-
Content Count
121 -
Joined
-
Last visited
-
Days Won
18
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by CapitaineSpoque
-
[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
33 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. -
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
-
Version 1.0.0
29 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. -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
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 -
-
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
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 -
-
-
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
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 🥳 -
-
- 3 comments
-
- 1
-
-
- customization
- hk-47
-
(and 1 more)
Tagged with:
-
Dantooine enclave extra rooms modder's ressource
CapitaineSpoque commented on CapitaineSpoque's file in Modder's Resources
-
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.
-
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!
-
SWTOR Icons Modder's Resource
CapitaineSpoque commented on DarthParametric's file in Modder's Resources
-
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
My bad -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
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 -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
Nothing too fancy, i used a copyright free green screen eye blinking effect -
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
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 -
-
-
[WIP] K1 - Kotor Expansion Pack
CapitaineSpoque replied to CapitaineSpoque's topic in Work In Progress
Hello there! So basically, i have done the same thing as force camouflage, with some more steps to make everything work. Here is the detailed process if anyone wish to do the same thing. In K1, the force camouflage feat itself does not do anything and is purely cosmetic. If Juhani can go into stealth, it's because she has got a stealth belt equipped into her creature hide slot. The stealth belts are obviously not equippable on droids in vanilla, but there is a column for this in baseitems.2da (Droid can use, or usertype, something like that). You can put 3 different values in there, 0 so both humans and droids can use the item, 1 so only humans can, and finally 2 so only droids can. However, i couldnt "just" change this value for the stealth belt, because it would cause the default stealth belts to be equippable on HK/T3 in their shield slots. So what i did is that i copied the Stealth Belt row in baseitems.2da and created a new row dedicated for droids only so it would not affect the default belts. There is also an annoying limitation that i couldnt get around with K1. In vanilla you cannot select the stealth skill in the GUI. I thought i could fix this by editing the Skills.2DA file, because its possible in there to edit if a class has access to a dedicated skill. However, even after opening the skill to the combat droid class, if you you try to click on Stealth and allocate skill points there with HK, you get a message telling you that droids cannot use Stealth. However, if you specify a higher "recommanded" priority number for Stealth than the other skills, you actually get skill points invested into stealth by clicking "Recommanded" in the GUI. This was not working really as i wanted it to be. Finally, a character cannot go into stealth if they do not have at the very least 1 point in their Stealth skill (even if they have items that provides them stealth skill point bonus). So basically, i've added 2 skill points into Stealth to HK by default when he joins you, so he is able to use the thing. I've changed his hide items type for his upgrades by the newly created stealth belt row dedicated for droids, and i've made each upgrade increase his stealth skill so there is still a progression. The belts also provide the newly created feat for HK, which is the same as G0-T0 in K2 btw. Purely cosmetic, just like force camouflage, but it tells the player the new passive. Kinda convoluted, but it works and that's all i wanted Also, while we are talking about HK and his hidden items... In K1, I noticed yesterday that HK's unarmed animations were broken (just like T3). He does have 2 unique melee animation, but It's broken because he didnt have a proper "pause" animation and dodge animation inbetween his melee hits. In K2 this has been fixed by Obsidian, the only thing they removed from K1 model is an animation for poison (cohesive, as droids cannot get poisoned in the game). So i've converted K2 model and now HK has got his unarmed animations fully working (same process as T3!). I'm wondering if I should provide HK some dedicated unarmed feats with his upgrades. Seeing this big robot perform kicks is hella terryfying lmao 😄 -
View File Dantooine enclave extra rooms modder's ressource Description: This is a modder's ressource. In K1 jedi enclave there is a dormitory for visitors with 3 opened rooms. 2 other doors were present in front of the 3 rooms, but were closed (without any geometry behind them). I mirrored the preexisting rooms so now there are 3 playable rooms. Basically you just have to drop the 5 files included into override, but you will also have to edit the doors from the .git because in vanilla 2 of them are closed and the last one is non existent because it was a wall. Disclaimer : This mod should be compatible with anything i guess? The only minor problem with my ressource is that i extended the basic corridor's walkmesh to be able to walk into the new rooms. This is not the "by the book" way to pull it out, but i couldnt manage to make the door links work despite my numerous attempts. So the only downside from this ressource is, if you want to have a different ambient sound in these new rooms separate from the main corridor, you can't. But in vanilla the rooms should have the same ambient sound than the corridor, so its not a huge deal here. I also provided an edited minimap. Credit: Thor110 for his very valuable insights. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work as you see fit, just credit me if you use my files. Submitter CapitaineSpoque Submitted 07/07/2025 Category Modder's Resources
