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  1. 8 points
    Made some changes after doing some additional testing on the mod. Lashowe, Mekel, Shaardan, and Jorak Uln will now keep their original unique heads and will merely get upscaled textures. Some additional errors with texture-assignments for models were corrected so it should be ready soon.
  2. 5 points
    A few days ago, I decided to start turning the Coruscant cutscene level into a functional landing pad for Coruscant. It has taken quite a lot of work but I have got the model itself to an acceptable state, at least, as it appears in Blender, however I haven't got it in-game yet because there are some issues with geometry and the walkmeshes moving when exported from Blender. The focus of this project has been to improve my skills with Blender, but I would also like to finish this and get it in-game to replace the Nar Shaddaa reskin from the Coruscant mod. But, it might end up being an overhaul for the Coruscant mod, only time will tell. For reference, here is a screenshot of the original level. And this is how it looks now. So far I have put around 15-20 hours into this and I think it looks good, I need to add some more buildings and do some work with the surrounding area, but it's coming along nicely. I have re-used the hallway from the council chambers to create this cross section corridor and the elevator from Peragus to be used to access different parts of Coruscant. It took quite a while to get these corners made and looking right, as well as the floor and ceiling textures. While it's not perfect, it was the best I could manage with the geometry and textures available to me. I also noticed that on the Nar Shaddaa landing pad and these landing pads, they are missing the safety barriers, which I think is fine for Nar Shaddaa, but not for Coruscant. As seen here, there were no barriers at three of the edges of the landing pad, but I added them in. The Ebon Hawk is now fixed, not sure what happened to the texture previously, I have also included the changes made by WildKarrde which gives the Ebon Hawk transparent windows. And that's everything so far, I am not entirely sure if I will finish this, but if I don't I will release the .blend file as a modders resource. Though I am hoping to fix the current issues and get it in-game! Thor110
  3. 4 points
  4. 4 points
    This will hopefully be the first of a few mods which I will be developing to enhance the atmosphere, visuals, and overall experience of Korriban. There are already some great mods out there which improve or upscale the appearance of commoners and others throughout the game but one section of the game and its characters always stood out to me as rather "unpolished": the Sith on Korriban. Out of all the planets, I always felt that Korriban was one of the most neglected in both K1 and K2 when it came to visuals in particular. There were even multiple mods which improved the appearance of Czerka employees, including those on Korriban, so it only felt appearance to do the same for the Sith students, teachers, and masters. This mod will port the robes from the Trayus Sith Academy on Malachor V on K2 and many of the Sith will be wearing them according to rank: students will wear "low" robes, teachers (including Yuthura) will wear "mid," and Master Uthar will wear the "high" or "Dark Jedi Master" robe as shown. All of the "Lite" Sith NPCs will also be upscaled and given the same heads as they are given in K1CP which I would highly encourage players to install before installing this mod but it won't be a requirement; similarly all of the Lite NPCs who are switched to "female" based on their file names in K1CP will be given the same treatment here but with the clothing overhaul as mentioned above. There will be two main options for installation: "Clothes Only" which will only change the NPCs' clothes but have them all keep their vanilla heads, and "Clothes & Heads" which will give unique heads (many of which will be ported player or minor character heads from K2) to all of the NPCs whom the player more directly interacts or converses with. Sith who will be out studying or excavating in the Valley will be wearing the "Dark Jedi Padawan" robes which use the player robe model from K2. Most of the textures used will be from a combination of mods by @Effix, @Dark Hope, and @90SKand I would like to thank them for their willingness to allow me to utilize their mods for this project. I should hopefully be able to finally get the project released within a weak or so.
  5. 3 points
  6. 2 points
    Coming back to this topic ! I did not achieve my complete ambition for the crystal cave unfortunately (but I learnt many, many valuable things !). Atm, i will stick to few Duros and Mandalorians, gonna see if i can make custom mandalorian breathing mask models aswell. Taking step forward toward my main project, the Kotor Expansion Pack. I needed to redo most of the classes, force powers and companions. I figured I would start with this, and then add content upon this. Here is my first showcase for this huge project, i'm gonna shutdown this thread and create a proper one for the Kotor Expansion Pack in due time, displaying the entire content for this thing and the complete credits list for authorized content by other modders. This will basically be the all in one pack containing my entire content, and some quality of life content.
  7. 2 points
    Thanks for the heads up, I expected it to crash in some places which is why I put a warning in place, unfortunately I haven't had the time to get back to testing this as I have been busy with my main project at the moment. But I will take another look at it when I get the chance.
  8. 2 points
    Points 1/2: There are some models available out there for: - Stormtroopers - Stormtrooper weapons - Clone Troopers - Darth Vader - Anakin - Movie Jedi Robes - Movie Bounty Hunters / Mandalorians You could use those for your own personal mod development or seek permission to include them in your mod. Alternatively, create your own models which is obviously a lot harder (which was already suggested). You would also need to do this when creating new areas too, you ‘could’ reuse current models for your levels but wouldn’t advise as it would not look like any of the planets you’re trying to achieve. Points 4/5: In regards to restructuring the story, this part is actually fairly easy (depending on what mechanics you want from your cutscenes, quests etc.), it’s just going to take a lengthy amount of time. It can be achieved initially by removing all quests & global, then removing all trigger points, scripts relating to triggers from each levels .mod/.rim files, you’d also need to remove characters and any placeables you don’t intend to use. If you were to model your own levels, the likelihood is you could leave the existing stuff & just add your own additional content. Please note, all the above resource I mentioned is intended for Kotor 2, I’m assuming you want to mod this game. If you have any questions, feel free to drop me a message & I’ll assist where I can.
  9. 2 points
    All of it is possible, none of it is probable. Take it from someone that knows: never go full total conversion.
  10. 2 points
    So I typically use duckduckgo for my searching, but it turns out that deadlystream is never in the search results, even when very specifically searching for it. Now, being aware, this isn't a problem for me since I can just use google for any searches relating to DS. But I could imagine that some people less familiar with the site and using these search engines (such as if using MS Edge where Bing is default) might be confused. But more interestingly, any idea on what causes this?
  11. 2 points
  12. 2 points
    Speaking of this landing pad... I spent today working on this little beauty, my plan is to delete the landing pads from 950COR, that way they don't feel too familiar and aren't seen in the background of the level. I've also deleted the council chambers from this version of the level, that way an elevator can be taken down and another elevator can be taken to the council chambers, just as in the existing mod. Quite proud of this, but I have yet to see how it actually fares in-game, the walkmeshes need some adjusting and I need to finish the cross join hallway in the middle of the building to add two elevators, or possibly a room, I am not sure yet. There's still a lot of work to do, but this took me the best part of a day to put together. This shows the landing pad without, for some reason it only had safety rails on 2 of the 5 gaps in perimeter, so I added them to all 5 on both sides of the level. Nar Shaddaa has these gaps too, but I think it's fine for a run-down old landing pad on Nar Shaddaa, not some fancy fresh landing pad on Coruscant. And a preview of the hallway from the inside. I might attempt to make a landing/take-off animation myself, though I have no idea how it will turn out or if I will even get that far yet, the surrounding area needs decorating somewhat still I think.
  13. 2 points
    I have a better idea as I have been working on a port of K1 to K2 for quite some time now, I will release it here when it's actually ready. Play my port of KotOR1 to KotOR2 https://github.com/Thor110/Expanded-Galaxy-Port Though I will say, it isn't finished yet and is FAR from perfect, still quite buggy.
  14. 2 points
    Anything with the MG prefix is "minigame", i.e. either turret or swoop (the former in this case). Stunt is a layout only used for cutscene versions of the Hawk. You should refer to the list below for the module names (i.e. m12aa.lyt is the one you want) :
  15. 2 points
    Work on my Dark Jedi/Sith Academy mod is starting up, but in order for me to start that mod properly I need to finish up the first release of my K1 Alien Pack mod. The Ithorians are ready, the Bith are 90% ready, and the Duros are 50% ready... these are the three species that will be in the first release of the pack. I've already showed off the Ithorians, now it's time to show off the Bith. The goal of the pack is to ensure every species has 5 alien variants, this will be easy for Aqualish and Rodians as they only have 4 variants meaning only one texture needs to be made for those species... this isn't true for the Bith as they only have 1 variant. The vanilla black Bith will only appear as Cantina Musicians whilst the Bith you'll encounter in-game will use my new appearances. Whilst I did make the reskins you'll see, I also photo sourced assets from BithBiter's TSL Party Project 1.01 (as the mod page says the mod's assets can be used with credit given), and assets from the Revenge of Revan mod by RedRob41 (used with permission). For the Bith appearances, I used Wookieepedia to determine that Bith skin color can be yellow, green, pale pink, and red... so those are the colors I used in these appearances. Whilst I think the new appearances are "alright", I personally feel some of the skin colors don't "fit" with the scenes they're currently in... which is why I would like your opinion on whether or not I should switch certain Bith appearances around. Green Bith: This one was especially jarring to see when I first saw it in-game in this scene. Red Bith: His skin and his outfit are so dark, so much so that he's almost camouflaging into the dark environment around him. Pale Pink Bith: I rather like this appearance, I could change the color palette of his clothing if this is desired. Pale Yellow Bith: Dare I say this Bith is without flaw. So... what do we think of these new Biths?
  16. 2 points
    A good part of doing anything significant in the game - like your recruitment/companion mod example - requires scripting. That's not something you can really make a video about.
  17. 2 points
    View File Academy Attire: K2 Sith Pack for K1 Korriban Academy Author: EAF97 Description: Most of the Sith students, teachers, and workers at the Sith academy on Korriban in K1 will now wear Dark Jedi robes according to rank and ported in from K2 that are worn by the Dark Jedi at Trayus Sith Academy on Malachor V in K2. Visually-speaking, this mod is meant to make the same appearance enhancement for Korriban Sith that JCarter426's "Cloaked Jedi Robes for K1" makes to Jedi robes with ported K2 models and could also be installed over JC's "Back in Black" which edits the NPCs' equipment (and which this mod itself doesn't do). -There will be two main options for installation: Version 1 installs both the clothing overhaul and gives unique heads to several of the NPCs who have direct conversations with the players such as Kel Algwinn and Dak Vesser, while Version 2 only overhauls the clothing. -Lashowe, Mekel, Shaardan, and other students will wear “low” robes -Yuthura and other teachers will wear “mid” robes -Masters (just Uthar) will wear “high” robes. -Students and teachers who are out working in the valley will wear darker variants of Dark Jedi Padawan and Master robes, respectively, with the ported player and companion robe models from K2 -Those who are dueling or practicing combat skills will wear “training” outfits (K1-style “tunics”) from Unused K1 Tunics for TSL -Captives will wear “prisoner” outfits -Workers (Tariga, Adrenas) will wear a darker variant of Onderon commoner clothing from Effixian's Zeison Sha/Jal Shey to Onderon Clothing -All of the “Lite” NPCs will be upgraded based on the new heads and gender given to them in K1CP but will have the new clothing. -A compatibility patch for K1CP will be available for both versions to give Tariga (the Huttese-speaking human NPC who gives directions to the Valley) a female appearance. -There will be an optional add-on to install the female variant of the Trayus-style Dark Jedi “Master” robes for Yuthura which I decided to include since nobody else wears it. -Sith guards, troopers, soldiers, and archaeologists will NOT be affected. I would **strongly** recommend installing K1CP **before** this mod in order to get a full overhaul of NPCs in the area but it isn’t necessary in order for the mod to work and the base installation will assume that K1CP isn’t installed -Equipment of NPCs will NOT be edited, this is purely a **visual** overhaul but is compatible with any mod that edits the NPCs’ equipment such as “Back in Black” by JCarter426 -Aside from any Sith students or teachers who are encountered in Dreshdae, the "Prospective" Sith students as well as Czerka employees and other civilians in the area will NOT be affected. I would recommend some of the other NPC overhaul mods listed below for enhancing those characters. For the most part, this mod mainly aims to change the Sith students, teachers, and staff at the Academy itself -Any Sith or Dark Jedi outside of Korriban will NOT be affected and there are multiple mods (listed below) which sufficiently enhance them and which I would recommend to be installed along with this mod. Installation: Just run the TSLPatcher the direct it to your game file. If you plan on using this mod alongside K1CP, I'd recommend installing K1CP **first** if you haven't already. Install either Version 1 (Clothes & Heads) OR Version 2 (Clothes Only) and then install either version of the Tariga patch for K1CP based on whichever version of the base installation was chosen (basically gives Tariga a female appearance in line with K1CP's changes that also adds the changes made to other NPCs in the main mod). To Uninstall: Remove the files from your Override folder and add the backup .2da file to it Credit: Special thanks to Effix, 90SK, Dark Hope, Laast, and ShiningRedHD for allowing me to use some of their models and textures, to N-DReW25 for advice given on the mod, and to JCarter426 whose work with porting Jedi robes from K2 inspired this mod Recommended Mods to accompany this one: "Kotor 1 Community Patch" by A Future Pilot: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ The following mods by JCarter426: https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/ https://deadlystream.com/files/file/2309-jcs-czerka-business-attire-for-k1/ "Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)" by DarthParametric: https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/ The following mods by N-DReW25: https://deadlystream.com/files/file/2469-czerka-redux/ https://deadlystream.com/files/file/2310-k1-clothing-pack/ https://deadlystream.com/files/file/1109-sith-stalkers-k1/ The following mods by Dark Hope: https://deadlystream.com/files/file/2316-sithcom-dh/ https://deadlystream.com/files/file/2164-darth-bandon-hd/ https://deadlystream.com/files/file/2042-sith-soldier-hd/ https://deadlystream.com/files/file/2188-war-droid-mark-i-hd/ "K1 Better Male Twilek Heads" by Ashton Scorpius https://deadlystream.com/files/file/1430-k1-better-male-twilek-heads/ The following mods by Leiluken: https://deadlystream.com/files/file/2228-kotor-1-twilek-male-npc-diversity/ https://deadlystream.com/files/file/2179-kotor-1-twilek-female-npc-diversity/ Compatibility: If you're using any mods that change the appearance of NPCs in the Academy or on Korriban generally such as K1CP, I would recommend installing them BEFORE installing this mod. If you're using Leilukin's "Belaya's Unique Look" for example, install this mod AFTER it; it uses the same unique head for the character that Leilukin's mod uses and sources it from SpaceAlex's "K1 Enhancement Pack" modder's resource but also gives Belaya the same clothing overhaul as the others at the Academy if she appears. This mod should also be compatible with JCarter426's "Back in Black" mod (and I would even recommend using it alongside mine but it isn't necessary in order for my mod to work), but should be installed AFTER JC's mod so that the appearance overhaul in this mod won't be overwritten. Compatible with both K1CP **and** K1R but I would **strongly** encourage using it alongside K1CP. However, neither one is required in order for the mod to work COPYRIGHT I used the models from JCarter426's modder's resource "JC's Cloaked Jedi Robes & Supermodel Port": https://deadlystream.com/files/file/1379-jcs-cloaked-jedi-robes-supermodel-port-for-k1/ I have also utilized the following mods in my work with general permission (given in their "read me" files) from the authors to use their mods as long as they are given credit: "New Male Caucasian Bearded PC Head" by SHB: "You may use these skins etc. in your own mods without my expressed permission, as long as the original files stay intact, and proper credit is given." https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/new-male-caucasian-bearded-pc-head "Character Overhaul -Redux-" by ShiningRedHD: "You are allowed to use the assets in this file without permission as long as you credit me" https://www.nexusmods.com/kotor2/mods/1060 Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter EAF97 Submitted 11/10/2024 Category Mods K1R Compatible Yes  
  18. 2 points
    For those interested in this modification, I recommend to use the newly uploaded version (1.1) that fixes a critical bug.
  19. 2 points
    While porting over the missing rooms from the Sith Academy on Korriban and adding the missing room to the Hotel on Manaan, I got carried away looking around Manaan's levels and was overwhelmed by the amount of holes in the level geometry, so I decided to take a crack at fixing some of it up. I'm amazed how many clearly visible holes there are, these level repairs will be included with my port but I will also release them for the original game. If anyone knows of any problems like this, feel free to let me know and I will look into fixing them, it would be nice to see every level in the game get this treatment even if it takes a little while. Manaan - m26ae & m26ac I decided to delete some of the excess walkmesh pieces as it felt like they were unnecessary, however the moment I was done with that, I realised that it's probably used by EAX audio to reverberate sounds off of the walkmesh, I will find out if that is definitely the case and if it is, I can just swap them back out for the originals fairly quickly. Nearly every vertice I have checked so far has been out of line with the one next to it! There's a lot of tinkering and thinking left to do and as this isn't really my area of expertise I don't know how far I will get, but I would like to look over every level and fix every hole if I can find the time and patience to deal with all of the problems. Merging Levels Not sure how feasible this is, but in theory both these parts of Manaan could be made into a single level, as they both match up alongside one another when imported, however the other parts of Manaan do not. Thor110
  20. 2 points
    KotOR 1 & 2 Texture Analysis So, after noticing this mod I decided to have a look around and see if there are any other textures in the game that got smaller in the second game and I came across a few oddities as well. It seems some actually textures are smaller in the first game and larger in the second game, while some are larger in the first game and smaller in the second. https://deadlystream.com/files/file/1330-kotor-1-texture-to-kotor-2-game-bridge Thanks to @Malkior for making a start on this and discovering some of the textures that got smaller in TSL. The fact that Manaan has a bunch of OLD textures was pointed out by @N-DReW25 Early Access Release This includes all the textures and bump maps I have found so far. I also removed the alpha layer from the Hutt textures which was causing the transparency in Malkior's release. KotOR2 K1-To-K2-Bridge.7z KotOR1 K2-To-K1-Bridge.7z I felt like all of this was worth documenting as it appears I will have to go through and compare every texture in both games. Switch Anomalies As pointed out by @N-DReW25 there are some anomalies with the Switch version of the game worth making note of. Textures To Remake - ( COMPLETE ) What I have discovered so far manually by chance. I get the feeling that going through this will have to be a group effort, there's no way I can compare all of the textures in both games myself, I have automated the majority of the work but the remaining files in "Not-In-Both.7z" need to be compared manually or piped through an AI model if possible. Textures That Have Bump Maps But Don't Use Them It seems these textures actually have bump maps which are not assigned to them in the associated .txi file, I have set up .txi files for them. When I am finished looking through all the textures and comparing everything I will release a mod that updates everything accordingly. Textures Meant For The Original Xbox File Analyses Comparison Results - ( COMPLETE ) This is a complete analysis and comparison of all files in both games swpc_tex_tpa.erf packages. KotOR1 : 3285 Files KotOR2 : 3275 Files It does not however take into account things such as the following. Textures that might exist throughout either game at different resolutions and with different filenames. In order to determine if any textures exist at different resolutions, the following lists of files must be compared manually or piped through an AI if possible. Files From K1 Not In K2 ( 1757 Files ) Files From K2 Not In K1 ( 1780 Files ) Files That Are Identical But Have Different Filenames ( COMPLETE ) - [ Left is K1 - Right is K2 ] - [ K1 : 231 Files] - [K2 : 206 Files ] Identical-Different-Filenames.7z The following lists of files couldn't be converted to TGA with Xoreos Tools, but could be extracted as TGA using KotOR Tool. As far as I can tell all that exists that is of interest amongst these lists is an old incomplete version of "LMA_tech01" Files From K1 That Couldn't Be Converted To TGA And Don't Exist In K2 ( 6 Files ) Files From K2 That Couldn't Be Converted To TGA And Don't Exist In K1 ( 8 Files ) Files That Are Identical In Both Games That Couldn't Be Converted To TGA ( 3 Files ) As for determining if any textures exist in either game at larger resolutions than one another, I think that has to be inspected manually using the same lists, or possibly could be handed off to an AI model. Files That Are NOT Identical But Exist In Both Games - ( COMPLETE ) - [ 145 Files ] Not-Identical-Release.7z These 145 files are some of those that will need inspecting and comparing manually. Files That Are Identical In Both Games - ( COMPLETE ) - [ 1225 Files ] Files Not Included. Files From K1 Not In K2 - ( COMPLETE ) - [ 1757 Files ] "Not-In-Both.7z" at the bottom of the post. Files From K2 Not In K1 - ( COMPLETE ) - [ 1780 Files ] "Not-In-Both.7z" at the bottom of the post. Files From K1 That Couldn't Be Converted To TGA And Don't Exist In K2 - ( COMPLETE ) - [ 6 Files ] K1-Didnt-Convert-Xoreos.7z Files From K2 That Couldn't Be Converted To TGA And Don't Exist In K1 - ( COMPLETE ) - [ 8 Files ] K2-Didnt-Convert-Xoreos.7z Files That Are Identical In Both Games That Couldn't Be Converted To TGA - ( COMPLETE ) - [ 3 Files ] That's everything, now between us all we just need to look through the files that aren't in both games to see if any textures exist at different resolutions like I and others have pointed out that don't use the same filename. NOTE : I accidentally left "M37aa_02_a0004d.tga" in "K1-Not-In-K2" just delete that one file, saves me reuploading 265mbs. I found it as I have "Identical" folders for both games, this is also how I found the Extra TXI files listed below. Not-In-Both.7z K1 has some TXI files K2 does not, as does K2 which are included below. Extra-TXI.7z I believe that covers everything, but let me know if you spot anything I missed! UPDATE : I have been using this information to improve my main project, I just used the lists I generated to automatically remove the tga/txi files from both the main and port projects for Expanded Galaxy and replace them with the original compressed .tpc files, as well as remove any files that already existed in the second games files. This resulted in an overall reduction of 231mb's file size for the overall project split between the main and port. I am also using these lists to track down the textures that exist in the second game but have a different filename than they did in the first game which should reduce the file size even further, but to do that, I first have to update all the references in the model files to use the names of the texture in the second game. ADDITIONAL : While going through the texture files of both games in-depth I have come across some interesting oddities, such as textures that are a larger resolution, textures that have bump maps which aren't used and many bump maps which could be applied to textures in the second game that use re-colours of textures from the first game. Will be releasing a mod that includes these files at some point.
  21. 1 point
    What the heck, I never did anything with my sad attempt years ago, perhaps one of you will do better. I was hoping someone might make landing and take off videos for deathdisco's Jedi Temple mod. A simple bullet point list of suggestions: Use any music from KOTOR, TSL, or SWTOR that fits your videos. Use this skybox mod for the skybox. Have the Ebon Hawk fly past either (or both) of these windows . . . completely optional: also add these 3 additional textures to your Override folder as well If you're checking out this thread and you also don't have the ability to make movies, why not drop a like on this post to let people know you're interested in this request?
  22. 1 point
    It’s all good, you’ve done the lords work and I am happy I get to play kotor with controllers like I did on the original xbox when I was 9 or 10. The buttom prompt stuff isn’t super necessary in my opinion, the only real issue I can see is the bugs you pointed out on future planets, and the UI issue for controllers. I have close to 0 skill with any of this but I can try and learn and help where I can. Also, even though the devs who made space marine 2 are working on “Star Wars: Knights of the Old Republic”, this is, for me, is recapturing my childhood magic. I always hated playing the kotor games on m/k, it never felt right to me. i’ve purchased kotor 1 and kotor 2 on ios and android, bought them on xbox, bought the physical disks & bought them on steam for $0.99 each, and the mobile ones were the best versions for me because both ios and android have mod “support” (every mod like tslrcm/kse) fun fact for anyone who stumbles across this, you have to use itunes to move files into the directory for either game and virtually every mod that works on the pc version also works on IOS. And if it works for ios, it works for android
  23. 1 point
    Even TSL says left click with controller support, but I think that it can be added in, it would just have to be a completely different dialog.tlk file. I am trying to keep things as vanilla as possible while also expanding and enhancing the game, so that's a no from me, but you can always mod it in yourself, people are free to release mods for my mod too. Yeah, there are still a number of issues for me to fix, as I mentioned don't expect perfection just yet! But I would say it's 99% complete. Changing all of the UI was difficult enough and required hexediting the executable to get a number of specific things to change colour. It's also possible to swap between playing K1 & K2 under the same installation, which I felt was necessary. The selection screen does have a flickering highlight and new items have a green/yellow border. I had to overcome a lot of obstacles to get it this far, there are quite a few cutscenes that need fixing up, the first level needs reworking to include the special messages for each class and fixing the cutscenes, on Taris, the cutscene with the Hidden Beks is broken, the Rancor is broken, Malak walks off after being defeated during the ending. Oh, the current release has a broken version of the Naga Sadows tomb level, but it is fixed in the repository. Feel free to post any issues you encounter in the WIP thread for the project or on my Discord server. Hopefully with a few more years I can make it perfect! But there's still a lot left to be desired. EDIT : Unfortunately the tokens for the buttons don't work like they do on console, but it could be manually written in. ( "<abutton>" etc ) When I get around to programming a proper launcher, I could potentially add a tickbox that swaps between dialog lines specific to using or not using a controller, but that's a long way off. There's a lot of things that are more important left for me to work on unfortunately, but I would like to get around to doing everything eventually.
  24. 1 point
    Nothing compared to how long another much anticipated modification has been brewing. 😁
  25. 1 point
    I can appreciate that updating the lightmaps to better ones is a pain. I was merely pointing out that I had the impression the perhaps the original work was not that good.
  26. 1 point
    View File Complete Sith Academy [BETA] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.11.2024 Installation: Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms. In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory. For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now. At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1. The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location. Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise. There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod. Known Bugs: If you click on the Sith Students on the computers too much, they stop doing their "typing" animations. This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base. Thanks to: Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist! Obsidian Entertainment: For adding these new rooms to the second game! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher and the Holocron Toolset! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 11/14/2024 Category Mods K1R Compatible No  
  27. 1 point
    It's 100% something I forgot to remove, though the HoloPatcher doesn't do anything with it so all it's doing is occupying space in the zip file.
  28. 1 point
    Ah, I guess that's probably been fixed now then! My bad. It could all use a little more work but I was unsure on how to handle some things, such as the Arch which I didn't repair as there was no rubble from it, so I figured that it is possible that it was damaged prior to the events of K1.
  29. 1 point
    It could very well be a global problem as I got the animation script from the Sith in the Manaan Hangar modules, the one you meet Ithorak in. Not right now. I think there should be one for the Library, the hall is long enough to have a proper patrol go through it. These should be the decompiled scripts from the mod, the first one controls animations and the second one directs the NPC to face the computers. k_pkor_ambient01.nss k_pkor_ambient02.nss I could add that in, yes. Thank you for reminding me of that mod.
  30. 1 point
    I found a different workaround. By adding an effect that can be checked for, but that does not seem to have any actual impact (and if working as intended, an absolutely miniscule one), I can check for the effect and prevent re-application after all. The effect in question being EffectMissChance with a value of 1 (meaning 1%) - which is actually incorrectly detected as "EFFECT_TYPE_CONCEALMENT", but alas that works anyway. I also checked, it does not clash with disguises being worn or stealth being active. Still it's really ugly, a shame I didn't find a better way. I wish we had some reverse engineer geniuses that patched the engine, like other lucky games found over the years. Thanks! Not just in combat. k_ai_master is run for basically everything. All the OnDefHeartbeat, OnHenHeartbeat etc. just call k_ai_master with the parameter of their respective portion (switch case) of the solitary function in k_ai_master.
  31. 1 point
    Per a comment from JC back in 2022: KOTOR 1 goes up to 72 and KOTOR 2 goes up to 109 I think the free/unused ones in K1 start in the 50s. You'd have to check the vanilla scripts to see what they use. Also note that various mods also make use of them which could lead to compatibility issues. Which reminds me, I should probably revert a few of those cases in K1CP and use the standard plot booleans instead.
  32. 1 point
    Yeah, kind of. It's a really strange issue I haven't encountered in other programming situations, since the NSS scripting in KotOR is extraordinarily limited even in its most basic parts compared to writing ordinary code. I have not tested non-party NPCs, though I assume they would be impacted by saves or module transitions of the player the same way.
  33. 1 point
    View File KotOR1 Random Panels KotOR1 Random Panels AUTHOR: Sith Holocron ORIGINAL RELEASE: 15 NOV 2024 UPDATED RELEASE: 21 NOV 2024 GAMES: Star Wars Knights of the Old Republic Description: While recuperating after open heart surgery, I needed a small project to keep me occupied. Something relatively stress-free so I could go about the work without getting to frustrated. I landed on redoing some of the panels for the various planets that *mostly* tend to look the same with minor difference in coloring. I settled on the panels included here. There are separate downloads for each game but some of the textures appear in both as Obsidian did reuse some of the textures. Installation: Drop the TGA files and TXI files into your Override. My textures have been labeled with their names on the download page so if there's one that you don't particularly care for, don't drop that one into your Override folder. If using another texture pack that includes identically named textures (whether they are TGA, TGA with TXI, or a TPC file), remove those from your Override before putting mine in. Uninstallation: Take the files you put in, out again. Known Bugs: None known at this time. 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.. 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. Ever. 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. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Thieves need not apply. (You know who you are.) Credits: Fair Strides, ConansHair, and LordMerek: For feedback on textures before release. Submitter Sith Holocron Submitted 11/15/2024 Category Skins K1R Compatible Yes  
  34. 1 point
    Written tutorials are all well and good. However, I am the type of person where a video showing the steps and tools would go a long way for me. Is there by chance a channel dedicated to videos of the tutorials on here? I tried searching on youtube but not many out there. If anyone could point me in the right direction if there is any that be great thanks. Trying to get back to doing a recruitment mod making a new npc. Sometimes when I see huge texts with everything it can freak me out lol. Thanks for all the amazing work you guys are great.
  35. 1 point
    View File Revamped FX Revamped FX MOD AUTHOR: Olegkuz1997 FOR WHICH GAMES: For Star Wars Knights of the Old Republic 1-2 Description: It's a fairly simple pak retexture of some of the game's (most notable) visuals. Some of them just don't look good, and some of them look downright awkward, which of course is forgiven for the game's seniority. I did it for myself, but who if anyone needs it, take it. My personal goal was to update the quality of the effects without slipping into tastelessness and to keep them generally true to Bioware beautiful art design. The insides of the mod: 1. Sparks displayed during every combat action in the game look a more colorful (honeyed) and leave a small tracer as opposed to the pale yellow vanilla ones. 2. Lightning, Force Drain, etc. look a bit brighter, but generally with the same shape of the curves and colors (blue for Shock, purplish blue for Storm). Death Field color have been slighly corrected, and the shades are generally more compatible with each other. Also increased resolution of discharges on bodies. 3. Grenade blast marks look similar to the original ones, but with improved resolution and transparency. 4. Smoke became blacker and thicker. 5. Explosions became more decent, but this is just AI upscaling, not new textures. Maybe it's because I almost never use plasma grenades. Also replaced the texture of the droid fire gimmicks. Not perfect, heh, but at least it's not out of place. 6. The texture of the burning bodies became more sympotic thanks to transparency and less like a ridiculous orange shield. 7. The effects of the “fire sword” (Master Power Attack etc) are less intrusive, but the original idea and visual distinction are preserved. 8. Also various little things like blaster bolts, campfire, ice, carbonite etc. Note: ---------------- In the “Optional” folder there are alternative texture options, namely: Spell outline without small lightning bolts in a circle, visually cleaner (fx_conjure). Less intense fire blast texture. Matter of taste. I've been told it's less irritating to the eyes. Textures of the starry sky and nebulas. Not exactly FX but because why not. That gets rid of the “checkerboard” arrangement of stars and has a deeper black tone. Opengl32.dll - shader that increases the effect of bloom. Throw it into swkotor folder. All the above screenshots were made using it. Installation: ---------------- Drop tga and tpc files in your game’s Override folder. To uninstall: ---------------- Take them out again. Submitter olegkuz1997 Submitted 11/09/2024 Category Mods K1R Compatible Yes  
  36. 1 point
    View File TSL Collectables ============================================ Collectables: Holocrons ============================================ Install 14 ‘Collectable’ Holocrons across the game, each holocron will give you different temporary boosts to stats, different items and a little bit of XP which differs. This is a mini 'easter egg hunt' which you can partake in through your play throughs. Just a bit of fun. Here is a short video, showcasing what the mod provides: EDIT: After reviewing, I've changed the dialog to differ slightly from the video as 'You reach out and feel a pulling power' sounds stupid. Key points: Each Holocron discovered gives a different reward. Each Holocron discovered gives an interesting fact / short story about the area it was discovered in. There are 14 to collect throughout the game (This is set to increase to include planets such as: M4-78, Coruscant & Cathalan). One of every planet & almost every level. Short animations / some cutscenes included for immersion. 3-4 locations that are not usually accessible now opened up. Compatible with TSLRCM, M4-78EP, Expanded Galaxy Project, Coruscant, Cathalan (Expansions incoming). Compatibility wise, I packaged up with holopatcher, there should be no compatibility issues unless you've put placeables on the exact spots the Holocrons are OR have changed inaccessible door files. The idea behind this was to use some of the unused / inaccessible rooms across the game, though I ended up placing a few of the Holocrons in some very accessible places. This may not be to everybody's taste as you wouldn't expect to find a Holocron in some of the locations; however, I may change the model / naming / rewards to something more relevant in a future update. Legal Disclaimer ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties. Credits: Tools used: Submitter OzilsEyes Submitted 11/09/2024 Category Mods TSLRCM Compatible Yes
  37. 1 point
    This looks great, will bring a lot of life to Korriban, as you say! Looking forward to it 😁
  38. 1 point
    That's the plan. I was originally going to release this as a single NPC Overhaul a few years ago but decided to break it up into multiple mods for the sake of time.
  39. 1 point
    I do like the art and the visual here. Looking forward to the release!
  40. 1 point
    The problem with those is that for Carth the warning about the Katarn was never intended for Kashyyyk. Kotor 1 had an E3 Demo much like Kotor 2, and just like how the Kotor 2 Demo contained elements that weren't in the final game the K1 Demo had a few oddities. First off, the game's engine wasn't final so the game looked like this, it was set on Dantooine, you could recruit Carth and T3-M4 (who was owned by Bastila), there was a Sith Base on Dantooine (It possibly reused the cut Czerka Depot), the player was a Jedi who wore Nemo Robes (So the player character Jedi you see throughout the vanilla game were the players in the Demo), and Katarns were the primary enemy on Dantooine. The Carth quote about the Katarns goes like this: "CARTH: Is your communicator on? It's Carth. Just wanted to remind you to be careful out there. Don't end up as a meal for one of the katarn." That line exists on TLK number 380, and you'll see that "CARTH" is actually written on that line. The very next line, 381, goes like this: "CARTH: Get back to the base! The Sith have attacked! Just follow the smoke! Hurry!" So... there isn't much to go off of in terms of restoring the Katarn warning because it was never intended for the actual game. And as for the HK-47 lines about the Sand People Messiah, as far as I'm concerned I've never found, or heard of other modders finding, the cut lines which could be used to restore such a scene. We all most likely know about the Sand People Messiah content through former Bioware devs who worked on the game instead of through cut dialogue lines, so again a mod that adds the Sand People Messiah would have to be costume made. As an actual discussion forum, perhaps, but there are still mods being worked on, published, and updated by modders and said mods are still being downloaded by players. So the mod hosting element of Deadlystream is still kicking, and the Discord side of the Deadlystream community is thriving, if you think this site is dead that's where everyone went.
  41. 1 point
    Copying the outline of Stoney's old list of content outlined in his "What's Restored In TSLRCM" thread on DeadlyStream: [R] - Restored [PR] - Partially Restored [RM] - Restored but Moved to another area [NR] - Not Restored [O] - Optimized (As-in, not really a restoration, but an alteration to make sense or keep with the game's text...) [iF] - Inconsistency Fix (As-in, not really a restoration, but a alteration to keep the game consistent with itself...) General [R] - Impossible Difficulty [R] - You can now ask Juhani why she is so hostile towards Canderous. [R] - Juhani will now speak of the evils of Korriban. [R] - You can now ask Juhani about the planets you are on. [R] - Juhani now properly shows up for the Post-Leviathan cutscene. [R] - Restored .BIK movies [NR] - Sleheyron (Basically like M4-78... Most of the content would be fan-made) [NR] - Tatooine Temple (Too much work to restore and no content to put there) [NR] - Carth's warning about the Katarn. (No Carth VOs) [NR] - Sand People Messiah (No HK VOs) Endar Spire [R/O] - Trask had an incomplete/broken soundset. Taris [R] - Carth's initial dialogue when you're tossing and turning in your bed. [R] - Bribing Sarna or Yun Genda if you're a girl or guy, respectively. You have to pay them to get to the party with them to acquire a suit of Sith Armor. [O] - Sith Guard at the Elevator checks that everyone in the party is wearing a set of Sith Armor [R] - A cut out PC response to Niklos. [R] - A serving droid in the Taris Upper City Cantina. [R] - You can now speak to the Duel Announcer outside of the arena. [R] - Lower City citizens and Hidden Beks wandering the streets, similar to the Vulkars already present. [R] - Able to access the Swoop Platform separately from The Race. [R] - Gadon takes both Sith Armors instead of just one. [R] - Glow Rod in Taris Sewers [R] - Cut Vulkar Base Sublevel - This is an in-between section for the Vulkar Base, where the first level could be called "A", this restored level "B", and the Vulkar Garage "C". [R] - Various Droid Items including the infamous Oil Slick. [NR] - Buying a Sith Base Passcard off of Yun Genda or Sarna - This would allow one to completely skip T3, who is considered integral to the plot/canon. [NR] - Able to buy T3 without Canderous's Permission - Again, for plot purposes, as this would also allow one to enter the base incredibly early... Dantooine [R] - Crattis Yukal offering/demanding to buy crystals you harvest from the Crystal Caves. [R] - Shuma the Hutt can now be talked to on Dantooine. [R] - An arguing master and apprentice can now be found on Dantooine (Garrum and Tar'leek). [R] - Items have been restored to the Jedi Enclave Footlockers. [R] - Carth commenting about the Kath Hounds before you enter the plains. [R] - Republic Security telling the PC to be careful of Kath Hounds on the plains. [R] - Iriaz now roam the plains and are the prey of the Kath Hounds. [R] - Bastila now comments on the crystals in the cave. [R] - Carth now comments on the droids in the Sandral Estate. [R] - Able to make an indecent proposal to Rahasia or Shen, depending on gender. [R] - Sharina Fizzark now appears on Dantooine depending on your choices. [iF] - References to Sleheyron have now been removed from the Star Map room as you cannot go to Sleheyron. [iF] - Juhani now starts out with her default outfit instead of Jedi robes. Tatooine [R] - Wandering bands of Jawas in the Dune Sea [R] - Bastila has extra dialog about her mother. [R] - A second guy helping guard the gates to the Dune Sea. [NR] - Cut Tatooine Temple - Not enough content [NR] - Fight with the Krayt Dragon - Lack of/weird animations. FS Note: I will at the very least look into the model and the difficulties with realistically animating it... [NR] - Sand People Messiah/Free Tatooine of Czerka - Not restored due to lack of HK-47 VO that would be needed. [iF] - You can no longer ask Niko where to buy swoop upgrades as you cannot upgrade your swoop. [iF] - The dialog of the droid merchant on Tatooine has been altered to make it clear he does not sell swoop upgrades. Kashyyyk [NR] - Carth's Warning before heading into the Shadowlands - No VO to support the line... [R] - Fighting alongside Jolee [R] - Alternate line for Jolee when asking him to bring down the force field. [R] - Rulan Prolik shape-shifting into your party members [R] - Rough-Cut Wookie Amulet added back into the game as a reward from the Wookie Hunter. [iF] - Jolee now starts out with his default outfit instead of Jedi robes. Manaan [R] - Duan\Viglo getting drunk - This allows you to get a Sith Base Passcard to enter the Sith Base through the front door... [R] - Deadeye Duncan now appears on Manaan. [R] - The Echani Mercenary. [R] - There is now a busy waitress in the same module as Duan/Viglo. [O] - A video-playback of the Republic's hidden camera on Sunry's meeting with Elassa. [R] - Taking certain party members with you under the Sea Floor. [R] - Pazaak Tournament on Manaan - Talk to the Swoop Organizer [iF] - The dialog of the junk merchant on Manaan has been altered to make it clear he does not sell swoop upgrades. Leviathan [R] - Major Hurka - An injured officer who might help you get to Admiral Karath... [R] - The Dead Body of Crattis Yurkal can now be found on the Leviathan. Korriban [R] - Lots of bartender dialogue [NR] - Party in Naga Sadow's Tomb [NR] - Bastila on Korriban [iF] - Yuthura and Uthar's clothing is now consistent throughout Korriban. Unknown World [R] - Rancor Grenades to help clear out the area [R] - Wraids and Wraid Handler in the Temple. [R] - Injured Sith Apprentice [R] - Cold Serum and "Cold atmosphere" in the Catacombs. Star Forge [R] - Restored Dark Side Female ending with Carth
  42. 1 point
    There aren't many mods available which heavily enhance the head appearance for Lashowe, Mekel, Shaardan, or Jorak Uln's heads so these are just "stand-ins" for now. I'm also not giving unique heads to **all** of the NPCs, only to the ones with which there's a cutscene or more direct conversation like Dak Vesser or Kel Algwinn This was courtesy of Effix. I was having issues porting that head both through MDLEdit as well as through Kotor Blender. In most cases if I had issues porting a head, I simply switched it out for something else. It was a matter of trial and error. Correct, giving players more options has been the idea. My main goal has been to give ported K2-style Robes and appearances to the Sith on Korriban similar to how JC's "Fashion Line" mods did for the Jedis' robes, which was indirectly an inspiration for this. As a side-note, JC's Back in Black actually shouldn't be incompatible since it mainly edits the NPCs' equipment and mine is mainly aesthetic (correct me if I'm wrong). The unique heads were a separate idea that I decided to combine with this. As for the "ranked" robes, people here are actually dressed somewhat according to rank based on if they're students, teachers, or masters. Understood. Just edited it.
  43. 1 point
    Well that is supposedly happening, although I suspect that whatever eventuates is likely going to be KOTOR in name only. As far as the mod community remaking levels goes, there's not much point while still bound to Odyssey's limitations. If reone ever gets to a usable point, or if nVidia add OpenGL support to Remix, then that would be a viable option.
  44. 1 point
    Yes, DP has reported how the lightmaps in the original game are often a complete disaster. Honestly, I sometimes wonder - considering all the input from modders that delved into the game's resources - how the game could be kept together, let alone making it functional enough. 😅
  45. 1 point
    Agreed! I was hoping between us all we could do exactly that. Thank you, I am aware and have their model fixes included with my project. I still have a few little issues to fix and some UV issues to sort out, there's an absolute mess around every vertice on Manaan it seems, they all seem ever so slightly out of line with on another! I have also taken the liberty of deleting faces that exist in places where they are not visible. Such as on all of these types of pillars. I am also working on adding ceilings to each of the hallway sections like this. Because previously there was a noticeable gap up the sides of all the hallways where the sky was visible. As seen in the following images. These exist in every hallway throughout Manaan. I also cleaned up these little kinks in the corners of the sections with these pillars. Removing 7 faces from each section and simply adjusting the existing faces to cover the gap. Note : the holes in the hallways are visible here too. There really is a lot to fix it seems!
  46. 1 point
    I'll certainly be using these model fixes for the original game once they're out. I want to point out that other than the K1 CP, there's been a number of geometry repairs made to both K1 and K2 by @PapaZinos. Coordinating efforts would go a long way, I think. Cheers!
  47. 1 point
    I agree, I guess I will have to take a look at them. This is how many holes there are in the walls, they added planes behind nearly every section of the level to try and hide them! I don't think I have seen those screenshots before so it's interesting to see some of the differences. All of this really started as me adding the missing room in the hotel and I got carried away! There are already a lot of model fixes available for both games, but Manaan doesn't have a stand alone set of fixes that I know of. Update : I have checked all of the model fixes present in the KotOR1 Community Patch for Manaan. There is only one model file currently that has fixes from the group of model files I have applied fixes to as noted here. https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/476 I also made those changes while editing the levels in this area as well as fixing a wide range of holes in the level geometry and even adding some geometry as seen here. I still have a little bit of work to do to on these levels, but so far as I can see there are no fixes that I haven't also made.
  48. 1 point
    Hi everyone, This is probably my first topic here about a WIP, so I'm gonna get to it. During my most recent Kotor 2 installation, I remembered that if you enslave Ramana she only gives you money until you get your prestige class, same for the Red Eclipse slavers in TSLRCM. You get 100 credits for each level, so at level 15 you get 1500, but then once you get a prestige class, you no longer get any money because the script keeps checking your base class level, not your total character level. So a level 16 character with a level 1 prestige class gets 0 credits instead of 1600. I've always wanted a mod to change this but I never found one so today I just went for it and tried to do it myself, and I did it. I made two versions: Option 1 makes it so that you keep getting money after your prestige class. I changed the scripts so it checks for both your base class level and prestige class level, adds them together, and uses that number to calculate the amount of credits you get. Normally, the script only checks for base class level. Option 2 is a bit of a cheat, made for people who want to maximize their profits. If you want to get the most money out of Ramana, you need to check back every level because the game doesn't keep track of levels you missed. So if you don't collect your reward at level 10, and level up to 11, you will lose the 1000 credits you would get from level 10. I'm not good enough to rewrite the script to make it keep track of levels missed, so I came up with a workaround. With Option 2, Ramana will give you money based on T3M4's level and the Red Eclipse will give you money based on HK47's level. In other words, you can freely level up the Exile as much as you want and not have to worry about missing out on credits - as long you keep holding levels for T3 and HK. This also has another advantage, since the two scripts use different characters, you don't need to go back and forth between Nar Shaddaa and Telos every time you level up to maximize profits, you can collect all the money for all of T3's levels on Telos, then move to Nar Shaddaa and do the same for HK. T3 and HK were perfect because as droids they don't get second classes, and you get them both early... and I rarely use them to begin with, so holding their levels for maximum profit is not a problem. Only downside is that you need them in your party to collect the credits, so you won't get any money until you have them. I have one problem though, I have no idea how to use the TSLPatcher and Option 2 won't work without it because the "c_global_lt_lev.ncs" script needed to be changed to accomodate both HK and T3. So the only way Option 2 works is if you inject the files into the 207TEL and 306NAR modules directly. I can use ErfEdit for this easily but an installer would be nice. I was hoping someone could make one for the files for me. I've attached a zip file with everything, including the source files and instructions on what goes where. I've tested the files with Ramana and they work but I haven't had the chance to test them with the Red Eclipse or HK yet. However, given how similar the scripts are, there shouldn't be any issues but if you do find something, let me know. If anyone could help with this, I'd appreciate it and also, feel free to use what I made in your own mod if you want to. Ramana Red Eclipse money fix.zip
  49. 1 point
    I told you as soon as I realized I likely wouldn't be working on the project for a while. The last update was January, my hiatus was May. I had no reason to explain my personal life, I wasn't looking for sympathy. I explained why because I was forced to remind someone this is a hobby, which takes a backseat to real life. I don't owe you, or anyone, an apology. Like other modders, I work on this because I want to, when I am able. I am currently unable, and anyone who cannot accept that is being unreasonable. If earning your acceptance means begging for your forgiveness and subjecting myself to your insults, then I don't want it. You also forget your place: it is you who rely upon me to provide this work. I don't have to do anything, and I honestly wish someone else would continue the work. That's why I've documented my progress in this thread. But no one has, so it continues to fall to me to do what I can. Not for you specifically, because quite frankly you don't deserve it. It's for everyone else who, despite their disappointment, anger, etc... refrained from attacking me even though they didn't get what they want when they wanted it. If you're so set on getting this done, feel free to start a GoFundMe or Patreon. In the meantime, life beckons.
  50. 1 point