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Files posted by Malkior
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Blasters Reloaded
=__- Blasters Reloaded: -_=
Ranged Weapon Feats Overhaul for KotOR 2
By:Malkior
Description:
Many of my mods span back several years,
but this one is a bit more recent. Essentially at its core,
this is a realism mod focused on changing all of the blaster
feats to be tied to each individual item rather than being learnable on the Level Up screen.
This in turn means that you will need to purchase a blaster with the Rapid Fire,
Power Blast, or Sniper Shot feat in order to use those abilities.
-Every single weapon UTI that I could find has been altered to add these feats when it is equipped, so each blaster should carry its own cost and benefit. Blaster Pistols have fewer feats but are generally more exotic, while Blaster Rifles offer more feats as well as advanced and master versions of them. A few unique blasters, like Luxa's Disruptor have their own share of surprises. Each weapon also follows a formula it "logically" would, such as heavy blasters carrying the Rapid Fire feat, and shotguns having the Power Blast. This should change up the general way to play, so experimenting on which weapon to choose may be necessary.
I designed this mod after noticing how in the later game,
all blasters except for very specific ones become pointless as the
Master versions of the blaster feats make up for any insufficiencies they have.
From a realism perspective, this made no sense, as you can't "learn"
how to fire any gun you find on full-auto; (or any other ranged feat spells)
and from a practical perspective, it removed the need to use anything other than
the gun you prefer for the entire playthrough, thus making purchasing weapons
a futile affair.
This mod is aimed to remedy that situation.
Installation:
I have designed this mod to use the TSLPatcher for the
benefit of mod compatibility.
To install, hit the "Install Mod" button to proceed with the TSLPatcher
installation, ensuring there aren't any errors in the changelog.
Uninstallation:
To uninstall, copy-paste the .uti files and feat.2da in your Override folder
with the files from the "Backup" folder that the TSLPatcher created
(Should be inside the same folder as the installer .exe).
NOTE: This will effectively put your game files back to the point before you installed the mod, but you will still have to use a new savegame to fully remove this mod's changes.
Unfortunately, this is just the way the game files work.
Compatibility:
Please let me know if there are any mods that conflict with mine,
and I will work to make them compatible.
Permissions:
Please inform me and credit me if you would like to add my mod to your own.
Credits:
This would not have been possible without the many people on DeadlyStream who have helped immeasurably including:
LiliArch for coming up with the mod idea in the IRC chat;
Rece of RealRece Youtube fame for his work in drafting up the weapon feats for all 60 weapons;
Fair Strides for walking me through the intricacies of setting up a TSLPatcher Install and helping with this very Readme;
The rest of DS for their constant support and feedback;
Fred Tetra for his Kotortool with which the UTI edits would have been much harder;
Stoffe for the TSLPatcher;
Bioware for making Kotor 1; Obsidian for making Kotor 2;
Lucasarts for allowing that to happen; and George Lucas for creating the first Star Wars which started it all...
1,226 downloads
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Ebon Hawk Revival Reskin Project (Kotor 1)
Description: Ever since I first saw the blurry mess of a texture in the Kotor 2 prologue,
I've dreamt of a way to fix it.
This project thus will consist of two stages,
this first release is for the Ebon Hawk you see in Kotor 1 with a full visual exterior overhaul.
Every panel is completely drawn by hand to ensure the model looks good from every angle with the ultimate goal of using this as the basis for finally fixing the Ebon Hawk during the T3 sequence in Kotor 2. The next step will be the fully battle damaged exterior piece with emphasis on making it finally look decent. I was also informed by a trusted source that the minigame model texture could greatly benefit from this treatment, so that's also in the works.
Update 1.1
While working on the Kotor 2 version, I noticed there were a few areas that I could improve on with its Kotor 1 counterpart.
The panel work has received a massive overhaul to better match the Vanilla texture including far more detailed colors and a completely redesigned nacelle top.
I've also created a much better version of the engine trench (The metallic texture on the sides that denote exposed mechanical details) which I really felt needed the facelift.
Lastly, per a great suggestion by ConansHair, I've included some window textures to complement the exteriors with permission from Dark Hope's IGM.
This will hopefully be the last big update, but as I continue to work on the Kotor 2 and now the minigame model, I will continue to incorporate any improvements as I make them.
Installation: Inside of the zip file are twelve textures for the Ebon Hawk wherever it is landed as well as twelve window textures with TXIs. To install, simply drag these files into your Override folder, or if you don't happen to have one it must be created. (Default Steam Path is C:\\Program Files\Steam\SteamApps\Common\SWKOTOR)
Uninstallation: Take the textures and TXI files included in the ZIP file out of your Override
Permissions: Please let me know if you want to use these textures in one of your mods. I only ask you to credit me for the vast amount of work this ended up being
Credits:
This would have never seen the light of day without help from my friends on DS.
ConansHair for Beta testing and for continually awesome suggestions like incorporating EnvMaps
and adding features from other Vanilla Hawk textures which vastly improved the overall look.
Sith Holocron for his helpful feedback and the use of his landing platform texture
Dark Hope for letting me use her cockpit textures which have greatly increased the visual style
of the windows and allowed me to customize them per planet.
I would also like to thank Thor110 for letting me use his upscaled Ebon Hawk texture from his modder's resources which more or less also inspired this endeavor.
Kotor1 Saves by djh269 for help while testing (special shoutout for having Force Speed on by default ),
Fred Tetra for Kotortool,
Adobe for their Photoshop, Bioware for creating Kotor,
and lastly George Lucas for being instrumental in creating this Star Wars universe I continue to enjoy.
752 downloads
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Maintenance Officer Realistic Reskin
One thing that I found blatantly irritating is that while the dialog for how the Maintenance Officer met his demise on Peragus was both graphic and descriptive, the actual "body" of the aforementioned was absolutely untouched. This really breaks the immersion for me, so I changed the texture for his model and re-skinned the texture to have more "damage".
The screenshots do a pretty good job of showing what it looks like.
19,311 downloads
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Visually Distinctive WeaponTypes
This mod is actually quite old. I submitted it a while ago for testing purposes, but never got to actually uploading it for DS.
Basically it's a retexture of all of the different weapon's effects for each ammo type. Each bolt is customized so that no longer do the disruptor and ion weapons have the same muted white blob. After a little while, I also got into editing the bowcaster as well, so now it has something more akin to its appearance on the Jedi Knight games. All of the weapon's effects are edited.
Installation:
This mod uses the TSLPatcher to install, so just follow the instructions and it'll do its thing.
<</ Notes for update for 1.1
There were a few files that I somehow forgot to include in the original installation TSLPatcher.
So if you already installed my version 1.0 of this mod, I have included in this download the fixed files
to be dropped into the Override, so that you won't have to reinstall this mod.
However, the TSLPatcher will now install everything properly as well.
Uninstallation:
Replace the ammunitiontype.2da in the override with the one found in the TSLPatcher backup folder and delete the files listed in the tslpatchdata from the override as well
Permission:
Please don't this in your mod without my permission
Thanks:
Adobe for the Photoshop, Lucasarts and Obsidian for making Kotor 2; with which none of this would be possible,
Mav for his easy to use and informative TSL Blaster Bolt Retexturing Tutorial link:http://www.lucasforums.com/showthread.php?t=168268
, FairStrides for his input and initial testing
, SithHolocron for the assistance and advice
, The rest of the DeadlyStream community for remaining helpful and supportive for all of this time,
and George Lucas for creating Star Wars in the first place
4,010 downloads
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Grass and Foliage Reimplanted
Ultimately, my hope for this project is for it to extend to every piece of greenery to finally move Kotor 2 into something visually closer to what Obsidian's Concept art depicts (or hopefully better). However, right now I only have enough time at my disposal to work on small portions incrementally, and rather than leave this in development forever, I've opted to release each new increment as an update on this download page until it reaches completion. I guess it could be thought of as a Steam Greenlight that is always free and only exists to benefit the community.
Right now all I have is the Duxn jungle foliage texture which I've rebuilt from the ground up to imitate what actual dense undergrowth looks like. I originally planned to use an area template file to make the plants look larger but it ended up somewhat redundant and the plants look fine as is.
Please let me know if there are any problems or if the alpha is out of place.
959 downloads
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Kotor 1 Texture to Kotor 2 Game Bridge
A friend suggested that I upload these here since finding these darn things is quite a chore, and because the difference is honestly quite dramatic.
It really is what it says on the tin. I took a bunch of Kotor 1 files and collected those that were downgraded for Kotor 2 (Obsidian literally saved them at a smaller resolution for no adequately explained reason other than perhaps to save resources for console release or because the engine was lagging)
So, it's a quick texture swap.
I've included a far more in-depth explanation for installing in the readme, but the gist is, you drop these in your override to install them and remove them from your override to uninstall them.
I obviously take no credit for these nor do I claim any rights/give permissions in their usage.
If you wish, I can provide a TXT document listing all of the textures for using your own Kotor 1 files instead of these.
939 downloads
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Higher Detail Handmaiden Skin Retexture (Fit an Athletic Version)
This is a culmination of my work to attempt to add some level of accurate anatomy to the skin textures of various characters. Since FS recently uploaded his own edit of the Handmaiden's underwear model, I was tasked with editing a reskin of the Vanilla model I had previously been working on.
This is that texture...
Note: It is in fact derived from the Vanilla texture, except it was designed around Fairstride's aforementioned Handmaiden Fit and Athletic mod, and so would probably look best with it.
-Technical Information:
This texture uses my new technique of "adding" skin pores by overlaying some edited noise and using a few soft brushes to create the illusion of subsurface scattering.
I had originally envisioned using an alpha layer to imitate light reflecting off of its surface, but it ended up looking a bit too metallic,
and seemed to detract from the cleaner look you get in Vanilla. I still plan to try this out in subsequent builds, but right now this version looks the most appropriate to me.
If there are alterations or changes you'd prefer, I would be more than happy to oblige.
To Install: Drop in the Override Folder; If you don't have an Override folder, you will have to create one
To Uninstall: delete or remove p_handmaidenBA.tga, p_handmaidenH.tga, and p_handmaiden.txi from the Override folder
Permissions: I request that you credit me if you are to use this texture in your own mod
Credits: The DeadlyStream community for their continued support of this rather odd hobby, Special thanks to FairStrides and LiliArch for their scrutiny and enthusiasm that I just upload this blasted thing already;
Obsidian for creating Kotor 2, Bioware for creating Kotor 1 which lead to 2, Lucasarts for producing Kotor 1 and 2; Adobe for creating their Photoshop, and George Lucas for his part in creating this wild universe we've been living in for 30 years
10,247 downloads
- handmaiden
- retexture
- (and 2 more)
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A Darker Peragus REDUX
Using the techniques pioneered by the great modder Canderis, I have created my own version of the Darker Peragus formula.
However, when working with the darker areas, I noticed that no matter what I did, all of the Plasteel Canisters and Footlockers were much too bright.
And so, with the help of my modding compatriots, I have darkened all of the placeable items in the Peragus, Peragus Spacewalk, and Harbinger portions to match the darker lightmaps.
To Install:
Choose from either the full REDUX (WIth all of my customized lightmaps), or from the compatibility option (For those using Canderis' A Darker Peragus mod)
(Note: There are two versions available to download. Use the A_Darker_Peragus_REDUX_TSLRCM if you have TSLRCM installed, and A_Darker_Peragus_REDUX_Vanilla if you don't)
To Uninstall:
1) Replace the .mod files in your Modules folder with the .mod files found in the Backup folder
created by the TSLPatcher,
2) Replace the placeables.2DA in your Override with the placeables.2DA from the Backup folder, and
3) Copy all of the TGA MDX and TXI files from the TSLPatchdata folder to your Override
(let them overwrite files if they’re already there), and then delete them all from it
Permissions: Please inform me if you would like to use this mod or its assets in your own projects.
Credits: Canderis for his permission in making a compatibility for his mod and for teaching me how to
edit lightmaps to darken levels with his own mod A Darker Peragus;
FairStrides for his endless insight, his BGR-RGB Converter,
and for packaging this mod’s install as well as walking me through the process,
LiliArch for her research into editing assets within the GIT
and teaching me what a ColorTweak variable is; Darth Sapiens for his resource Cubemap Pack to make the
Spacesuit snazzy; The rest of the Deadlystream community for their continued support and enthusiasm;
TK102’s KGFF for its easy to use interface and raw GIT editing power;
Fred Tetra for making KOTORTool which is still my favorite modding utility;
Adobe for their Photoshop; Obsidian for making KOTOR2 in the first place;
Bioware for starting the KOTOR craze in the first place;
and George Lucas for starting all of the Star Wars insanity.
2,602 downloads
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Realistic Improved Effects Texture Mod Addon: Lighting Color Pack
This is just a simple idea from a good friend here on DS.
Basically Rece of RealRece fame asked me for a bunch of wacky colors for the force lightning I used in my effects mod.
All of the files are the same three textures with different colors; so find a folder and pick the one that suits your fancy.
Also included is an "Alt conjure No Texture" folder that removes the conjure animation texture from the effect, if that's your thing.
Props to Rece for uploading these nice looking screenshots.
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Installation: Place whichever file in the folder of your choice inside the Override folder in your Kotor game folder. If you don't have an Override folder, you will have to create one.
//
Uninstallation: Remove the texture files found in this mod from your Override folder
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Compatibility: This mod works for both Kotor 1 and Kotor 2 - The Sith Lords
\\
Permissions: Please let me know about using this mod, but don't use it without permission.
/
Credit: TriggerGod for the texture which I used as the base for this texture, Rece for his request, FairStrides for doing it first
Adobe, for their Photoshop which I relied for in editing, Bioware and Obsidian for these great old games, and George Lucas for starting this whole Star Wars thing
730 downloads
- lightning
- color variety
- (and 3 more)
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My Realistic Improved Effect Retexture Mod
This mod is a retexture of a majority of the effects for both Kotor 1 and Kotor 2.
It basically started when I changed the spark texture, and then just kept on going.
The mod assets are pretty simple to use, you just pick which texture you want to add to your game, and put them into your Override folder.
The lightning has an alternate file in case you are interested in force lightning more akin to the movies (where it has no conjure animation)
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Pasted from Readme:
{..) Description:
This is a retexture of all of the effects in both Kotor games. It's simple in design, but has
a huge impact on the look and feel of gameplay.
Included are changes to the Sparks thrown when weapons impact enemies or walls,
the lightning and drain effects, the fireball and ion explosion textures, the rain and snow textures in K2,
the shape and size of the explosion particles,
and an alternative texture to the mine detection overlay which makes them less like a bright red ball.
{..>To Install:
Drop all applicable files into the Override Folder. If you don't currently have an override folder,
then you'll have to create one.
I have separated the textures into corresponding folders for easier choice of what you would like to install
The files are also separated by game, since Kotor 2 has rain and snow, while Kotor 1 does not.
{..<To Uninstall, either remove or delete the files contained in this download from your Override folder.
{..<Compatibility: This mod uses a few model .mdl and .mdx files in order to fully change the spark retexture.
If you have any of them already in your override, they may conflict.
{..>Possible Future Changes or Additions:
I am considering changing the explosion animation file and if possible, the very structure of
explosions. However, that will probably be a bit later after I have read more into the effects files.
{..<Credits:
Stevo and Rece for testing my Spark retexture to ensure compatibility,
TriggerGod for his permission to use his lightning texture as a base
Adobe for their Photoshop, Lucasarts as both Bioware and Obsidian for making the Kotor games,
The very special community on DeadlyStream for their constant feedback and assistance,
And lastly, George Lucas, for creating the Star Wars movies which has since spawned its ever expanding
universe...
4,153 downloads
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Malkior's Kotor 2 Sound Collection
This is my first foray into sound editing, so please be gentle.. :'
The story begins where I really hated the canned sound that the thunder makes when it's playing on Dxun. It may get the job done, but it just sounded so underwhelming to me. I went into a sound editor and added a few bass filters until, voila! I had a thunder not only loud, but with my subwoofer, of a great amount of impact.
Anyway, after a quick tour of the Kotor 2 sound files, I found a few of the files that I felt needed an audio boost or overall change and changed them. Thus compends this semi-comprehensive collection of all of the sounds I've edited over the years.
To Install: Just drop whichever files you like into your Override folder
To Uninstall: Remove the files listed in the TSLPatchData folder from your Override folder
Compatibility: This is compatible with any mod that doesn't have audio files with the same name
Permissions: Please let me know if you are going to use these sound files in your mod
Credit: Lucasarts for making Kotor and Kotor 2, Both Obsidian and Bioware for working on them,
The Audacity sound editor team, and the constant support and assistance from the DeadlyStream
community which has kept me modding, Also George Lucas who created Star Wars from the get-go
1,264 downloads
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Aliens Redetailed Mod
This mod has actually been in the proverbial pipes for quite some time now. Thanks to some extensive help from Kyrie on the forums, it can finally see the light of day.
What is this mod, you ask? Well it was originally a mass retexturing of all of the alien eyes to better match those seen in the films by getting rid of those irritating painted-on eye specular shines once and for all. This being done by making the specular shine via alpha layers and cubemaps rather than a diffuse texture. The coolest part about this is, the eye reflections are fully dynamic, and if you alter the angle that you look at them, they will actually move across the eye.
However, time has duly marched on, and since then, I have been adding more things to my modifications as well as fixing small visual things such as:
giving the Boma a punch-through modifier and alpha map to its teeth, so you will now be able to see-through them,
the Toydarian now actually having some (albeit painted-on) clothes and no longer being naked in the middle of the street; thus confronting a problem which always disturbed and confused me,
the Aqualish having shiny tusks and eyes (for visual effect),
and the Twileks having shiny skin (more akin to the movies)
Also included in an optional capacity, are a few experimental reskins that I wasn't comfortable forcing on whoever downloaded them as they are purely a matter of taste. These include
a CM_Baremetal/Specmap revision of Luxa to which she now has shiny skin (that zeltrons typically have in the EU),
some tattoos added to the Twin Suns to give them some identity (A collegue told me that "real" assassins wouldn't have such obvious markings, but I like them anyway, personally),
and a recoloration of the Gamorean thugs to a more green and color-saturated look.
(examples of these are in the screenshots)
All of that said, I hope you like how this mod looks; and that the visual effects it provides will make alien encounters and cantina sequences more cinematic and cooler to look at.~
5,421 downloads
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More Vibrant Skies
Ever wonder how it feels to run from level to level and look at nearly every sky texture border to make sure that every pixel matches?.. I sure do now.
My goal was to make all of the skyboxes look more "alive" by changing certain values in photoshop to getting rid of the twilight/grey color palette that was used. The only skybox I actually repainted the entirety was dxun to make it look like the player was actually in a thunderstorm and not those grey wispy things. (there were two zones and each required their own texture)
I also provided options if you don't want the moon and/or planet on the background on Dxun and two variations on the suns of Dantooine and Telos.
(Also included is a small .txi file that makes the girders outside Telos Station more visible and less like paper mache`)
Hopefully they make Kotor II more visually appealing than the original game did.
17,551 downloads