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Member Since 02 Jul 2015
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Topics I've Started

Feature Suggestion: Site Wiki

13 March 2018 - 07:31 AM

So I figure the odds on this ever happening are long, given we can't even get a new sub-forum added, but you don't know unless you ask.

How about we add a wiki to the site for the purpose of disseminating knowledge regarding KOTOR modding? To be honest it is a far better format for doing so than trying to use posts in a forum. It provides a single coherent point of information for a given topic that can be edited and updated by multiple parties as needed. It's much simpler for readers to parse and be linked to additional related information.

There appear to be some existing packages to link IPB to a wiki install (or user database/auth at any rate), although it looks like some of them may be pretty out of date. I'm not sure what the current flavour-of-the-month is in regard to wiki packages. I confess to having limited experience with the backend of such things, having only briefly flirted with a MediaWiki install and half a decade ago at that.

Fixed Hologram Models and Admiralty Redux for TSLRCM

19 January 2018 - 01:14 PM

Posted Image


File Name: Fixed Hologram Models and Admiralty Redux for TSLRCM

File Submitter: DarthParametric

File Submitted: 19 Jan 2018

File Category: Mods

TSLRCM Compatible: Yes


This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself.


Additionally, because their interactions are primarily via hologram, this mod includes a revised version of Jinger/Kreia’s Admiralty Mod, which changes the appearance of Admirals Cede and Onasi to give them outfits more fitting of their rank. And while I was at it, I also revised certain appearances with head swaps and custom model merges (hair, etc.) to try and reduce overuse of the same heads and make NPCs a little more distinct.


N.B.: TSLRCM is a requirement for this mod. It is not compatible with the vanilla version of the game.


Specific Changes:

  • Ebon Hawk: Bastila hologram (Light Side male Revan)
  • Ebon Hawk: Bastila hologram (Dark Side male Revan)
  • Ebon Hawk: Carth hologram (Dark Side female Revan)
  • Ebon Hawk: Carth (Admiral Onasi) hologram (Light Side female Revan)
  • Ebon Hawk: Canderous hologram
  • Ebon Hawk: Jedi Master Atris hologram
  • Ebon Hawk: Jedi Master Kavar hologram
  • Ebon Hawk: Jedi Master Vash hologram
  • Ebon Hawk: Jedi Master Vrook hologram
  • Ebon Hawk: Jedi Master Zez-Kai Ell hologram
  • Peragus: Administration Officer hologram
  • Peragus: Dock Officer hologram
  • Peragus: Maintenance Officer hologram
  • Peragus: Medical Officer hologram
  • Peragus: Security Officer hologram
  • Peragus: Coorta hologram
  • Peragus: Coorta thug #1 hologram
  • Peragus: Coorta thug #2 hologram
  • Harbinger: Republic Captain hologram
  • Harbinger: Republic Navigation Officer hologram
  • Harbinger: Republic Doctor/Med Officer hologram
  • Harbinger: Republic Soldier hologram (partial)
  • Harbinger: Admiral Cede hologram
  • Harbinger: Admiral Onasi hologram
  • Telos: Admiral Cede hologram
  • Telos: Admiral Onasi hologram
  • Telos: Admiral Onasi physical appearance
  • Dantooine: Jedi Master Vandar hologram
  • Dantooine: Jedi Master Vrook hologram
  • Dantooine: Admiral Cede hologram
  • Dantooine: Admiral Onasi hologram
  • Korriban: Bastila hologram (Dark Side male Revan)
  • Korriban: Jedi Master Vash hologram (M4-78)
  • Korriban: Jedi Kaah hologram (M4-78)
  • Malachor V: Bao-Dur hologram
Known Issues:
  • There are still visual artefacts from overlapping sections of individual meshes, particularly noticeable in the case of the neck being visible through the jaw which occurs with certain animations and/or camera angles. This is not addressable by model edits. The problem is the way in which the engine renders overlapping transparency within a single mesh.
  • The Republic soldier on the Harbinger has been replaced as of v1.3, however the helmet is still somewhat problematic. I'm not sure that is addressable without completely remodelling it, and perhaps not even then given its shape.
  • Hair planes with alpha transparency don't function as intended as holograms, so typically look pretty terrible (e.g. Peragus Maintenance Officer). There's not much that can be done about those, other than completely remodelling the hair to rely on geometry rather than texture transparency.
  • Dangly meshes used for hair bangs tend to look conspicuous due the requirement of placing them under the head mesh in the hierarchy. Particularly egregious examples may warrant having these elements being turned into skinned meshes in a future update.
  • No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.).
  • I've edited UTCs to point to custom appearance.2da entries, so the mod should be compatible with any other mod that only edits the vanilla 2DA entries. However, it will not be compatible with any mod that forcibly overwrites the module files this mod edits, that outright replaces the UTCs in question, or that also edits the UTC appearance values. Install any such mods first, then this mod afterwards.
  • To make it clear, do not use this in conjunction with Jinger/Kreia’s Admiralty Mod or Darth Hayze's TSLRCM Compatibility Patch for said mod. They are superseded by this mod.
  • A separate patch is provided for M4-78 to handle its version of the Korriban academy module. After installing the main content of the mod, run the installer a second time and select the "Additional Patch" option from the drop down menu.
  • Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes, which made this mod practical.
  • Thanks to Jinger/Kreia for permission to release a revised version of the Admiralty mod's content, the textures from which (with modification) are used in this mod.
  • Thanks to zbyl2 for permission to redistribute TSLRCM's module files to ensure compatibility for Steam Workshop users
  • Thanks to JCarter426 for permission to use the female Republic soldier body model from "JC's Republic Soldier Fix for K2".
  • Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work.
  • Thanks to ndix UR for TGA2TPC
  • Thanks to Malkior for providing the impetus for the mod via this thread.
  • Thanks to L0ki194 for offering input on the case of the Harbinger's "Doctor" vs "Medical Officer".


Click here to download this file

TSL Korriban Academy Module 702KOR: RIM Files Only?

17 January 2018 - 05:25 PM

I always wondered why both TSLRCM and M4-78 use RIM files for 702/703KOR rather than using MODs like for every other module. Having just tried testing something in 702KOR using a MOD, it seems like this doesn't work properly for the academy module, for some reason? The module loads, but things like cutscenes are broken. It's not an insurmountable problem, as TSLPatcher can patch RIMs I gather, but I am curious as to the cause.

Download:Diversified Jedi Captives on the Star Forge

16 January 2018 - 12:36 PM

File Name: Diversified Jedi Captives on the Star Forge
File Submitter: DarthParametric
File Submitted: 16 Jan 2018
File Category: Mods
K1R Compatible: Yes
Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another.







Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender.


For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Enclave on Dantooine.




Known Issues:
  • In order for the sparring circle portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod.
  • The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume most people aren't still installing mods that late in proceedings.
  • The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD).
  • The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last.
  • Thanks to Kexikus for providing code for the NPC OnHeartbeat scripts.
  • Thanks to jc2 for the suggestion on how to fix the sparring circle combatant health bars.
  • Thanks to JCarter426 for suggesting the NotReorienting creature flag.
  • Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work.
  • Thanks to ndix UR for TGA2TPC.
Click here to download this file

Harbinger Escape Pod Room Hole Fix

12 January 2018 - 01:48 PM

File Name: Harbinger Escape Pod Room Hole Fix
File Submitter: DarthParametric
File Submitted: 12 Jan 2018
File Category: Mods
TSLRCM Compatible: Yes

This mod is an edit of the model for the escape pod room on the Harbinger (151HAR09). In the vanilla version of the game, this room has a large gap in the wall above the escape pods, open to space. It is especially noticeable when first entering the room, as Peragus II is visible through the gap, as well as the occasional asteroid floating by. It is likely that Obsidian either accidentally deleted the geometry in this section when converting the Endar Spire model from K1, or they forgot to export it with the rest of the room when compiling the binary model. Either way, this section is not present in the game model.
To fix the problem, existing sections of geometry were duplicated and reworked to bridge the gap. Texture and lightmap UVs were adjusted as appropriate to blend the new section in as seamlessly as possible. Additionally, a black box was added around the room to eliminate any light bleed.


To install, simply copy the model files to your Override folder.
  • Thanks to bead-v for KOTORMax and ndix UR for MDLOps 2K18 Edition
  • Not compatible with any other mod that replaces 151HAR09.mdl/mdx (I'm not aware of any that does, but it is possible some texture overhaul mods might do so).
Click here to download this file