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  1. Today
  2. I was wondering if GearHeads AI Mod is compatible with both this mod and your recent Sentinel Sneak Atack mod? I can see on all the pages it's compatible but I was wondering if the codes for the k_ai_master.ncs has shared code between their mod and yours? Many thanks
  3. You can get this working fully by using tga2tpc (available on this site) to convert the head textures to .tpc files. Then just drop them in override and it should work.
  4. Yesterday
  5. Has anyone found a fix to the crashing or no?
  6. @DarthParametric I actually cracked the debug camera a long time ago when I was working on thread injection: Around 2-minutes in that video Honestly this entire playlist is filled with things I've gotten up to in these games. I haven't stuck a way to use it in the patcher just yet, but I have a few ideas.
  7. View File AxC's TSL Ebon Hawk K1 Camera & Unlocked Map A simple modification that restores the player camera inside the Ebon Hawk in Knights of the Old Republic II: The Sith Lords to the closer, more classic view from the first KOTOR game. Nothing complex, just a straightforward return to the preferred camera. Additionally, this mod fully unlocks the Ebon Hawk's map from the start, just as it was in KOTOR I, removing the fog of war for a more seamless exploration of your ship. Installation & Important Notes: This mod is safe to install at any time. However, for the changes to apply correctly, it is highly recommended to load a save game from any location other than the Ebon Hawk after installation. Once you enter the Ebon Hawk with the mod active, the new camera and map settings will be baked into your save file. Because of this, uninstalling the mod may not properly revert the changes. Please ensure you have a backup save from before the mod was installed or used, just in case. Nostalgia is strong with this one. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 11/07/2025 Category Mods TSLRCM Compatible Yes  
  8. View File My favorite and custom Swtor mask (Tulak Hords version) I was asked if i could make my custom mask that you can find here . Into Tulak's hord mask so we can find it on korriban. I was unable to do it so The_Chaser_One did it and better that i would have he even crafted a custom icon. Enjoy and thank you The_Chaser_One. I also made a more lore friendly version the link will be available as soon as i finish it. Submitter Elayerfawkes45 Submitted 11/07/2025 Category Mods K1R Compatible Yes  
  9. Ah, I see! That's why I didn't take it into account xD Because it is a different mod Thanks again! In any case, I think it would be better to have fixed utc files for unused robes. If some mods use them, they will have proper textures with JC's robe model port --- Also, a small update, I fixed all the icons of all the robes, now they have a proper display with the blue border
  10. Version 1.0.0

    5 downloads

    I was asked if i could make my custom mask that you can find here . Into Tulak's hord mask so we can find it on korriban. I was unable to do it so The_Chaser_One did it and better that i would have he even crafted a custom icon. Enjoy and thank you The_Chaser_One. I also made a more lore friendly version the link will be available as soon as i finish it.
  11. Ah, ok, that tracks more with my expectations after my aforementioned previous discussions on the matter with ndix UR. But if you have enabled some provision for debug messages then that is extremely useful. Traditionally the only option has been using SendMessageToPC to pipe stuff to the Feedback window, which is pretty limiting. Although speaking of which, if you can increase the scrollback buffer of that window, that might be another handy change. On a different note, something else that comes to mind is the debug camera option that they left in the Xbox version but apparently removed entirely for the PC version. If you don't already have access to the Xbox version I can give you the XBE to look at, if that's of use/interest. Maybe there are other goodies in there that are missing from the PC version.
  12. Version 1.0.0

    5 downloads

    A simple modification that restores the player camera inside the Ebon Hawk in Knights of the Old Republic II: The Sith Lords to the closer, more classic view from the first KOTOR game. Nothing complex, just a straightforward return to the preferred camera. Additionally, this mod fully unlocks the Ebon Hawk's map from the start, just as it was in KOTOR I, removing the fog of war for a more seamless exploration of your ship. Installation & Important Notes: This mod is safe to install at any time. However, for the changes to apply correctly, it is highly recommended to load a save game from any location other than the Ebon Hawk after installation. Once you enter the Ebon Hawk with the mod active, the new camera and map settings will be baked into your save file. Because of this, uninstalling the mod may not properly revert the changes. Please ensure you have a backup save from before the mod was installed or used, just in case. Nostalgia is strong with this one. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
  13. Not K1R, the RC-K1CP is a different mod though they are similar in that they're both restored content mods. K1R does not restore the robes I believe.
  14. Well the print screen stuff is another one of my earlier patches to re-enable the AurPostString function, which is also separately not implemented in the base game. That patch is a little more complicated, as I essentially need to redirect the execute command call to actually invoke the PostString function. As far as script logging goes, I'm not seeing anything. The PrintString, PrintInt PrintObject, etc functions are in various states of incomplete. With things like PrintInt simply doing nothing, whereas PrintString looks like it should do something, but when you dig into it more it doesn't. These could probably be restored to some degree, though I have also implemented file I/O, so it's unclear the degree to which this would be valuable. I didn't actually know about that level 50 hack. Looking at it, he seems to take a code-cave approach. Pretty nifty, though has a few issues by the looks of things.
  15. Hey! I really appreciate this! Thanks! No, no problems. At least now xD I edited the following files of the original game g_a_jedirobe03.uti g_a_jedirobe04.uti g_a_jedirobe05.uti g_a_mstrrobe03.uti g_a_mstrrobe04.uti I didn't make new textures for them, just reused existing ones. If they are used in K1R, then they will show up, if it is the vanilla game, they won't be there.
  16. Ok, so the print string stuff still appears to be functional then? What about external logs? Does it dump any of those? I recall asking ndix UR about it once when he was going through the Apple Store version and he suggested that they probably removed the code for it. There's already an existing exe hack for that - https://deadlystream.com/topic/11814-kotor-1-level-cap-mod-to-level-50/
  17. Last week
  18. All of the unused robes except for the Jedi Padawan class robes are already restored in RC-K1CP (the restored content mod for the K1 Community Patch). Here are the locations of the restored robes: Dark Jedi Robes: Dropped from the Kashyyyk & Tatooine Dark Jedi trio Red Jedi Master Robes: Found in the Manaan Sith Embassy Blue Jedi Master Robes: Found in the Sith Academy Do you think these'll cause any problems with your mod?
  19. View File PFHB01 Adjustment A couple months ago I started a random TSL game using the PFHB01 head as my player. I really liked her appearance, but felt like it was lacking by a lot too. I started reskinning her head textures, changing details that I felt looked better. Main overview is: - It looked like she had some very subtle yellow-ish green eyeshadow on, I changed it to be a brighter green. I think it looks nice. - Dark Side transitions have yellow sith eyes, instead of the milky low-saturated eye colour. - Dark Side transitions have a much more smoother vein details and a different gray tone. It looks less like they're about to burst open from all the dark side force energy. - I felt like the forehead to hair area was very bland and wasn't really smooth, I added in some hair coming down from the hairline, like short and baby hairs are glued on her forehead, which I think fits her hairstyle. - Her hair ends are no longer a flat stop. I edited the hair to look more jagged, like hair naturally looks. - I adjusted the lip colours on the dark side textures to be more saturated and pigmented. Like shes wearing lipstick. - I redid her eyebrows. I felt the vanilla eyebrows looked like she shaved them off and drew on some fake ones, which I think is fine to do, but I don't think it fits her. - I made her eyelashes on her eye look more like individual strands instead of them being flat. - I edited her hair, primarily where her scalp is showing through, to look less like shes balding. - New portraits to fit the head retextures. I think they are a bit tacky, although they were my 4th attempt at making new portraits. In my personal opinion, I think it makes sense for her makeup to still be applied to the characters face. She may be evil but she'd still have some sort of routines staying after the zombification. I also think this makes sense with some of the dialogue lines you can say to party members about you being fine despite looking like a zombie. To use the reskin, just download the .zip file download, extract it, and copy the files from "override" into the override folder in the TSL directory. Delete any other file types with the same names as the files from this reskin. Detailed file names are in the readme.txt I used Holocron Toolset by Cortisol to extract the texture files from TSL and GIMP to edit the textures. I also used various free stock images from the internet to add certain details. Should be compatible with almost everything except other mods that edit PFHB01 textures. Some model replacements might cause the texture to not apply properly though. Submitter Lewok2007 Submitted 11/07/2025 Category Skins TSLRCM Compatible Yes  
  20. Version 1.0.0

    0 downloads

    A couple months ago I started a random TSL game using the PFHB01 head as my player. I really liked her appearance, but felt like it was lacking by a lot too. I started reskinning her head textures, changing details that I felt looked better. Main overview is: - It looked like she had some very subtle yellow-ish green eyeshadow on, I changed it to be a brighter green. I think it looks nice. - Dark Side transitions have yellow sith eyes, instead of the milky low-saturated eye colour. - Dark Side transitions have a much more smoother vein details and a different gray tone. It looks less like they're about to burst open from all the dark side force energy. - I felt like the forehead to hair area was very bland and wasn't really smooth, I added in some hair coming down from the hairline, like short and baby hairs are glued on her forehead, which I think fits her hairstyle. - Her hair ends are no longer a flat stop. I edited the hair to look more jagged, like hair naturally looks. - I adjusted the lip colours on the dark side textures to be more saturated and pigmented. Like shes wearing lipstick. - I redid her eyebrows. I felt the vanilla eyebrows looked like she shaved them off and drew on some fake ones, which I think is fine to do, but I don't think it fits her. - I made her eyelashes on her eye look more like individual strands instead of them being flat. - I edited her hair, primarily where her scalp is showing through, to look less like shes balding. - New portraits to fit the head retextures. I think they are a bit tacky, although they were my 4th attempt at making new portraits. In my personal opinion, I think it makes sense for her makeup to still be applied to the characters face. She may be evil but she'd still have some sort of routines staying after the zombification. I also think this makes sense with some of the dialogue lines you can say to party members about you being fine despite looking like a zombie. To use the reskin, just download the .zip file download, extract it, and copy the files from "override" into the override folder in the TSL directory. Delete any other file types with the same names as the files from this reskin. Detailed file names are in the readme.txt I used Holocron Toolset by Cortisol to extract the texture files from TSL and GIMP to edit the textures. I also used various free stock images from the internet to add certain details. Should be compatible with almost everything except other mods that edit PFHB01 textures. Some model replacements might cause the texture to not apply properly though.
  21. Fixed it! Thanks Hark Hope :)
  22. That should be very doable, right now the shipBuild function just return `true`, and does nothing else. So as far as patching goes, it's as easy as swapping a byte or two. I'll throw something together later today, and make a mini demo. Good suggestion, I'll add this to the list @DarthParametric Here ya go:
  23. I don't think anyone's asked yet, but a level cap increase should be doable, and is something that gets requested all the time. I much more difficult task, would be expanding the reading of the appearance.2da file, to get extra columns, so that more armor model types could be added to the game. This is probably the oldest and most well known modding limitation in kotor. I imagine this would be incredibly complicated though
    Minimap displays the player's position incorrectly because of upscaled map texture. Feat icons are also looking way too small. Would be better if there was a .tga version to easily identify and remove the textures you don't need.
  24. Ok, so.... I finished with the creation of all the .uti files for all the robes (23 robes, wow). I added unique description for one of them and I added all the robes to the game and tested that the textures work and look fine (for for male and female NPCs). In accordance with JC's Cloaked Jedi Robes for K1 Mod Resource I created all types of textures for each robe (PFBI/PMBI, PFBIA/PMBIA, PFBIB/PMBIB, PFBIBa/PMBIBa, PFBIC/PMBIC, PFBIJu/PMBIZh), however for now I have only "gloves" texture for all of them. Next step will be to copy all the different hand texture for all the robes for all the variations 5 variations for 23 robes... it will take time xD When I have time. Another thing is that robes icons background does not look good (for most of the icons I can't see the blue border). I'll have to fix this too. For now, this is a screenshot with all of the descriptions of all the robes directly from the game, My achievement for today xD If you are interested in about the descriptions I came up with, you can open and enlarge the image
  25. The Jedi Temple scene does have crashes at various points depending on game version and/or system. As I personally do not experience these bugs, hence why I can't fix them, a temporary fix has been made by adding an option where you can skip the Jedi Council scene when you meet with Drayen outside the elevator. This'll take you straight to Corellia with Drayen in your party and allow you to play the mod beyond the Jedi Council scene. This'll be added in Episode Two with all of Episode One's bug fixes and improvements, however, Episode One's bug fixes (and this particular bug fix) will be available to players early in the form of a sub mod which will be downloaded separately from ROR and will be installed on top of ROR as it is now.
  26. Yeah, I had to use the "P_Kreia1hBB.mdl" from Robes with Shadows after installation and it worked just like new.
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