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Showing content with the highest reputation since 11/29/2023 in Posts
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11 pointsFirst things first: Work still continues. I pulled a 12 hour day today to getting the sublevel ready for beta. We are very close. But not there yet. The big item standing in the way of a beta release is setting up the installer. I will be using HoloPatcher for this project, so I am going to take the time to get the installer set up and then confirm I got everything where it needed to be. Beyond that, the Droid bay questline has not been finished yet. Here is what is ready for a beta look: -Jedi Shadow bounty quest for Sith and Jedi artifacts is fully functional. -Manaan Kolto purchasing quest is playable outside of journal entries firing. (Jounral entries for all quests are not working right now because I have not dived into it yet. -Republic Operations Center is fleshed out with dialog with Dodonna and soldiers. No AI voicework yet for her pending beta feedback. -Wookie dialog is complete, referring the player to speak to Bolook in the Holding Cells. This will trigger murder investigation first. I have not scripted conditionals that account for this quest already having been completed on the plains. -Kavar dialog is complete outside of 2 lines that need rework due to changes being made. -Opening dialog with the caretaker of the Academy, who serves to provide an overview of what the sublevel offers, is set up with relevant camera work. -Vash dialog is complete. Here's a snippet of Dodonna dialog and Quall's quest: All that to say, work continues. I'm not going to give a timeline on beta release. I've learned my lesson on that. But I am working on it, and want this complete and a presentable and worthy addition to the modding landscape as soon as that can be done.
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8 pointsMade 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.
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6 pointsIf anybody's interested, looking for someone to go through the Brotherhood of Shadow: Solomon's Revenge for K1's dialogue and make grammar and spelling corrections. Nothing that really alters the dialogue itself beyond the aforementioned fixes. Thank you kindly.
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6 pointsSo after all this time I am back resurrecting this thread because I made a very interesting discovery! I was poking around with retargetting animations and I managed to port a mocap animation from Mixamo to the game! Thanks to the "Unapply object keyframes" feature that KotorBlender has, I could retarget the animation from the Mixamo armature to the Kotor armature. At first I used the Rokoko Blender plugin to retarget the animations and the results weren't half bad, but then I tried with Auto Rig Pro and the results were even better! Here's how it looks in Blender: And here's ingame: I will keep experimenting on this. I may try to retarget the TOR rig to the Kotor animations like @DarthParametric and @JCarter426 were doing a few years ago, although I don't know how that will turn out.
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6 pointsTaken a few days ago in Portland . . . I'm the one in the Hawaiian shirt over a t-shirt. Fair Strides is the lady with long hair.
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6 pointsHi everyone I'm posting this update in part to show you guys some images and the Intro Movie/ crawler mockup. I'm posting the mockup video in hopes to find someone who can do the real intro movie for the mod. The mockup is done in Blender. The person could take this file and make it look better. At the end of the video you see part of the space station break off,. There would be an explosion there. If anyone is interested in doing the actual intro video, please contact me by DS message. Link to video: RoR intro movie mockup
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6 points
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5 pointsA 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
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5 pointsIt's been going well, made a few break throughs and development is still on-going. I can't say much, but I'll say this (but don't quote me on this), I can see the light at the end of the tunnel for this first chapter of the mod.
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5 pointsAs a developer for the mod, I'd say things are going pretty good! I have to finish one more module and after that we just need to stich some already completed areas together, add conditionals along the way, write the end scene for Episode 1 Corellia (the scene is done but the dialogue itself is placeholder right now) and then it'd be in a proper Beta state.
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4 pointsHi everyone ! 👋 I started modding 9 months ago and felt like creating a topic to centralise all my humble wip stuff. For extra context, i didnt have a single clue about code or the game files back then. Thx to the whole community tho, i'm getting better and better each days. I have several projects ongoing (maybe a bit too much than i can chew 😄), so it won't be centered around something in particular, but at least you can see what a beginner can perform with basic knowledge. Hand to hand combat Alien Heads : Kotor Cinematography Overhaul : Taris upper city fast travel : Deployable turret item : Resized beast models : Explosive script : New blaster type/color/sounds : Manaan underwater panel texture test : Lego Star Wars models : Wookie bandolier item/disguise : Non-jedi prestige class T3-M4 is a Workbench T3-M4 shock arms I have some nice stuff going on, everything is WIP and not close to any release yet. I'm playing around a lot with the game. Things like varied music for levels using TSL musics, TSL model ports, custom npc models using masks/armor pieces, new modules, fightable rancor encounters on Taris and much more ... I can't wait to pack the stuff into standalones and release it. Atm nothing yet, i'm going with the flow 🥳
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4 pointsThis 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.
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4 pointsIt is that time of year again, time for me to reveal another mod for the NPC Overhaul Series! Our latest mod shall enhance everyone's not-so-favorite/infamous Corporation... Amazon Redux, uh... I mean... Czerka Redux! First and foremost, the one thing you'd expect from a Czerka overhaul mod... the Czerka Combat Suit from RedRob41's Modder's Resource! Do note the image above was taken with RC-K1CP, the cut Czerka Guard is in the Tatooine game files unused so Czerka Redux will change cut NPCs meaning you can play the mod with RC-K1CP, though if you don't use RC-K1CP then that's fine too. Most of the Czerka Guards will wear the Combat Suit, however, some Guards have been replaced with brand new NPC variants... like droids: Some of these droids will have droid shields and utility items like flame throwers, turning those redundant Czerka guys in the background of Chuundar's room from a force to be beckoned to a force to be reckoned... with. Of course, not all the new alternative guards are droids... you do have this Gamorrean here: He's from Brotherhood of Shadow: Solomon's Revenge by SilverEdge9. Speaking of BOSSR, the Technician Armor from BOSSR is also worn by the Mechanics of Czerka Corp: The Czerka Muscle Suit from BOSSR also makes an appearance as a rare Czerka item. Whilst the names and descriptions of these BOSSR items are almost unchanged from BOSSR, the stats certainly are. The Muscle Suit in BOSSR has a +5 Strength bonus, it has been severely nerfed in Czerka Redux alongside the rest of BOSSR's items though the Czerka Muscle Suit in particular is now upgradeable making it somewhat good for a rare item instead of overpowered as it was in BOSSR. And the Czerka Mining Suit from BOSSR is also in Czerka Redux. It is worn by the Miners of Tatooine, if you install Czerka Redux on its own it will give the Duros Miners the Czerka Mining Suit, but it won't be shown.... unless you plan on using Duros: Armed & Ready! With Duros: Armed & Ready, the Duros Miners who have the default Czerka outfit will now wear the Czerka Mining Suit for that extra immersion. Future alien mods of mine will do the same thing, the Czerka alien will have the default Czerka Outfit but with Czerka Redux this Czerka alien will wear the Czerka Armor of this mod. The Duros' head from Duros: Armed & Ready is by JCarter426. Speaking of JC, he made a male version of the Czerka Commoner outfit worn by the Czerka Protocol Officer in his JC's Fashion Line B: Commoner Clothing for K2 mod some years back. With his permission, I've added it for the Czerka Scientists and some other Czerka NPCs in the game. As you can see from these screenshots, this mod is compatible with the gloveless commoner clothing from RC-K1CP! There are two versions of the Czerka commoner clothing, the vanilla inspired one and the K1EP one. Whilst I do not have a screenshot of the K1EP clothing yet, I can confirm that I did use JC's male version to convert the once exclusively female K1EP clothing into a male variant. But whilst I lack the screenshot of the clothing, I can confirm I've added the K1EP Czerka Officer texture: Czerka Custom Officers shall now wear that new Czerka Officer outfit. The Czerka Officer outfits have been revamped in Czerka Redux, the green Czerka Officer outfit is traditionally worn by the Czerka Commander with the cap... now it is worn by Liason Officers and the like. You might be wondering, with all these changes... where are the original Czerka Officers? They're right here: Those 4 NPCs on Kashyyyk and Tatooine are now the ONLY Czerka Officers you will encounter in the entire game, the rest have been modified into new NPC variants. To modify most of these NPCs, I have had to change their appearances from Czerka Officers to Commoners to support the armors. As such, all of the NPCs from this mod are based on the NPC Diversity Pack, meaning if you install the NPC Diversity Pack and then Czerka Redux there will be a seamless transition between the two mods with comprising the other. Once I perform the final touches on the Czerka Redux, it won't be released immediately... for I need to make several patches. The 1st patch is a compatibility patch for the NPC Diversity Pack, this is to ensure people who don't use the Diversity Pack can install the main Czerka Redux mod whilst Diversity Pack players will have to install this compatibility patch to finish the installation. The 2nd patch is an addon for the RC-K1CP mod, I don't think this addon is necessary though it will improve the restored Czerka elements of the RC-K1CP quite well. I will share more info on this secretive addon once it is ready. The 3rd patch is an addon for JC's Czerka: Business Attire for K1. It will give the Rodians of that mod new Czerka outfits and new head reskins. The 4th patch is an addon for the main mod. It will add female Czerka Officers to the game. This includes female guards who you can fight and will have a female soundset at death and female NPCs you can speak to. This addon will utilize DarthParametric's Female Czerka Officer's Uniform Modder's Resource for some of these female NPCs.
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4 points
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4 pointsOf course. That's the entire reason I provided them. I have no intention of releasing them myself. Edit: @Dark Hope Not sure if this would be of interest to you, but I edited the tank glass UVs so that they no longer require a tiling texture. I've applied a TOR kolto tank glass texture here as an example. I also assigned the top and bottom tank lights a custom texture so that if you want to change it you don't need to replace LTS_light05. Taris Upper City Med Center Tank Glass TOR Texture.mp4
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4 pointsThis should be pretty straightforward. You just scale down the adult models. I did a similar thing for Dragon Age Origins once: Not much to it for KOTOR, since you'd basically only be scaling the one model. They'd probably require custom sabers, since they'd need to be slimmed down so their hands don't clip through.
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4 pointsUPDATE! The last few weeks have seen encouraging progress and I am beginning to see the light at the end of the tunnel towards a release. More on that later. Here are some screenshots showing a few of the additions that have been made since last I posted: The Ops center has received Republic Analysts and officers organizing battle reports and issuing deployment orders to Republic fleets across the galaxy. Admiral Dodonna is on planet for an important strategy meeting with the Jedi Council, plans her next moves. With the advancement of AI voicework, adding her as a full fledged npc we can have conversations with is now before us. Dergar Chester and his fumbling assistant Tarn have taken their posts within the Droid Bay of the sublevel. Here we find them enjoying a moments rest before the player's shenanigans with a faulty droid and a storage room door cause an untimely demise for one of our technician friends when the Sith attack. Jedi Shadows train for their next mission deployment within the Southern Dueling Range of the Sublevel. Master Sundar Dusk has placed a permanent hold on this dueling range for exclusive use by the Shadows, but the Northern Range is open for business! Speaking of Sundar Dusk, a bounty has been issued on dark side artifacts to help the Jedi stem the tide of war. He will pay good money for any artifacts you bring him. Sorry, Uthar. No Sword of Ajunta Pall for you anymore. The Jedi have intercepted a Red Eclipse slaver vessel and freed these wookies. Alongside Master Bolook, who you previously helped with the Dantooine Plains murder investigation, use advanced interrogation techniques to get the Trandoshan slaver to reveal where they bought these wookies from. Their ship logs make no reference of ever landing on Kashyyyk... Jedi Master Kavar is but one example of a TSL master who has received AI voicework thanks to the work of @Vert Here are some examples:kavar023.mp3kavar015.mp3 Supplies for the Republic seems the most critical need. Let's see what Kavar has to say: kavar020.mp3 Silais Fenn, the caretaker of the Academy, has finally gotten the galaxy projector online. But perhaps you are tired of listening to Kavar droll on. There's a solution to that! Fully implemented, you will be able to duel with every named Jedi from Belaya all the way up to Master Vandar. I am also looking for help in changing the child models. My end goal for them is lightsabers in hand and jedi robes donned while they train. At the moment they are scrappy commoner children fighting the air in front of them. You can see the disappointment in the eyes of their Jedi Trainer. Those are the major updates for now. I still have some script work to get quests rolling smoothly as well as tidying up dlgs and getting those prepared. But the big question, is when is this coming out? A Public Beta will be released here on DeadlyStream this Christmas season (2023) to get the communities feedback on where the mod is, and where it still has left to go before a final release is uploaded. The purpose of this beta is to take a comb through what has been done, identify items such as redundancies in code that I have patched in from other modules, what is simply not working like it should quest wise, installation errors, the works. I am hoping the community will take a productive dive into the sublevel, offering suggestions for improvement along the way. My goal for the sublevel has always been that it would be a hub for you, the modders, to use a launching point for your future work. There are There are 3 dedicated quest givers in Sundar Dusk, leader of the Jedi Shadow contingent of the Enclave, Master Quall who is dead set on helping his home planet not fall to the Sith, and Admiral Dodonna, who I envisoned giving you quests in the same vein as Admiral Hackett from Mass Effect.
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3 pointsKotOR 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.
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3 pointsThanks, if you have any thoughts, ideas or suggestions feel free to let me know. In regards to updates, I keep my DIscord server regularly posted with progress on the project. But the latest change as of an hour or so ago is that I finally managed to change the colour of the dialog and the hardcoded text colour values in the executable. Took a lot of creative thinking to get there but I got there in the end! The majority of these values are accessible and can be edited with ease in the .gui files, but for whatever reason some of them are hard coded into the executable file. Frustratingly I still have to track down the dark green which is used for the border of some buttons that are also hard coded into the executable. But very soon I will finally have 100% of the GUI recoloured, while I could have just left the dialog green and put the time towards fixing other things, I just couldn't handle it, it drove me nuts and just had to be done. Everything has to be perfect! Still hoping I can get a section on the forum specifically for this mod project as I would love to put out a range of polls about what to add or not to add and how to consider tying everything together, as we all know the possibilities here are endless and tackling all this solo has been mighty troublesome, time consuming and stressful. Really want these games to be the best they can possibly be. Once I have tracked down the next set of values that need changing, I will be sure to add that information to my tutorials. Thor110
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3 points
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3 pointsI tried replacing the existing bubble chunk model and that didn't really change much. So I went with DH's suggestion of using the underwater suit's bubble VFX. Here's an in-game test after playing around with some of the values for a bit. Taris_Kolto_Tank_Bubble_VFX_Test.mp4
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3 pointsI don't recall anything in regards to TSLRCM in the old Demo, though when ROR was in its infancy so was TSLRCM so I can understand if something like this was hinted at... it was a different time back then. We treat ROR like this: the base game is the "core content" that cannot be disputed (akin to how the Expanded Universe under both Disney and Lucas treats the Movies) whereas TSLRCM is secondary canon and other mods are third canon. And as you've said, there aren't a lot of differences between the vanilla and base game when you really think about it. By our own rules, Fassa should be a Twi'lek instead of a Toydarian in ROR because that's what he was in the base game... but instead Fassa outright doesn't appear on Nar Shaddaa. Is Fassa a Twi'lek or is he a Toydarian? That's up to you, the player, to decide. If it's has the potential to cause problems but is minor enough to be ignored it simply won't be referenced. Is Batu Rem a GenoHaradan Agent? Did Jorran steal Suulru's farming equipment or was it Kaevee? Did B4-D4 end up in Vogga's warehouse? Did the party get their asses kicked by Kreia? That's up to you, the player, to decide... ROR won't directly conflict with either vanilla or TSLRCM where it can be avoided. Other mods might be referenced as cameos, an NPC might make reference to a Sith holdout on a "legendary droid planet" or make reference to a pirate named "Daemon Drexl" but ROR will never outright say the Exile or Master Vash went to M4-78 or that Solomon's Revenge actually happened as were depicted in M4-78EP & BOSSR. When Revan appears in ROR, he will have a set pre-determined appearance for both male & female which cannot be changed in-game, however, our pre-set appearance can actually be changed via a ROR addon which will act very similar to the Revan Unmasked mod where you'd download our addon, overwrite the ROR Revan head with a K1 player head from the addon and you can have mullet man, Logan Star or however as your Revan. The same could apply to the Exile, though that all depends on their role in the story (A Force Ghost Exile looks more likely, though take that claim with a grain of salt). As I believe I mentioned before, you can choose the alignments of both Revan and Exile alongside their genders. This will change how NPCs view each former protagonist and can allow for some unique things to happen that didn't in TOR, such as Revan and Carth having a child instead of Bastila and such. You could pick the canonical LS male Revan and LS female Exile and not end up in the TOR timeline if you pick the "wrong" choices in ROR or you could do the "right" choices in ROR that should lead to the TOR timeline but still not end up in that timeline as you can choose to not follow the Revan novel, have a DS female Revan and an LS male Exile. Unlike TOR, ROR will have customization & whilst it is possible to do a faithful TOR playthrough it would be encouraged to do whatever you wish. Though do know the non-canonical version of ROR, with a Revan who "escaped" Dromuund Kaas, is the ROR in development with the canonical version being slated for development after the non-canonical version is made.
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3 pointsTry these: K1_Stun_Batons_High_Poly.zip The variant 3 model was actually using the variant 2 texture, so I switched that.
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3 pointsBig upgrade in KotorBlender version 3.8.0. Most importantly: Instead of choosing a normals algorithm on import, KotorBlender now automatically merges vertices with exactly the same position, while storing imported UVs and normals as part of the edge loops. Conversely, when exporting a model, it will split vertices with exactly the same position, but different UVs and normals. This makes modelling much more straightforward, because you don't have to manually join and split vertices every time. One-click lightmap baking is now possible via KotOR → Bake Lightmaps. KotorBlender will automatically prepare object materials for baking, hide non-lightmapped objects and restore everything to normal when finished. Note that, while it works out of the box, you will want to tweak some settings, as described in README. Material import has been rewritten, adding support for environment maps, bump maps and transparent objects. This is effectively how KotOR would look with phyiscally-based renderer. As a bonus, previous version of KotorBlender has added support for loading TPC textures directly, so you don't have to convert them to TGA anymore. As for future plans, I'm considering adding minimap creation tools, and rewriting animation export to enable armature-based edits.
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3 pointsOh, you already know about it 😅 It's the bug I wrote about here, where healing items were erroneously coded to heal potency + (skill + stat)*mult + stat instead of the intended potency + skill*mult + stat Ehhhh. I've never used the community patch so that's not surprising. I'll bear it in mind if I ever update.
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3 pointsAnyone is able to beta test at any time they want, simply by cloning the repository locally. Although it should be noted that TSLPatcher is no longer supported and HoloPatcher is now the required installer. If you want to try out the current build and test for bugs then you need to be quick. I will be starting my second 1.10.0 beta test playthrough this weekend, looking to have the final release ready by Xmas. Edit: As of this evening, I have wrapped up the last of the planned updates before I begin beta 2 this weekend. So if anyone wants to do a playtest, now is the time to jump in. But you'll need to be quick with your feedback, since I want to get the final release out by next weekend. Current changelog for v1.10.0:
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3 pointsInterestingly both MDLEdit and MDLOps crash when trying to load or compile the exported ASCIIs. Someone proficient with Blender will have to do it in KBlender. Perhaps @WildKarrde could take a crack at it.
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3 pointsThat's so nice of Trask to visit his Sith grandpa in the intergalactic Nursing home
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3 pointsAfter looking around on the forums, I realized that editing the GUI of KotOR (and possibly TSL) is quite painful and most people use K-GFF (very great tool, but not visual). I then found xoreos-tools (part of xoreos - a very cool open source project). So this weekend, I started up making my own version of a tool which should help a lot with the process of laying out things nicely. The project is not fully complete, but it is ready for some beta testing! A few features so far - Visual display of all images (I think) + bounding boxes - Supports drag + drop / resize - Nested view for only what you care about (cleaner than K-GFF) - Cross-platform - works on linux / windows / mac (with caveats) - Light / Dark Mode for all of you who look at too many bright things (like I do) Getting Started Guide: https://github.com/amcolash/kotor-gui-editor/blob/master/README.md Release Page: https://github.com/amcolash/kotor-gui-editor/releases Source Code: https://github.com/amcolash/kotor-gui-editor Changelog 0.0.4 (9/17/2020): First Public Release