Leaderboard


Popular Content

Showing content with the highest reputation since 10/06/2025 in Posts

  1. 5 points
    Vurt's TSL Visual Resurgence at Star Wars Knights of the Old Republic 2 - Mods and community Please report bugs. * This is v0.5 which means this is not a finished mod, but finished enough to test and give feedback. * The mod contains 2900+ textures, recreated with my AI model, photos and a lot of photoshop. 4X the resolution (usually) of the original textures.
  2. 4 points
    Hey everyone! My Name is Lane. Some of you know me from Kotor Speedrunning, and others from my various Youtube exploits. I don't ever really post on Deadly Stream, but I've been lurking in and around the KotOR modding community for about a decade now. I have a degree in computer Science and decided to put it to good use, and reverse engineer KotOR 1 (the GoG version). This has been an on-going project for about 2-3 years now, and I've been sharing my progress with friends, and in some Youtube Videos. However, I've pretty much hit a wall with what I can do with this effort now. So I wanted to release my progress publicly, so other smart and clever people can start doing fun stuff with this. Linked below is a Google Drive with several useful things: A Ghidra SARIF export that contains all data types, function labels, parameters, Classes, and other additions I've made A Ghidra Format XML that contains the labels and function adjustments I've worked on. This is lighter weight than the SARIF file, but has more limitations when it comes to import fidelity. A generated `.h` file, that contains the Header information I have pieced together over time. Even lighter-weight, and more limited than the above What this is not: True Debug Symbols for kotor BioWare Intellectual Property A runnable or compilable program Kotor's Source Code A reverse engineering of Kotor 2 A reverse engineering of the Steam version * * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort. What this is: A decently representative result of what Kotor's debug symbols might look like (format and terminology pulled from the MacOS symbols, and existing NWN docs) A research-based labeling and reverse engineering of the GoG version of Kotor 1 A labor of love for the past several years that I'm happy to share Why this is cool/important: This provides a stepping off point for creating proper patches for KotOR 1 This also provides a means for researching underlying issues with things such as memory management, graphical limitations, and compatibility This also provides a researching angle for coming to understand some of the more mysterious file formats, and how they interact with the game itself There are also a variety of fundamental similarities between this and KotOR 2. Which may unlock some insights for that game This is also the first step towards a proper re-compilation (though that is a long-ways off) How do I use this? You need Ghidra installed, with a modern Java Runtime Create a new project, and import swkotor.exe (as purchased from GoG) Open the EXE in Ghidra's code browser When it asks if you want it analyzed, select 'Yes" The default analyzers are fine, technically you could speed this up by stripping out a few unneeded analyzers The analyzers will take several minutes to complete (progress can be tracked in the bottom right) Once the analyzers have run, we can proceed Select "File > Add To Program..." and select the SARIF (or XML) file (download below) The importer will analyze the symbols and apply them to the project You now have a decently labeled/decompiled instance of KotOR 1 Limitations: 99.9% of the functions have been labeled, however there were a few stragglers that I was never able to work out. These will appear as `FUN_<address>` 92.3% of the Data is labeled, with stragglers being named `DAT_address` Data Types are VERY incomplete. The labeled ones consist mostly of frequently used types, and known fields. Unknown fields are marked `field<index>_<offset>` Virtual Function calls are very under labeled (largely due to the difficultly of labeling vtables in Ghidra). Though you can determine the underlying function by applying the offset to the associated Class vtable. Most functions have only automatic variables defined within their decomp. Typing and purpose of underlying variables beyond function names, and parameter types, are left up to inference. Overlapping functions. Certain functions overlap in this compilation, due optimizations within the Visual C++ runtime. As a result some functions such as `GetProperty0x30` are shared by multiple classes, and thus lack a name-space. You can usually work out their purpose by checking the associated data type at that offset. If you used the XML import, you will be missing a lot of typing and Function Class/Namespace info Final Notes: Please feel free to ask me any questions about this effort, or any thing strange you might find within the decomp. I've grown to be quite the kotor expert over the years, and I'd be happy to share any insights. You can reach out to me on Discord @lane_d, I'm in the Kotor Reddit server, as well as the kotor speedrunning server. I will be periodically posting updates to this drive, whenever I get the chance to work on this more. If anyone has any major contributions they'd like to see added, please reach out! I'd be happy to chat. Both the XML and SARIF formats have some limitations, unfortunately they are the best I can do without publicly sharing Bioware intellectual property. If there is something missing from these that you are in need of, please reach out and I can see if I can help you. (Note: I will not be abetting piracy though. Buy the damn game, it goes on sale all the time) Google Drive Link Here
  3. 3 points
    I'm making an expansion for the first game, which starts right after beating Malak and uses Thor110's free roam. It will have 2 main stories, one for light side and one for dark side players. The idea is to add Quanon's unused Korriban modules to the game, and link the end of the game to the Revan novel for LS and SWTOR for DS. Which is why I'm saying I hope you can actually publish them at some point, so my new characters, especially Sith but Jedi too, can wear them. So yeah, great work and good luck for finishing !
  4. 3 points
    Two demos in one day! In this one I show, kotor 1 working with more than 256 rows in placeables 2DA (something that previously wasn't possible).
  5. 3 points
    (Cross posted from Discord) https://www.youtube.com/watch?v=dAHxy0tlDms A new day, a new Demo. Here I show File I/O working in NWScript. These just pipe into the existing c-standard `fopen`, `fclose`, `fread_s`, and `fwrite_s` functions. This allows for a rudimentary way for scripts to save data to be recalled later.
  6. 2 points
    I recently created a mod that reskins Ulic Qel-Droma's Mesh Suit and made it upgradeable.
  7. 2 points
    Hello everyone I've been a quiet spectator for a bit and am kinda dumb when it comes to modding and was wondering if anyone could bring my favorite head from Kotor 2 to Kotor 1 (apologies if my formatting is incorrect for this kind of post)
  8. 2 points
    Hey Everyone! I finally had some time to finish the robe textures for the modification I realized that the skirt part of the robe needed additional piece of texture so I added it for the Jedi robes textures that were already done (Jedi Consular Robe, Jedi Master Robe, Jedi Padawan Robe). Fixed it + added the gloves texture Next I finished Jedi Guardian Robe. Applied the same collar fix and fix for the skirt part + added the gloves texture Jedi Keeper Robe: This looks maybe a bit off. I think I should check how to apply metallic effect through txi file. Maybe it will help Jedi Sentinel Robe was very easy to work with. I applied only the collar fix and recoloured cuffs Jedi Champion Robe required only collar fix. Similarly, Jedi Watchman Robe needed only the collar fix Next one was Jedi Archivist Robe. Surprisingly the belt part looked good. I added only collar fix and the fix for the skirt Jedi Weapon Master Robe was also easy to fix (added collar fix) And Lastly I finished recolouring the Qel Droma Robe
  9. 2 points
    new dantooine sky and grass for the next patch
  10. 2 points
    Hello there everyone! I didn't post a proper update for a while. To be honest i'm not doing any "insane" progress lately but we keep going forward! The reason of this post is simple, I'm gonna have some (well earned) holidays from November 1st to November 11. I want to organize a long stream showcasing the state of the mod and most of its current content. 2 main goals: Showing the work, and most of all, getting your feedbacks! 🫡 We'll be discussing a lot about where the mod is going, so if you want to provide some ideas, feel free to jump in! I'll be streaming on Friday night, 7 November, on my youtube channel (link: https://www.youtube.com/@zobizobstudio/streams). If you cannot join live no worries, i'll be uploading the entire thing on my channel aswell so you can still reach me in the comments, on Deadlystream or on the dedicated discord channel for the project. @vurt Wow, i've just noticed your message but i've seen your retexture work and it looks amazing! I'd be more than happy to have you on board for some retextures. Atm the only thing is, as I'm using K2's assets or some other modder's assets from Vanilla, i wish the textures to be close to the vanilla art style. If that still interests you we can work on some npcs variations, like their clothings or stuff like that! Especially for aliens. I couldn't post without showcasing some stuff, so here are some of the things i've showcased on discord. A kinrath model that sprays acid The hidden bek bartender: The outcast keldor: Very small showcase for the back alley entrance: Very small showcase for the new back alley module: New way to kill Selven: A new teleporting chadrafan npc concept: All of this is WIP of course Hope to see some people on stream!
  11. 2 points
    The early progress on the patch manager I've been using as well as releases can now be found on GitHub
  12. 2 points
    Seconding a request for Republic Officers pack as well. Would love to see Admiral Dodonna and the other officers looking as good as the soldiers.
  13. 2 points
    some TSL screens (4K, no reshade, just the fog fix)
  14. 2 points
    Hey Everyone! I had some time today to continue with the Robes project Now we have Sith Lord Robe (Had some thought about this, the original texture for this one was no good, so I recoloured the Kavar's Jedi robe texture from Force Fashion) Sith Inquisitor Robe (This one required some tweaks but overall was good) Sith Crusader Robe (this one required only the collar fix. Looks amazing IMHO) Sith Warrior Robe (alas, I had to get rid of the part of the robe below the belt, those belts looked on a texture but on the characters they were not very good) Overall I'm almost done with fitting/retexturing/editing the K2 robe textures for K1 robe model for the sith. Only Sith Marauder and Sith Assassin Robes are left. When I have time I will finish them and I really want to move on to Jedi
  15. 2 points
    I have discovered the problem, this has been caused by the Sleheyron Story Mode mod. I will be commenting the bug report on the Sleheyron mod page shortly.
  16. 2 points
    A small Update Here, guys. I finished upscaling the textures and I had some spare time to check what @Sith Holocron kindly shared with me. Now I'm thinking that it would be nice to have sith apprentices to wear the medallion (the one that they have to have to enter the academy). A bit played with the medallion texture made by @Sith Holocron That's what I have for now (had to make it super small though): PS The insignia image is upside down on the picture because the robe texture is upside down xD So in the game it looks alright
  17. 2 points
    Juhani looks way better now. Less uncanny like the CATS musical. This little area by the ear is cut off a tiny bit abruptly although you did say this image is before some fixes were done so maybe that cut off isn't there anymore. I think the ponytail looks fine but I don't know if it looks better than the dark ponytail or if I feel the same about either type.
  18. 2 points
    Glad to hear, there will probably be some unintended side effects from doing that but I am not sure on the specifics right now. As far as I am aware there is no real issue with the GitHub version, but I haven't really worked on or looked at the project in a couple of months now. I have been busy with another project for the last month or so. This project is still looking for collaborators and or a dedicated team to make sure it is the best it can truly be, I can only do so much alone and I most certainly cannot give it all the love and attention it deserves solo anymore, getting it all this far has taken a lot of work.
  19. 1 point
    The problem with the vanilla lightmaps is that they reduced them down to tiny sizes. In some cases a single room might comprise two or three lightmaps each only 64x64. So whatever quality they were in their raw state (probably not that high res to begin with circa a quarter century ago using 3DS Max 8/9 and Photoshop 6/7), once they crunched them down for the shipped version everything got turned into blobs. It's honestly impressive they look as good as they do, all things considered. But they didn't "paint" them. If you look in the vanilla models you'll like see a bunch of empty null/dummy objects with light names. Those were all the fill lights they used originally to bake the lighting. They presumably got converted to nulls by their exporter since they weren't of an appropriate game type. As to vertex painting, no. The engine doesn't support displaying any colour information that way. Not that it would help you for lightmaps anyway.
  20. 1 point
    Didn't read all, but my latest policy is: feel free to use my creations, simply credit me.
  21. 1 point
    @heyorangeDamn bro that looks great ! How much more time do you think you'll need ? Also, I assume this will work for both games ? It'd be nice if I could make my expansion compatible with your mod. Anyway, great work.
  22. 1 point
    Steam itself doesn’t present the launcher for the game. It will just launch you straight into the LucasArts and Obsidian movies before being greeted by the main menu.
  23. 1 point
    Another demo, this time showing off some of the Kotor 2 creature stats functions in Kotor 1. A few discoveries during this process: The various "BonusForcePoints" functions kotor 2 implements are going to be non-trivial to implement unfortunately, as Force point calculations are very hard-coded, and I'm not aware of any convenient ways to tip the scales there. `SetBonusForcePoints`, `AddBonusForcePoints`, and `GetBonusForcePoints` are still on the wishlist, they'll just take a bit longer as I patch the FP logic. `Modify<Reflex/Fort/Will>SavingThrowBase` functions are in a similar camp. Anytime the game calls `GetBaseWillSavingThrow` (or related), it live calculates the value based on class level and specific feats. Kotor 2 gets around this by adding an additional field to the creature stats structure that stores a modifier they use in this calculation. So again, these are still on the list, but will require a bit more love to get working than the commands I show off in the demo video All-in-all progress is going well. I'll be cutting another alpha release later, for anyone interested in experimenting. As always please share questions and comments on this effort!
  24. 1 point
    Telos sky box. might do something else with the grass and ground because its very dull.
  25. 1 point
    Hello. Thanks for your contribution. Could I ask you what you meant exactly with "There's some little things to fix" in the description? Cheers!
  26. 1 point
    Fantastic 👀 Well i'm currently reorganizing all my work, ressources and stuff while also preparing the stream. If you use discord, feel free to join the discord channel i've created for the project (Discord link). So we can discuss all of this here. Ye absolutely. I'm just wishing to have at least 1 viewer hopefully 😄I'd like for this to be interactive and dynamic. But yea anyway this will be uploaded so people can still react and provide feedback Didn't even think about promoting it on the official discord. Gonna check the guideline and do this, thanks When you put it that way...😷 (This model will likely be the kinrath viper creature btw, dealing additional acidic damages with a chance of paralysis. Gonna try to expand a bit on the damage variety overall so...). Thanks! By the way now that I mention the "official" discord for the project, I must credit properly some people that are already helping on some dialogs and writing ideas: Big thanks to @Janus_Icon for providing the initial dialog ideas for the Duros Bek Bartender (and the option to load the bek drinks), the outcast Kel Dor, the Ithorian Bek Garagehead and the Lower City Bardroid! Big thanks to @SAO1138 for providing dialog ideas for the new bounty hunters aswell (Iridorian and Zabrak). And the others for more general feedback and interesting discussions surrounding Kotor.
  27. 1 point
  28. 1 point
    When Aspyr upgraded opengl, they had to rewrite the shaders. The new second shader pass overrides the fog coloring for meshes with a lightmap.
  29. 1 point
    It doesn't do anything. Removing it is fine. The force cage texture is also bugged. Removing the water effect from the TXI fixes it. Then theres a few textures that don't come with a TXI when decompiled and will have alpha issues. Dantooine leaves, korriban blast damage, and a shrub are the ones I remember.
  30. 1 point
    Are you going to share your solution with the forums?
  31. 1 point
    While it's not the topic of this thread... my project xoreos was "supposed" to be that, eventually. Unfortunately, there really hasn't been much work on it for years now. A combination of being burned out by the sheer scope, not really any steady contributors, me being full-time employed again [1] and having too many other hobbies [2]. That's not meant as a justification or anything (I, frankly, don't think I owe one as such), just in case people are wondering. It's just what it is, as unhappy I am about it. reone quickly surpassed xoreos, for KotOR at least, and that's pretty amazing. I haven't really followed it day-by-day, but I kept an occasional eye. Personally, I'm still a bit sad that seedhartha didn't want to continue working on xoreos instead, but that's of course his prerogative. I mean, I get the push to do something on your own. And I feel like he and I didn't really connect well on a personal level; not that I'm saying we had any altercations or anything, but our communcation was sparse. Nothing drastic, just that we're maybe a bit too different. Or maybe I'm reading more into it than is real, I don't know, I'm also a socially awkward person. I just wanted that said, because I read somewhere that people were wondering if there's any rivalry between reone and xoreos or anything like that. There isn't, and I wish the project and seedhartha all the best. [1] A lot of progress was made while I was unemployed or freelancing. And since I suck at the latter, it wasn't so different from the former. Unfortunately, that's not sustainable [2] I DM 4 Pathfinder groups, I build and paint miniatures, I watch shows, movies, anime, and I'm also kinda learning Japanese? Story of my life, too many interests, never enough time Sorry for the long off-topic ramble here. Just wanted to give a life sign and right a few misconceptions I saw elsewhere on the internet.
  32. 1 point
    This can be fixed by setting alpha depth to 0.0 when converting with tga2tpc. Click the eye icon next to the texture name You will also find textures missing a TXI with punchthrough parameter, which looks like the issue in the screenshot posted.
  33. 1 point
    Working on this one. Definitely adds some intensity to the level!
  34. 1 point
  35. 1 point
    Can't wait to see how they all look.
  36. 1 point
    appearance.2da overrides which diffuse texture is rendered on a model through the racetex and tex* columns; however, all shader data is always read from the texture which is on the model (unless also overridden, e.g. by the envmap column or the area file). Additionally, the shader is only rendered once and every model in the scene graph shares the same instance.
  37. 1 point
    Fixed. Yeah i would use TGA but TGA is not a compressed format, the mod would be like 15GB.. not really an issue for me but might be for others. TGA is not perfect either for the game since it is incompatible with working with normal maps for example, so its a no-go.
  38. 1 point
    Just to give a little help, I am showing the result of a single texture LTA_wall02.tpc in the game. Hard to know now how many other textures could be affected, but I know for a fact that there are at least two more in the LTA_wallxx.tpc series of textures. Normal camera: First person view camera: UPDATE: I converted the texture LTA_wall02.tpc into .TGA and checkid it out with GIMP. There is no problem with the Alpha channel. So when I tested it again in TGA format, the issue was gone! This reinforces my dislike for .TPC textures. In the past, I have had bad experiences with them and gave up on the idea of converting the massive amount of HD textures I have in TGA format into TPC just because of that.
  39. 1 point
    The issue is that appearance overrides are bugged and require a txi on the first (01) texture variant. If there isn't one then the engine will ignore TXI data on subsequent variants.
  40. 1 point
    I have no idea, but i think i will reach 1.0 in weeks rather than months. These mods usually takes me around 3 months of daily work (Gothic 2, Morrowind, Jedi Knight 2), but i don't think this will take that long, i've gotten faster at it + rather easy game to retexture, the square format of every texture makes it far easier than dealing with tons of various resolutions and image ratios (which is the usual norm for game textures). My Thief 2 retexture went pretty quick, i think this will be similar to that, so not 3 months Unrelated (post merge) Spent way too many hours on this one, but whatever, it turned out great. Added gloss map (might need to turn it down a bit for the lips).
  41. 1 point
    Alright, lemme be clearer then. I'll be linking the mods I mention in case you want to see what they are. 1) K1R (KotOR 1 Restoration) is the oldest big mod. Its goal is to restore content. It hasn't been updated since 2015 because the team moved on and the work was basically done anyway. 2) K1CP (KotOR 1 Community Patch) is more recent. Still being worked on. Its main goal is to fix bugs and other issues of the vanilla game, and thus not restoring content. The issue is K1R isn't compatible with K1CP. 3) Thus, someone decided to make RC-K1CP (Restored Content for K1CP) in order to replace K1R. So it's very recent, been updated in July. 4) BUT it does not restore the Pazaak Tournament. So I made it myself in order to be able to play (a fixed and improved version of) the Pazaak Tournament WITH K1CP on your game installation (although you can always play without K1CP, but it's kind of a waste). To answer your question, yes, the best installation order is Sleheyron then my mod. In general, just start with the biggest mods (K1CP, RC-K1CP, retextures) then go the more medium mods (Pazaak Tournament, Sleheyron, BOSSR, etc.) then to the smaller ones. If you met Bogga and he recognized you then it works. Thanks for testing. And no problem, people often misunderstand what's written, but it's also my fault for putting too much stuff in the description. It is indeed quite massive (but tbf, the mod itself isn't small either). And yes, if you have anything else to say/report, feel free.
  42. 1 point
    Mission with Gloss. Some characters has a working alpha from the start, no need to edit the mesh, this one works without any editing. Lips, eyes and tentacles are made very glossy, other parts of her face are vaguely glossy. I should probably try a glossy Gamorrean since some parts of it could benefit. I've also come to the realization that any armors with alpha and gloss needs a new alpha, they inherit too much of the old original alpha that i use, and it makes any glossy part look low-res or grainy.
  43. 1 point
    Looks nice. Reminds me a lot of Reptile from the "Mortal Kombat" game.
  44. 1 point
    Yes it would be. I know this because I looked at the Mac, Android, Linux, and Xbox binaries and seen they have basically identical code. As to if the relatively same changes work everywhere I do not know yet. Thank you too and no problem. I'm sorry for the really long wait, I just been depressed atm, exhausted from work a lot of the days, and busy with other things too. I was working on the Xbox version very recently. Modified the first footlocker you open, the script for it, to give millions of exp. But with my certain changes to the XBE (xbox version of exe) it won't work right with the 2da files. I looked at the game in a debugger with these changes and that's where it breaks, when loading the 2das at the second logo screen. As for attempting the changes for the Mac version I did a little bit months and months ago (maybe a little over a year) and was able to make some changes without the game crashing so I should be able to do relatively the same exact stuff. I disassembled the Android and Linux versions too and they basically had the same exact code. So yeah, if I hurry and make the edits I should be able to distribute those soon too. Yes it would be but I just had a very hard time editing featgain and force power gain in the exe without it breaking the game in some way. The feats as you may already know are very hardcoded in the exe and changing some of the structs and bytes in these functions and structs breaks things. In the meantime however, you can modify the featgain and class power gain 2das with a 2da editor here: 2DA Editor Alpha - Modding Tools - Deadly Stream And you can increase the progression gains for different levels with the tool and when editing these two files *before* level 22. That's something that works in the meantime. Like I told RJ, I'm really sorry for the long wait I just been very depressed and have been pretty busy. Yes I think he is. And I tested after level 20 to level 50 with the built-in console commands so no worries. I appreciate your feedback btw with the other two and responding back to them too when I didn't. At least you gave them some answer in the meantime. What mod is conflicting with this one if you don't mind me asking? Is it a 2da modification one? I can show you how to get my mod to work with those ones. You need the 2da editor I mentioned to Ethan: https://deadlystream.com/files/file/1335-2da-editor-alpha/ Then you can modify them however you want to.
  45. 1 point
    This solution works: Right click on swkotor.exe, go to Properties -> Compability -> Change High DPI Settings -> Override high DPI scaling behaviour (Set it to application).
  46. 1 point
    I'd be interested in the bigger fonts, mostly.
  47. 1 point
    I think it is a very interesting mod! I always refused to play with Widescreen and higher resolution just because of the fonts being too small. Not much of a TSL player though. If you ever release a version for KotOR I will surely want to give it a try.
  48. 1 point
    The Handmaiden starts with row 454, which has the hood up and uses a full body model (a single 3D model that includes the head & body, "F" for "full" in column "modeltype"). Later she uses row 638, which uses separate head and body models ("B" in column "modeltype" and a number in the "normalhead" column) , so it can show gear that's equiped. There's several ways to go, up to you. You can turn 638 into the hood up version or keep the hood down in 638 but make it so that it will never show gear. Sure, no problem. Effixians_Keep_Companian_Default_Clothing_Jedi_only_version.zip
  49. 1 point
    Great! Now only the Republic Officers are missing. 👌 I like very much the new design. My only suggestion would be to make the two "wings" on the chest gold instead of silver just like they are in the original texture. But it is really a minor thing and a personal preference. Thank you, Dark Hope.
  50. 1 point
    Probably the same reason why Jolee was still a padawan at the end of Exar Kuns uprising, The Jedi Council were busy dealing with more serious issues like the mandolorian wars, the jedi rebelling and the eventual return of the sith...