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Hello friends, I am currently developing a patch for K2 that extends the active Party from 3 to 5. I've got a lot of it worked out: Adding to party from party select screen Combat, Skill Usage, Quest Reward Experience Propagates to 4th and 5th slots Buffs/Debuffs can be added to 4th and 5th slots. The icons display. Autolevel up will autolevelup 4th and 5th slot members. Most movement related bugs are sorted, still some quirks with pathfinding and spawn location to sort out GUI has been fixed to show 4th and 5th slots. 4/5th slots can react to conversations, start dialogue, gain/lose influence. Things still needed: 5th slot doesn't show level up icon. (Shouldn't be a difficult fix) Scripts that hard code iterating through the party with 3. These will all have to be changed. In menu portraits don't show, researching fixes for this. Coming to a KOTOR Patch Manager Near You, some day, don't ask. I'm working on it.
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View File HD Dol Grenn A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 01.05.2026 Installation: Open the "For Override" folder and drag/copy the textures within and drop/paste them into your Kotor II Override folder. Delete the file "N_DolGrenH.tpc" if it is present. Uninstallation: Delete the N_DolGrenH.tga file from your Override folder. Description: Lieutenant Dol Grenn's head in Kotor II was made via photo sourcing elements of other old male heads from Kotor I. Most of his face and beard comes from Davik, his eyebrows and sideburns are Davik's eyebrows and sideburns that are recolored brown, and most of his hair is Deadeye Duncan's hair that has also been recolored brown. Using this exact same method described above, I was able to photo source elements of Dark Hope's Davik and Deadeye Duncan heads to make a HD Lieutenant Grenn head. Known Bugs: This mod shouldn't have bugs but if you find any report them to me on Deadlystream. Incompatibilities: Would be incompatible with any mods which add N_DolGrenH.tga or N_DolGrenH.tpc. Permissions: As Dark Hope gave free permission for anyone to use her mods, you are therefore allowed to use this mod as it was made using her work. Thanks to: Dark Hope: For giving everyone free permission to use her work and for making the Davik and Deadeye mods in the first place! Bioware: For such an amazing game! Obsidian Entertainment: For such an amazing sequel! Fred Tetra: For Kotor Tool! And everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 05/01/2026 Category Skins TSLRCM Compatible Yes
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- Last week
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Be careful with this tool; it simply destroys your DLG files. Some features are also broken; you can't check or uncheck "plot" or change the value of the "Repair" skill for characters (UTC files). The designer module is terribly unstable and doesn't open all modules. I'm not sure what else it might damage...
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PLC_TwlkCrps.rar
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Good afternoon. I've noticed some issues with the lower city models. Perhaps someone has already fixed them (please provide a link).
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View File Ramana/Red Eclipse slaver prestige class fix Ramana/Red Eclipse slaver prestige class fix by HDR1 This mod fixes the money you get from Ramana, the dancer girl on Telos and the Red Eclipse slaver on Nar Shaddaa. Normally, you get money based on your level, however if you take your prestige class, you can no longer get any money from them. With this fix you will keep getting money even after you have a prestige class. There are two versions: Option 1 is just the basic fix. If you want to keep the game's balance, you should probably use this. Option 2 is for people looking to maximize their profits and not miss out on credits. Normally, Ramana and the slaver only give you money based on your current level. So if you talk to them at level 6, they give you 600 credits. If you then come back at level 10, they will give you 1000. However if you were to come back at levels 7, 8, 9, you'd get 700, 800, 900 respectively as well. This version of the mod makes it so that Ramana and the slaver start giving you money from level 1, and will give you money for every single level up, even if you don't talk to them every level. In other words, if you talk to them at level 6 for the first time, instead of getting 600 credits you will get 100, 200, 300, 400, 500, and 600 credits if you keep talking to them. Then if you come back at level 10 and ask for credits, you will get 700, 800, 900 and 1000 credits if you keep talking to them. The game will remember what level you stopped at. You can get quite a bit of extra money this way. Installation: just copy the .NCS files from either the Option 1 or Option 2 folders into your override folder. The NSS files in the source folder are not necessary. Compatibility: Should be compatible with pretty much any mod that doesn't use these three specific files. Known issues: None, based on my testing. I played through the whole game with these and never noticed any problems. Unless c_global_lt_lev.ncs is used for something else in the game that I don't know about, there shouldn't be any issues. Permissions: I grant permission to everyone who'd like to use this mod in their own mods/modpacks, community patches, whatever - just please credit me as HDR1. Submitter HDR1 Submitted 05/01/2026 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
9 downloads
Ramana/Red Eclipse slaver prestige class fix by HDR1 This mod fixes the money you get from Ramana, the dancer girl on Telos and the Red Eclipse slaver on Nar Shaddaa. Normally, you get money based on your level, however if you take your prestige class, you can no longer get any money from them. With this fix you will keep getting money even after you have a prestige class. There are two versions: Option 1 is just the basic fix. If you want to keep the game's balance, you should probably use this. Option 2 is for people looking to maximize their profits and not miss out on credits. Normally, Ramana and the slaver only give you money based on your current level. So if you talk to them at level 6, they give you 600 credits. If you then come back at level 10, they will give you 1000. However if you were to come back at levels 7, 8, 9, you'd get 700, 800, 900 respectively as well. This version of the mod makes it so that Ramana and the slaver start giving you money from level 1, and will give you money for every single level up, even if you don't talk to them every level. In other words, if you talk to them at level 6 for the first time, instead of getting 600 credits you will get 100, 200, 300, 400, 500, and 600 credits if you keep talking to them. Then if you come back at level 10 and ask for credits, you will get 700, 800, 900 and 1000 credits if you keep talking to them. The game will remember what level you stopped at. You can get quite a bit of extra money this way. Installation: just copy the .NCS files from either the Option 1 or Option 2 folders into your override folder. The NSS files in the source folder are not necessary. Compatibility: Should be compatible with pretty much any mod that doesn't use these three specific files. Known issues: None, based on my testing. I played through the whole game with these and never noticed any problems. Unless c_global_lt_lev.ncs is used for something else in the game that I don't know about, there shouldn't be any issues. Permissions: I grant permission to everyone who'd like to use this mod in their own mods/modpacks, community patches, whatever - just please credit me as HDR1. -
Version 1.0.0
7 downloads
A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 01.05.2026 Installation: Open the "For Override" folder and drag/copy the textures within and drop/paste them into your Kotor II Override folder. Delete the file "N_DolGrenH.tpc" if it is present. Uninstallation: Delete the N_DolGrenH.tga file from your Override folder. Description: Lieutenant Dol Grenn's head in Kotor II was made via photo sourcing elements of other old male heads from Kotor I. Most of his face and beard comes from Davik, his eyebrows and sideburns are Davik's eyebrows and sideburns that are recolored brown, and most of his hair is Deadeye Duncan's hair that has also been recolored brown. Using this exact same method described above, I was able to photo source elements of Dark Hope's Davik and Deadeye Duncan heads to make a HD Lieutenant Grenn head. Known Bugs: This mod shouldn't have bugs but if you find any report them to me on Deadlystream. Incompatibilities: Would be incompatible with any mods which add N_DolGrenH.tga or N_DolGrenH.tpc. Permissions: As Dark Hope gave free permission for anyone to use her mods, you are therefore allowed to use this mod as it was made using her work. Thanks to: Dark Hope: For giving everyone free permission to use her work and for making the Davik and Deadeye mods in the first place! Bioware: For such an amazing game! Obsidian Entertainment: For such an amazing sequel! Fred Tetra: For Kotor Tool! And everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
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You can use the DestroyObject command, but trying to grab a corpse via script can be flaky. The most reliable way might be to first flag him as non-destroyable, something like: AssignCommand(oSion, SetIsDestroyable(FALSE, FALSE, FALSE)); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oSion); DelayCommand(1.0, AssignCommand(oSion, SetIsDestroyable(TRUE))); DelayCommand(1.1, DestroyObject(oSion)); Adjust timings as necessary.
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Okay, given I am a beginner to modding, I guess I am going to do an easier way for now until I get better. (I am still trying to get the gist of things). My simpler new plan for now is to make Darth Sion collapse to the floor dead and have the "sithritual001" effect play out and dissolve his body, but I am okay if the cutscene ends when Sion falls to the floor and it goes to gameplay mode. My problem is how do I destroy his body, which is tagged "remains"?
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In base game, they say this: "Irritated Declaration: There you are. It has been extremely difficult to track you down, Jedi." "Quick Clarification: But now that we have found you, we hope that we can facilitate communications." "Unnecessary Addendum: And put an end... to hostilities." In TSLRCM, they say this: "Releived Statement: Oh, Jedi, it's good to see you intact. We were concerned that shooting down your shuttle would damage you irreparably." "Quick Clarification: But now that we have found you, we hope we can facilitate communications." "Unnecessary Addendum: And put an end... to hostilities." In K2RC+, they say this: "Irritated Declaration: There you are. It has been extremely difficult to track you down, Jedi." "Releived Statement: Oh, Jedi, it's good to see you intact. We were concerned that shooting down your shuttle would damage you irreparably." "Announcement: You have caused us to expenditure a great deal of effort to find you, Jedi. "Quick Clarification: But now that we have found you, we hope we can facilitate communications." "Unnecessary Addendum: And put an end... to hostilities." "Threat: Come with us without resistance, Jedi... or you will come with us in pain." The way I see this, that both base game and TSLRCM go for a somewhat-different-but-consistent tone. Base game HK squad is irritated-annoyed, TSLRCM HK squad is snarky assholes. And I don't think mixing the two styles flows all that well, because even if it's different droids saying the different lines, it's nigh-impossible to tell them apart because they all look and sound the same, and they are against the same backdrop too. In more detail: I think the first two lines of "Irritated Declaration" and "Releived Statement" are an either or, because they are tonally so very different and both sound like a definite beginning to a dialogue. "Irritated Declaration" and "Announcement" kinda say the same thing but worded differently, it feels like too much repetition in this dialogue I think them closing off their opening lines with the "Unnecessary Addendum" just fits oh-so-much better with the snarky-snobbish asshole personality that most HK-50s have, not to mention it's their catchphrase too. Having the "Threat" in there is again, feels out of tone for both base game and TSLRCM personalities, and kinda curbs the effect of their catchphrases too.
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KotOR II Cut Content - Opelle / Valiant
N-DReW25 replied to BusterBlader's topic in Knights of the Old Republic General
I believe it it used for one of the Peragus Holograms and in the background of Carth's arrival at the Battle of Telos. It is very seldom used. And yes, it is actually an import from Kotor I and it's used even less there as well. -
I'll see about adding this in So I've recently removed all of the restored appearances from this mod and transferred them to the K2 Appearance Restoration Pack mod. Because of this there are now a lot less installs meaning I could add them to an "alternate takes" install. Might I ask why the HK squad needs to be seperated? Just so that I'm clear, you're referring to the Telos Plateau HK squad, the one where I restored the vanilla dialogue TSLRCM cut so that these lines are used alongside the restored dialogue. You'd think this'd be better served outside of the true dialogue restorations? Truth be told, I don't think the thug outside Dhagon's was supposed to ever walk away, the dialogue setup suggests he would've just stuck around and said the restored line if you tried speaking with him again. The problem was that the text in the dialog.tlk/the subtitle left in the game file didn't match what the actor said and so I thought it would've made more sense when you first spoke to him instead of letting him stick around. I'll see if I can edit the dialigue, maybe have it so that "I've said what I'm going to say" and "If you talk to him" are exclusive to specific player responses or swap them around so that "if you talk to him" is said last instead of before "if you talk to him". If not, I could make an alt install for the sus restorations. I believe there already is one for one of Mira's alt lines, and I'm probably going to add the alt Benok/Luxa lines in there at some point as well.
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