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Found 21 results

  1. Version 1.0.0

    13,272 downloads

    [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb
  2. View File Quanons Manaan Upscaled Textures This mod will add upscaled textures for the Manaan part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and: Enjoy! Minor note: No the Sith base is not included, this is a separate texture set within the game, it gets used on various other locations to. So it'll be a pack on its own. Sky textures are made by the awesome Kexikus get them here: => https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ => https://www.nexusmods.com/kotor/mods/69 For the best looking Cantina signs, pick up this mod by SithHolocron: => https://deadlystream.com/files/file/1135-animated-manaan-cantina-sign-for-kotor1/ Submitter Quanon Submitted 05/12/2022 Category Mods K1R Compatible Yes  
  3. View File Quanons Ebon Hawk Interior Upscaled Textures This mod will add upscaled textures for the interior of the Ebon Hawk. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a look at the screenshots and; Enjoy! EDIT: Looks like I forgot to pack the tpc normalmap files, you can get these with the extra ZIP I provided. Just unpack/ copy to the override folder! Sky textures are made by the great Sithspecter get them here: => https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ Install these after my pack and just overwrite them when asked. Other great texture mods to improve the many monitors and screens in the Ebon Hawk by talented SithHolocron: => https://deadlystream.com/files/file/848-animated-ebon-hawk-monitors-not-including-galaxy-map/ => https://deadlystream.com/files/file/1237-more-subtle-animated-ebon-hawk-monitors-still-not-including-galaxy-map/ => https://deadlystream.com/files/file/1032-kotor1-canon-animated-galaxy-map/ => https://deadlystream.com/files/file/724-kotor1-animated-galaxy-map/ NormalMaps.7z Submitter Quanon Submitted 05/09/2022 Category Mods K1R Compatible Yes  
  4. Version 1.0.0

    716 downloads

    This mod will add upscaled textures for the interior of the Ebon Hawk. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a look at the screenshots and; Enjoy! EDIT: Looks like I forgot to pack the tpc normalmap files, you can get these with the extra ZIP I provided. Just unpack/ copy to the override folder! Sky textures are made by the great Sithspecter get them here: => https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ Install these after my pack and just overwrite them when asked. Other great texture mods to improve the many monitors and screens in the Ebon Hawk by talented SithHolocron: => https://deadlystream.com/files/file/848-animated-ebon-hawk-monitors-not-including-galaxy-map/ => https://deadlystream.com/files/file/1237-more-subtle-animated-ebon-hawk-monitors-still-not-including-galaxy-map/ => https://deadlystream.com/files/file/1032-kotor1-canon-animated-galaxy-map/ => https://deadlystream.com/files/file/724-kotor1-animated-galaxy-map/ NormalMaps.7z
  5. Version 1.0.0

    439 downloads

    This mod will add upscaled textures for the Manaan part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and: Enjoy! Minor note: No the Sith base is not included, this is a separate texture set within the game, it gets used on various other locations to. So it'll be a pack on its own. Sky textures are made by the awesome Kexikus get them here: => https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ => https://www.nexusmods.com/kotor/mods/69 For the best looking Cantina signs, pick up this mod by SithHolocron: => https://deadlystream.com/files/file/1135-animated-manaan-cantina-sign-for-kotor1/
  6. Version 1.0.0

    462 downloads

    This mod will add upscaled textures for the Tatooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and; Enjoy! Also try and spot the babies while on Tatooine. EDIT: Added a tiny zip with a missing wall texture! Sky textures are made by the awesome Kexikus get them here: https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ Qs_Tatooine_miss.7z
  7. View File Quanons Tatooine Upscaled Textures This mod will add upscaled textures for the Tatooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and; Enjoy! Also try and spot the babies while on Tatooine. EDIT: Added a tiny zip with a missing wall texture! Sky textures are made by the awesome Kexikus get them here: https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ Qs_Tatooine_miss.7z Submitter Quanon Submitted 05/07/2022 Category Mods K1R Compatible Yes  
  8. View File Quanons Dantooine Upscaled Textures This mod will add upscaled textures for the Dantooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. It's still a 400% improvement on the older files. Have a peek at the screenshots I made and; Enjoy! Sky textures are made by the awesome modder Kexikus get them here: Submitter Quanon Submitted 05/04/2022 Category Mods K1R Compatible Yes  
  9. Version 1.1.0

    721 downloads

    This mod will add upscaled textures for the Dantooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. It's still a 400% improvement on the older files. Have a peek at the screenshots I made and; Enjoy! Sky textures are made by the awesome modder Kexikus get them here:
  10. Update 01 // Main: 02/15/2021/PM Update 02 // Bar 01: 02/18/2021/AM Update 03 // Quick Tour Inside the Hub: 02/19/2021/AM Update 04 // Bar 02: 02/21/2021/AM Update 05 // Bar 03: 02/24/2021/AM Update 06 // Island Bar & New Dancer Stage: 03/31/2021/AM Stay tune to be updated and/or follow the thread for notifications! 😁
  11. Since DeadlyStream supports discussion about other games that is non-Star Wars, as the section said so -- I tried to push my luck here with a question for Mass Effect's -- because I can't for the life of me finding an active forums that discuss [not that only host mods] on ME modding. Also, no harm on doing this here I guess, which intention is to take all the help I can get from this beloved forums. So, I want to change the BGM that plays on an area to a customized one, particularly around the Upper Markets located on the Citadel -- Upper Wards. Well, you know - the section where we observe the view of Citadel's wards with Ashley and Kaidan. If there's way, how can I do that? Much thanks for considering this.
  12. Is there any tutorial on how to make a new transition area to a new module? I haven't found any such tutorial here or on lucasforums on archive.org... All i know so far is that i must record the XYZ coordinates of where i want the new transition area using the whereami console command, but i have no idea how to implement the transition area to the module. I want to insert the new transition area here on Lehon: Many thanks in advance!
  13. View File [K1] Temple Main Floor - Missing Lamps Fix [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb Submitter ebmar Submitted 12/31/2019 Category Mods K1R Compatible Yes
  14. Greetings, and Happy Holidays, fellow Jedi! I have a question which - There is a custom module [B] which is copy-paste from vanilla [A], and the only difference is the skyboxes texture it uses [and that I assume no alternatives other than to make a custom module it based on]. I wanted the PC to warp to B from [C] -which is a custom module also- but upon arriving, the NPC placement is different from A and looks like it's having different state of boolean too. Can anyone help me with guessing what could be wrong or missing to make it work as expected? The procedure of warping should be something like this: A --> C --> B Much thanks for considering this.
  15. Greetings, fellow Jedi! Hope y'all doing fine. I need an assistance on guessing what these are: Are they AuroraLight or Lightmap? The area model in discussion is m26aa_14a. The problem is - I have changed every AuroraLight's Color Controllers there to my likings but they don't seem to linked with the glowy area around the yellow marks. So I guess I'm stucked and needing assistance to proceed further. Many thanks for considering this and may the Force be with you!
  16. Greetings, fellow Jedi! Hope y'all doing fine. On Ahto City there's a beautiful cantina with [supposedly] beautiful scenery there. Unfortunately, they're blocked by an arrogant wall of metal, lol. I pick up the area model which is m26aa_11a and delete the vertex which supposed to be the metal-wall so they looked like this: But I'm stuck with a platform/structure on the high seas there. They're positioned above the water levels so they have that redundant part that are shown as seen with the first and third images. The structure's texture in talk supposedly LMA_bboard01. So, what I'm requesting is: Could someone remove the metal-walls similarly like the images above and repositioned the background-structure so the upper part of it rises at the same level as the water. If they want to replace the metal-wall with something like LTS_window that would be greatly appreciated Any further improvement and/or improvisation as they [the author] see them fit also very much welcome. 😛 Many thanks for considering my request - and may the Force be with you! Update: in the end - managed to did it myself, hahah. The relevant model is m26aa_set, and the mesh is Box01z. By using KOTORmax we can lowered the bottom part of the mesh to the same level as the sea; note that I used the grid as an indicator for the ground level. The result is far from perfect but I'm personally pleased with it:
  17. Greetings, fellow Jedi! Is there any tools to easily locate the name of the area we were at? For example; I would like to know exactly what's the name of the area model where I am at right now without having to poke through every Dantooine area models [m13aa_xx] inside the extracted models.bif. 😁 Screenshot: Many thanks for considering this!
  18. 179 downloads

    Not really a mod, more of a modding resource. Here I've gathered the 7 most useful 'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially just room models in the game files. Why do I say 'most useful'? There are a few more - one of which is a slice of corridor, and several bits of the Unknown World temple-top, but none of these are much different or much more useful than the already existing modules, or the ones I have packaged here. Neither are they particularly exemplary. And so, here they are. I would guess that the modules' functions would be: In 2006-7, I found a variety of 'lost' modules in KotOR I, which I released as a pack. This consisted mainly of areas for which area models, walkmesh and lightmaps existed in the game files, but no module file. I complied these for use. Shortly aftewards I found around three others for TSL, which I intended to release around the time of my release of another mod of mine. The mod got delayed, and I forgot about the lost modules for a long time, until reminded by VarsityPuppet. Unlike the KotOR I set, these don't appear to have been made for areas which were then unused, but were probably for test effects, or similar purposes. They are: 000test - Empty, box-shaped room. The camera clips through the walls, like it does in most custom modules. 000trl - Small, empty area with a foggy floor. Perhaps has something to do with the main menu, when completed by a character with the Sith Lord prestige class? 999dia - Very large, flat plane, with walkmesh and lighting. Perhaps a test? Usage and credit I make no claim over usage - you may create and upload your own versions of this mod however and wherever you like - but please credit me appropriately. Please also do not upload or claim credit for an unmodified version of this mod elsewhere. It's just rude.
  19. Guest

    2

    From the album: Telos Polar Region

  20. Guest

    1

    From the album: Telos Polar Region

  21. File Name: [TSL] Lost Modules Pack File Submitter: InSidious File Submitted: 05 Nov 2016 File Category: Modder's Resources Not really a mod, more of a modding resource. Here I've gathered the 7 most useful 'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially just room models in the game files. Why do I say 'most useful'? There are a few more - one of which is a slice of corridor, and several bits of the Unknown World temple-top, but none of these are much different or much more useful than the already existing modules, or the ones I have packaged here. Neither are they particularly exemplary. And so, here they are. I would guess that the modules' functions would be: In 2006-7, I found a variety of 'lost' modules in KotOR I, which I released as a pack. This consisted mainly of areas for which area models, walkmesh and lightmaps existed in the game files, but no module file. I complied these for use. Shortly aftewards I found around three others for TSL, which I intended to release around the time of my release of another mod of mine. The mod got delayed, and I forgot about the lost modules for a long time, until reminded by VarsityPuppet. Unlike the KotOR I set, these don't appear to have been made for areas which were then unused, but were probably for test effects, or similar purposes. They are: 000test - Empty, box-shaped room. The camera clips through the walls, like it does in most custom modules. 000trl - Small, empty area with a foggy floor. Perhaps has something to do with the main menu, when completed by a character with the Sith Lord prestige class? 999dia - Very large, flat plane, with walkmesh and lighting. Perhaps a test? Usage and credit I make no claim over usage - you may create and upload your own versions of this mod however and wherever you like - but please credit me appropriately. Please also do not upload or claim credit for an unmodified version of this mod elsewhere. It's just rude. Click here to download this file