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    Used this mod to give me Black Ossus Keeper robes for my male MC. Renamed PMBI09 to PMBI08. Worked like a charm.
    Great mod. For future users, make sure you don't have a w_Lghtsbr_001.tpc in your override folder or this mod won't display as depicted.
  3. Please see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.0-Windows.zip
  4. Yesterday
  5. I downloaded ninostyle's Scoundrel Armor Replacer and wanted to create a disguise for an armband to use it permanently. When I use KTool and create a disguise following appereance.2da P_FEM_C_SML_01, it simply displays my current appearance. Using other values, like for example Sith_Fem_White or Sith_Fem_Black, correctly works. I gather I have to correctly point to the mod's override, but I'm not sure how I do it.
  6. There is definitely interest here for an updated KoTOR 2 Full Build instruction set.
  7. I'm not sure why, but none of my hilts look like the ones in the pictures. They are silver with red buttons. Actually, I do know why, I had tpc files installed. What's weird is how they worked together to create a different look that doesn't look bad in-game. Tho, it looks much better with the tpc files removed
  8. Salk

    [KotOR] Dialogue Fixes

    You have installed the PC Response Moderation version of my modification. The problem lies with the string used there (which was not my own doing). I will upload a new version that takes care of that. The "Corrections Only" version does not have the problem. The line that you select should read: "Everyone be careful... there's no telling what this means!" while you have "What does that mean, exactly?" Cheers!
  9. Liserg

    FotOR

    Honestly, I was expecting to see at least some materials on the progress of the KOTOR Remake development In my opinion, it would be more logical to focus all resources on it. If the game takes off, then launching the KOTOR 2 TSL Remake and developing new games in the universe (like FOTOR) would become a natural and justified step. As it stands now, there's a risk of spreading resources too thin and not executing anything properly.
  10. As I said on the DS Discord, it's literally a nothingburger. It's pure concept art at this stage. The developer is a company started by Hudson earlier this year. Come back in 2030 and it might have a release date.
  11. JDub96

    FotOR

    So... how are we all feeling about the Star Wars: Fate of the Old Republic announcement? Methinks they're using it as a testing ground for the reception to the potential remakes.
  12. Last week
  13. View File Stun Baton Mod This mod makes the stun baton much stronger. Installation: drop both files into the override folder. This mod changes the stun baton so that it does 3-24 damage plus an additional 2-12 physical. Also, it has a 50% chance to stun for 6 seconds. Submitter Jayden Submitted 12/11/2025 Category Mods K1R Compatible No  
    Not sure what till will look like until I encounter it, but hot damn does this fix the issue. My lightsaber doesn't look like a galvanized metal pipe anymore! YAY!
  14. Jayden

    Stun Baton Mod

    Version 1.0.0

    9 downloads

    This mod makes the stun baton much stronger. Installation: drop both files into the override folder. This mod changes the stun baton so that it does 3-24 damage plus an additional 2-12 physical. Also, it has a 50% chance to stun for 6 seconds.
  15. Hello, Lane. One thing I would like to see happen, if possible at all, is to extend the numerical display for replies in dialogue files. The way it is now if you have more than 9 alternatives to choose among, the next ones have a "-" rather than the next number. It does not look good. Perhaps something can be done about it? There are not many such situations. The replies are very often limited to a number that is lower than 10, but it does happen in few cases. Example: in the Temple of the Ancient on Lehon. The file unk_comp.dlg contains an entry node with 11 replies. Cheers!
  16. https://deadlystream.com/topic/11840-looking-for-this-female-character/#comments
  17. Hello Dark Hope, how are you doing? Do you plan on releasing this female PC head in the future? the ginger girl
  18. shadongo

    Belt icons

    Is the PC character available for download? never seen her before
  19. If you post them, I can show you how to manually merge them. Kind of hard for you to learn otherwise.
  20. Fair enough (@DarthParametric), nor would I expect you to. It's really not a big deal anyways. If at some point in the future I get knowledgeable enough to do it myself then I will, but otherwise it's all good. I haven't seen any other posts about this either so clearly this is bottom of the priority list.
  21. I actually have a couple follow up questions. I doubt that the lip sync files will cause any real problems for me. The main conflict here is the Mission as Jedi mod, it uses some of the same lip sync files as the Sleyheron Story Mode mod. My solution to this is to simply not use the lip sync files from the Mission as Jedi mod. My thinking is that all this will do is make it so that the conversations added by that mod don't actually have lip syncing, so the audio will play and the text will show, but the NPC's mouth won't move. Am I correct about that? If so it's a small sacrifice and I can certainly live with it. The more important question however concerns dlg compatibility. The creator of the Sleyheron Story Mode mod was kind enough to create me a unk41_mission.dlg to make the Spare Mission and Zaalbar mod compatible with theirs, which was very kind and saved me a lot of trouble. However, the community patch has 2 module files that conflict with both the Mission as Jedi mod and the Spare Mission and Zaalbar mod. The files in question are danm14aa.mod which has dan14_jon.dlg packaged with it and unk_m41aa.mod which has unk41_mission.dlg packaged with it. I know that I could simply delete these modules, but then I would miss out on all the other changes these files make. My proposed solution is to simply open these module files with the Holocron Toolset, remove the dlg files in question, and replace them. So I would replace dan14_jon.dlg with the one from the Mission as Jedi mod, and unk41_mission.dlg would be replaced with the one that SAO1138 made for me. It's an easy change to make, and I think it would work just fine, but I'm no expert. So all I'm wondering is whether or not packaging these modded dlg files into the modules from the community patch would cause any issues with the module itself, or if it would work completely fine. If it would work completely fine, would I still need these dlg files in the override folder or would having them packaged into the modules be enough? Of course all the other relevant files would be in the override and obviously this setup would only work with this particular mod build. But if my solution is good, then others could use this information to make these mods compatible with their own builds. Thanks in advance for any assistance provided. EDIT: For anyone reading this who is wondering the same thing, I think I may have found the answer to my question from something DarthParameric said in another thread: DarthParametric: "The problem is not the changes it is making to the DLGs, it's the fact that it lazily dumps a module DLG in the Override folder. This is not just bad from a mod compatibility standpoint, it's bad from a general game compatibility standpoint. There are three separate modules that have a lev40_carth.dlg file. Dumping one in the Override will replace all of them. Finding out which module it is supposed to be editing and merging the changes into the version in that module's MOD file is the appropriate solution." So I think my idea of merging the dlg files into the relevant module files is the correct way to go in my case. As I said above though I'm no expert, so if one of the more experienced users on here could confirm this for future readers (and for me) that would still be great.
  22. Hello guys. Is it possible for the Ravager Rewrite Mod by Zybl2 to reveive an update, that makes it compatible with TSLRCM? Because I really like the restored scenes between Visas and Mandalore and while TSLRCM doesn restore them too, it is very obvious that they were part of an abandoned alternative Ravager plotline in it. However, while I do have the TSLRCM tweak pack, I also don't necessarily want to remove with them because the dialogue itself IS really interesting. I dunno if Zybl2 is still active in the modding community or if someone else would be down to update the Ravager Rewrite mod to make it more TSLRCM compatible, and be it only with the TSLRCM Tweak Pack as a condition, but I would really appreciate it if that were the case

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