linux
  31. 1 point
  32. 1 point
    The Mandalorian: Ep3 - WOW. More of that, please.
  33. 1 point


    Original Review on Filefront: NOTE: This mod can be used for both Knights of the Old Republic and Knights of the Old Republic II: The Sith Lords. Check the read-me for important installation information! If you're looking for a mod to give you a foot up on your game, check this one out. It is designed to help you start off stronger and become stronger at each level. How, you might ask? It will start your character off at 18 for each skill, and 4 for each attribute. This'll make your player character a little more self-sufficient at the beginning of the game! In order to take advantage of these starting stats you must either click "recommended" for skills and attributes when creating your character, or alternatively you can just use quick character creation and they will already be set. This mod also has a secondary function. It will also change skill bonuses to only cost one skill point, regardless of what it is. This is helpful if you're thinking twice about spending those precious skill points on a skill that costs more than one, because that's no longer an issue! This mod should be especially helpful for new players just getting into the game, or veteran players who just want a relaxed game with a bit less hassle. Keep it up Shem! ~Inyri NOTE: Please leave your comments on this and all mods on this site. Authors love feedback!
  34. 1 point
    I recommend using my mod with @DarthParametric's Peragus Administration Level Room Model Fixes for best results.
  35. 1 point
    View File Peragus Administration Level Room Model Fixes This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway. Installation: Simply copy and paste the included model files into your Override folder Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces room models 101PERI.mdl/mdx, 104PERA.mdl/mdx, or 104PERF.mdl/mdx Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit Thanks to Snigaroo for bringing the two ceiling gap issues to my attention Submitter DarthParametric Submitted 06/10/2018 Category Mods TSLRCM Compatible Yes  
  36. 1 point
    Since it took me a while to figure out why my custom sound file did not work ingame today, I figured I'd write a very, very short tutorial on the specifications they need. Sound files in KotOR need to me MONO .WAV files. .mp3 might also work, but with .wav files you're on the safe side. Also, sound files can be placed in the Override folder without problems.
  37. 1 point
    But what does this mod actually do?
  38. 0 points
    That's the entire point. As Bastila herself tells you right afterward. She wasn't interested in your answers, she was interested in how you answered. The other responses are needed because of this.
  39. 0 points
    This panel in the Ebon hawk is too dark to properly show the texture underneath, while the screen.txt texture is unaffected, the underlying texture is not. These pictures show the issue with mods, which make it more noticeable, but the issue is still present even if I uninstall all mods, although the standard texture is slightly lighter lighter which makes the issue a bit less obvious. This is a lightmapping issue, right? Is there any way to lessen the darkness, so as to decrease the contrast between the screen texture and the wall texture..?
  40. 0 points
    Operation kill Bastila remade has been updated to 1.6. Unfortunately due to the nature of the changes, you need to have a save from before you entered upper city Taris for the first time. However, if you are almost done Taris simply do not take off Bastila's disguise while in the upper city streets. On another note I am surprised it got to 1.6. I thought I would release it and be done, tbh. Ah well.. the best laid plans.
  41. 0 points
    More interested in comments on my mod on my mod's download page but OK.
  42. 0 points
    I'm not good enough with manipulating the 3D models, could someone try to edit the n_yoda model to make it look like a baby Yoda? Scale certain parts, scale the animation hooks along with it. I think I could take care of the texture. We could then simply have it follow Mandalore, like Bao-Dur's remote (Like how the Cati Mod by Princess Artemis does with the Gizka), that would be very funny and cute.
  43. 0 points
    I've been preparing a known issues list, because I want to get an official MDLedit update out as soon as possible. Posting it here in case there is something I missed. 1. MDLedit is not capable of processing some very large models (eg. the K1 DS endgame scene area models). I may be able to solve this in the future. 2. When converting area models from K1 to K2, some models lack an aabb node in the MDL. Without the aabb node, the model will not be displayed in the game (unless the VIS file is missing, but this shouldn't be the solution). In this case, first decompile the model to ASCII, then edit the file with a text editor and add the following lines in an appropriate place: node aabb NEW_AABB parent BASE_NAME endnode 3. There have been reports of smoothing not working properly if the model was converted with the batch convert function. I haven't been able to reproduce the issue so far and would be grateful if I could receive all the relevant files to examine them if it happens to you. 4. In some area models, the aabb mesh isn't properly modeled to be used for the creation of the walkmesh, which causes the compilation to fail. If that happens you have two options. You can either inspect the aabb mesh and delete all the offending faces or you can enable the 'Export WOK file' option in MDLedit, then use that mesh to replace the aabb mesh, just make sure it has all the right options afterwards. In the future, I will add an option for the WOK file to be handeled separately, so this issue won't arise anymore. 5. Smoothing will sometimes not work across boundaries where the UV is mapped in different directions. This requires an update to the vertex normal calculation and will hopefully be solved in the future.
  44. 0 points
    Wow, just wow Squall these are wonderful. Any plans to include Dooku's clothing, and Darth Maul's? To say nothing of Asajj Ventress's style of clothing? Those would be interesting as well, also will these work in tsl?
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    Version 2.3.4


    DLGEditor is a GUI based dialog viewer and editor for Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords. The editor is divided into two panes. The upper pane contains the treeview portrayal of the dialog with NPCs speaking in red (Entries) and PC replying in blue (Replies). Upon highlighting the nodes of the tree, detail widgets appear in the lower pane containing node-specific information which can be edited.