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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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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. -
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X3TritionX3 started following KotOR2 - Improved AI
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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. -
kotor tool KoTOR Tool REBORN.
LordVaderCW replied to LordVaderCW's topic in General Kotor/TSL Modding
Todays Update: ill be doing some more work on this today. NetFramework Upgrade. I now have this working in Visual Studio 2022, and i have upgraded the NetFramework to run from 4.0 which will benefit the KotOR Tool massively. again im going to be focusing heavily on finishing the GUI Phase. Standardised Theme of titled DarkSaber. Once this phase is complete with the Designer Files, i will then begin to start updating the forms themselves, repositioning some elements, Community Feedback would be wonderful, with how you want it to look and feel. Any feature requests you can add them into the this forum. You can request anything. I will do my best to work it in, if i can. if it will work, and if the community desires it most. The most requested features will be the highest priority in terms of community feedback. Feature Plans. I will also create a built in TGA viewer with BMP and PNG conversion, Texture Upscaler, and Normal Map Generator, i am also considering adding in python support. Now i specifically use Python 3.13. installed into my system path. i can create some automation scripts to do that for end users who are not technical and just want to mod., but i think python support will be a massive boost to the tools power and complexity, as the KSE Editor was a good tool also. shout out to the dev who made that one. May the Force Be With You. LordVaderCW- 7 replies
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KingRito64 started following Lore-Friendly Qel-Droma Robes HD , HD Twilek female , Shadow of Revan and 5 others
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kotor tool KoTOR Tool REBORN.
LordVaderCW replied to LordVaderCW's topic in General Kotor/TSL Modding
Update on V.1.0.3.3: 29.04.26 - Alot of this Designer code source is really scrambled, and hard to read at a glance. The Designer.VB are formatted in such an old way that i have had to painstakingly restructure each one. Now, as challenging as it is, i am almost at the end of that Phase. Each designer file is being rewritten so that it complies with CodeDom inside VisualStudio so for later GitHub dumps, anyone who wants to add things or make things, will be able to do so, for reference im using my old version of my MSDN 2010 Ultimate, to ensure maximum compatibility. Fred wrote quite a LOT of code. and i am doing everything i can to preserve as much of his original code where possible, and where it works. but most of the UI screens have now been given That dark blueishgreen and gold theming. Disclosure. I am using AI to assist which is speeding up the process massively, but it is not perfect. and AI DOES and WILL make mistakes, and will often argue with you on LONG code files. Note: For anyone who wants to make stuff for the tool using AI. I will not object, i will encourage it providing it is documented. This is why these tools exist, to make our dev headaches less. or more. depending on how the mood of the LLM feels. for me this is a vibe and an experiment. Will post update again when V.1.0.3.3 source has been dumped and release of V.1.0.3.3 has been packaged. LordVaderCW. GUI UPDATES TO KOTOR TOOL by LordVaderCW. current progress at the moment. I will dump this progress to GitHub under Branch v.1.0.3.3 Here im showing the updates ive made to the Graphical Interface to the KoTOR Tool. NEW ICON PRELOADER THING MAIN APPLICATION ABOUT 2DA EDITOR DIALOG EDITOR, Not perfect, but will tweak further in next branch series of updates. TEXT EDITOR ERF BUILDER. PROJECT MANAGER, still a little bit broken, but will fix later. The Module Editor, I need to create new images etc for the buttons. tidy up some things. Not complete yet. Global Variable Editor. This one i think is kinda complete on the GUI aspect. for V.1.0.3.3 it will do. Door Walkmesh Editor thing. SSF Editor. This one is pretty much visually complete in terms of updating GUI. Search GUI. Few Tweeks needed. but almost done. MapInfo Viewer Options Window. (Needs tweeks to the tickbox colors, oversight) Path Manager. Autodetection works for steam copies. that was added into v1.0.3.1 as an immediate thing. (no more need for the registry key.) This is the current progress at the moment. Which is what im at. at the moment. Updates are live at: https://github.com/LordVaderCW/KoTOR_Tool/tree/v1.0.3.3- 7 replies
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LordVaderCW replied to LordVaderCW's topic in General Kotor/TSL Modding
Thanks for the response! im still churning through the visual updates to the GUI and it is TEDIOUS! like ive been slapped with SpaceDung from the Biffs Saxaphone. im about 40 percent through the Visual GUI updates to the color scheme. I want to get that out of the way for V1.0.3.3 before i commit it to the github repo. looking through the source, Fred seemed to have other features that he was working on inside, as there are various forms and windows, that ive not quite seen yet actually used. I had a moment where i was sat thinking, what could i do with my time on this earth. something that could be done, on the back of the #StopKillingGames movement, and KoTOR was a big part of my childhood, and im 32 now. I wanted to do this long ago, but with the LLM scene. Its not like you can just copy and paste code in and out, it still require tedious micro management, positioning, updating, code arrangment, code clean up. I have PLENTY of time to give to this project. I have also noticed, that there were plans to introduce Registration and Licence Keys for the tool.- 7 replies
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Holy moly... I love the idea. If you can make all existing features actually work reliably and make it less prone to crashes I'll sing praises of you for at least next decade. \o/ I'm looking forward to see your progress.
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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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I 100% agree with you and it's nice to see someone else thinking the same thing! Ofc, it's easy to not install the appropriate file, and fortunately, no other tweaks are lost if you don't, but if possible I'd like to see "alternate takes" like this or the plateau HK squad separated from true dialogue restorations, like the Malak vision in the tomb. btw I'm of the same mind about the thug outside Dhagon's clinic, him signing off with "If you talk to him, tell him I got his twenty credits." is just fit so well, I'm inclined to think the additional line was cut intentionally.
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kotor tool KoTOR Tool REBORN.
LordVaderCW replied to LordVaderCW's topic in General Kotor/TSL Modding
VERSION 1.0.3.3 INBOUND. Update: I am currently working through the visual design of Version 1.0.3.3 - I have introduced a theme system for KoTOR Tool, replaced icons, and buttons. This version will be adding major visual enhancements, with custom themes via INI settings. The theme will be using a DarkSaber.ini theme file. stay tuned.- 7 replies
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KotOR II Cut Content - Opelle / Valiant
BusterBlader replied to BusterBlader's topic in Knights of the Old Republic General
No I was more curious if that was familiar but I don't recall if this model was used at all in KotOR 2 otherwise? I assume it was made for it too and wasn't an import from KotOR 1 but correct me if I'm wrong.