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StarBringer started following Diversified Wounded Republic Soldiers on Taris, TSL Backdrop Improvements, Dark Side Ending Cutscene Enhancement and and 1 other
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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.
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RESOURCE:Glitched Lightsaber Hilt Fix - TSL Aspyr
Ian Starrider replied to J's topic in Mod Releases
The Weapons w_melee_23 & w_melee_14 have the same texture glitch. Maybe you can fix them too. -
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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.
- Yesterday
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ROR Dev Diary 3 - Starting Corellia and Patches
Sith Holocron replied to N-DReW25's topic in Revenge of Revan
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. -
Che7mestry started following Pretty Good! Icons for KotOR, K1 Main Menu Widescreen Fix, KOTOR Widescreen Fade Fix and and 1 other
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@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
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MOD:Sentinel Sneak Attack with Multiclassing (TSL)
domikonis replied to darthbdaman's topic in Mod Releases
"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. -
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.)
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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."
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- Last week
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StarBringer started following Differentiated Duelists
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- 103 comments
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- expanded universe
- sleheyron
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JawlessSithLord1.0 changed their profile photo
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- 103 comments
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- expanded universe
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- 103 comments
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- expanded universe
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Nah I'm good but thanks anyway.
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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.
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Lost TSL Mod - New Admiral Onasi Ages by Princess Artemis
SwordserBuddy replied to lady_revanchist's topic in Mod Requests
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- 1 reply
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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.
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By the way, i managed to edit the pazaak players in Kotor 2 for them to wage more. I even changed their rewards for fun only. Everything is just to make it more fun for the mobile version; let me know if you want to take it a look because i'm not planning of creating a mod for it.
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Thanks for that, i'll look into it
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If you're planning that for K2, you can look at how the modder has done it for K1 here : https://www.nexusmods.com/kotor/mods/1422
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ROR Dev Diary 3 - Starting Corellia and Patches
N-DReW25 replied to N-DReW25's topic in Revenge of Revan
Well - in the context of area reskins there are no plans within the mod like there are with NPC reskins with RedRob41. Nar Shaddaa will have Kexikus' High Quality Skyboxes but the terms of using Kexikus' work in ROR is that we can only use planets that appear in Kotor I or II in ROR - we can't take M4-78's skybox for a planet and use it for a planet that is not M4-78 for example. My biggest concern for HD textures in ROR is that the HD textures will bloat the already large file size. Why should ROR be 10 Gigabytes when it could be 4 Gigabytes? RedRob41's NPC HD Overhaul, if he doesn't publish it as a separate mod, would be downloaded from the main ROR page like this example here: You'd download the main mod on the top and the HD NPC Overhaul would be separate and optional, the above example shows five downloads but ROR would probably have two (though more may be needed if the file sizes are too big). But as of right now, any major HD texture work in regards to areas would most likely be a ROR Addon - a mod you install after ROR. And I can hint that such a mod will be a thing in the future -
5/5. Your texture work for Kotor is some of the best, and these sets are no different. My favorite from this set is definitely the gold Mandalorian set (PFBH04/PMBH04). I love it so much that I used it as the texture for Redhawke's Baragwin Glazed Armor, which I of course edited to not be so OP. And I used Detran's version for the Mandalorian armor. I don't use texture packs for the environment, but I do use high res textures for npcs, armor, clothing and weapons. And when it comes to armor, all of yours have a permanent place in my override, though I did some switching around to match my favorite textures to my favorites armors 😋.
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Opening this topic to see if anyone managed to modify the wager limit in pazaak, for example i've tried to increase the wager for Mebla Dule in Telos cantina but seems that the .ncs that i edit doesn't do anything, it stays at the max limit, doesn't go past that
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This mod deserves more than 5 stars, but 5 is the max. Seriously everyone should try it. I've played most of the mods that add new content to Kotor (both 1&2), and this is one of the best. As far as Kotor 1 is concerned this mod definitely is the best one. It is so well made, well written, well acted, I really can't fault it in any way. And beyond all of those things, this mod has a certain charm to it that is lacking in the other big mods. It truly feels like an official expansion pack. And it is an expansion pack, it's huge. The mod author has clearly made an effort to avoid spoilers, so I won't give any specifics about the content, but suffice it to say that it delivers in every way. It's so good that I actually removed some of the other big mods from my modpack, they were incompatible, and this one is far superior (sorry but facts are facts). As I said above, this mod, in every way feels like an official expansion, and I highly recommend it to everyone. It now has a permanent place in my mod build. And one last thing, the creator of this mod also deserves credit for how passionate they are about it, you can tell that it's a labor of love. And they also deserve credit when it comes to support. They answer questions and address problems very quickly. When I posted on the Nexus page about an incompatibility between this mod and another, they created and posted a compatibility patch for it while I was still researching how to create one myself, saving me a ton of time and effort. And my case isn't special, if anyone goes to the Nexus mod page you will see just how supportive this person is. They are a top notch content creator.
- 103 comments
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- expanded universe
- sleheyron
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I love this mod, at least I love the shop part. The quest is not very inspiring to say the least, and is an irritating barrier to access that I believe should be optional, maybe for a discount. I still give this 5 stars though because Redhawke's work here is outstanding. I think it is still the best merchant mod, and it provides a very convenient way of adding custom items into the game with Holocron Toolset. One problem people should be aware of however is that the global.jrl in this mod will mess up other mods. It's quest's journal entry will overwrite that of other mods. But since this mod only has one quest, and it's extremely straightforward, we don't really need a journal entry. That said, here's how to avoid any problems, and also how to just disable the quest if you prefer. How to avoid global.jrl problems: After installing all of your mods that contain the file global.jrl (EXCEPT Redhawke's mod), make a backup of this file. Then install Redhawke's mod, once this is done paste the backup back into the override and overwrite it. This will obviously break the journal entry for Redhawke's mod, but that's no big deal, it's one quest and it's extremely straightforward. How to disable the quest entirely like I have: Extract Weebul's dialog file (rh_weebul.dlg) from rhjawashop.mod with Holocron Toolset, open that dlg file, click on E3 so it's highlighted, then hit the delete key on the keyboard, then do the same with E4. Next click on E0, on the right hand side you'll see a box that says "Conditional", remove rh_jawatest from that box. And that's it. Save the file. Then re-open rhjawashop.mod, click on rh_weebul.dlg and select remove at the bottom. Then click on the add button, and select the file you just edited. Then just save it and copy the edited rhjawashop.mod to your modules folder, overwrite and voila, no more boring quest, you can access the amazing shop immediately. 🥳 Oh one last thing, before I disabled the quest, I noticed that during the dialogue with Weebul, if you click on "where are these tunnels" or something like that, it crashes the game. This could be exclusive to my mod pack, but if you click on the "revenge is never a good reason" option things will work as intended and you will able to continue.
- 1 comment
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- jumpstationz
- jawa
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View File Brightness Calibration Helper A very simple mod that changes the brightness slider, to help with brightness calibration. Install: Just place the files in override, Then adjust brightness in game. Start too bright and then use arrow keys(or D-Pad) to make incremental adjustments to the brightness until the first block disappears.. The middle bock should be barely visible. The third block should be very visible. Submitter J Submitted 01/15/2026 Category Mods TSLRCM Compatible Yes
