Sithspecter

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Everything posted by Sithspecter

  1. Version 1.0

    30,318 downloads

    A KNIGHTS OF THE OLD REPUBLIC MODIFICATION Loadscreens in Color By Sithspecter Description: Knights of the Old Republic is a fantastic game. There isn't a whole lot that can be improved on. However, one area of the game that could, quite literally, use some more color is the loading screens. This mod replaces all the default black and white loading screens with loading screens that are in color. Each of the loading screens has been reproduced shot for shot, with a few exceptions where the angle was not possible or didn't showcase the area very well. Extra care was taken to produce a look very similar to the original, but in color. The result, in my opinion, really freshens the game and invokes the feel of the area being traveled to. Installation: Installation of Loadscreens in Color is extremely easy. Drop all the files in the "Override" folder in this archive into your Knights of the Old Republic Override folder. The new loading screens will automatically appear, you will not have to start a new game! INCOMPATIBILITY: IF YOU HAVE ANOTHER MOD THAT ALTERS THE LOADING SCREENS, YOU WILL HAVE TO CHOOSE ONE OR THE OTHER. INSTALLING THESE FILES WILL OVERWRITE OTHER LOADING SCREEN MODS. Bugs: None known. Credits: Credit goes to Kexikus for High Quality Skyboxes, which were installed when I took the screenshots. Credit goes to Darth InSidious for his Sonic Screwdriver, which was handy to open doors that wouldn't have been easily opened otherwise. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. 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.
  2. Little project that I've been wanting do do for a while. As I was creating Sleheyron loadscreens, I noticed they looked really great before having to desaturate them to greyscale. So, I decided to use my loadscreen template and do the rest! Some I've had to get creative on, but the results are nice so far: This is what they look like in-game:
  3. Interesting, I tried this earlier but was unable to access the pages. This will be a big help.
  4. Ah, 2DA was the other section I think. A good run down of what the major 2DA files do would be a welcome addition.
  5. Check out my first TSL mod, High Quality Blasters!

    1. Sith Holocron

      Sith Holocron

      Downloaded (along with the color K1 load screens)!

  6. Very interesting. I'm surprised I haven't heard more on this.
  7. That would be beneficial. You may want to check though and see if Darth InSidious still has his. It's a very good tutorial overall, and does include module reskinning.
  8. Okay, so .utc, .uti, etc edits and where to find different things in KotOR tool. Both of those will go under General Modding.
  9. With no end in sight for Lucas Forums' down time, we're running into a bit of problem with tutorials. As you likely know, LF hosted most of the modding tutorials for KotOR I and II. If LF comes back up soon, great, but we still need to address the lack of tutorials on Deadly Stream. I personally don't see much of a problem uploading some of them verbatim here, if they can be found. They are also a valuable reference for writing new tutorials, so if you have any of the old ones archived, please speak up. But, I want to start the discussion for what we want to see out of our tutorial section. First off, I think we could break it up into categories like Lucas Forums did: Resources/Tools General Modding Modeling and Texturing Scripting I want to say there was another one, but I can't remember. Secondly, I think we should figure out what tutorials we need for these categories. For instance, we need a New Module tutorial that shows how to set up a new KotOR/TSL module, a tutorial that shows how to make an NPC walk waypoints, a merchant script tutorial, an alpha channel tutorial. If we can figure out what we need, and can find folks that still have the knowledge, we can come up with new tutorials. But I think the first step is still figuring out exactly what we need.
  10. Likely you have the version for KotOR I, this one is for KotOR II.
  11. What I'd consider doing and what actually happens haven't always been the same... Admittedly, I'd like to redo the armors, but there are a number of problems that set it in an entirely different league than any sort of weapon. I'll outline those here. The first real question is re-model with new textures, or re-texture the old models? This is a tough question, because each has its particular downsides. Remodel AND Retexture A remodel and a retexture might be the easier way to go, but it would likely require more work. I'd have to model all the armors/clothing/robes from scratch. Body and clothing models are already different and much more fluid than blaster or melee weapon models. The other issue is character rigging. For body models, the model has to be rigged and weighted against "bones" that make up the animation. This is a fairly difficult task that requires significant testing to ensure clean animation of the model. Improper rigging can have very bad and immersion breaking results, especially around the joints of the body. Unfortunately, I don't have any rigging experience, making it a new skill I would have to learn from scratch. The upside is that I could UV map the male and female models to use the same texture. In the default game, each has a separate and very different texture that is applied differently to the male and female. This would present half the texturing work required by a straight retexture. Additionally, the remodel would allow me more flexibility with the UV and texture work and could make things easier on the texturing end. Retexture of Existing Models This would definitely be the straightforward way to go. I wouldn't have to mess with the models much, but it does present some challenges. I'd either have to edit all the UV maps for female models (which I have looked into, and it gets fairly complicated) or have to painstakingly reproduce every texture in two forms (also difficult). Fortunately, this method would leave the rigging intact. There would be less troubleshooting or problems, and it would eliminate having to learn an entirely new skill. Ultimately, the best course of action would likely be to bite the bullet and edit all the female models to accept the male textures. There wouldn't be higher quality models, but as I always say, "Good textures save poor models better than good models save poor textures." They would probably still be up to par with the blasters, and would still blend in nicely. But, after that, I'd probably get roped into doing the rest of the NPCs, etc. At some point you're starting to have a brand new game on your hands.
  12. View File High Quality Blasters A KNIGHTS OF THE OLD REPUBLIC II MODIFICATION High Quality Blasters By Sithspecter Installation: Point the installer towards your Knights of the Old Republic II game folder (not the override folder) to install High Quality Blasters. Description: When Knights of the Old Republic II was released in December 2004, it made a number of improvements over the first installment. However, the blaster models were still the same low-quality models as before. After remastering all the blasters in the first game, I knew I had to make the same high-quality blasters available for the sequel. This mod completely replaces the existing blasters with newly modeled firearms, complete with high quality textures. Special care was taken to retain the form and look of the original items, but in a high quality package. Each weapon was carefully textured based on close examination of its default counterpart. It's a much improved package that I hope will be a permanent addition to your TSL override folder for years to come. Use: Use of High Quality Blasters is extremely easy. Run the installer, then play the game. That's it! The new models will automatically appear when you load up your last save. However, this mod does make a couple .uti changes to avoid doubling up on weapon textures. I've applied a new model and texture to a few items that share a model and texture in the default game. The following items are affected: Benok’s Blaster Blaster Rifle Heavy Repeating Blaster Rifle Plasma Projector What this means is that if you already have one of these items, it will still show up as high quality, but it will share a texture with another high quality item. If you re-acquire one of these through cheats or KSE, it will appear properly. This will not negatively affect the gameplay in anyway. Bugs: Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands (especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it. Credit: Thanks to 90SK, Fair Strides, Varsity Puppet, and Kexikus for providing feedback for this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. 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 Sithspecter Submitted 09/19/2016 Category Mods TSLRCM Compatible  
  13. Version 1.1

    33,679 downloads

    A KNIGHTS OF THE OLD REPUBLIC II MODIFICATION High Quality Blasters By Sithspecter Installation: Point the installer towards your Knights of the Old Republic II game folder (not the override folder) to install High Quality Blasters. Description: When Knights of the Old Republic II was released in December 2004, it made a number of improvements over the first installment. However, the blaster models were still the same low-quality models as before. After remastering all the blasters in the first game, I knew I had to make the same high-quality blasters available for the sequel. This mod completely replaces the existing blasters with newly modeled firearms, complete with high quality textures. Special care was taken to retain the form and look of the original items, but in a high quality package. Each weapon was carefully textured based on close examination of its default counterpart. It's a much improved package that I hope will be a permanent addition to your TSL override folder for years to come. Use: Use of High Quality Blasters is extremely easy. Run the installer, then play the game. That's it! The new models will automatically appear when you load up your last save. However, this mod does make a couple .uti changes to avoid doubling up on weapon textures. I've applied a new model and texture to a few items that share a model and texture in the default game. The following items are affected: Benok’s Blaster Blaster Rifle Heavy Repeating Blaster Rifle Plasma Projector What this means is that if you already have one of these items, it will still show up as high quality, but it will share a texture with another high quality item. If you re-acquire one of these through cheats or KSE, it will appear properly. This will not negatively affect the gameplay in anyway. Bugs: Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands (especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it. Credit: Thanks to 90SK, Fair Strides, Varsity Puppet, and Kexikus for providing feedback for this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. 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.
  14. Well, that's the point. All the blaster textures and models in WMO are overridden by HQB. But you still get the improved melee weapons.
  15. The K1 version doesn't conflict. It works fine if you install WMO, then HQB over it. I also hope to do the blades eventually, rendering WMO obsolete altogether.
  16. Unfortunately it's going to take probably another week to polish this. I was hoping for a quicker release, but I'm re-evaluating the weapon/hand placement and it will take some time to go through all the models and get the placement right. But, the end result will hopefully be better than the placement of the originals.
  17. I fail to see how you can fix what seems to be a rigging issue with an .exe change?
  18. Well, 90% of TSL blasters are just the ones taken from K1. There are a few differences, and I've addressed those. And to clarify, the TSL blasters will all still be named the same as they were. The models were all from K1 though, and I've done mostly a direct port with edits in necessary places.
  19. Thanks, I'll check there. Also, is it just me, or is the hand-to-weapon placement horrendous in TSL? The off hand blasters seem to look especially out of place.
  20. While interesting, the original writer stated that both Yuthura and HK-47's references to Sleheyron were introduced as a tribute after the planet was cut. This, in addition to the unavailability of the voice actors, unfortunately limits any possibilities for Yuthura's return to Sleheyron. I will admit that another Twi'lek that knew her could be a viable (and creative) option for this, so we'll consider it.
  21. I'm finally getting around to the TSL conversion. It's mostly complete now, just have to do some packaging and installer work now, plus a bit of testing. Changes this time around are small, but noteworthy. Several weapon variants have a carbine option (heavy repeaters, light repeaters, sonic rifles, ion rifles, disruptor rifles). These carbine versions feature shorter models with scopes removed. Ion blasters and some sonic pistols now have scopes. I was considering giving every weapon that had the option for a scope upgrade a scope, but this all but eliminated any unscoped weapons. I felt that it was too big a change to make to a lot of the weapons, so the rest remain the same. Also, question for you TSL aficionados, what modules contain weapon models as part of the area? I'll need to make some minor adjustments to them.
  22. That depends on whether or not either of us could access or create a suitable environment for recording. I suspect we might if the quality of the audio and the acting would be to a high enough level, but I don't think either of us would want to if the quality would be subpar.
  23. This is what Canderis knows. It's all the knowledge we have currently.
  24. Hey! Sithspecter here from LF. I remember seeing you around. There's still a chance it might resurface, as the domain was recently renewed, so somebody's still paying some sort of attention. If it's truly gone, I am going to miss it as well.