CapitaineSpoque

Members
  • Content Count

    57
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by CapitaineSpoque

  1. The Nikto creatures do not use the textures from the swoop riders, they are separate Same for the swoop bike textures, they are separate from the ones from the placeables. "LTS" tag refers to Taris textures, which are part of the model geometry. The riders are from the level geometry and have nothing to do with creatures or appearance.2da. Same for the bikes, they have nothing to do with placeable.2da. It'd be great to have the K2 swoop displayed, but i don't know how to create lightmaps for models that do not have them by default. That's why I used the swoop bike from the Ebon Hawk there. I didnt play K2 so much, if you happend to know if there is a place in TSL where the swoop bike is displayed, i can reuse the model and the lightmap. Otherwise, I can't introduce it atm, my skills are still kinda limited ^^
  2. So the bikers are not creatures, but models within the level geometry. They do not use at all a row in appearance.2da. That's why they use a different model from niktos and different texture names I edited this using Blender. No problem! It's a part of the huge Kotor Expansion Pack i'm working on right now, i'm trying to release some of this stuff as standalone. Ty for your feedback aswell, especially regarding the music!
  3. Hello there Salk! 1) So the 2 doors on each opposite side hide the blackness or some akward background from the level. I felt it was more natural like this. The middle door is not that necessary, but once again i felt it was more natural and it also hides a bit of the akward geometry. Maybe the doors should be optional. 2) Nice catch about the MusicNight row. I am working on a module that use the swoop platform geometry, so I surely edited this without noticing! I am going to upload a file with the fixed music, because it absolutely changes the mood for this part of the game. Ty for bringing attention to this. 3) Indeed. For swoop bikers, i noticed they use the same uv/low texture from the Niktos in game, i simply used upscaled textures for Niktos as a replacement. Their model is still very low poly, but there are some welcome extra details from the textures (especially the faces). The upscaled textures are exclusive to the nikto bikers and won't affect the other Nikto creatures. Nice feedback here, so i'm fixing the music and providing an optional patch for the doors!
  4. Ho j'ai juste mis directement les textures de kotor 2, j'ai pas pensé à convertir les fichiers. Si jamais tu peux utiliser TPCView, tu prends le fichier et tu le déposes dans TPCView en maintenant alt et ça les convertira en TGA
  5. I don't have the time to playtest it atm but i'll do it and tell you if it works. I'm pretty sure the IncreaseDamage function does not work in K1 but i'll double check this
  6. View File Gran reskin from K1 Gran reskin from K1 =============== By ZobiZob ------------------ Description A small mod that edits the Gran TSL texture to make it look like the Gran from K1. K1 model was very low poly, i figured i would try to mimic it using the higher quality model from TSL. Only 2 things are missing: The bracelets and the arm stripes. Installation and use You can have different uses for this file: - Drop it to K2 TSL override to replace the Gran appearance - Delete N_Gran.tpc from K1 override and drop my files instead after installing K1CP to replace TSL skin with mine - Use it as a modder ressource to make a new gran appearance somewhere You have 2 options, 1 is a shirt completely orange, the other one has grey "bracelets" stuff. There is a .jpg to preview. Known Bugs and Incompatibilities Everything should be fine. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures. Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. Submitter CapitaineSpoque Submitted 04/29/2025 Category Skins TSLRCM Compatible Yes  
  7. Version 1.0.0

    7 downloads

    Gran reskin from K1 =============== By ZobiZob ------------------ Description A small mod that edits the Gran TSL texture to make it look like the Gran from K1. K1 model was very low poly, i figured i would try to mimic it using the higher quality model from TSL. Only 2 things are missing: The bracelets and the arm stripes. Installation and use You can have different uses for this file: - Drop it to K2 TSL override to replace the Gran appearance - Delete N_Gran.tpc from K1 override and drop my files instead after installing K1CP to replace TSL skin with mine - Use it as a modder ressource to make a new gran appearance somewhere You have 2 options, 1 is a shirt completely orange, the other one has grey "bracelets" stuff. There is a .jpg to preview. Known Bugs and Incompatibilities Everything should be fine. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures. Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either.
  8. Je t'en prie! Ca fonctionne niquel de mon côté, si ça déconne ce serait une erreur de ma part dans les fichiers que j'ai envoyé. A priori c'est tout bon, redis moi si tout va bien
  9. View File [K1] K2 swoops to K1 Swoops from K2 to K1 =============== By ZobiZob ------------------ Description A small mod that changes your swoop model while racing. Either you keep the vanilla model, and it only adds a shield effect when you take damage (extracted from K2), or you can completely replace the vanilla K1 model with the one from K2 and all its animations. You have the choice between the 3 skins that there are in TSL (Classic, black, beige). There is a folder with the screenshots to see the K2 model and the different skins. Installation 1) Use Holopatcher.exe and choose one of the installation option. If you are not satisfied, you can restart the launcher and chose another option. Known Bugs and Incompatibilities Everything should be fine as long as you do not replace the model file from the swoop with something else of course. The model on the ebon hawk will still be the vanilla one. Permissions You are free to incorporate this into any of your work without asking, just credit me. Acknowledgements All materials and copyrights belong to LucasArts, Obsidian and Bioware. This mod is not to be distributed for profit, either. Submitter CapitaineSpoque Submitted 04/28/2025 Category Mods K1R Compatible Yes  
  10. Version 1.0.0

    15 downloads

    Swoops from K2 to K1 =============== By ZobiZob ------------------ Description A small mod that changes your swoop model while racing. Either you keep the vanilla model, and it only adds a shield effect when you take damage (extracted from K2), or you can completely replace the vanilla K1 model with the one from K2 and all its animations. You have the choice between the 3 skins that there are in TSL (Classic, black, beige). There is a folder with the screenshots to see the K2 model and the different skins. Installation 1) Use Holopatcher.exe and choose one of the installation option. If you are not satisfied, you can restart the launcher and chose another option. Known Bugs and Incompatibilities Everything should be fine as long as you do not replace the model file from the swoop with something else of course. The model on the ebon hawk will still be the vanilla one. Permissions You are free to incorporate this into any of your work without asking, just credit me. Acknowledgements All materials and copyrights belong to LucasArts, Obsidian and Bioware. This mod is not to be distributed for profit, either.
  11. Hello there! This mod looks promising, i was wondering if the IncreaseDamage function that you used was actually working, as it is broken in other instances of the game like the combat adrenal? Cheers,
  12. View File [K1] Swoop platform model repairs Swoop platform models repairs =============== By ZobiZob ------------------ Description There are notoriously some problems with most of the levels geometry, models and textures. They are not ultra noticeable, but once you see it, you can't unsee it. As i am working on a custom module using the swoop platform geometry, i decided to fix some of these problems, and also add numerous details like venting effects, animated light and distant swoop riders with upscaled textures for their bikes + different colors for riders. The full pack also displays your swoop in the module. Fixed music changes from 1.5 with version 1.6. Installation 3 options, either the full pack with the swoop you use during the race displayed, no swoop bike displayed and also an option without the doors. 1) Use the holopatcher.exe included and you're ready to go. If you're not satisfied with an option or the other, you can always come back and reinstall the desired option. Known Bugs and Incompatibilities Everything should be fine. If you replace the m03af.git file after installing the doors that i added in the distance will disappear. The upscaled textures only affect the swoop bikers and won't change the textures for Niktos/swoopgang creatures. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures (swoop riders, swoop bikes). Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. Submitter CapitaineSpoque Submitted 04/26/2025 Category Mods K1R Compatible Yes  
  13. Version 1.6

    39 downloads

    Swoop platform models repairs =============== By ZobiZob ------------------ Description There are notoriously some problems with most of the levels geometry, models and textures. They are not ultra noticeable, but once you see it, you can't unsee it. As i am working on a custom module using the swoop platform geometry, i decided to fix some of these problems, and also add numerous details like venting effects, animated light and distant swoop riders with upscaled textures for their bikes + different colors for riders. The full pack also displays your swoop in the module. Fixed music changes from 1.5 with version 1.6. Installation 3 options, either the full pack with the swoop you use during the race displayed, no swoop bike displayed and also an option without the doors. 1) Use the holopatcher.exe included and you're ready to go. If you're not satisfied with an option or the other, you can always come back and reinstall the desired option. Known Bugs and Incompatibilities Everything should be fine. If you replace the m03af.git file after installing the doors that i added in the distance will disappear. The upscaled textures only affect the swoop bikers and won't change the textures for Niktos/swoopgang creatures. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures (swoop riders, swoop bikes). Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either.
  14. Hum this is the one you introduced with the diversified jedis on star forge right?
  15. Thank you very much for this i'm gonna try this out today. EDIT = It works well ty. I'm gonna try to reduce the hand/head size in the following days/weeks and see how it goes.
  16. No worries, you've pulled out a very fair amount of modding content for both games. Ty for your answer, i'm still new to all of this but i'm gonna try to do my best with your advices.
  17. Hi there! I am trying to add as much appearances as possible to K1, and I saw this awesome mod by DarthParametric that adds a female rodian npc model to TSL : I tried to convert this work to K1, but the model just bugs out. So I figured i would do this myself, inspired by DP's work. So via Blender, I used the PFBBS model as a base just like him (the female scoundrel model), I deleted the human hands from the left and right arms. Then, I replaced both hand geometry + the neck geometry in the scoundrel cutscene dummy with the ones from the N_Rodian model. Then i deleted the arm/forearm from the rodian arms to keep only the hands, and i moved them from the rodian model to the scoundrel model. I did the same for the head model from the rodian to the scoundrel model. I of course changed the supermodel from the scoundrel model from S_Female03 by N_Rodian to have the animations. Until this part, everything is doing kinda fine. Now the part where i struggle is to rescale and reposition the hands and the head, because they're too big and they're not located at the right place. I linked both screens, this is the result in Blender and in game. So as you can see i still need to move + rescale the head, both the model and from the cutscene dummy, and same for the hands. If someone has any insights about this, because atm everything i've tried lead to cursed results. Ty!
  18. View File Commoner's texture pack v1.0 This mod is a modder's ressource, nothing will be introduced in game. Hello there ! As i am working on NPC diversity with the Kotor Expansion Pack, i am providing my ressources. In this pack there is around 70 new textures for commoners, it is overkill but at least you can choose from a variety of things. TSL had a specific texture for both male and female commoner that was exclusive to this game, however there was only 1 color for each gender (light blue and dark blue). I brought a lot of color variations for female, and some for males. I also provided some sleeveless variants, among them is the female czerka uniform with the signature czerka bars on the arms. The textures have been reworked from ShiningRedHD upscaled texture, so everything is in high quality. You can use anything from this pack as long as you credit myself and ShiningRedHD. Submitter CapitaineSpoque Submitted 12/19/2024 Category Modder's Resources  
  19. Version 1.0.0

    49 downloads

    This mod is a modder's ressource, nothing will be introduced in game. Hello there ! As i am working on NPC diversity with the Kotor Expansion Pack, i am providing my ressources. In this pack there is around 70 new textures for commoners, it is overkill but at least you can choose from a variety of things. TSL had a specific texture for both male and female commoner that was exclusive to this game, however there was only 1 color for each gender (light blue and dark blue). I brought a lot of color variations for female, and some for males. I also provided some sleeveless variants, among them is the female czerka uniform with the signature czerka bars on the arms. The textures have been reworked from ShiningRedHD upscaled texture, so everything is in high quality. You can use anything from this pack as long as you credit myself and ShiningRedHD.
  20. Hi there ! Sorry mb it's me i don't understand the Jedi Warden thing ? Is this a K2 feat ? So yesterday i released a proper trailer for the work in progress for the Endar Spire section. My goal with the mod is to apply more or less the same philosophy to every locations of the game in the very long run. This work would not be possible without the authors credited in this video and in the video's description. I do not want to release the alpha build without any proper content to go alongside it, and the Endar Spire will be the first piece. I am looking forward to complete the crystal cave aswell and revise most of the weapons until Dantooine. I'd love to cover the entierty of Taris, but its going to take a lot more time, so the Alpha build will release before this. Once the alpha build is released, i'm gonna delete this threat and open the proper one.
  21. Hi there ! I am thinking about fractioning the work into smaller mods you could install seperately from the complete thing. But one step at a time ! I'm preparing a discord server to properly receive feedback, and i'm looking forward to an alpha build release. A lot of changes happend to the base game scripts also, and I did not extensively playtested this myself (only for a couple hours of gameplay on Taris). In the meantime, i'll keep posting some other videos regarding companions and things. Today I covered Jedi Guardian and force powers.
  22. 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.
  23. Allright, I settled down on my scenario idea for the unused room : A lonely Duros scientist would be working there, the kinrath would not attack him (an idea i borrowed from TSL). He is held hostage by Sherruck and extract crystals for him, but he would initially introduce himself as a biologist. I already managed to script random patterns for him to perform in the cave when he does not talk to you (working on a bench, checking the caged kinrath, working on a metalbox, grabing food on the ground near the firepit), his heartbeat turns off when you converse, so nothing wrong here. The duros lines would bear TSL voicelines, just for the extra variety value. Right now i am working on an absolutely extensive dialog tree (at least, this is the first one i do, and i feel it is ambitious) with a new quest, numerous options and outcomes : - You have to gather clues to make the duros spit the truth. - The gameplay ideas. - The outcomes. I located some Canderous lines i can reuse to make him speak a bit during the conversation, as he is a mandalorian it is fitting. At some point i would need to bring some lines for the other companions aswell, at least 1 or 2 to bring life to the whole encounter. I am starting to mess around with the global variables, various checks, scripts and stuff ... The ammount of work is tremendous. The dialog tree is very hard to pull out, i have most of the lines written, but now i need to compile everything into the single dialog file. After that, i would need to introduce him on manaan with on_enter script in the desired module. This is absolutely my main project at the moment, and i will not work on something else until this is done. Its going to take a while, but i feel it is achievable ! So excited to display a final result some day. My only next update on this thread before finishing the project will be : A video showcase for the whole scripting random behaviour part on this post, and some of the dialog lines/outcomes. After that, i won't post until i have my finished and polished product - An extra idea for the road.
  24. Feeling more confident about my abilities, i am starting my Kotor Expansion Pack project (basically new content/modules for k1 imported from k2) with this small piece. Starting small, but its a start : The crystal cave from k2 has been imported to replace the K1 crystal cave (i wish to bring the default crystal cave module to korriban). I fixed the placeables (the water drips were off in TSL originally for instance), i edited the sound to be a mix between k1 and k2 (there will now be TSL ambient music) and fixed some sounds misplaced originally (waterdrips again, 2 waterflow sounds in a middle of a corridor). I ported the entire crystals loot from k1 so no differences, i made every kinrath eggs bashable tho. I kept some rubbles here and there from k2. Not visible in the video but i brought my own placeables (few rocks, corpses, bees around the corpses ...). The dead mando is among the other corpses. Every corridor has a dedicated patrolling unit, to give a bit more life to the module. Kinraths have unique ranks, appearances and damages/effects. The kinrath hive is bigger (i decided to reduce my original edit, it works great now with the vanilla red skin), and if you attack the hive the whole nest comes at her location (the chaos is fun ! But i need to tweak this. Maybe call only the stronger units AKA Vipers/Stalkers). I still need to fill the last unused room, i think about mando / duros smugglers, extracting the crystals to sell them, but i dont know where to go yet. I think im gonna release a version with light edits to the unused room (place some corpses/kinrath or anything) and comes back there later. Got the Duros breathing mask head for the smuggler encounter.