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Ah hah! Well look into it, but I can't promise that something messy in my kotor directory didn't cause it. I suppose I could rule that out with 10 minutes or tinkering or so.
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Alright, the mask model is also broken so that'll be added to my list on things to fix. Below is how the mask is supposed to look.
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Hello. It shows up as a green mask. This is on Yavin after the 3rd star map. Oh, I see. Of course, from a game design stand point the K1CP change makes more sense, lol, I just wasn't used to it. I suppose the real way to know for sure would be for me to apply the RC-K1CP mod, start a new game, tweak a few numeric globals via KSE, and warp to yavin and see what he's got.
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Could you buy the mask and put it on (Save your game if this is a playthrough so you can reload the save before you bought the mask)? When you wear the mask does it look like a green breath mask? If yes then only the icon is broken but if no then the mask model is broken like the Blaster. That is a K1CP feature from the K1CP mod, it is not added via RC-K1CP and as such is not something I can change on my end. The only way that feature could be made optional is if somebody else made a mod that undoes the changes - that means you'd install K1CP followed by a hypothetical Consular/Sentinel Vanilla Class Skills mod that would undo that specific change.
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DeathMachine45 joined the community
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Wolod47 joined the community
- Yesterday
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Possibly also affecting the Advanced Bio-Stabilizer Mask, though that's really uncertain. I started over with only the K1CP, except that I used my save game just before leaving Taris hoping that it wouldn't affect anything beyond. I had originally started this game with K1CP + RC-K1CP + the list of extra left-over files I listed above from the *old* restore content mod! HAH! (It's slightly possible I had used some other mods as well.) So if you happen to touch that item, take a look at it. Please ignore otherwise. Also, for your next release, could you break out various changes (like Consular/Sentinel class rebalance) into separate options? :D
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Ian Starrider started following Dark Hope
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I recently came across this sword model for Jedi Academy and thought it would be a perfect replacement for Naga Sadow's poison blade, which can be found on Korriban. https://jkhub.org/files/file/3156-naga-sadows-sith-sword/ I don't know anything about modeling and such. But maybe someone would like to port this model to Kotor. Provided that the user of the original model allows it.
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fleger started following Vurt's Mandalorian Neo-Crusaders
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- Last week
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darthbdaman started following MOD:Sentinel Sneak Attack with Multiclassing (TSL)
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MOD:Sentinel Sneak Attack with Multiclassing (TSL)
darthbdaman replied to darthbdaman's topic in Mod Releases
Couldn't disagree more. Its absolutely possible to get to level 34 with TSLRCM, which would give assassin full Sneak Attack in vanilla. More to the point, even if they only got to 8 or 9, that still means taking the first 15 levels as a sentinel is substantially less beneficial in the long run if you are going Watchman or Assassin, then it would be if you are going for the other Prestige Classes. You can certainly argue the long run doesn't matter, but I personally think most people who design character builds do build around the final point, even if that isn't actually optimal. There's satisfaction from maximizing the utility of all you choices at the final moment, which is very core to rpg progression. I also think nerfing the Watchman/Assassin is good thing. Even weaker is an odd thing to say about by far the best prestige classes. They get the most skills, which are actually important in K2, and due to the sneak attack feats, are far and away the best at combat. Sneak attack is immensely powerful as an ability. Without BaB differentiation, there is no reason to pick the other options. With this mod, some mix and match can make sense still, as you can get 4 sneak attack levels from sentinel to add to the other prestige classes, while you no longer are choosing between some damage and extra feats access, some more force powers, and 7 or 10 SNEAK ATTACK RANKS. You are now choosing between up to 6 Sneak Attack ranks at max level and the other options, which still isn't a good trade. Watchmen and Assassin are still the best prestige classes imo. I strongly dislike the idea of Assassin's capping out there Sneak Attack at level 26, especially as Watchmen will start to catch-up and pass them at level 31, as you pointed out. This can already happen with this mod if you some get into the high 30s, but I've left it alone as that doesn't happen by default. If I did not make the change to Watchmen/Assassin progression, the problem with vanilla would persist, where Watchmen/Assassin is by far the best prestige class choice, but now you would be losing out on some of the perceived value of taking Sentinel in the long term (even if objectively there isn't any real difference from vanilla, save getting the feats earlier). I think it is very positive that you can't max out Sneak Attack without being a Sentinel to start off with. That was the whole point of making the progression changes to Watchman/Assassin in the first place. The real problem with this mod is that it makes sentinel the only real choice of base class, without any other changes like restoring BaB, but that was basically true in vanilla already. -
Modding Cutscenes: Where to Start?
PoopaPapaPalpatine replied to PoopaPapaPalpatine's topic in General Kotor/TSL Modding
I suppose that's an option if I wanted to do it fast. I'm a bit more finicky than that, I'm afraid. I'm currently looking at things like KotOR Blender and things like that at the moment. See what all needs doing. -
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PMBJ67.tga PMBJ68.tga PMBJ69.tga ar the texture for male and PFBJ67.tga PFBJ68.tga PFBJ69.tga are the textures for female. In game Tier I is ...67, Tier II is 68, Tier III is ...69. Now find the new texture you want to use rename it with one of the above or more how you want is up to you. Replace in the game override folder and that is it. Note: That there is a problem the game takes the male texture also for the femele. Effixian the original modder had I fix for this but I didn't add it for this mod. Tell me if you manage it.
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The K1CP mod includes the Consular Sentinel Class Skill Swap mod. It is theorized that the Jedi Consular got the Sentinel skills by mistake, the idea behind the Jedi classes is that Guardians were supposed to get more feats, Consulars would get more powers, and Sentinels would get more skills but instead because they were swapped Guardians were got more feats, Consulars got more skills and powers, and Sentinels got nothing. RC-K1CP does not touch the Sand People so that's strange that it's happening. Do any of the Sand People drop sticks or clothes? Now this here is genuinely an RC-K1CP bug that I can fix! For me, only the blaster icon is white though the blaster model itself uses the default blaster texture for some reason. I shall look into this and release a bug fix update for this.
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Send me the link of the mod you want. I will ask for permission. But until I get it and also if I get it, you can mod it yourself. Find the texture you want to use, rename and replace use GIMP to open the .tga texture files. I don't have time now but I will add in the description of the mod a better explination on how to do this.
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Taki17 started following True Tank Droid
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View File True Tank Droid Makes the tank droid more tank-like. SUMMARY The tank droid is a pretty cool unique enemy in TSL, but a couple of things bother me about it. I always found it disappointing that it has these giant gun barrels which look like they’re for launching missiles, like a tank, but instead it just tosses frag grenades at you. The game even has functioning rockets but for whatever reason they weren’t given to the tank droid. It also has a super high defense which makes it dodge attacks like the Matrix, which feels pretty odd. This is just a feature of the game mechanics, but it becomes particularly glaring on the tank droid. I mean it’s a giant droid, can it really be that hard to hit? This mod makes a few changes to make the tank droid more true to form. It will now shoot rockets instead of throwing grenades. These are not your average wrist rockets; they are bigger and more deadly, dealing 60 pts of piercing AOE damage. Additionally, the tank droid gets a -5 defense penalty for being a chonker but its base health is doubled and it gets Master Toughness granting -10% damage immunity. Its natural energy resistance is also reduced from -15 to -10 but it gains -5 slashing, piercing and bludgeoning resistance. Essentially you’ll miss significantly less but you’ll need more hits using the right weapons and moves to take it down. INSTALLATION To install, run TSLPatcher.exe. Unaltered copies of any modified files will be placed inside the backup folder in the location of TSLPatcher.exe. UNINSTALLATION Remove the following files from Override: c_drdmkfour001.utc, crhide_tankdroid.uti, c_tankdroid.mdl, c_tankdroid.mdx, w_roktank.mdl, w_roktank.mdx, m_imp_tankrocket.ncs, m_rnd_tankdroid.ncs, and spells.2da. If any files were created inside the backup folder, move them to Override. COMPATIBILITY Should be compatible with most other mods unless they edit the tank droid. When in doubt, install this mod after others. This mod edits the c_tankdroid model to line up the rocket with the gun barrels a little better, which will overwrite model changes made by other mods. Install after Droid Models Animation Fix by CapitaineSpoque, which this mod forwards the relevant changes from. PERMISSIONS Please do not reupload this mod without my permission. CREDITS offthegridmorty CapitaineSpoque - base tank droid model, Droid Models Animation Fix TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra KotorBlender - seedhartha Mods in screenshot: Ultimate High Resolution Pack - ShiningRedHD Ultimate Character Overhaul - ShiningRedHD Submitter offthegridmorty Submitted 02/02/2026 Category Mods TSLRCM Compatible Yes
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- tank droid
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Version 1.0.0
21 downloads
Makes the tank droid more tank-like. SUMMARY The tank droid is a pretty cool unique enemy in TSL, but a couple of things bother me about it. I always found it disappointing that it has these giant gun barrels which look like they’re for launching missiles, like a tank, but instead it just tosses frag grenades at you. The game even has functioning rockets but for whatever reason they weren’t given to the tank droid. It also has a super high defense which makes it dodge attacks like the Matrix, which feels pretty odd. This is just a feature of the game mechanics, but it becomes particularly glaring on the tank droid. I mean it’s a giant droid, can it really be that hard to hit? This mod makes a few changes to make the tank droid more true to form. It will now shoot rockets instead of throwing grenades. These are not your average wrist rockets; they are bigger and more deadly, dealing 60 pts of piercing AOE damage. Additionally, the tank droid gets a -5 defense penalty for being a chonker but its base health is doubled and it gets Master Toughness granting -10% damage immunity. Its natural energy resistance is also reduced from -15 to -10 but it gains -5 slashing, piercing and bludgeoning resistance. Essentially you’ll miss significantly less but you’ll need more hits using the right weapons and moves to take it down. INSTALLATION To install, run TSLPatcher.exe. Unaltered copies of any modified files will be placed inside the backup folder in the location of TSLPatcher.exe. UNINSTALLATION Remove the following files from Override: c_drdmkfour001.utc, crhide_tankdroid.uti, c_tankdroid.mdl, c_tankdroid.mdx, w_roktank.mdl, w_roktank.mdx, m_imp_tankrocket.ncs, m_rnd_tankdroid.ncs, and spells.2da. If any files were created inside the backup folder, move them to Override. COMPATIBILITY Should be compatible with most other mods unless they edit the tank droid. When in doubt, install this mod after others. This mod edits the c_tankdroid model to line up the rocket with the gun barrels a little better, which will overwrite model changes made by other mods. Install after Droid Models Animation Fix by CapitaineSpoque, which this mod forwards the relevant changes from. PERMISSIONS Please do not reupload this mod without my permission. CREDITS offthegridmorty CapitaineSpoque - base tank droid model, Droid Models Animation Fix TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra KotorBlender - seedhartha Mods in screenshot: Ultimate High Resolution Pack - ShiningRedHD Ultimate Character Overhaul - ShiningRedHD-
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Modding Cutscenes: Where to Start?
DarthParametric replied to PoopaPapaPalpatine's topic in General Kotor/TSL Modding
I always thought some sort of mocap would be very helpful for some of this type of thing. For anyone that has an iPhone, I think there's some plugin for Unreal that lets you capture performances without any special gear. That might be an option perhaps. These days there are also a few different programs that will generate mocap from video, so it might be possible to try and create the anims direct from the original pre-rendered BIKs. -
Modding Cutscenes: Where to Start?
PoopaPapaPalpatine replied to PoopaPapaPalpatine's topic in General Kotor/TSL Modding
I was thinking of something like pulling modules and textured game models into Blender and then rig and animate them from scratch. Hell, making these things from scratch may be the only option. After all these years, AI upscaled scenes can't be the only option. If there's some folks out there that want to work on this too, please contact me. Otherwise, I'm fully prepared to tackle this myself. I have. I just don't care for them. I don't think they fit the mise en scene of the original Star Wars films, which KOTOR draws heavy inspiration from, and that of the first game itself. It's too polished, too flashy. I don't believe they integrate with the base game very well. I want something that stays truer to the intent of the original game. -
