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  1. Today
  2. This is an issue with the model itself, not the UVs. Attach your exported MDL/MDX and source blend file.
  3. Yesterday
  4. Hey there y'all! Been playing KotOR since it's release, great games that don't get old. Trying to get into modding TSL. Have little to no modelling experience, thus not going to attempt anything complex yet, but a sinple model adjustment seems to be over my head right now. I'm resmeshing and retexturing an existing body model in Blender using Kotor tool, it goes pretty well until I get to texturing. I just can't get new UV map to work when exporting .mdl and .mdx. It seems that my custom UV unwrap overwrites any existing UV map, but does not save the new one. The model in game is transparent, like non-existent, just the head floating. What am I doing wrong? How do I get the new UV map ant texture to work?
  5. I remember seeing the previews for the Nar Shaddaa street modules and thought they looked really cool, glad to hear that they might get patched up and released here as a modders resource soon. They have great potential for a Nar Shaddaa expansion or other ideas.
  6. Oh I have Partyswap as well, maybe that is my above mentioned conflict I can't figure out?
  7. View File Component Chemical Shop This mod spawns a 'Shady Duros' NPC in the Telos Cantina that gives you 1 component or chemical for one credit in bundles of 10, 50, 100, 500, 1000, 5000, 10000, or 15000. Pairs well with Call Cousin Vinny (aka Higher Stakes Pazaak mod). Incompatibilities: Incompatible with anything that modifies k_207tel_enter.ncs Should be compatible with TSLCRM (especially since TSLCRM takes out the Handmaiden robe exploit) Acknowledgements Darth Parametric for help with scripting. Fred Tetra for Kotor Tool Fair Strides for DLG Editor Blue for KOTOR Scripting Tool Numerous Deadlystream and Lucasforum tutorials Chainz.2da for his game saves. Deadlystream and Nexusmods are the oily sites I authorize to host this mod. I do not authorize Steam Workshop to host this mod. Submitter RLG Submitted 04/14/2026 Category Mods TSLRCM Compatible Yes  
  8. View File Children This mod will replace and update the children texture files. To Install 1. Download: Children.rar 2. Copy all files to the Knights of the Old republic's Override folder. ple location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love Edited March 14 by Dark Hope Submitter Dark Hope Submitted 04/14/2026 Category Mods K1R Compatible Yes
  9. Hello, I would like to use this mod, but it conflicts with PartySwap - both override k_sup_galaxymap.ncs. PartySwap comes with .nss file, so I thought about merging them manually, but for whatever reason yours is not decompiled properly. I will try rebuilding DeNCS later and trying again, maybe something went wrong there, but I thought maybe you can share raw k_sup_galaxymap.nss (M4-78EP and Coruscanr Jedi Temple compatibility version), please? And respective version of k_inc_hawk.nss, if there are any non-obvious changes. Thanks.
  10. Last week
  11. So had I! @Sith Holocron reminded me.
  12. I have already upscaled most of the textures for the hangar. I'll have to upscale the rest a little later once the specific textures being used are narrowed down. I would need the PSD and DDS files converted to TGA for that to happen though. Once the textures needed are identified, any volunteers for conversion would be appreciated. And yes, I can convert the upscaled TGA textures (and TXI files) to TPC if there's a demand for it. Will the voices I had made for @Quanon be included in the collection?
  13. Version 1.0.0

    1 download

    This mod spawns a 'Shady Duros' NPC in the Telos Cantina that gives you 1 component or chemical for one credit in bundles of 10, 50, 100, 500, 1000, 5000, 10000, or 15000. Pairs well with Call Cousin Vinny (aka Higher Stakes Pazaak mod). Incompatibilities: Incompatible with anything that modifies k_207tel_enter.ncs Should be compatible with TSLCRM (especially since TSLCRM takes out the Handmaiden robe exploit) Acknowledgements Darth Parametric for help with scripting. Fred Tetra for Kotor Tool Fair Strides for DLG Editor Blue for KOTOR Scripting Tool Numerous Deadlystream and Lucasforum tutorials Chainz.2da for his game saves. Deadlystream and Nexusmods are the oily sites I authorize to host this mod. I do not authorize Steam Workshop to host this mod.
  14. Dark Hope

    Children

    Version 1.0.0

    10 downloads

    This mod will replace and update the children texture files. To Install 1. Download: Children.rar 2. Copy all files to the Knights of the Old republic's Override folder. ple location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love Edited March 14 by Dark Hope
  15. Oh, that's not necessary. You're doing the hard work of cleaning up my messy bunch of folders. I already received a lot of praise and thanks, not to mention help, from the community. Feel free to release this under your own name. Though after reading InSidious post, do mention all the other kind folks that worked on this stuff. @InSidious Man, my sincere apologies! I forgot you and Stoney also worked on this. Feel so ashamed :-o
  16. Like any other global item, you can check the UTIs in BIFs -> Templates.bif using something like Holocron Toolset or KTool. Components have the ResRef: compont_00001 Similarly, chemicals have the ResRef: chem_00001
  17. I was wondering if anyone knew the Res Ref for 'components' (that is, components as an item in the invetory Basically I'm writing a mod that gives components and chemicals in return for credits [accomplished by adding the item directly into the inventory TakeGoldFromCreature() function rather than making a store]. I already have the CreateObject function, I just need the res ref for components.
  18. Not particularly difficult for the most part, if you know what you're doing, but not the ideal first mod for someone who has no experience. This would require multiple script edits, dialogue creation, cutscene creation, and the ever-thorny issue of dealing with adding/replacing vanilla companion/NPC dialogue.
  19. Nice to see there's still interest in finishing this mod. As far as I know (and recall), after Q and GM, the mod passed to @Stoney, who shared it with me. I did some work on it (in early 2011, according to my old DMs from LucasForums). So far as I remember (and the files say), I wrote some descriptions for the masks (and probably corrected typos etc in the rest), and Stoney and I set up the merchant to work. Stoney, I think, added SG to the Galaxy Map (I remember experimenting with this, too, and with adding an item to Goto's Yacht to allow access). I also worked on the Scrapyard Skirmish scripting, though I don't think we ever sorted it out. Eventually we passed the files on to @Fair Strides. This is the archive I shared with FS in early 2012-ish, which, amazingly, is still there: https://www.box.com/s/c6mxh8h5epzp6jwaeh74 The model files are almost certainly out of date, and the scripts are likely a mess, but if they're of interest, they're here. Stoney and I also talked about potentially adding some gameplay where you took control of a droid to fight, and gradually got access to upgrades and equipment to improve your droid as you went on, but we never got further than vaguely talking about it. Life got in the way, as it does.
  20. Despite being one of my favorites, something that's always bugged me about the "Party rescue section" when you enter the Leviathan is how Zaalbar gets singled out as the only character you can't pick to save everyone, hell the game outright just calls you out for thinking to use it by saying it's dumb. Been on a recent playthrough and just wondered, how hard would it be to actually make a mod that allows you to actually select Zaalbar? I don't have any experience making mods for KOTOR but it does sound at least theoretically possible to me since the whole event is already made to accommodate so many different characters and I've seen mods like "Leviathan Differentiated Dialogue" give you unique character options for the Rodian prisoner depending on who you play and "Sleheyron- Story Mode" claims it's new party member can do it as well although haven't checked that mod out yet. As said tho I have no clue about modding KOTOR, but I am interested in trying a mod like that sometime later but in the meantime just curious if I'm thinking way too big here. And for fun I guess, the basic story beats of a theoretical Zaalbar rescue - Zaalbar's plan is to play into Sith's stereotypical perception of a Wookie, pretending to be a mad animal and lashing out at the Sith during the capture - Due to all of that, he would either be thrown into the medical ward to be sedated (where he would just break out of), or more uniquely, be throw into the prisoner cell with the mad rodians, who you now have to first fight before your escape (Could say that the forcefield gets damaged during the fight) - The Imprisoned Rodian wouldn't know the Wookie's language, so he would give a talk similar to the one he gives T3 rather then a full on talk
  21. Quanon, you have nothing to be sorry for, you have fully proven yourself a legend. At last, we have the alternative hangar. The files are dated August 2020, two years after Sith Holocron's video, and it's evident in the fact that the module looks even better than it did in that video. I had a feeling that this version of the hangar wasn't older like Fair Strides said, and my feeling was clearly correct. This module is absolutely beautiful, and I'm so glad to finally have it in my collection. I haven't fully looked through everything in the new downloads, and I imagine there's some very cool stuff in there that I'm yet to find, but I did take a look at the Nar Shaddaa folder. I was not expecting there to be three whole modules! The street module is gonna take some extra work on my part to get in game (there's no .lyt file), but I was able to get the two club modules to load and they also look amazing. I'm very much going to enjoy cracking open everything in here for the rest of today, I just wanted to get a quick post out to thank you for coming in clutch to such an insane degree. I know you said you don't care about being credited for all this, but I fully believe you deserve recognition for the work that you put into this game that is incredible by today's standards and absolutely mind boggling to think about almost two decades ago for some of these files. When I was talking to Fair Strides about all this, she was of the mind that when I do release the polished up versions of all these that the upload here on Deadlystream should show up under your username, and I am fully willing to agree to that if you do decide you want primary credit for all this. Again, your "old stuff" is at the forefront of a new era of ambitious modding and you more than deserve to see some recognition when these modules get used in expansions and total conversions and such. I can't thank you enough for going through the effort to dig up all this stuff despite your apparent retirement from KOTOR modding. Now, I'm gonna go see what hidden treasures are in these new folders, I may make a separate thread showcasing the cool stuff I find / progress on fixing broken stuff.
  22. Hello, Nice to see to interest on my old stuff; but I'm not sure if I still have all of this on one of my older hard drives... I haven't done anything on Kotor in ages. And, yes, many of these models where compiled with an older tool. Plus I always worked in 3Ds Max, not certain if this makes things worse or not. Also, as I've mentioned before, anyone can use my stuff. No need to ask. Kotor is ancient, it's beyond ludicrous to still have the demand for permission. Giving a line in the credits is nice, but also... Not needed really. Fun to see people still care about this old stuff So, I've packed up a big WIP folder I still had for Scrapyard games: https://www.mediafire.com/file/ar29fe99qxrjrlg/WIP_ScrapYard.zip/file Mind, it might have lots of stuff in it you already have from my other uploads. It's a horrible mess... And I don't remember much... Sorry about that. Added a few more zips to the mediafire Sellout Folder, I found floating about in an old WIP folder. https://www.mediafire.com/folder/eveve4fybr24n/Q_SellOut A new uploaded zip named NarShadda, should have the models and modules you're looking for. Most of these where also compiled with Kaurora Editor. I still have this tool and some of its versions. Would that help?
  23. I will be keeping an eye on this and if need be, I am here to provide thoughts and support, etc.
  24. It would be cool if I could work with models. Unfortunately, that's not my area of expertise. But if someone took it on, I'd redo the texture. File updated.
  25. Sorry for the delay in seeing this. Would you mind providing a few more details? Which doors gave you problems, the new airlock doors or the original Yavin doors? Did they just not do anything when you clicked on the control terminal, or was the problem something else? What other mods do you have installed? Anything which also edits Yavin Station?
  26. He appears to be active on NexusMods: https://www.nexusmods.com/profile/Quanon
  27. Many years ago in the late 2000s, @Quanon and Glovemaster started working on a mod called Scrapyard Games, aiming to add a space station in orbit around Nar Shaddaa where you could do combat minigames against droids, with some unique rewards. This mod, despite being passed through many talented modders throughout the years, was never finished. In 2011, Quanon created a thread on Lucasforums he called his "Big Sellout" where he posted download links to all of his WIP mods and assets, including Scrapyard Games, so people could use the assets in their own mods. It is through the Big Sellout (and other download links Quanon has sent in more recent years) that a little bit of a KOTOR modding renaissance has popped up over the past few months, due to Quanon's unique talents in creating custom modules for KOTOR. People have been clamoring to use these custom level models to create new mods that don't break immersion by reusing the meshes of existing areas in either game, which is what the majority of KOTOR mods have had to resort to for a long time. Nobody really makes fully custom modules outside of Quanon. (and also Sithspecter.) Because of this, @90SK and I have decided to dig into the Big Sellout, and clean up the assets inside to create a proper modder's resource of all of Quanon's custom modules, as was the original intention of the Big Sellout. A lot of the modules in the Big Sellout are incomplete or non-functional, and the ones that do function in KOTOR a lot of the time have trouble loading in applications like MDLedit, Holocron Toolset, and KOTORBlender due to them being compiled in beta versions of MDLOps. 90SK and I plan to take all the modules in the Sellout (of which we currently estimate around 20 are recoverable), compile/recompile them so they function in all the modern modding tools, fix up texture and walkmesh issues, and potentially port each module to both games so that this utterly invaluable modding resource is more readily useable. Which brings us back to Scrapyard Games, and why I'm making this thread. Several years ago, @Sith Holocron made a video on Scrapyard Games, which I highly recommend watching, as its a great showcase of what the mod was meant to be, and also features a more complete version of the mod than was released in the Sellout. He even commissioned voicelines on Fiverr for the unvoiced NPCs, something astounding for a video that ended up getting such little attention after 7 years. There was, however, a little oddity in the video. The hangar bay of the Scrapyard Games Station is different in this video compared to the version released in the sellout, most notably in the ramp up to the door that takes you to the cantina. The video link I have sent is timestamped to the part of the video showing the hangar, but I have also provided screenshots that show the ramp / upper area. In comparison, this is what the ramp looks like in the version of the module seen in the Big Sellout. As you can see, the version of the ramp in the Sellout is far more cramped and uncomfortable in comparison to the wider ramp seen in the video. Thus, when I noticed the disparity, I decided that I wanted the alternative version for the modder's resource, and contacted Sith Holocron myself to see if he could send it over. But Sith Holocron didn't have it anymore. The version of Scrapyard Games he sent to 90SK had the hangar design seen in the last screenshot, the one in the Sellout. He directed me to Fair Strides, who was able to send a newer version of the module dated 2015, as opposed to the Sellout version which was dated 2008, but this also was the same hangar design, albeit with slightly different textures and lightmaps. Fair Strides clarified that the version in the video was actually an older version of the module, and sent over the earliest version of the module she had on hand. ...Which was the exact one in the Sellout, same date modified and everything. Everyone has been incredibly helpful in trying to track this potentially almost 20 year old file down for me, and I'm more than grateful for that, but things were starting to feel like that scene in The Good Place where Michael is telling Janet to give him the file on Eleanor but she keeps on handing him a cactus instead, especially considering Sith Holocron had it in his video, and he got the build of Scrapyard Games from Fair Strides, but it seems to have at no fault of their own vanished from both of their computers since then. Not keen to give up, and recognizing that every day we waited, the more likely a hard drive would fail and the module would be lost forever, Sith Holocron suggested we contact Quanon himself to see if he still has it. At first the plan was for me to contact him on the Lucasforums Facebook group, but then we decided it would be better if I made a post on Deadlystream which he would send to Quanon, detailing with screenshots exactly what I want, and what I plan to do with it. Which is this post. It's come a little bit later than Sith Holocron wanted, and is also maybe longer than it should be, which I apologize for. I'm not 100% sure this is the right channel for this, considering I'm looking for something which was never publically released, if it's not, then my apologies to the staff here for making my first post a misstep. The main purpose of this post is so Sith Holocron can send it to Quanon, but from what he's said, pretty much every notable modder from this era had their hands on Scrapyard Games at some point in time, so its also a public invitation for anyone who worked on Scrapyard Games to check their old hard drives to see if they've got the version of the module I'm looking for, and also to sound off so I can eventually credit you as part of the Scrapyard Games Team when 90SK and I have the modder's resource finished. P.S. to Quanon, if/when you do end up seeing this, I figure I should also ask about the Nar Shaddaa street module seen in this video. From what I gathered on the Lucasforum Archives, this module was made years after the Sellout, and I think it'd be a very cool addition to the archive of your modules, so I figure I'd ask if you have it on hand as well.
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