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CapitaineSpoque

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Everything posted by CapitaineSpoque

  1. 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
  2. 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?
  3. 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!
  4. Version 1.0.0

    55 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.
  5. View File Kashyyk restored module v1.0 Kashyyk 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 kashyyk module was the one that needed the less work to be entirely playable. This is a modder's ressource. All you need to do is drop the m25ab.mod in the module folder, and the vis file + the minimap files into override. I provided 2 versions of my custom minimap: 1 without any background, 1 with the gamefile minimap existing for this module as a background. Work done and disclaimer : The vis file has been corrected, so there won't be any part of the level disappearing within your field of view. The minimap existing in the game file was unusable, being only a screen from the top of the map. I created a new minimap using the .are view from holocron toolset. There are 2 versions of my custom minimap, 1 without any background, and another 1 using the preexisting minimap from the gamefiles as a background. I edited the .are so the minimap was accurately displayed in game, and also to add the fog effect like in the K1 vanilla shadowland module. The level is entirely playable and very faithful to the other shadowlands modules. The only thing a bit wrong is some bird animations, but i can't edit them with blender without breaking them even more. This little issue is really not that noticeable now that the fog effect has been enable anyway. 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 08/01/2025 Category Modder's Resources  
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  6. Version 1.0.0

    52 downloads

    Kashyyk 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 kashyyk module was the one that needed the less work to be entirely playable. This is a modder's ressource. All you need to do is drop the m25ab.mod in the module folder, and the vis file + the minimap files into override. I provided 2 versions of my custom minimap: 1 without any background, 1 with the gamefile minimap existing for this module as a background. Work done and disclaimer : The vis file has been corrected, so there won't be any part of the level disappearing within your field of view. The minimap existing in the game file was unusable, being only a screen from the top of the map. I created a new minimap using the .are view from holocron toolset. There are 2 versions of my custom minimap, 1 without any background, and another 1 using the preexisting minimap from the gamefiles as a background. I edited the .are so the minimap was accurately displayed in game, and also to add the fog effect like in the K1 vanilla shadowland module. The level is entirely playable and very faithful to the other shadowlands modules. The only thing a bit wrong is some bird animations, but i can't edit them with blender without breaking them even more. This little issue is really not that noticeable now that the fog effect has been enable anyway. 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.
  7. Indeed! Especially since there is a ceiling regarding the amount of placeables you can add to K1, so i've integrated everything into the module models themselves and edited the walkmeshes accordingly
  8. Did I read custom waiter animation? 👀 Would be great!
  9. Hi there! I just wanted to share some screenshots for some of the wip areas. Hidden Bek Base: Undercity: Vulkar base: Cut Vulkar laboratory: I love revising the areas and go into the details part. Really makes the areas feel more alive! It's been a ton of fun
  10. Fantastic job thank you! Some day i'm gonna ask you how you performed all of this. I'd like to add sitting jedi, i also replaced the unused sitting female twilek by the sullustan from K2. Anyway, thank you for this again!
  11. Another thing i wanted to do and you managed to do way better than what i envisaged, great job!
  12. Hello there! We all have seen numerous aborted project, i want to keep this topic alive and relatively up to date! I'm working on this 90% of my free time and i'm determined to see this project finished at some point (Thor has been a huge inspiration in that regard, seeing his own project take life over his long working years!). I said in the last post that i was going to cover force powers (and I will at some point ), but i felt like showcasing a bit about the extended vanilla areas or new modules. The new modules will mostly be imported from TSL, because they're ready to play with proper lightmaps, minimaps and all of that. All of this is mostly concepts, so the content still needs to be properly implemented. Extended areas from Vanilla New modules Of course, the content remains to be implemented. I can't wait to see all of this properly take shape! I spared you some unnecessary details (like editing the .are to make the minimaps accurate...) that had to be done. Very exciting stuff that still doesnt mean much until it gets properly fleshed out Work in progress, as always. Gotta keep in mind that this is a marathon, not a sprint! I'll showcase more of the mod in the following weeks/month. I've introduced 3 more feats by the way, i'll show you all of this next time hopefully 🥳
  13. Great stuff! Little feedback: The red and black is actually Blue and white in your file.
  14. Fun idea
  15. I guess I could. I released it kinda fast as a modder's ressource. Gonna make something in the following days
  16. Allright good to know
  17. Ive fixed this for my own mod. I also removed the middle armor piece because it was poorly rescaled. SithNadd is right, all you have to do is to edit the module model and the .git for the placeables location.
  18. Hi there! Super cool idea to add the triggers, i'll do something similar for the security pannel i've implemented in the Hawk. Just a small feedback: I think you used male local strings for doors name, if i remember correctly using male strings will end up with the name not being shown with a female character, while using female strings will show the name whatever the gender. Im 99% sure this is the case for items, Not sure tho for anything else like placeables or doors but it'd be worth it to check this out i think? Gj for the mod!
  19. Ho so as i said, this is a cutscene. Nothing happends in actual game I used Glintercept for free camera, edited the hideout module to have carth walk between the workbench and the bed and perform the talking animation, then i recorded the footage. After that i simply stitched together some copyright free human sound effects, T3-M4 soundtrack from TSL and Carth lines. Finally i used the green screen eye blinking, i blurred the footage i recorded and converted the files to .bik
  20. Nothing too fancy, i used a copyright free green screen eye blinking effect
  21. A small informal update on restoring Carth's cut dialog after Taris crash and the Enclave Sublevel modeling. Carth's dialog restoration, and post pod crash revisions Enclave sublevel modeling I can't wait to add proper content to the sublevel, i'm really proud of the near final result
  22. Installing alvar mod should override the high poly human models from K1CP back to the lower poly models
  23. I said it on Discord but this is great thank you for this. I'll try to revise myself some new sitters i added into my own mod. I wanted to point out that K1CP changes the low poly human models with better ones but it has been said already. Thanks again for adressing this issue!
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