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  1. Today
  2. Is there a tutorial on how to apply it to my own hilt? And what Software do i need?
  3. Nothing obvious springs out. Attach your placeables.2da as well, and kas_m22ab.mod from your Modules folder. Also going to need a listing of your Override folder. You have two options. You can do it manually by opening a cmd terminal in that folder and using dir /b /s > dir.txt or use the download the attached batch file, put it in your Override, then double click it. Either way, attach the dir.txt file when done. Dump_File_List.bat
  4. It just automatically happened and I didn't think much of it. I can do that at the first convenience if the problem isn't resolved. My bad. appearance.2da Here's my appearance.2da file True, I just got used to saying PAL in regards to DVD and TV I guess. European I should clarify. Thanks for the reply!
  5. First of all, change that mod list to text links, not embeds. You'll get a prompt when you paste a link to embed it or not. It's obnoxiously large currently. Hard crashes are typically a sign of the game trying to spawn missing content, usually creatures/NPCs via an appearance.2da row to that points to a model that does not exist. Unfortunately, KOTOR doesn't provide any useful logs to help pinpoint this kind of thing. But if you're crashing at the same spot, it's presumably a creature model that the game is trying to render that doesn't exist. Attach the appearance.2da file from your Override folder. Just so you know, there's no such concept as PAL for PC. That's a TV standard (50Hz display vs NTSC 60Hz) and only applies to console.
  6. Hello everyone, I've been going through a new playthrough of KOTOR recently, and hit a really critical bug. NDrew probably already knows the issues I ran into already, but this late one happens right after the encounter with the Czerka slavers who have killed the Wookiee, in the large walkway that leads you to your first encounters with the Mykals. So I uninstalled and reinstalled everything--4CD install (PAL), 1.03 patch, widescreen patches, new 4K movies, community patch, latest versions of every mod, and weeded out some redundant or conflicting mods. And as I suspected, the far fresher install seems to have the mods all working together well. However, even when I start a new game, the issue persists. Just to check, I started a completely new game, warped to the same location, and still the issue persists in the exact same location. The game also inconsistently crashes after battles, conversations, when I switch to the player/character attributes screen or just randomly, so I've been playing the game so far just crazily saving and quicksaving. It hasn't been THAT annoyingly frequent, thankfully. But in places like the Kinrath Cave at Dantooine for example, saving and reloading to progress between the crashes was especially annoying, but I did it. However, this Great Walkway crash is consistent, and saving and loading around it, as if I save close or at the crash area, the save just does not load either and crashes the game. I thought it might be an issue playing at 4K, but downscaling does not fix the problem either. But when I play vanilla, new game, warp over to that location, the game does not crash, so it's definitely a mod issue. But what mod is causing both the inconsistent crashing and the Great Walkway crash I have no idea. I'll be listing my mods below, but I have no idea what the issue might be. I wondered if it might be "party conversations" trying to trigger but the "party conversations at the ebon hawk" mod screwing it up, but to test it I tried to continue without any party members at the great walkway but it still crashes at the same location. QUESTION--I heard something about "placeables" causing problems but I have no idea what that is, is it something about how too many additions or changes to the modules can cause problems in the game or something? I have a 12th Gen Intel Core i7-12700F processor, 32 GB of RAM, NVIDIA GeForce RTX 3050 and 64 bit operating system. Here are my mods and the links to them--consistent to the order I installed them: And a lot of simple texture mods. I just seem to be stuck with this godawful crash, unable to figure out which mods are causing these problems, even with a completely fresh reinstall and healthy mod installation the issue persists. Am I just not allowed to play this anymore lmao. Well, jokes aside I would really appreciate the help on this!
  7. I've added it to the K2CP to-do list, so I'll dump it on @JCarter426 to manage the testing.
  8. Wow, thanks! I didn't know that. The only problem is that I save so often that I had to delete some older saves and I already deleted the ones from Telos. If you know of any mod or cheats to transport me to that module I could test it, otherwise I can just ask if anyone else could test it.
  9. hello, sorry for the really late response. Yes, these sabers are 100% upgradeable
  10. It's entirely possible. Especially because Obsidian already made provision for it. There's an animation to hide the roof tile and there's a fake sky behind it: It just needs to be triggered via a script. I'm surprised TSLRCM doesn't already do it. Edit: Ah, I see what it is. The roof tile mesh isn't under the A node in the room model, so the animation doesn't apply. It's actually already scripted and seemingly unchanged in TSLRCM: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/Vanilla/Modules/232TEL_Telos_Underground_Base/a_shuttle.nss Extract this into your Override folder. Should fix the issue, although note you'll have to load a save before the above script fires. 232tel14.zip
  11. Hi, I am currently playing the KOTOR 2 with the latest recommended mod build and I am enjoying it a lot. However, I kept thinking, one thing that bothers me slightly on Telos is this hangar: To use the shuttle you are supposed to open the hangar gates, which, as seen in the cutscene at the end, thay are indeed those gates at the roof. However, when you open the gates by a console on the hangar control room, they remain closed in game, until you board the shuttle and the cutscene happens. I understand that this is because making a hole through the roof of the module would mean loading a new module, and perhaps the default module doesn't even have a skybox. But would there be any other way to make those hangar gates open? (i.e. just for them to disappear off screen and have the Telos restoration zone skybox visible). Perhaps "cutting" that part of the module roof and making that gate panel a fake one that can disappear? Again, I am not a modder so perhaps this isn't possible.
  12. Original Style Blades. Colored to closely match the original artwork from BioWare/Obsidian and textured/shaped to perfection. Recommended for only J's Lightsaber hilts or as alternatives to JC's Saber Blades, respectively. Yes, these blades are entirely my own creation/made from scratch and compatible with J's hilts. Credits to Crazy34's resource/inspiration. Permission is given to anyone from anywhere to use them however you wish. Including mod builds. Original Style Blades.zip
  13. Original Style Blades. Colored to closely match the original artwork from BioWare/Obsidian and textured/shaped to perfection. Recommended for only J's Lightsaber hilts or as alternatives to JC's Saber Blades, respectively. Yes, these blades are entirely my own creation/made from scratch and compatible with J's hilts. Credits to Crazy34's resource/inspiration. Permission is given to anyone from anywhere to use them however you wish. Including mod builds. Original Style Blades.zip
  14. Hello. I am one of the admins. I've looked through the deleted and pending files and haven't seen it, nor any other odd activity at a glance. Could you please re-upload it, and could you please attach to this thread or a DM a screenshot of the proof of permission? Thank you, Fair Strides
  15. Yesterday
  16. I know im 3 years late, sorry. Ive been meaning to delete this mod, as My other mod "Sabers on Peragus 2.0" Includes parts to make HK 47. This was my very first shot at modding, i apologize for any inconvience
  17. I'm necroing this thread even though it's a faux pas in case anyone else (like me) is desperately trying to figure out why in the hell there are three entries for hp. So, here's for posterity: I hope one of the greats will correct me if I'm wrong about any of this. I believe (99% sure) that the max hp actually is the constitution modifier, and that feats are also accounted for by the Max HP value. I'll explain why. Examples from vanilla utc files: Bastila is a Jedi Sentinel, she is at level 3 and gets 8 vitality points per level. She also has 12 Constitution, so a modifier of +1 per lvl. Her Base HP and Current HP are both 24 (3×8) and her Max HP is 27 (+3 from CON). Carth is a Soldier, he is at level 4 and gets 10 vitality points per level. He has 12 Constitution, so a modifier of +1 per lvl. His Base HP and Current HP are both 40 (4×10) and his Max HP is 44 (+4 from CON). Mission is a Scoundrel, she is at level 3 and gets 6 vitality points per level. She has 12 Constitution, so a modifier of +1 per lvl. Her Base HP and Current HP are both 18 (3×6), and her Max HP is 21 (+3 from CON). It seems clear that the Max HP value is accounting for the Constitution modifier. Now let's look at Canderous since he has the Toughness Feat. Canderous is a Soldier, he is at level 5 and gets 10 vitality points per level. He has a Constitution of 14, so a modifier of +2 per lvl. His Base HP and Current HP are both 50 (5×10), however his Max HP is 65. His +2 Constitution modifier make his Max HP 60, so it seems logical that the extra 5 is coming from the Toughness feat, which is +1 per level. The only thing that casts any doubt on this is HK-47. As a combat Droid he should get 12 vitality points per level. He joins the party at level 6, so he should have at least 72hp. But in his utc he only has 60 Base/Current HP and he has 66 Max HP. He has 10 Constitution. So these numbers line up perfectly with a level 6 Soldier with a Constitution of 10 (no modifier), but who has the Toughness feat. If I'm correct then HK-47 should have a Base HP and Current HP value of 72 (6×12), and a Max HP value of 78 (+6 from Toughness). I'm not sure what to make of that, as I checked the classes.2da file and the combat Droid does indeed get 12 vitality points per level, so it would seem that there was a mistake made in his utc file. Or that at some point Bioware changed the Combat Droid hitdie value in classes.2da from 10 to 12 for balance reasons, but forgot to update his utc file. HK-47 has a Strength value of 16, so our poor and innocent assassination Droid was clearly overlooked quite a bit. The game SHOULD give him the correct HP value, as it does calculate what an NPC's health should be based on stats and modifiers and assigns that value, regardless of what is in the files (I believe) but I don't have a save with him present to confirm this. But if this irks anyone else, and even if the game does correct it, HK-47 should have Base HP/Current HP 72 and Max HP 78, and it's very easy to change with Kotor Tool or the Holocron toolset. I think I'm right that Base HP and Current HP are what the character should have based on their class/level, and that Max HP is the Base HP + Attribute and Feat modifiers. Again, if anyone can confirm what I've said, that would be good, if not I'll update this comment when I have definitive answers. Sorry to necro an old thread, but I found this thread while searching for an answer to why there are 3 HP values in the utc files, and what they all meant. I couldn't find a definitive answer to this and figured all of this out myself. I thought I should share this information as a service to the community, in case anyone was trying to edit companion stats but was hesitant to do so out of fear of messing something up. I chose to post this here instead of creating a new thread because it answers the OP's question. I hope this information is helpful to someone.
  18. It was uploaded as a proper file. Not simply an attachment to a post.
  19. Turns out my issue was installing K2 Community Patch by accident thinking it was K1CP. That's why the tweak pack ran into 48 errors. Problem solved. Sorry to be a bother!
  20. I don't think that's a "takedown", just the unwritten limitation on attachment lifetime. I have noted a few examples of older threads where attachments no longer exist. If you want to host a mod here, actually submit it properly as a mod. If you plan on simply dumping an attachment in a post, all bets are off.
  21. It was basically Revan's SWTOR hilt recreated for K1. I had it uploaded to my profile (with your permission) and it's not there anymore. I didn't take it down, so I wasn't sure if it got caught up in a purge or if you requested it's removal. If I still have your permission, I might reupload it.
  22. Last week
  23. View File Metalic Short and Double Vibroweapons & Extra colors This mod will make the short and double Vibroweapons silver metelic color. And 3 alternative options for the colors of the edges. ------------ Instalation: 1. Install "[TSL] Vibroweapons replacement pack retexture 1.0" by IRobert [NEEDED TO WORK] https://deadlystream.com/files/file/1285-tsl-vibroweapons-replacement-pack-retexture/ 2. Install "Vibrosword replacement pack 1.0" by DeadMan [NOT NEEDED TO WORK BUT NEEDED TO COMPLETE THE COLECTION] https://deadlystream.com/files/file/65-vibrosword-replacement-pack/ 3. Install my mod replace the files in the override folder Note: The Optional extra colors can be mixed and matched and will work with all mods and will replace also fo the Vibroswords(Long), just install them last. ------------ Acknowledgements: DeadMan - For the original mod of both games Seph6 - For the short and double bladed models IRobert - For the TSL port RevanDark - for making original models for Jedi Academy Submitter Kirin Submitted 12/26/2025 Category Mods TSLRCM Compatible Yes  
    This toolset is incredible and makes modding Kotor so easy. For example, in order to make mods compatible with the community patch, modules had to be edited. With the Holocron Toolset I was able easily edit the files in question, then open the modules, remove the offending files and replace them with the edited ones, with a few clicks of the mouse. When I was editing the level gains for feats, skills, hitpoints, force points and force powers, I was able to quickly and easily extract the vanilla 2da tables for comparison. Click on core, 2d array, and everything you need is right there. And not only that, but this amazing toolset even reads your override and module folders flawlessly. An example, I really hate spawning custom gear from mods with the console or finding it for free. The stuff is usually quite a bit better than the vanilla items and makes them irrelevant. I've always wanted to add the custom items from mods to the inventory of merchants. This toolset made that process (previously quite difficult) an absolute breeze. I was able to add them directly from my override folder into the merchant's inventory with a few clicks. I still use Kotor Tool for simple changes. For example making changes to or adding item properties as the user interface is simpler and quicker. But for anything beyond simple item properties, it's Holocron Toolset all the way. The creator of the Holocron Toolset did a legendary service to the Kotor modding community by making this, and there's really not much that it can't do. 5/5 of course. I'd also like to personally thank the creator of this Toolset, it has saved me so much time, and has allowed me to finally create a massive (in my opinion definitive) modpack which I will use for all of my future playthroughs. Some of the things required to create this modpack and make so many previously incompatible mods work together without issue were beyond my skill. But with this toolset these things were not only made possible for me to accomplish, but extraordinarily easy to do. So thank you a hundred times over for your time and effort in creating this truly amazing modding utility.
  24. Hello, first of all I must say I'm an absolute beginner in kotor modding and I have little to no experience, but I really wanted to try porting a mod to the xbox version of the game. The mod is Redrob41's TSL Head Model Fixes but I had some issues as you can see in the screenshots. I used mdledit to convert the only .mdl file present in the mod's folder to the xbox format but it was of no use as all the models the mod affects have the same issue. Any help would be much appreciated
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