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Showing content with the highest reputation since 07/13/2025 in Posts

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    On the Wookieepedia article for Taung's I found the following quote: It appears that, during Kotor, the Taung were on the verge of extinction, not quite, but still few enough in number that their lack of an appearance makes sense.
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    Hello there everyone ! I'm planning, if the guy I'm working with succeeds in making @Quanon's Korriban modules work, to make a brand new Korriban expansion. In the eventuality that this happens, I would be adding 2 new Sith characters, probably(,if I'm allowed to,) using @DarthParametric's SWTOR Sith Pureblood head ports. These 2 will theoretically be a Sith couple, man and woman. Thus, I'm writing this here to know in advance if anyone on DeadlyStream with a good mic would be interested (or knew someone who would be interested) in voice acting either the man or the woman. They would have pretty low voices, and would speak basic (English) as well as Ancient Sith (will probably use this translator for that). I might make it into 2 men (probably brothers in that case) if I don't find any woman to do it. Please don't be shy, feel free to contact me on here or on Discord (DeadlyStream / KOTOR server, user The_Chaser_One). Thanks in advance !
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    Apparently, 99% of people asking for that kind of thing won't do it themselves. And tbf, I have no idea what language this Taung guy would speak. If its basic (Human), then we'd need a voice actor with a good mic and a low voice. Not very easy to get. Then there's the developing part. Good luck with that too lol It would be great indeed. Unfortunately, as the community is quite restricted nowadays, because of the game's age, you'll likely never find someone who'll do that for you, unless they're a super Taunt fan. That being said, you can always learn how to mod the game and do it yourself !
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    that i was thinking. Also if you are the project leader for this. you can set end goal for this
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    A Taung in Kashyyyk as a Mandalorian Leader/Boss would be great! Like one from the group of the Invisible-Mandalorians Quest. That would be great! So many possibilities
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    Dark option is to help them to extinct; Light option is to go in peace and leave them be
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    Yeah, it make sense not to see them on KotOR games 'cause a lot of them died in the Mandalorian Wars, but I think it would cool to have just a few on them during the game. Even better, fighting some of them and contributing for them to extint, and the mod could be configured for the Taung to leave some items explaining about how most of their race are already extint, and that there're just a few of them around during those days.
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    Hello everybody! It's been a while since i posted anything on the forum. I decided to officially start the topic for this big work in progress project, doing something way more structured than my original topic that you can see here : Zobizob's playground. The original topic was going in every direction and was a literal mess, but now i have got a proper aim and goal. You can find the informations within the spoilers down below, have a nice read! Who am I? Why this project? What is the "Kotor Expansion Pack"? The current state and future of this project The very first small showcase from this project, shaping the environments The credit list Thank you for reading, and stay tuned for more
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    If there was a mod, Taung should be extremely rare and if a boss, Taung should be a Top Tiered Boss with Mandalorian themed weapons. He could be a Mandalorian Leader for Kashyyyk
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    I got some good news and some bad news: The good news is is that I fixed the issue seen here: The bad news is that I didn't see the issue here: I've just uploaded a mod called "Kebla Yurt Renovation" which fixes the armor with the boxes by moving the boxes and it also moves Kebla into the little store window. It's late at night here, so I'm going to have to update my mod to fix the armor issue that I missed.
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    Kebla Yurts store, I believe. I recognise the Taris textures and that’s the only place I can think of that has the armour models cut up and dotted around like that.
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    The unfortunate issue here is that the Mandalorians are obviously not unmasked in the original TOTJ art you're posting, and the weird Yautja-esque designs invented later are one of the more confusing retcons of late-stage Legends.
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    Hello there guys! We've seen most of the common feats in the last post. Today another small showcase, this time focusing on what i think is the most important part for a Bioware game: Companions! My problems with how companions are handled in K1 The most general changes i'm bringing Now, let's dive into each companion and what has been done until now! I won't dive into every change such as attributes modifications or base feat/skills but the biggest ones. Carth Mission Zaalbar Bastila T3-M4 Canderous Juhani Jolee HK-47 The new companions i wish to introduce... Everything in here is, as always, subject to change and evolve. But you get the ideas :) I hope you enjoyed! Hopefully we"ll see the force powers next time!
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    K1 Speaker's Charisma modifier is added to Persuade skill checks Jedi's Charisma modifier is added to the amount of Force Points gained each level (minimum 1 per level) Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Cure and Heal Force powers K2 Speaker's Charisma modifier is added to Persuade skill checks Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Heal Force powers Caster's Charisma bonus reduces the cost of Force powers Party leader's Charisma modifier is added to attack rolls made by other party members Player's Charisma modifier affects alignment shifts of party members (except Kreia). Not really. Persuade rolls are not typical d20 skill rolls in K1 (StrategyWiki has a good explanation) and there are no Persuade rolls in K2. This is only in K2. All Force powers which involve a saving throw add the caster's Wisdom and Charisma modifiers to the Difficulty Class. This is mentioned in the description of each Force power. For example, in Whirlwind's description:
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    I hadn't noticed this, but I didn't really test it in-game very thoroughly with all the animations. I'll check it out. I had started to re-create some of those Combat Suits after I upscaled all the vanilla textures, but I hadn't finished them all yet. I'll try to get back to it someday and provide all new 2048x2048 versions. I can check out the Czerka texture then. I would hope that I had fixed the UVWs already in my new 4x mod, so that the old 512x512 textures should work with the new models. There's always room for improvement. There are a lot of little changes and fixes, both UVW & texture, that I didn't specifically point out in the screenshots. I spent months trying to clarify all the changes, both in screen shots and in the text in the spreadsheet. I didn't want to spend even more time trying to catalogue everything. I'm glad that you noticed though. I also texture fixed the shoulder seam on the female rags, but didn't document it. For the most part that previous Party model fixes is either duplicated or improved upon by this new 4x mod. The old mod is still required for the Bastila head texture. The 4x mod supplies a 1024x1024 upscale that is faithful to the original art style; just the seams have been fixed; and added the transparency on hair and eyelashes. The old party fix mod supplied a 2048x2048 texture that adds a lot of photo realistic detail. I do plan on combining my Party model fixes with my old K1 underwear mod and upscale everything as well. I'm just adding some photo real details to Mission's head texture right now. I might do the same with the male party members. Once that's done, both of those old mods will be obsolete. Juhani Catlike Head will remain a separate mod, but I'll upscale that as well. I hadn't seen this mod before, as I've only had time to work on my own stuff. No time to check out the great work by other modders here. I like this mod's Mission armour models being resized for her. I haven't done any adding of backfaces like that mod does. I've only been editing the existing UVW & XYZ coordinates using Taina's Replacer tool (which can't handle adding or subtracting polygons). I hear there have been some nice improvement to tools for compiling models from Blender, but I've never used them. Hopefully someday I will have some free time to give it a try. You can always try mixing and matching PapaZinos' models with my 4x textures. Maybe they will be compatible enough.
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    Since I was checking K1 for modules that reuse the same music even though they are different places, I created a spreadsheet that lists all of K1's modules and their corresponding Day, Night and Battle music. Day and Night is always the same (with one exception) and I think the game actually only uses Day anyway. All tracks are listed with their number corresponding to their row in ambientmusic.2da, their file name and the name given in the KotOR Soundtrack playlist linked below. You should hopefully be able to sort the spreadsheet by any of the values. To do so, click in the column you want to sort by, press Ctrl+A to select everything and then in "Data" select "Sort by Column XX...". That's all there is to it. I don't know if anyone will ever use this but since I made it, I figured I might as well shart it^^ At the very least you can use it to get warp codes Here you go: K1 music overview spreadsheet Note that most of the STUNT modules do not have any ambient music assigned. That does not mean that no music plays in this scene. Instead the music is most likely started by the script that controls the cutscene. While building this list, I also found some music pieces that are not used in any of the game's modules. However scripts could still play them anywhere in the game. If you happen to know where exactly, please let me know and I'll add the information. Those are the following tracks (once again with the name for the linked playlist): 1 mus_gui_start (The Old Republic Theme) That's the theme played in the main menu. 7 mus_theme_carth (Captured by the Leviathan) This one is played in the cutscene where the Ebon Hawk is captured in the Leviathan's tractor beam. 33 mus_bat_out (The Temple) 45 mus_bat_valsith (Uthar Wynn's Trials) 46 mus_bat_sforge (Star Forge Battle (Not quite sure here as I haven't checked the game file)) And finally, here's the playlist.