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  1. Past hour
  2. I also posted on the forum that holopatcher doesn't work for me - picture 1 below. Here is the requested picture from tsl collectibles - picture 2 below (thinner picture) p.s - I have also tried your Khoonda expansion mod - but again as that has holopatcher with it I can't get that to work either. here's hoping something is solvable! ☺️
  3. Yesterday
  4. View File Thematic Jedi Masters Thematic Jedi Masters Premise A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary. When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are. Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation. Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people. For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download. Why Use Thematic Jedi Masters? As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight how they would actually fight. If you want pure difficulty, other mods might be for you. If you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Jedi Masters is likely for you. Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest. This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing. Compatibility This mod requires TSLRCM to be installed first, and NOT to be installed via the Steam Workshop, in order to install properly & function. The Workshop is very poor for mod compatibility, so if you have it installed via the Workshop, it’s best you install it via the installer version anyway. This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits. Installation 1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. Done! Permissions & Thanks As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me. Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help. Submitter Snigaroo Submitted 01/03/2025 Category Mods TSLRCM Compatible Yes  
  5. Version 1.0.0

    1 download

    Thematic Jedi Masters Premise A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary. When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are. Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation. Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people. For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download. Why Use Thematic Jedi Masters? As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight how they would actually fight. If you want pure difficulty, other mods might be for you. If you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Jedi Masters is likely for you. Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest. This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing. Compatibility This mod requires TSLRCM to be installed first, and NOT to be installed via the Steam Workshop, in order to install properly & function. The Workshop is very poor for mod compatibility, so if you have it installed via the Workshop, it’s best you install it via the installer version anyway. This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits. Installation 1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. Done! Permissions & Thanks As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me. Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help.
  6. Hello, Have you extracted the zip file? You'll need to point holopatcher at your installation directory, e.g: Worth trying to run the holopatcher as admin too if you haven't tried that yet. If you could post some screenshots that would help :) Cheers!
  7. So I've downloaded some new mods lately and Holopatcher seems to be present instead of the usual TSL patcher I have always used and never had problems with. Holopatcher won't work for me - which is extremely frustrating - I keep getting this error message - (picture below) Anybody know a solution? Would it be possible to use a TSL patcher instead?
  8. Samriel

    Edge Of Darkness

    So what is the mod's status now? How close to completion it is now?
  9. View File Force Arena - Imperial Super Commando Here is Imperial Super Commando with Gar Saxon and their Helmets from the Force Arena Extract the skin file to base folder in Gamedata. No Voice Lines Npc Spawn Gar_Saxon Gar_Saxon_Helmet Supercommando THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™ Submitter HoboPeach Submitted 12/31/2024 Category Skins Game Jedi Academy  
  10. View File Force Arena - Fenn Rau Here is Fenn Rau with Helmet from the Force Arena Extract the skin file to base folder in Gamedata. Npc Spawn Fenn_Rau Npc Spawn Fenn_Rau_Helmet No Voice Lines THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™ Submitter HoboPeach Submitted 12/30/2024 Category Skins Game Jedi Academy  
  11. View File Force Arena - Sabine Wren Sabine Wren arrived with a helmet from the Force Arena.No Darksaber.Only a skin Npc spawn: Sabine_Wren Sabine_Wren_Helmet Sabine_Wren_Darksaber Sabine_Wren_Darksaber_helmet THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™ Submitter HoboPeach Submitted 12/30/2024 Category Skins Game Jedi Academy  
  12. Snigaroo

    Thematic Sith Lords

    I don't know why I don't get notifications when replies are made here, I'm sorry for missing this. No, without knowing what other mods you're using I'm not sure what could have happened. If you were an extremely high level Nihilus's vitality bonus could have gone crazy, but that would require you to have been using mods that allow you to go far past the basegame's effective level cap. The 2.0 version of the mod, just released, should make such things less of a problem, albeit not entirely absent. This mod is designed assuming basegame level progression, even though it is broadly compatible with everything else from a difficulty standpoint.
  13. rkr87

    Custom Starting Feats

    Yes, I'm doing another playthrough now on mobile and it works as intended. I'm afraid you must've made a mistake somewhere along the line. This should be one of the last steps you do after other mod installations.
  14. I assume you're still using NWMax? You may want to consider switching to KOTORMax (with this fix) and MDLEdit / MDLOps v1.02. Although note that these are not compatible with Tainia's Replacer due to changes in the ASCII format.
  15. I've been using 3DS Max 2011 for years because I don't want to pay for yearly subscriptions. Besides, it still works great for these old mdl files. I've never tried Blender before. Yeah, I plan to release what I've got so far, and hopefully not take another 2 years to finish what's left 😆. Over the last two nights I have made some XYZ changes to PFBF & PFBH models for both games, so hopefully it is similar enough to what K1 CP had done for them. If there are any other weird little model glitches that you know of, that I haven't already addressed in my spreadsheet, please let me know. I can add it to my long list for someday.
  16. Thanks for the answer, redrob41. Is your plan to upload your work in the current state? Even if not complete, it is in an advanced enough state to make a significant impact already and you could get some useful feedback. Cheers!
  17. Hi, I have wanted to try the new TSL Collectibles mod - (link found below) I have tried downloading it three times now and I am always set with the same error message : The system cannot find the file specified (EXT=0) It starts off by beginning to download the files, but then it cuts off with the message above. Anybody know how to fix this? If the creator of the mod sees this message maybe you know the answer? I would like to try this mod - it looks interesting. Here's hoping somebody knows a fix. ☺️
  18. Hello again, for the first post of 2025 I am proud to announce another update to the NPC Diversity Pack. Continuing from the previous update which added commoner variants that used the Player heads, this update adds two new variants that are completely optional: Commoners who wear Onderon Clothes and Fat Commoners who use DP's Fat Commoner Body Models. This first screenshot below was taken with just the main mod installed. This second screenshot was taken with both the Player Head and Fat Commoner variants installed, you can choose to install them all or you can simply pick and choose which ones you want to play with. As for the mod "Onderon Fashion", I am having that mod deleted from the site as it has been integrated into this mod as its own standalone optional install.
  19. Last week
  20. I've heard this EVERYWHERE in Swtor. Never realized where it actually came from.
  21. View File Sith Disruptor Fix This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable. Submitter GearHead Submitted 01/02/2025 Category Mods TSLRCM Compatible Yes  
  22. Version 1.0.0

    8 downloads

    This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable.
  23. With the advent of seedhartha's fork of KBlender and his implementation of binary model I/O, breaking normals shouldn't be an issue. At least if you can stomach using Blender.
  24. This is just the sort of thing I was hoping someone would freshly tackle. Looking forward the end results!
  25. I have a few answers: I haven't looked at other other mods/fixes as I've been focused on getting as much of my mod done as I can. I have just taken a quick look at K1 CP, and I will probably tackle the female armour collar clipping on my model versions (since it looks like a simple XYZ fix to me). I haven't looked at any of the rest yet. If any of my models and textures work for the K1 CP, feel free to incorporate them. I am specifically saving the head models until last, since some of them are really messed up (like the one you mentioned). Some day I hope to get to it. I know that in recent years the community has relaxed its view on "porting" between K1 & TSL, but when I started this mod I deliberately decided to keep them separate. My main reason is that I prefer the Taina's replacer method of fixing UVW & XYZ coordinates, since it preserves the smooth groups. However, if anyone else wants to modify some files to work in either game, I'm not opposed to it. It is inevitable that there are going to be incompatible files with other mods. My Revan robes models, for example, make significant changes to the UVW map of the hands and boots, so they will be slightly off when used with a flowing cape mod. As far as I know, in order to add the animations it would require compiling the ascii model using mdlops, which would break the smooth groups (unless that's been fixed in recent years and I don't know). I didn't sweat it because there are so many other HD Revan textures out there that users will pick and choose to mix and match the ones they like best.
  26. Wow, long time no see. Welcome back. You definitely want to split them for each game. Definitely not half a gig's worth. You'll have to create an off-site gallery somewhere. Imgur maybe, or you could create a Github repo and use their Sites functionality (have a look at Kex's skyboxes mods for an example of how it is done). Not sure off the top of my head, but I have released stuff under CC BY-NC-SA 4.0 before - https://creativecommons.org/licenses/by-nc-sa/4.0/ You'd need to add it to every release page and readme I guess. You'll want to read the rules regarding it, since I have never looked into it personally - https://deadlystream.com/topic/7454-deadlystream-forum-rules/?do=findComment&comment=73940
  27. I was very happy to read this announcement of yours, redrob41! Personally, I think it's best to upload the K1 and K2 upgrades separately. I have a few questions: (1) How's compatibility with the K1 Community Patch? The K1 CP does include fixes to some game models. (2) I reported some time ago how messed up K1's PFHC04 is. Have you perhaps had a chance to fix that? (3) There are some K2 resources that became part of very popular K1 mods, like JC's Fashion Line I. Would it be possible to use your K2 fixed models/textures in K1? Thanks and happy new year!
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