All Activity

This stream auto-updates     

  1. Today
  2. You don't need any permission if you're making something for your own use. Only if you want to publicly release a mod that uses other people's assets. In this case, it's almost certain that you'd be editing vanilla or TSLRCM scripts and the DLG. You would create a patcher setup for the latter, so there really shouldn't be any permission issues for third party mods. As to the how of it, well it greatly depends on how the existing scene is set up, but as I alluded to, both scripting and DLG changes are going to be required most likely.
  3. One of my favorite mods for KOTOR 2 is the Extended Enclave by danil-ch & Darth Hayze. However, there is one thing about the mod that I dislike; it changes how the Jedi Masters die. In the vanilla, they die the minute Kreia strips them of the Force, showing that, unlike the Exile, they were not strong enough to live without it. The Extended Enclave mod changes this sequence of events so that she strips them of the force midway through her monologue, bringing them to their knees, and then uses Force Crush to kill them once she finishes her monologue. I would like to swap these animations, as well as the proceeding dialogue, so that "You have taken my other students; you shall not have this one." followed by Force Crush is what brings the masters to there knees and "See the galaxy through the eyes of the Exile." followed by her stripping them of the Force is how the scene ends. The issue being: I have no idea how to do that. So, what would I need to do in order to make such changes (besides get permission from the mod authors, of course)?
  4. New green default double bladed saber, not quite finished.
  5. Yesterday
  6. Loving the mod so far! But I was wondering if it would be possible to keep the original dancers outfit somehow?
  7. Good idea! And a 'Canonical Colors' option that gives Juhani a blue lightsaber and Jolee a green one. Or simply allow for multiple color variations for their lightsabers.
  8. Works perfectly fine on my end. The door is closed and triggers the cutscene when opened. If the cutscene does not trigger when opening the door on your end, please describe exactly what you are doing and list all the mods you have installed.
  9. My lord, I too have stumbled and fell... 000378 - Game377.zip
  10. I love this reskin/remesh. It really fits with the character. Great work.
  11. It would not be compatible. This mod would replace the saber models.
  12. Hello there, and hope you are well. Have a small question about this, since I would love to use this and fix the lightsaber hilts in-game: Does this work with Kaidon Jorn's Default Hilt replacement mod ( 2024 version )? I have a heavily modded sith lords game and the one mentioned above is one of the mods installed ( the only one, for lightsabers ) and I would like to know if I can install your lightsaber hilts glitch fix over it. Thanks in advance!
  13. Last week
    This is great work. It really was a great idea and it's executed flawlessly. The textures are sharp, and the trim was added to all the right spots to be accentuated as the character moves. 5/5 for sure. And something else. I (and I assume many others) already had the envmap for my PC and companions set to CM_Baremetal due to other armor mods. One downside to this however is that standard jedi robes look sort of weird, at least the dark jedi robes do, they reflect in an ugly way. These robes, in addition to what I said above about how great they look, offer a perfect alternative. They are a perfect replacement for the dark jedi robes, and with the stats tweaked a bit, they are a perfect middle ground between common robes, and better ones like Qel-Droma's or some custom ones I put together. This mod more than deserves the 5/5 I gave it, as although there are tons of armor and robe mods, only a small number of these truly stand out in their beauty and design, and these are some of the best.
  14. The Weapons w_melee_23 & w_melee_14 have the same texture glitch. Maybe you can fix them too.
    It is Working perfectly, it is very useful and fits very well with the game. Using on a 1920x1080. For anyone having trouble, i had some too, what worked for me is using UniWS, then following the Readme, that states to Execute the hires_patcher.bat on the game folder, then i copied the archives that matched my screen resolution and all worker perfectly. It is worth the struggle.
  15. OK. let's let the cat out of the bag. I'm the one doing the texture mod that N-DReW25 is referring to. In fact, I had done a version of this before. However, now that I've had more time using the Topaz Gigapixel, I thought I could make improvements on what I had already released to @N-DReW25 and Makr0n. I've sent them the results of my upscaling and I would like to get their input (and perhaps some screenshots for the download page?) before releasing the textures to the general public. With that said, it's best to temper your expectations first. Here's what my upscale package won't include from the textures included in the ROR package itself. Characters, creatures, portraits, droids, or outfits: The reasoning for this is that RedRob41 originally did the ROR textures for this category. It seems very likely that in the process of working on his own upscale package for TSL that he'll tackle the ROR textures for these categories as well. Though it seems that N-DReW25 has been in discussions with RedRob41 about this from what he posted above, I personally have not. So I can't even make an educated guess when RedRob41's work on that would be done. So keep your eyes open for updates to the Dev Diary section. Skyboxes: Skybox textures tend to be huge! Leaving that aside, a few of the ROR skyboxes were done by Kexikus. They are fine as they are! They would not benefit from upscaling - and even if I were encouraged to do by all involved on the ROR team and Kexikus - they would be at the size that would impede proper playing of the game. Load Screens: In order to redo these, you'd have to recreate the poses in the mod as presented in the load screens themselves. You'd probably want to use my upscaled textures and the ones that RedRob41 (likely) will be doing down the line. We don't have those upscaled textures in the first category (yet) so that holds things back. And with the passage of time, who's to say that the team would want to use the current set up for each of the individual load screens? Even if all of those things were dealt with, I honestly don't want to go through the entire mod in order to set up those poses. And all of the above doesn't cover all of the textures that aren't included in the Revenge of Revan mod. I'm now talking about the vanilla TSL textures. I imagine that's something you'd have to use another HD / Upscale package for. Several are being worked on that moment but until they are done, you might want to keep your eyes peeled on the ROR section for recommendations of what the team suggests to use alongside ROR for the rest of TSL textures.
  16. @darthbdaman since you asked about this last year: It's not perfect, but it's a good start/proof-of-concept I have plans to allow for even more columns than this, was mostly just checking if possible
  17. "Jedi Watchmen and Sith Assassins have both had their Sneak Attack progression reduced, to avoid Sentinel becoming redundant due to getting all 10 Sneak Attack ranks from one class." I don't understand the rationale behind this whatsoever. Level 30 is where most players finish the game, which means you already couldn't get all 10 sneak attack levels even from being an Assassin because you'd need level 19 (character level 34!), making it impossible. And Watchman topped out at VII at the same level. It NEVER even had the capacity to make Sentinel redundant... The whole point of this mod should be that Sentinel can be used to facilitate maxing out sneak attack at all. If the Vanilla splits are kept for Watchman/Assassin you'd get SA X at level, 31 and 26 respectively. 31 is still high but it's possible to reach with great effort for a particularly adept Watchman. The more aggressive Assassin maxes it out at 26. Scoundrels get it already at 19, being fair because of being a weaker class. Vanilla you're usually ending the game at 5 and 8 respectively. With your changes, it's functionally trading Watchman/Assassin's utility to Sentinel, and making a Sentinel>Watchman even weaker... If you're coming from Guardian or Consular it's now only possible to get SA 4 instead of potentially 6, in exchange for Sentinel being able to grant 4 levels of SA to the other 2 prestige classes, which is basically useless... That all being said, I just don't understand where you think the Sentinel would somehow become redundant without this change. This mod would be better with the vanilla splits.
  18. Could we have some different mods on the Download page listed for the Featured Download section? It might be refreshing to have something more recent than 2018 in there. (Most of the mods in that section are even older.)

    1. Sith Holocron

      Sith Holocron

      Here's what I posted on the Kotor Discord about the subject: "If you wanna make it easy on yourself, just pick random mods between 1 and 6 months old. 1 month is old enough that the mods can't be found in the "What's new" section anymore. And excluding mods older than 6 months keeps the list somewhat fresh. Basically, if you exclude mods that aren't in the other categories on that page and they are more recent than 6 months, they could be included. I'm pretty sure the tech minded folks on your staff could create some sort of program to randomly pick out 5 mods using those modifiers. And if that's the case, you can just rinse and repeat the process every month."

  19. Could you explain what you did? I'd like to know what happened for future reference.
  20. Definitely the first I've heard of that bug; and I know that people aren't skipping that Iridorian either. Maybe try compatibility mode? use of Compatibility Mode :: STAR WARS™ Knights of the Old Republic™ General Discussions
  21. So, uhm yeah. After killing the white Iridorian, in the Czeka Labs and trying to loot him. The game hard crashes. Not finding anything in the above pages about such an issue. Clean install, no other mods. EDIT: Nevermind. It was an issue with the game. Not the mod. Found a fix online.
  22. Hello Thanks. Well, I'll leave that to someone else. I don't think the Eleven Labs AI can generate the sound very well.I was only able to obtain relatively clean audio material from Dark Forces II,But I'm curious to see how others do it. If no one else makes it (I don't know), then when Luke Skywalker's (Mark Hamill) voice is ready, his young and old voices. Then maybe.
  23. A year later, but -- I happened to be prepping for another playthrough and saw your post. The readme does not specify anything about redistribution, so I think it's safe to share. Carth_Ages.rar
  24. In TSLRCM, if your influence with Handmaiden is much lower than with Visas to the point that you triggered multiple cutscenes about Handmaiden being jealous of Visas, which will lead to an Ebon Hawk cutscene of Kreia talking to Handmaiden about Visas and the Exile, Handmaiden will fight Visas at the end. Since my mod doesn't prevent those cutscenes from being triggered, the scene of Handmaiden fighting Visas at the end can still happen if your influence with Handmaiden is too low while having high influence with Visas.
  1. Load more activity