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wxtt started following Animated energy shields and Realistic Nar Shaddaa Skybox Mod - Loadscreens
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T3 skins for KotOR 2 not working.
confuuzed replied to confuuzed's topic in General Kotor/TSL Modding
Thank you Effix, I'll give the website a try. Have a pleasant day. - Today
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I do not support the K1R mod as the K1R mod is both broken and the dev team has abandoned it. I advise that you use the K1 Community Patch mod and the RC-K1CP mod as that is the on-going restored content mod for K1. Whilst I haven't added it in this most recent update I might just do that in the future due to the mod's recent rebrand. So I've actually removed the restored appearances from RC-K1CP and have moved them into this mod. The whole reason those installs were separate from RC-K1CP's main install is because they were incompatible with certain other popular mods. And the reason those same installs were removed from RC-K1CP and added here is because the install options for the RC-K1CP was, I felt, too bloated and so I've added them here to both revive this mod and make installing RC-K1CP less tedious.
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GetSum started following Kotor 1 - Stuck before Dantooine Star Map
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Kotor 1 - Stuck before Dantooine Star Map
GetSum replied to keegs's topic in Knights of the Old Republic General
hello i have the same issue with the cutscene not playing, how do i fix that ? i see people are sending their save file, but i dont even know how to do that SAVEGAME.sav -
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Hello. I have installed the Mandalore-Visas Marr added scenes tweak pack on my computer. However, I also wanted to install this mod as well....https://deadlystream.com/files/file/196-nihilus-zombies-death/ The two mods seem to be incompatible with each other. Any chance the tweak pack could be updated to have compatibility with the mod linked above please? If not, that's okay.
- Yesterday
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barachiel started following CaloNord HD and Paaerduag HD
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Those files are correct. Your override folder is a subfolder of "Knights of the Old Republic II"? Again, I don't have any experience with the mobile version. You could try https://kotor.neocities.org/modding/mod_builds/#androidios for hints.
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I'm having the same problem. It's a shame, because this mod is probably never getting updated. Edit: to solve this problem, simply enable cheats and type "warp danm13" into the console. Do not return to the Jedi Council room until you have defeated Juhani. Afterwards, everything should work just fine.
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T3 skins for KotOR 2 not working.
confuuzed replied to confuuzed's topic in General Kotor/TSL Modding
I'll give the file names PO_PT3m4.tga P_t3m4_01.tga P_t3m4_01.txi These are the only files in the Override folder. It's supposed to turn T3-M4's skin to a copper color. The mod still isn't working. I'm baffled. -
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Saul0097 started following JC's Fashion Line I: Cloaked Jedi Robes for K1
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If this didn't work, I'm not yet sure of the solution... I don't want to leave you with a broken Sleheyron playthrough. I just don't have a fix in mind yet. Reach out to me on discord (I'm sao1138), and we'll see if I can find a solution. But this is probably the most challenging bug I've heard of yet.
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Hi, you seem to have forgotten the installation instructions, even in the readme? I inferred that I was supposed to just place the files in the override folder from the uninstallation instructions, which were there, so I hope I got it right. Really like the idea though, and I'm looking forward to using this in a playthrough!
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- 203 comments
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I have a very extensive mod build. To the best of my memory, here's the order I installed them in: https://docs.google.com/document/d/1X-PjnEIr2zWwKRfovb7fC-ZpSXiaOgH_imh36TtJumg/edit?usp=sharing Loading a previous save(from before I exited the Ebon Hawk on Sleheyron), but this didn't work. The YV still looks like a textureless Handmaiden from KOTOR II and the blue Twi'lek still wears a Czerka uniform. Spectre Blue Twi'lek Wrong Outfit.tga
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Another question, could you try starting a new save to see if the Echani/YV issue persists? You should be able to warp to the experimentation lab via warp code "slem34". Also the flophouses to check on the blue twilek if possible. Warp code "slem73b". Those could be issues from playing on a previous save.
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Sounds like you are having a lot of compatibility bugs here. Would you happen to still know all the mods you installed, and the order you installed them? Including if you downloaded Sleheyron more than once. Regarding the Scarred Alien: Uh... no, it doesn't look like that. This issue has been reported to me once before by someone who re-installed Sleheyron midway into the game, although the appearance swap was different than this one. Regarding the collar fix compatibility: I haven't heard of this new mod before. But as far as I can tell, this seems perfectly compatible with my green Jedi robe mod. Neither that mod nor mine uses the same texture .tga files (and I don't think I saw any .mdl files in there), so there shouldn't be any case of conflict. I have a patch coming out in a few hours that will fix the Malron placeables issue. But I'm not sure I have enough info to fix the wrong models appearing glitch yet like you had with the Scarred Alien.
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SquareEyedYT started following K1 Marked Empty Containers and KOTOR Editable Executable
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Anything that adds new placeables will overwrite the left over ones in the Malron District. I apolgize for not being as specific on the names, since I forgot they are vastly different from each other. Here are the sign names if you want to remove them yourself for now, "czerksignn34.utp, fdfcvccz4.utp, bghycx7.utp, vfdr489.utp, fdsfc546v.utp, czv7hj9.utp". There might be multiples/duplicates as well, so it might be easiest to use Holocron Toolset's module designer and right click on the ones shown as "czerka neon signs" in the tab on the right-hand side shown here, You're also right about the Jedi Captive mod. That causes the stasis jedi captives to appear/overwrite the left over signs since it adds new placeables. Testing with BOSSR installed also replaced some of the signs with rocks/trees. As of right now, it's not recommended to use any mods that add new placeables. I would just wait for the next update, or remove the placeables from the .mod. As for the Twilek in the Flophouses his uniform is supposed to look like this, Could you provide an image of what he looks like on your install? And for the Echani and YV, those should be set up okay in the 2damemory, so not sure why that is happening on your end. What was your install order? Did you install Sleheyron before or after those mods? Also SAO might know more about compatibility for the green robes and collar fix mods. I haven't looked into or used that mod before.
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- 203 comments
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Mellowtron11 started following VarsityPuppet
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Hello all, Not sure if this has been asked before (or if I'm asking in the right place), but I've been trying to edit the appearance.2da file in my kotor modding tool. I understand that the appearance.2da file that is in the bifs 2da path is just the base one and not the override one. But, when I check the box for looking in the overrides in Tools>Options, I don't see the "Override" section in the tree that I was expecting to find. Did I miss a step? Any help would be appreciated
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That PMHC06 character head model has been one of my favorite ever since I saw it advertised in Star Wars Insider. However, since my KOTOR modding has been limited to .UTC and .UTI files, I was wondering if someone here could change the hair color to brown. If the eye color could be changed to green or hazel too, that would be fantastic. Thanks in advance to anyone who works on this request.
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You can have tpc files or tga files (+txi if relevant) to replace a texture. You can't have both (tpc and tga) with the same name in your Override folder. If you do then the tpc files will get precedence and the tga files will get ignored. p.s. I don't have any mods that use .tpc files.
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There is not, but it's a known bug. I initially made the signs as placeables in the sle_m30aa.mod, before discovering how to use hex edits to get the mdl to load in Blender to build the signs into it. if you install BOSSR, it replaces the left over/unused placeables with that stasis guy because the sign placeables are still left over in the .mod. The next update will include an updated .mod with these placeables removed. You could also use Holocron Toolset or a similar program to remove the placeables from the .mod yourself if you wanted a fix now (they're named Czerka Neon Signs). I would provide one for you, but the version I'm working on now is not the same one with that specific .mod.
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