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I agree, it's the weak point of the games, how immensely dead and empty the areas are, but i do think TSL takes the cake. I am working on my game right now, but i will get back to modding when i'm sick of it lol
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Cool! KOTOR 1 needs this mod too.
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Kätzchen started following GenoHaradan Legacy
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Thanks for the response But since you mentioned the Jekk'Jekk Tar, I have to voice a small concern. Because I have the "Mira's vanilla escape for TSLRCM" mod installed and I'm worried that installing this mod upon it's completion will cause compatibility issues, if it's contents override too much of the Nar Shaddaa Exchange plot finale
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i do release here, like the Weequay player race. but if its something i feel is still very much WIP it's just time consuming to have to update both here and then on Nexus too.
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Why aren't you releasing your stuff here?
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vurt started following Nature Redux
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0.2 is now released! Nature Redux at Star Wars Knights of the Old Republic 2 - Mods and community You are free to use the resources for your own mods btw. Just credit for the work, it goes for all my KOTOR mods btw, no need to ask for permission.
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TheTwuh joined the community
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Installed this mod. It messed messed up the RP color choice. Got my first saber, picked the color, got "Negotiator" [magenta] instead of what I picked, went to change color crystal, game crashed and keeps crashing at color selection. Didn't know this would happen. I just wanted fancy hilts. Then I find out you can't really uninstall this mod. This mod caused me nothing but trouble. This is my first play-thru and now I'm restarting from the beginning and reinstalling all the other mod. Gotta do peragus, telos, and dantooine over again. Very frustrating. Maybe I don't have to start over, but I'm not sure my old saves will work right after reinstalling TSLRCM.
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No Random Fighter Battles Mod TSL Patcher Version
DarthParametric replied to AOD333's topic in Mod Requests
TSLPatcher (and by extension HoloPatcher) doesn't have any provision to merge scripts. -
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Hello wonderful Kotor modding community. I recently went to install the two mods that remove the turret minigame and noticed that one is incompatible with the Bastila on Korriban mod, as both modify the k_sup_galaxymap.ncs file. I am going to try to merge these files myself for my own personal use (a new learning experience). That said however, I think it would a great service to the community if someone was to make a TSL patcher (or Holopatcher) version of the No Random Fighter Battles mod. https://deadlystream.com/files/file/807-no-random-fighter-battles/ I don't yet know how to write TSL Patcher instruction scripts or I would do it myself, I just got back into modding these games after more than a decade long hiatus. I do intend to learn how to do this as I have some ideas for mods, but I have plenty of other things to work on and learn at the moment. I suspect that merging the two files will be a bit of a pain, so if someone wants to save the community the trouble, and also make this mod compatible with other mods that modify that file by creating a TSL patcher version I think it would be a great idea. It's a very old mod (posted here in 2016) so I can't imagine the author would care if someone created an updated patcher version as long as they were credited for the original work (perhaps the original author is still lurking here and would like to give permission?).
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I got it now. Been able to extract and install it with the help of 7-zip. Thanks
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Kätzchen changed their profile photo
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Ahhhh, Czerka. The company that we all know and love, even if that love is loathing and tax evasion. Admittedly I like them more in K2 because they're cartoonishly evil in K1, but seeing them get a more professional facelift for their corporate signage is just so... business-like and professional. And I appreciate the added animation because when does SW not have animation?
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Blog #109 - Happy Birthday to me
Fair Strides commented on Sith Holocron's blog entry in Sith Holocron's Blog
I guesssss we can stop counting, since you asked nicely... But seriously, Happy birthday, SH! Here's to another decadeeee. -
Darth_Delator started following GenoHaradan Legacy
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Blog #109 - Happy Birthday to me
LoneWanderer commented on Sith Holocron's blog entry in Sith Holocron's Blog
Happy Birthday, SH! -
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what's wrong with importing it to blender and exporting it to either K1 or K2? takes around 2 seconds.
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Well... if you have something specific in mind for what you'd want to see post-Leviathan, I invite you to make your own add-on to this mod! A few other modders have already done similarly to add a bit more to Sleheyron. I'd be happy to teach you how to make a KOTOR mod so you can make your own expansion to Sleheyron, if that interests you.
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Thank you so much. This is exactly the information needed to get this done, and you responded the same day. Using your mod as a reference is also a great idea and I will certainly do so. I will work on this over the next couple of weeks (busy with work). Who knows it may even turn into a mod of it's own in time (I won't post anyone's assets without permission of course). Again thank you very much, take care. Just a quick update to say that the icon problem is fixed and it only took 10 minutes. Couldn't have done it without you, thank you.
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Npc Inventory (Outfits) & Icon Naming
DarthParametric replied to AOD333's topic in General Kotor/TSL Modding
No. It isn't as simple as that. If all you do is edit their inventories, they'll still wear pajammas. Character models are controlled via appearance.2da, which tells the game what model to use for what particular armour class, and what head to use if they have a separate head. If you want variable NPCs (i.e. different heads), you're going to need to create multiple new appearance rows and point their UTCs to them. If you're happy with them all having the same head, you can simply edit the existing male and female row and still have them wear different robes, just like the player would. You just need to change the models specified in the robe column/s (K1 only has one robe column, TSL has 3). You made a reference to my Dark Jedi Wear Robes mod. You should use that as a guide for how to implement what you want. It edits every Dark Jedi in the game. The only difference would be you wouldn't need custom models. The ResRef (i.e. filename) of a UTI is irrelevant. You can literally name it anything you want, as long as it is unique and doesn't exceed 16 characters. The game only uses it to find the asset and load it into memory. After that it is no longer referenced (unless it needs to be loaded again). The contents of the UTI tell the game what it actually is and what it does. That doesn't apply to icons however. They strictly have to follow the nomenclature of their base item class. For clothing, this is of the form ia_cloths_000, using the variation number in the UTI. The variation number (from 1 to 256) is how the game determines what model and icon to use. If you want the item to be unique, you need to use a unique variation number not already used by the game (vanilla or other mods). Anything above 20 should typically be beyond the values used for most vanilla items, but mods could be literally any number in the available range, so that can be a crapshoot if you have a lot of item mods installed.
