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Issues in creating disguise
Friendly_Techpriest replied to Friendly_Techpriest's topic in General Kotor/TSL Modding
Ah! I see! I mainly wanted to make a new save using that outfit, but I was worried about not getting the bonuses armour or robes give. The idea was to still equip armour and, eventually, robes, but that would mean create a new disguise every time I switch gear. In that case, I could mod basic clothes to give slightly better stats, or even easier, since I'm going scoundrel, simply put more points in Dexterity. Thank you! -
Issues in creating disguise
DarthParametric replied to Friendly_Techpriest's topic in General Kotor/TSL Modding
An item property disguise will only work if it is applied to an armour/robe/clothing item in the torso slot that points to the appearance row to replace it with. The only way to do it via an armband would be to create a script that fires EffectDisguise. But it would be quicker and easier for you to just use KSE to edit your save and change the appearance there. -
Friendly_Techpriest started following Issues in creating disguise
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Issues in creating disguise
Friendly_Techpriest replied to Friendly_Techpriest's topic in General Kotor/TSL Modding
Yes, my current appearance is P_FEM_C_SML_01. What I want to make is an armband disguise so I can use armour/robes, while having the appearance of using the default clothes. I thought of sacrificing an armband slot to keep the robes on. For example, if I switch to say, P_FEM_A_SML_02, the face will indeed change, but if I'm wearing armour or clothes they will stay on. I guess I haven't told the disguise to modify the body model and textures? -
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Issues in creating disguise
N-DReW25 replied to Friendly_Techpriest's topic in General Kotor/TSL Modding
An armband you say? Is your current appearance P_FEM_C_SML_01? If it is, have you tried wearing clothing and not armor/robes? -
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HarvestBirdy started following Stun Baton Mod
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Omanakole started following Wookie Warblade Fix
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Please see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
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I downloaded ninostyle's Scoundrel Armor Replacer and wanted to create a disguise for an armband to use it permanently. When I use KTool and create a disguise following appereance.2da P_FEM_C_SML_01, it simply displays my current appearance. Using other values, like for example Sith_Fem_White or Sith_Fem_Black, correctly works. I gather I have to correctly point to the mod's override, but I'm not sure how I do it.
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acidxchrist started following KOTORModSync
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- 25 comments
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- tools
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I'm not sure why, but none of my hilts look like the ones in the pictures. They are silver with red buttons. Actually, I do know why, I had tpc files installed. What's weird is how they worked together to create a different look that doesn't look bad in-game. Tho, it looks much better with the tpc files removed
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- bugfix
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You have installed the PC Response Moderation version of my modification. The problem lies with the string used there (which was not my own doing). I will upload a new version that takes care of that. The "Corrections Only" version does not have the problem. The line that you select should read: "Everyone be careful... there's no telling what this means!" while you have "What does that mean, exactly?" Cheers!
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Honestly, I was expecting to see at least some materials on the progress of the KOTOR Remake development In my opinion, it would be more logical to focus all resources on it. If the game takes off, then launching the KOTOR 2 TSL Remake and developing new games in the universe (like FOTOR) would become a natural and justified step. As it stands now, there's a risk of spreading resources too thin and not executing anything properly.
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As I said on the DS Discord, it's literally a nothingburger. It's pure concept art at this stage. The developer is a company started by Hudson earlier this year. Come back in 2030 and it might have a release date.
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So... how are we all feeling about the Star Wars: Fate of the Old Republic announcement? Methinks they're using it as a testing ground for the reception to the potential remakes.
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View File Stun Baton Mod This mod makes the stun baton much stronger. Installation: drop both files into the override folder. This mod changes the stun baton so that it does 3-24 damage plus an additional 2-12 physical. Also, it has a 50% chance to stun for 6 seconds. Submitter Jayden Submitted 12/11/2025 Category Mods K1R Compatible No
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- 20 comments
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- resource
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Jayden changed their profile photo
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Kaidon Jorn changed their profile photo
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Hello, Lane. One thing I would like to see happen, if possible at all, is to extend the numerical display for replies in dialogue files. The way it is now if you have more than 9 alternatives to choose among, the next ones have a "-" rather than the next number. It does not look good. Perhaps something can be done about it? There are not many such situations. The replies are very often limited to a number that is lower than 10, but it does happen in few cases. Example: in the Temple of the Ancient on Lehon. The file unk_comp.dlg contains an entry node with 11 replies. Cheers!
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https://deadlystream.com/topic/11840-looking-for-this-female-character/#comments
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Hello Dark Hope, how are you doing? Do you plan on releasing this female PC head in the future? the ginger girl
