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[TSLRCM] Issue with Scripted Losses
DarthParametric replied to Raven-Fal's topic in General Kotor/TSL Modding
Going to go out on a limb here and suggest that this is your problem... -
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Hello All, On my most recent playthrough of TSL, with the Restored Content Mod and about 40 other mods installed, I've been running into an issue with scripted losses (Losing to the visions in the Korriban Tomb, losing as the Handmaiden against Atris, losing as Atton against Sion). The game treats this as a normal TPK and forces me into the load screen, but that shouldn't be happening. In these instances, losing isn't supposed to kill your player, but trigger an event that occurs when you lose (gain DSP in Korriban, Atris zapping the Handmaiden, Sion breaking Atton). Does anyone know what could be the issue?
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Hey EAF97, I responded to the request you left in my inbox, if you have any more specific questions, feel free to let me know there as well, I know it's been a while. This is a modder's resource, meaning it was made to help out other people who might benefit in using it for their own mods. This just provides cleaned-up models for the couple of sub-level rooms that had damage baked into the geometry, as well as a fixed VIS file. By themselves, they won't do anything when dropped into your override folder, as K1 is never going to think to even look for those files, let alone implement them properly. It doesn't include all the room models for the whole sub-level, nor textures and lightmaps. Your best bet is to check out what Thor110's Expanded Galaxy Project is up to, or else just keeping up to date with the progress on the mod projects you have been checking out already, like brents742's work in this Functioning Jedi Academy thread.
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Weird, I really thought I had fixed that bug. I think the next major patch I'll put out for Sleheyron will include just deleting those lines with T3. Better safe than sorry. For now, if it's a priority for you to replay those scenes correctly, I attached a patch folder to this message that will fix the missing T3s. I released the same mini-patch on Nexus a few months ago and it seems to have resolved the problem there; I was just hoping I had fixed the problem in the main mod so this mini-patch wasn't necessary anymore. T3 Fix.zip
- 112 comments
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Browsing through makes me want to dive in for a new modded run of K1! I agree with @Sith Holocron TSL would see a huge boon from your skill and attention.
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All of these textures you've been doing for KotOR1 have been wonderful. But I'm seeing a need that you haven't seemed willing to tackle: textures for KotOR2: The Sith Lords. Granted, there's a lot of overlap between many KotOR1 and TSL textures but I'd love to see you start on TSL specific textures. Whether it's for the new locations available there, the different heads for the PC characters, or the NPC team members, I am curious what you could come up for those textures. If anyone else agrees, drop a comment?
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Got a couple more bugs relating to t3-m4. I have the most up to date version of the mod but if you ask t3 what it thinks about you being revan after leviathan it short circuits the dialogue and boots you out without updating the journal. Avoidable if you just don't ask him but the same problem happens when you crash land on the starforge system planet with the journal similarly not updating after the dialogue crashes. I edited the journal forward using the save editor in my save so I don't know if it actually soft locks you.
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View File HD Ebon Hawk Hyperdrive panels HD (1024 x 1024) textures for hyperdrive panels on Ebon Hawk. Just place it to your Override folder. Submitter Etienne76 Submitted 02/10/2026 Category Skins K1R Compatible Yes
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View File HD BoSSR Custom Portraits Custom characters portraits for "Brotherhood of Shadows: Solomon's Revenge" expansion. in 1024 x 1024 resolution. Simply drop it to your Override folder with a replacement. It needs "Brotherhood of Shadows: Solomon's Revenge" expansion. Submitter Etienne76 Submitted 02/09/2026 Category Skins K1R Compatible No
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View File BoSSR addon for K1 Movie-Style Jedi Master Robes 1.1.0 by N-DReW25 Textures for Jedi robes for "Brotherhood of Shadow: Solomon's Revenge 1.5", you need this expansion for this modification to work. Also, you need "JC's Fashion Line I: Cloaked Jedi Robes for K1 1.4" and "K1 Movie-Style Jedi Master Robes 1.1.0" installed to work. Installation: Copy this mod's files to your Override folder with replace. Don't forget to delete the .txi files of the same name from your Override folder. I haven't tested how this will work in-game yet, but since you'll be replacing the vanilla Jedi robes from the two mods mentioned above, it should work fine. Submitter Etienne76 Submitted 02/09/2026 Category Knights of The Old Republic
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Modding help with DLG files and music in TSL
DarthParametric replied to Skyfront117's topic in General Kotor/TSL Modding
Like a lot of other things in the game, the answer is via scripting. For vanilla modules, typically this is done in concert with the module's GIT file, which has provision for a day music track and a night music track (a leftover from Neverwinter Nights). This is linked to an row ID in ambientmusic.2da which points to the music track that loops in the background. Using scripting, you can start/stop the current music and switch it to a different track. For example, in K1 when you encounter Malak in the Leviathan Hanger, the trigger script switches the module from its default music, track 11 (mus_area_sewers), to track 8 (mus_theme_malak): https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M40AC_Leviathan_Hangar_lev_m40ac/k_plev_malakmov2.nss#L5 Or in TSL, for the introduction of Nihilus, it switches from track 8 (mus_sith) to 4 (mus_nihilus ) https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/tree/master/TSL/TSLRCM/Modules/852NIH_Ravager_Bridge/a_nih_intro.nss Or this script in TSLRCM, which switches the Ebon Hawk's default track to the romance track (mus_s_romance) which they added to their version of ambientmusic.2da: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/006EBO_Ebon_Hawk_(post-Dantooine)/a_006romance.nss At the end of your conversion, you can add another script to the exit node of the DLG which stops the new music track, switches it back to the original one, then sets that to play. Typically any time you need to know how to do something, there's a vanilla example you can crib from. -
I can't get this work with either intall method. If I use version one, the cutscenes play all warped and the wrong resolution (i'm using upscaled cutscenes to 1440p). The main menu *looks* right, but the mouse course is confined to a rectangle in the middle of the screen and is slightly off-center. So I tried method 2, using UniWS and HRMM. That got the cutscenes to play properly, but the mouse cursor is still "fenced in" and mis-aligned. Not sure what else I can do. EDIT: Oh, and yes, I made the ini edits. Just re-opened it and confirmed the fields are set to 3440 and 1440. EDIT 2: Leaving this for anyone else dumb enough to have this issue. Go into the setup tool and Enable Hardware Mouse again. - _ - Now that I've fixed my screw-up, back to my original question? Do you have an install order or notes on what files to leave out of the 3 mods you mentioned above? I really like the look of HD UI Menus and Assets, but I don't want to screw up your mod in the process. ^ - ^
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- hud/interface
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barachiel started following K1 Cutscenes Rescaled
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Skyfront117 started following Modding help with DLG files and music in TSL
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Modding help with DLG files and music in TSL
Skyfront117 posted a topic in General Kotor/TSL Modding
I'm fairly new to modding TSL, and I found out that some DLG files have music tracks assigned to them so that they will play during that dialogue/cutscene. I had an idea to assign a music track to each party member so that it will play when speaking to them on the Ebon Hawk (or anywhere, really, during normal conversation with them), for example playing Kreia's theme while you speak to her. I managed to do this with holocron toolset, but I don't know how to make the background music for the level to stop when the dialogue starts nor to end the dialogue music when the conversation ends. ¿Does anyone have an idea of what i could do / where I could start looking? Any help is appreciated! -
jc2 started following Onderonian Air Force
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barachiel started following Switch Weapons for K1
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Ian Starrider started following HD Lightsabers
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Version 1.0.0
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Textures for Jedi robes for "Brotherhood of Shadow: Solomon's Revenge 1.5", you need this expansion for this modification to work. Also, you need "JC's Fashion Line I: Cloaked Jedi Robes for K1 1.4" and "K1 Movie-Style Jedi Master Robes 1.1.0" installed to work. Installation: Copy this mod's files to your Override folder with replace. Don't forget to delete the .txi files of the same name from your Override folder. I haven't tested how this will work in-game yet, but since you'll be replacing the vanilla Jedi robes from the two mods mentioned above, it should work fine. -
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ROR Dev Diary 3 - Starting Corellia and Patches
Sith Holocron replied to N-DReW25's topic in Revenge of Revan
Upscales approved and now available on Deadly Stream: https://deadlystream.com/topic/12120-skinrevenge-of-revan-upscales/ -
View File Onderonian Air Force Makes manning the turrets on Onderon matter. SUMMARY In KOTOR 2 you can use the air defense turrets on Onderon to take out the enemy fighters above the Sky Ramp. It’s a fun minigame but pretty inconsequential with no real effect on anything. You do gain some XP, but the game doesn’t even notify you of this, not helping the feeling that you didn’t really accomplish anything. This mod aims to make manning the turrets more impactful by, one, properly notifying the player of the XP gain for taking out the fighters, and two, making it so that if you don’t take out the fighters, they fire on you as you make your way up the Sky Ramp. This is accomplished in a similar way to the aerial lasers from K1, except that instead of being a static environmental threat, the lasers will actively track and target you and your allies with some degree of accuracy. A hit from a fighter deals a base 42 points of blaster damage which falls off with distance over a 6m range. Keep it moving to avoid getting hit! INSTALLATION Use HoloPatcher.exe to install. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher. UNINSTALLATION Remove k_505_modheart.ncs from Override. Remove 504OND.mod from Modules and, if present, replace with the version inside the backup folder. COMPATIBILITY Should be compatible with most other mods. I don't know of any incompatibilities. PERMISSIONS Please do not reupload this mod without my permission. CREDITS offthegridmorty This is a fulfillment of a mod request by Snigaroo. Credit to him for the cool idea! HoloPatcher - Cortisol TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 DeNCS - JdNoa, Dashus Submitter offthegridmorty Submitted 02/06/2026 Category Mods TSLRCM Compatible Yes
