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#55712 Full Jedi Council

Posted by Kexikus on 20 April 2017 - 03:12 PM

I have both Vima and the Duros Jedi ingame. Now I just need a proper texture for Vima's clothing and also figure out how I can give the Jedi K1 style robes without screwing up their later appearance.

#55578 Full Jedi Council

Posted by Kexikus on 17 April 2017 - 04:44 PM

Why not place Masters Zhar and Dorak?

Maybe also a female elderly commoner in Nomi's Robe as Nomi or a red-haired one as Vima?

I'd encourage you to replace Wookiee and Duros as they cannot wear Jedi Robes. A more unusual alien would be great though, maybe a Jedi Rodian from RoR?


I tried to add as many known Jedi to the Council as possible, but the only confirmed member of the Jedi High Council is master Vandar. Zhar and Dorak were never part of the High Council, Nomi Sunrider was part of the Council 20 years earlier and it's not known if she still was at that time (and she would have required a new unique head which I decided not to do as there's no confirmation for her). The named Council members from the KotOR comics were also no longer part of the Council at that time which is why I replaced them.


And there is no Duros in there for the exact reason that he cannot wear Jedi robes. This fact is also the reason why there's only new humans, Twi'lek and a Devaronian as they can wear Jedi robes. A Wookie on the other hand wouldn't wear robes anyway so I included one to get some more species in there.

#55575 Full Jedi Council

Posted by Kexikus on 17 April 2017 - 04:08 PM



File Name: Full Jedi Council

File Submitter: Kexikus

File Submitted: 17 Apr 2017

File Category: Mods

TSLRCM Compatible: Yes


Have you ever wondered why for something as important as the Exile’s trial, only 5 members of the Jedi Council are present? Well, you no longer have to. This mod adds 7 additional Jedi to the trial scene in order to get a full council. These Jedi are master Vandar from K1, two humans, two Twi’lek, a Devaronian and a Wookie.


Run TSLPatcher.exe and let it do its magic. It should find your TSL installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod.
For modders: I included the source script in the download in case you're interested. Ignore them if you only want to install and play the mod.


Delete jedi_001.utc to jedi_006.utc, jedi_vandar.utc, k_spwn_sit.ncs, n_yoda.mdl/.mdx and s_yoda01.mdl/.mdx from your Override folder. Then find the backup of 950COR.mod created during the installation of this mod (it is located in the backup folder that was created in the folder where you ran TSLPatcher.exe) and copy it into the Modules folder of your TSL installation, replacing the one already there. Note however, that this might screw up other mods that modified the same file and were installed afterwards!


This mod should be compatible with everything except for mods doing the same thing and mods that edit Vandar’s model (texture edits are fine)


Mod by Kexikus
TSL Patcher by stoffe




Click here to download this file

#55561 Kreia with lightsaber

Posted by Kexikus on 16 April 2017 - 10:13 PM

.ncs files are compiled scripts and AFAIK there's no way of editing those. What you need are the source scripts (extension .nss). For some scripts you can find these under BIFs -> scripts.bif -> Scripts, Uncompiled in KotOR Tool. For most they are not available. However, there's a tool called DeNCS (available here) which is a Java application that allows you to decompile most scripts.


So, unless you were able to find the source scripts in the game files, download DeNCS and run it. Then use it to open your extracted compiled script (.ncs). Now you'll either see the source script or you have to right-click and select "Show Decompiled Script" (or something similar; I'm too lazy to check). Then open KotOR Tool's text editor or the KotOR Scripting Tool and paste the source script from DeNCS in there, save it as <original file name>.nss and from there on you can go ahead and edit this just as you would the source scripts found in the game files.


Once you're done with your edits, compile the scripts, place them in your Override and you're good to go.

#55543 Making a character float

Posted by Kexikus on 16 April 2017 - 10:59 AM

I'm currently working on a small mod where I want master Vandar to sit on a human sized chair. And while Vandar has a sitting animation, he's obviously way too short to sit on the chair. Instead he's in the chair.


So now I'm wondering if it's possible to have him float somehow and then use the sit animation. Simply changing the z-value in the .git file won't work as the game always places characters on the ground.


As an alternate solution I tried to edit his sitting animation so that he floats when using the animation but I haven't been able to edit that animation in any way (probabaly due to the fact that I'm editing the wrong animation?). The animation I use is ANIMATION_LOOP_SIT_CHAIR (36) and I figured that'd either be "sit" or "sitdown" from animations.2da so I tried adding a blank "sit" or "sitdown" animation to his model in order to override the one from the super model (Male02) but he still sat down even when using that edited model. So I guess that's not the correct animation.


Any help on how to make this work would be very appreciated. Thanks :D


Edit: The animation is actually "sitdown" as I expected. I just screwed up replacing it^^

So now I figured I'd copy the sitdown animation from Male02 to N_Yoda (Vandar model), replace Male02 with N_Yoda and then raise the z coordinate in all positionkeys to have him float when sitting. But even when I don't edit the z coordinates mdlops runs out of memory for some reason when trying to compile the model. Any ideas why?


Edit 2: The error I got there was probably due to the fact that I copied an animation from one model to another with different bones or something like that. So instead I just made a copy of S_Male02, renamed it to S_Yoda01 with the supermodel S_Male02 and used this as the supermodel for the actual model N_Yoda. Then I removed all animations from that model except for sitdown and edited the z-coordinates for all positionkeys in there. And when using these models ingame, Vandar will sit down floating in the air but then once he's seated he will "fall" back down to the ground. Maybe that's because "sitdown" is only the animation for sitting down but not the actual loop for sitting. However, I can't find any sitting loop animation in either N_Yoda nor the supermodels S_Male02 and S_Male01. There is one called "sit" in S_Female02 but S_Female02 is no supermodel of N_Yoda (the hirarchy is N_Yoda -> S_Male02 -> S_Male01 -> Null). Any ideas which animations I have to edit?


Edit3: Figured it out: "animloop01" is the looped sitting animation. Adding that to my new supermodel with changed z coordinates did the trick and Vandar is now properly sitting on a human sized chair. And while this may have worked this time it's not a very versatile solution. So, if anyone knows how to make a character float without having to edit the animations, please elaborate on it here :)

#55482 Yavin Station/Dune Sea, Leviathan/Taris Sewers - Same Music

Posted by Kexikus on 14 April 2017 - 11:02 AM

Took way longer than it should have but the K1 Music Fix mod is finally up.

I decided to make this a utility mod so you can all apply your favorite changes yourself instead of me having to make dozens of options.

#55318 Changing Malachor Sith Lord/Marauder stats without modifying their TSLRCM app...

Posted by Kexikus on 04 April 2017 - 05:12 PM

I don't have access to my tools right now but there should be a setting somewhere that allows KotOR Tool to use files from the Override and .mod files.


They are listed in a different location in KotOR Tool though, so check all the branches. Or if you really can't find them, use ERF Edit to extract from the .mod files.

#55075 [WIP] Recruit Dark Side Juhani

Posted by Kexikus on 20 March 2017 - 05:31 PM


The mod is now gameplay complete :)


This does not imply that the mod is fully complete or even close to being done but it is a big step in the right direction.

At this point there are now two major objectives left:

1. Create and implement all the voice over (including recording, voice splicing and lip synching).

2. Test the mod and improve it.


The voices cannot be done before the lines are set in stone so that obviously means that testing is the next thing that needs to be done. This will require multiple playthroughs of pretty much the entire game and that's where you come in:


I need you guys to help me test this mod.


This requires that you do a full playthrough of the game with some specific choices I need you to make. You cannot use other mods in this playthrough (except for texture mods) and I need you to report every issue you find.

Keep in mind that the mod is not completed so there are probably several bugs and it will generally not be a polished experience. Also, playing through the game takes time and while I understand this, I don't want to wait a year for you to complete the game or maybe not complete it at all.

If none of that discourages you, please send me a PM and I'll let you know what exactly I need.

If you don't feel like playing through the game just for this but would still like to help, I could use someone to read through Juhani's party member dialog for me to check for inconsistencies and other errors. If you're interested to do this, send me a PM.


Thanks for the interest in my mod, I'll keep you updated on the progress :)

#54897 Sound files

Posted by Kexikus on 14 March 2017 - 02:48 PM


I'm not sure to be honest, I haven't had much to do with audio mods.


Exporting .wav from Audacity worked. I think those are raw .wav files so the answer is proabably yes.

#54892 Sound files

Posted by Kexikus on 14 March 2017 - 01:22 PM

Thank you very much. Your solution worked perfectly :)

Is there anything I need to do to get my edited files working ingame or would I just save them as raw .wav?

#54826 [WIP] Recruit Dark Side Juhani

Posted by Kexikus on 11 March 2017 - 07:48 AM

Hey Kexikus,

Any news with this WIP? 

Do you plan to change the head of Juhani to make her look more darkside?


I was going to give you an update after this weekend, but since you ask: Here you go:


I finished the party member dialog as well as every other Juhani dialog and the journal entries. The only thing left before this mod is "feature complete" and ready for testing is the Bastila conversation which I plan on getting done this weekend. Then the mod needs to be tested, some polishing needs to be done and once everything is set in stone I need to get voice actors.


I've got an idea, what if she was damaged- Malak/Darth Vader style and then you could have her fall unconscious, in fact it could work vanilla style until you either decide to kill her. (With some alternative dialogue options of course.)
But when she's near death she "dies" and then you get the option to drag her corpse back to the medical bay for reconstructive surgery or kill her while she sleeps.

Like a dark twist on Zev from Dragon Age.

I suppose I suggest this because then you could have a sort of implant looking thing on Juhani's face and you could change her VA completely and put a filter on the voice.

You could even have her progress to a full Darth Vader style cyborg if you wished.
Also harming her enough to warrant this and then taking her on as a sort of quasi- apprentice would harken back to Malak in a funny way. Just my suggestion.


That's a nice idea, however I'm waaaay too far in the development of this mod to completely change the story to something like this. Thanks for the suggestion though.

  • jc2 likes this

#54756 Scripts not firing

Posted by Kexikus on 08 March 2017 - 10:24 PM

There's no need to edit the OnConversation script if all you want to do is to start the conversation. Actually I would even say that using the OnConversation script here simply won't work.

You can simply add the name of the dialog file in the Conversation box of the .utc (assuming you use KotOR Tool to edit it. If you use a gff-editor: There should be a field called "Conversation" somewhere. Put the name of your .dlg file without extension there.)

The OnConversation script is used to trigger additional effects when starting a conversation.


I don't know why your second script isn't working though. Make sure you have the compiled script and your edited .dlg in the Override, but I assume you did so. The only reason I could think of is that maybe you put the script in the Conditional script slot instead of the fire when spoken slot.


And finally a clarification on what jc said about using int StartingConditional():


int StartingConditional() is ONLY used for conditional scripts that enable certain lines in dialog. Every script fired in a dialog uses void main() and as Fair Strides said you should use void main() in your case.

#54610 JC's mod resource collaboration thread

Posted by Kexikus on 28 February 2017 - 01:22 PM

I have to agree with Seikan. The barrel doesn't feel like Star Wars.


Btw: Once a final model for the explosive barrel exists, it could be used for the explosive barrels in the Peragus turret minigame. Then players might even have a chance to understand the barrels before they accidently shoot the first one and see it explode.

#54581 KOTOR 2 Box Art

Posted by Kexikus on 27 February 2017 - 08:24 PM

Wait wait wait... you want to tell me, that A4 is too big for your printer? I mean, you just can take out the Art Pic out of this frame, and then do it in your printer, to scan it into your PC.

Maybe that print is just bigger than A4? Posters are usually A3 or even A2 and not many people have a printer of that size not to mention a scanner.

#54523 KOTOR 2 Box Art

Posted by Kexikus on 26 February 2017 - 05:44 PM

I'd be very interested in this as well. Especially if anyone has it without the logos. For K1 it's available in high res and logo free on Wookiepedia but I haven't been able to find the TSL artwork.