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Arena Scr (Taris Dueling Arena Adjustment 1.4)
CapitaineSpoque commented on Dark Hope's file in Mods
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[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
Pretty cool! Ive looked at the ressources, you can tell Quanon's ambition! Entirely new planets made from scratch in 2008... What a madman 😄 Unfortunately most of the stuff in there is far from a playable state. I don't know if Quanon would be willing to dive into fixing all of this honestly. I'm already very grateful that he is currently helping us restoring the most playable stuff from all of this (ie Korriban modules) but who knows? We'll see in the following months how all of this work takes shape. There is a long road ahead of me 😅 -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
Ye sure! -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
Ye it's very close indeed. I'll see about this, as i said i want the Korriban and Dantooine's crystal caves to stand out, with more crystal formations than the other planets. If i add crystal formations to the other planets, it'll be more likely a single or two crystal formations maximum. At least that's what i envisage right now. All of that being said it wouldn't be that hard to create a brand new crystal cave using this asset, only downside would surely be the lack of colored lightmap on the walls and ground, even if maybe an aurora light could be decent enough -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
Its totally doable yes. So you have something equally as big as the vanilla crystal cave in mind right? -
View File High quality skyboxes model fixes v1.0 High quality skyboxes model fixes v1.0 By Zobizob Description: Kexikus released this amazing skyboxes mod : High quality skyboxes, but while i was working on the models, i noticed there was a little problem with Taris exteriors. Some lights from the buildings were not animated anymore. While i was at it, i also noticed there was a problem with the hideout skybox (not caused by the mod tho, just a missing object in the model from vanilla). Everything is fixed now. Work done and disclaimer : All the vanilla lights animations from Taris buildings are animated again The skybox in the hideout is fixed Install Kexikus mod first, then drop my files into override and replace when asked. Credit: Kexikus for the original High quality skyboxes mod. Kotor discord channel for insights on developping mods for this awesome game. Permissions: You shall not use this into your own work without asking Kexikus authorization, as he is the original authors. I only fixed the models, nothing else. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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 CapitaineSpoque Submitted 08/05/2025 Category Mods K1R Compatible Yes
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Version 1.0.0
21 downloads
High quality skyboxes model fixes v1.0 By Zobizob Description: Kexikus released this amazing skyboxes mod : High quality skyboxes, but while i was working on the models, i noticed there was a little problem with Taris exteriors. Some lights from the buildings were not animated anymore. While i was at it, i also noticed there was a problem with the hideout skybox (not caused by the mod tho, just a missing object in the model from vanilla). Everything is fixed now. Work done and disclaimer : All the vanilla lights animations from Taris buildings are animated again The skybox in the hideout is fixed Install Kexikus mod first, then drop my files into override and replace when asked. Credit: Kexikus for the original High quality skyboxes mod. Kotor discord channel for insights on developping mods for this awesome game. Permissions: You shall not use this into your own work without asking Kexikus authorization, as he is the original authors. I only fixed the models, nothing else. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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. -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
Lava planets? I didn't even know this was a thing -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
No this would be rather easy if anyone wants to do it It would require using mdledit and importing maybe some textures from K1. Sometimes I think I'm a bit of a perfectionist, tweaking details that 99% of people out there won't even notice. Maybe (surely?) it's too much at times and I should curb my enthusiasm a little sometime. Although I have a hard time stopping myself haha. Very interesting ideas, especially regarding the kind of Mayan vibe i really like that. George Lucas had a passion for anthropology after all. I kinda already planned to add crystal formations to secondary planets. I think i'll keep it to 1 or 2 crystals max, because i still want Dantooine and Korriban to stand out in that regard. But still, would be cool to find a unique crystal formation lost in the Kashyyk shadowlands, in the burried temple on Tatooine, or at the bottom of the ocean for Manaan. A little treat for today... As you may already know, @Quanon had pulled out custom modules for K1 in the past (I think only one thing got playable at some point, the Beta Korriban Temple Mod. ). These custom modules were really ambitious and I love the overall aesthetic, specifically the Korriban ones. Well I'm delighted to announce that Quanon has opened the doors to its superb resources for us recently! He is currently fixing his models so we can import them into blender (these models were made with older tools, and it tends to be broken with nowaday tools) and edit them freely. The first pieces from this collaboration are done, and you can see his custom module in video. All the models are Quanon's original work! Ive only edited the module walkmeshes, overall lighting/fog (because obviously, there is no lightmap), added small fallen rocks at the entrance, a little smoke effect in the sith chapel and animated light to the central piece, and finally fixed some texture uv maps. @Quanon is still working on this and there will be more rooms to this module! Congratulations to @Quanon and huge thanks to him, the assets are GORGEOUS 🥰 -
View File Czerka cut module restoration Czerka cut module restoration v1.0 By Zobizob Description: In 2014, InSidious provided the Lost Modules Pack mod that was providing a playable version from cut content modules. The czerka depot module needed some work to be entirely playable. This is a modder's ressource. All you need to do is drop the m21aa.mod in the module folder, and the other files into override. Work done and disclaimer : All the geometry errors for the models have been fixed as best as i could (misplaced walls, missing parts, missing ceilings, a lot of geometry holes...) The lightmaps have been partially fixed for a good portion of the module, there are still some rough lightmap transition between each room tho and i'm not skilled enough yet to fix this entirely The walkmeshes have been entirely fixed There was no minimap. I pulled out a custom minimap using holocron toolset and edited the .are from the module so it is displayed accurately in the level. I placed 2 doors and some waypoints, they are leftovers from work on my own mod. You'll have to edit this if you want to use it for your own work. You will have to edit the .are to change the name from the module depending on how you wanna use it. It is currently named "Endar Spire - Command Module". There is still 1 file missing, the .pth file which allows npcs to walk inside the module in a scripted way. I will see to pull out a custom .pth file. Credit: InSidious for his original Lost Modules Pack mod. Thor110 for his very valuable insights. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use this work, just credit me if you're using my files. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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 CapitaineSpoque Submitted 08/04/2025 Category Modder's Resources
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[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
Absolutely, the Czerka depot is currently waiting for approval Most of the stuff i'll be pulling out along the way will be released as modder's ressource hopefully! -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
To be honest, it was not "that hard" to do either. I used K1's shyrack cave as a base, and then partially removed and replace the stuff with K2's shyrack cave A bit of modeling involved but nothing impossible So ye basically the cave is exactly the same as K1, i only added the corridor extension + changed the minimap. Haha funny enough i also thought about a submerged rakatan thing for Manaan, and i was already planning on adding some rakatan statues here and there in the bottom of the ocean. Quite an interesting idea still, I'll think about all of this. Indeed! Fixing the models is the "easy" part, filling the area with npcs and exciting stories to be told is something else -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
Two things i've definitely thought about: Making the area darker (especially since it does not currently match the lighting from the back of the Krayt dragon's cave) and having some rakatan ruins/additional rocks to hide rough area transitions/texture transitions and so on. For the walkmeshes, i will hopefully entirely fix them and it shouldnt be a problem, I won't use the default ones because they're very broken. I will most likely redo them entirely. I will take a look at Edge of Darkness to see how it was done thanks for poiting this mod out I will reuse some assets from the base game to fill the gaps in the Tatooine temple. The Dantooine ruins and the shyrack cave have similar geometries so i can surely use some of their part, finally the unknown world temple summit may be used aswell. One thing I do not understand and you might be able to clear it for me, is that some portion (especially the rakatan ruins) are entirely enlighted, just as if these parts were out in the open (their ceiling part at least). I thought about having these parts "burried" (just like Dantooine ruins) but still i'm wondering, do you think it was intended to have portion of the levels both under and above the ground level? Ty I've basically reused the room that leads to the sith academy and mirrored the ground from the adjacent room to have accurate lightmaps. Atm my very rough idea is to have the key to this tomb lootable in Naga Sadow's tomb. I don't really get what you're talking about with the rogue students? Are you talking about the two twileks and the woman you can meet in the shyrack cave? -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
Hello there! Pretty happy to announce that 2 of the 3 cut modules are now completely restored and are already released as a modder's ressource here on Deadlystream for anyone to use 🥳 The Kashyyk cut module didn't need much work at all! It was all about editing the .vis file, adding a fog effect in the .are and providing a minimap. This is all done! My plan with this module will surely be as i said earlier, making it the specific area where you encounter the ritual beast. I have nothing yet very clear in mind, but I wish to make the ritual beast encounter much more memorable, i've already planned to make this specific terentatek the size of a fully grown rancor to distinguish it from the others The Czerka Depot cut module needed much more work. There were a lot of models broken, with missing parts such as ceilings/geometry holes, various errors like walls flying few centimeters in the air and so much more. I also partially fixed the most hideous lightmaps. I am not yet skilled enough to correct everyone of them, there are still some rough lighting transition from one room to another. Some walkmeshes have been fixed aswell, and some textures too. Finally i've provided a custom minimap aswell! Czerka depot screenshots: Very proud of all of this work, especially the Czerka Depot module. Not perfect at all but its already so much better than what was there, and its entirely playable now It leaves us with one last cut module: The tatooine cut rakatan temple. This is the module that requires a TON of work. The walkmeshes are atrocious, some lightmaps aswell and so are the room transitions, there are a lot of missing elements especially in the rakatan ruins... For this one, I cannot "just" repair what's in there, because there is too much stuff missing. I also think that i'll do some few cuts, because some portion of the level are too broken and beyong repair. There is still enough from this module to be used and repurposed into something both unique and playable. The biggest theory out there is that this module was supposed to have some kind of sarlacc maw encounter, which would make sense judging the last "pit" room. I still don't know how this area would play out, aside from maybe 1 unique crystal formation and few rakatan lore. If you have any idea, feel free to share! Anyway, still a lot of work to do! You can check the cut modules i restored in the video I'm providing Peace! -
Version 1.0.0
12 downloads
Czerka cut module restoration v1.0 By Zobizob Description: In 2014, InSidious provided the Lost Modules Pack mod that was providing a playable version from cut content modules. The czerka depot module needed some work to be entirely playable. This is a modder's ressource. All you need to do is drop the m21aa.mod in the module folder, and the other files into override. Work done and disclaimer : All the geometry errors for the models have been fixed as best as i could (misplaced walls, missing parts, missing ceilings, a lot of geometry holes...) The lightmaps have been partially fixed for a good portion of the module, there are still some rough lightmap transition between each room tho and i'm not skilled enough yet to fix this entirely The walkmeshes have been entirely fixed There was no minimap. I pulled out a custom minimap using holocron toolset and edited the .are from the module so it is displayed accurately in the level. I placed 2 doors and some waypoints, they are leftovers from work on my own mod. You'll have to edit this if you want to use it for your own work. You will have to edit the .are to change the name from the module depending on how you wanna use it. It is currently named "Endar Spire - Command Module". There is still 1 file missing, the .pth file which allows npcs to walk inside the module in a scripted way. I will see to pull out a custom .pth file. Credit: InSidious for his original Lost Modules Pack mod. Thor110 for his very valuable insights. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use this work, just credit me if you're using my files. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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.