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chaosreborn1 joined the community
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I'm not sure if you noticed but there are no belt models in the game when you put them on so you wouldn't see the belt textures either. I hope you didn't waste too much time with this. The reason it's still there to begin with is because it was left over from when the game was developed and they forgot to take it out.
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Gedonna started following Unofficial TSLRCM Tweak Pack, Kinrath Egg Bash Crystal Drop, JC's Minor Fixes for K2 and and 4 others
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View File HD Belts textures HD Belts textures 1024 x 1024 for KotOR I. Submitter Etienne76 Submitted 01/24/2026 Category Skins K1R Compatible Yes
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D3monic joined the community
- Yesterday
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5/5. Just like the one for droids, this item is necessary as the slow movement bug pops up often. While not as in line with immersion as the Droid Oil Bath, it also isn't immersion breaking, just another medical item. As with the other I added it to several merchants, and they both have a permanent place in my override folder.
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It has been almost a year since I actually worked on the project unfortunately, however, recently somebody (@LanguageWriter123) found the pointers for properly changing the classes in the PC executables, previously I was achieving this by swapping the values directly in the class table itself which resulted in levelling not happening properly and enemy scaling being all wrong. Details for how to make these changes can be found in my tutorial series, specifically #28 - Hard Coded Class Selection Values So now anybody can change the starting classes to any of the 17 classes in the games classes.2da file with ease. Struck by curiosity at 5am I decided to do the same for the original Xbox and so starting classes can now be changed on the original Xbox in KotOR2, I spent around 6 hours this morning figuring out where the pointers and string references were in the .xbe file. So while it might never see many users, it is done, primarily for the fun of it and because I want to try and support all the different versions of the game eventually. This video showcases it working via the emulator Xemu, it was fun to track these values down and see it working. I hope to get back to working on this project again though there is still far too much for me to handle solo planned and I continue to hold out hope that a team will form around the project, but in the meantime I will do what I can to ensure that it is the best it could possibly be. There is a lot left to do but with these recent changes the port takes another leap forward towards being complete and or bug-free, though there are still bugs in the project and the mini-games aren't working yet, but all in good time I am sure. Currently there isn't a new release issued so for anyone that wants to check it out, grab it from the GitHub repository itself, not the releases page. But when the project is nearly or entirely bug-free I will be moving towards making a new stable release.
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I did at one point, but I had to shelve the update due to a much worse visual issue that it caused. I have somewhere on my computer a few hundred upscaled textures for both the indoor and outdoor areas of Sleheyron. But for some reason implementing the upscaled textures caused giant "black boxes" to appear in the outdoor module. I believe it's somehow glitching the overhead flying ships. I do not know why given their textures do not change. It's something I would like to fix someday. But right now, I don't actually know what's causing the error, so I don't know how to fix it. That being said: I am glad you liked the mod! I apologize for the Bogga glitch near the end. I'm not sure what caused that one either... Oh the joys of modding. There's always a bigger glitch. After I figure out what's causing the black boxes glitch, I can work on greatly improving the textures as well. Upscaling would be a good start, but there's more I could do to improve them.
- 106 comments
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Yes after reinstall it works without patching
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KotOR 1 Level Cap Mod (To Level 50)
LanguageWriter123 replied to LanguageWriter123's topic in Mod Releases
@carrick16 I'm glad you got it to work! Sorry you had troubles with it to begin with. It works with higher resolutions too like 2560x1440? If not fully, maybe I should patch exes with that Uni Widescreen patch applied before mine. -
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- 106 comments
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Hi, @LanguageWriter123exe file dont work on 2560x1440 resolution. Then ive patched your exe file like here - https://steamcommunity.com/sharedfiles/filedetails/?id=2901738838, and now i see main menu good but game crushes on new game or loading. Maybe do youn something about that? upd: reinstall game, paste your files and then installed Communty Patch and now works! tested with cheat exp, see 50 lvl
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hyperblast1 started following Sleheyron- Story Mode
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It was an error, caused by a patch for the game fonts. It caused crashes, when looting. Sometimes. Anyway, i finished the mod. Great stuff. Some more crash reports, when loading into the Czerka Biolab modules. And then the Iridorian ship is also kinda unstable. There an error near the end, where the cinematic with Bogga behind the door doesn't trigger and then the game locks up and you cant proceed to the bridge. Restarting a few times, fixed it. PS Out of curiosity.... any plans to improve the main areas visuals. The modules are kinda unfinished.
- 106 comments
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KotOR 1 Level Cap Mod (To Level 50)
LanguageWriter123 replied to LanguageWriter123's topic in Mod Releases
@scheder I just tested the exe again here and it worked fine for me. Did you not place the exe in the main swkotor directory and extracted the 2da files (from 2das.rar) plus the replacements (stray xptable.2da and exptable.2da) into the Override folder, in the main directory? If the Override folder isn't there, create and make it there. Then add those files in. If it's still not working, tell me the exact problems you are having when launching it. -
I am little confused at how you install this. the exe does not work for me.
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Gedonna started following TSL Restored Content Mod
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Please drop any Lightsaber hilt mods you have created here
Oaks replied to Untold Prophecy's topic in Mod Requests
I will sent to you. -
Enemy Difficulty & Scaling Question
DarthParametric replied to AOD333's topic in General Kotor/TSL Modding
For specific examples of #1, you can see how the Wraid spawns in the Dune Sea are gated by a simple player level check in the module's OnEnter script: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M18AA_Tatooine_Dune_Sea_tat_m18aa/k_ptat18aa_enter.nss For UTEs (encounter templates), you can check one of the Taris Lower City apartment modules, M03AB or M03AD. One of them uses UTEs to spawn the gang mooks. Although I can't recall if they have level variation. - Last week
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Enemy Difficulty & Scaling Question
JCarter426 replied to AOD333's topic in General Kotor/TSL Modding
KOTOR 1 has essentially two types of level scaling: 1. Spawning more and/or different NPCs. This may be done either through a script or through an encounter object. 2. Buffing NPCs when they are spawned. This may be done either in an individual script or with the global script k_def_buff. With the first, I would expect the change in stats to feel consistent regardless of PC level. With the second, you will experience diminishing returns at higher PC levels because enemies will be getting the same flat bonus added to a higher base stat. -
Hello everyone, I'm currently in the process of making a very simple mod that increases enemy difficulty. I was inspired to do this by SAO1138's Hard Mode patch for their Sleheyron Story Mode mod. I (and I'm sure most people) simply find the game too easy. I do play with the Darth Souls difficulty mod by ChabdlerJ47, usually on the hard setting (200% damage), but even this isn't enough. And setting it to even higher damage just feels odd, as some encounters become medpack spam fests and the ones I would truly like to be more difficult (common enemies) are still too easy. Anyways, I found SAO1138's Hard Mode patch to be a good difficulty increase. It increased the difficulty without making things feel unfair, so I compared those files with the original ones. After playing through the game I decided that a 1.5x increase to the Strength and HP of most enemies would be a fairly balanced change, but I'll probably make a 2x version as well. In some cases I will increase other stats, and maybe add better weapons here and there, but the idea isn't to make things feel unfair, just more challenging. I am currently in the process of creating this, and I will of course share it when I'm done. Now my first question (and main concern) has to do with enemy scaling. For instance I know that the sand people you face at lvl12+ are much stronger than those you face at lvl1-11. I've looked all over but so far haven't been able to locate a list of which enemies scale, by how much, and at what player level the increase takes effect. If anyone has this information and would be willing to share it, it would be much appreciated. Even without this info I still think that 1.5x will be a fair increase overall, as even with the scaling things feel too easy. And if there are encounters or enemies that end up feeling too tough, we have a difficulty slider for that. My second question, is whether or not there is anything else that affects enemy difficulty. Are there any scripts that I should be aware of? I know that there are spawning scripts, but my assumption is that those scripts spawn enemies using their UTC files within the module, so the 1.5x stat increase would affect the enemies spawned through scripts as well. Again if I'm wrong about that can someone please let me know. I don't have a ton of time to dedicate to modding, but this shouldn't take that long, and I plan to release it within a month or so. Answers to my questions will help me know if I'm on the right track, or if I'm missing anything. Also, on an unrelated note, does anyone know of a detailed tutorial on creating tslpatcher instruction scripts? Perhaps there's one on this site and I've simply missed it. I would like learn this, as tslpatcher (or holopatcher) seem to be the standard, and I have mods I've created that I'd like to share, but I want them to be as compatible as possible (some require 2da edits). Thanks in advance for any help/advice.
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Please drop any Lightsaber hilt mods you have created here
Aarguitar replied to Untold Prophecy's topic in Mod Requests
May I get these Lightsaber hilts as well? I would really appreciate it!
