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Game Breaking Crash at Great Walkway
Masirimso24 replied to Masirimso24's topic in General Kotor/TSL Modding
Maybe I’ll do what SAO said (not delete but cut and paste somewhere else) just to get through the module and rescue my playthrough, or another solution, but yeah in the long run Parametric is right. In regards to the Sleheyron crashes I can always also use the pre-made save that SAO provided in his mod and just play it separately. -
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Game Breaking Crash at Great Walkway
DarthParametric replied to Masirimso24's topic in General Kotor/TSL Modding
No. Do not do that. The problem is not in the module, it's in the Override. The solution is to start a fresh install and lose half the mod list. - Today
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Game Breaking Crash at Great Walkway
SAO1138 replied to Masirimso24's topic in General Kotor/TSL Modding
Just a small update: I did finally just give it my own extra test... and sorry, man, I can't say I've replicated the problem of a save with Sleheyron in the Great Walkway. I I suppose one possible solution for you to is actually just delete your kas_m22ab.mod file. This is kinda the "nuclear option" that basically removes any modded content from that module, outside of like modded items you bring into it. If vanilla is working, that theoretically should too. But I am very worried about those other Sleheyron bugs you're having! I would like to help you get them working... but I do fully understand if the mod load is already enough. If Sleheyron is pushing it over the edge, I do fully understand cutting it out! For what it's worth: I didn't find any like placeables between the Great Walkway and Bogga's Bar. I was hoping that they both had a broken placeable of some sort that explain the mutual crashing. Anecdotally, I feel like I've seen your "crashing midway through the module" glitch when having visibility on a model that the game engine doesn't properly process. Placeable, Creature, or anything. -
This is it ! Absolutely stunning. I'm sure I can use some for my expansion but that Tulak Hord one is going straight in the game ! Great work and thanks a lot for sharing.
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Seems I didn't convert all of them to TPC I guess. Added PSD/TGA source. That's everything, so if there's still something missing you'll need to extract it from TOR yourself. https://www.darthparametric.com/files/kotor/tsl/[TSL]_TOR_Ports_Masks_WIP_Texture_Source.7z
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Hello again @DarthParametric, it seems none of the masks have a color. I successfully converted them to K1 format but they're all white. Any idea ? Maybe something's missing ? Or porting to K1 broke something ? I have everything you gave me in Override. Other than that, it looks fantastic.
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barachiel started following Manaan Fast Travel system
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The J model column in appearance.2da is a leftover from K1, in K1 it's for the Revan robes/Starforge robes. They aren't used anywhere in K2, so that's the perfect and only model to replace without influencing other models. The Revan with mask is another model (n_darthrevan). Yes, it's possible that another mod changed those texture values so that female versions are used.
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View File Differentiated Duelists Rebalancing of the Taris duelists. SUMMARY This mod re-equips and rebalances the Taris duelists, aiming to give them more variety, smooth out their difficulty curve, and make the fights a bit more challenging and engaging overall. Almost all duelists have had their stats or equipment tweaked to some degree to make them more distinct in both appearance and combat while ensuring a natural progression in difficulty between fights. Twitch has undergone the most extensive changes and should now be significantly more challenging. Each of the human duelists gets a different set of level-appropriate light armor, instead of all wearing the same armor as they do in vanilla. Certain duelists have had their AI tweaked for improved behavior. Detailed changes to each duelist are listed below. This mod is not intended to dramatically alter the difficulty of the dueling arena but it will make it harder overall. Note this mod will only work on saves from before entering the Taris cantina for the first time. DETAILS For consistency, all fighters have had their base HP set to 8*level. For most fighters this results in minor changes and is only noted below where the difference is a significant fraction of the original HP. Deadeye Duncan Duncan is supposed to be bad, so no changes. Gerlon Two-Fingers CON: 10 -> 12 Armor: Light Battle Armor -> Zabrak Combat Suit Gerlon is equipped with a Zabrak Combat Suit, increasing his defense by +1 compared to vanilla. His CON is raised from 10 to 12 for a little extra HP and Fortitude. Ice Armor: Combat Suit -> Echani Light Armor Grenades: CryoBan Grenade Ice is equipped with Echani Light Armor, increasing her defense by +1 compared to vanilla. Ice is supposed to have the Power Blast feat but doesn’t use it due to an AI bug. She now has an updated AI script which let her use the feat to deal some extra damage. Going along with her theme, she will also use a CryoBan grenade in combat. Marl Feats: Master Critical Strike -> Improved Critical Strike; Armor: Combat Suit -> Cinnagar Weave Armor Marl is equipped with Cinnagar Weave Armor, increasing his defense by +2 compared to vanilla. His Master Critical Strike feat which he technically shouldn’t have at his level is replaced with Improved Critical Strike, reducing his critical chance from 20% to 15%. Twitch STR: 12 -> 14 CON: 14 -> 16 Base HP: 66 -> 72 Feats: Two-Weapon Fighting -> Improved Two-Weapon Fighting; Rapid Shot -> Master Rapid Shot; Master Power Blast; Improved Power Attack; Dueling Armor: Light Battle Armor -> Reinforced Fiber Armor Melee Weapon: Vibroblade -> Vibrosword Grenades: Adhesive Grenade Twitch has several vanilla issues which make him feel pretty underwhelming for being the dueling champion. For one, he has multiple attributes lower than Marl, despite everyone else having at least equivalent stats to the next lowest ranked duelist. On top of that, while Marl and Bendak both have multiple high level combat feats, Twitch has only a single low-level combat feat which he doesn’t even use due to an AI bug. Finally, Twitch is built for dual-blasters but very poor at melee, with low STR and no melee feats, letting you drastically reduce his difficulty by rushing him with a vibroblade and forcing him to switch weapons. It makes sense for him to have a weakness, but he’s just too exploitable in vanilla. To address these issues, Twitch gets a number of changes: his STR and CON are raised to match Marl, his vibroblade is upgraded to a vibrosword, and he gains the Improve Power Attack feat so he can deal some meaningful melee damage. His HP increase now places him more squarely between Marl and Bendak. A new set of Reinforced Fiber Armor allows him to fully utilize his DEX bonus, granting an additional +2 defense over vanilla. He also gets the Dueling feat which slightly boosts his attack and defense while using a single weapon. Making sure his dual-blaster skills still stand out, Twitch also gets Improved Two-Weapon Fighting, Master Rapid Shot, and Master Power Blast feats and his AI is modified so that he’ll correctly use them. Finally, adhesive grenades give him a way to delay getting rushed by melee users. This should make him significantly more challenging, less exploitable, and hopefully more worthy of the title of champion. Bendak Starkiller Feats: Dueling Melee Weapon: Vibroblade -> Vibrosword Bendak is already plenty tough, but to make sure he is still a clear step up in difficulty from Twitch, he also gets the Dueling feat and his vibroblade is upgraded to a vibrosword. AI Changes This mod gives certain duelists a customized AI script to fix some issues and improve combat behavior. Duelists will now correctly use their ranged feats. Twitch and Ice will use grenades but not needlessly spam them if their effects are already active. Flurry and Rapid Shot feats are broken for NPCs in certain situations; Twitch and Bendak have these feats but will use them selectively to avoid such cases. For the sake of compatibility and the scope of this mod, these changes are applied only to these duelists and will not affect other NPCs. INSTALLATION To install, run HoloPatcher.exe. Unaltered copies of any modified files will be placed inside the backup folder in the location of HoloPatcher.exe. (Optional) Run the compatibility patch if you have Effixian’s Taris Arena Changes installed. UNINSTALLATION Remove the following files from Override: tar02_bendak021.utc, tar02_gerlon021.utc, tar02_ice021.utc, tar02_marl021.utc, tar02_twitch021.utc, m_ai_dueler.ncs, m_att_dueler.ncs, m_dmg_dueler.ncs, m_htb_dueler.ncs, m_per_dueler.ncs, m_rnd_dueler.ncs, m_spn_dueler.ncs, and m_udf_dueler.ncs. If any files were created inside the backup folder, move them to Override. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod) COMPATIBILITY May conflict with other mods that edit the same NPCs. Install this mod after any others that edit these NPCs to minimize incompatibility and ensure its full changes take effect. Compatible with Effixian’s Taris Arena Changes but install order is critical. Install Taris Arena Changes first, then Differentiated Duelists, then apply the included compatibility patch. Due to this mod installing to override, it will overwrite changes to the duelists made by K1 NPC Diversity Pack by N-DReW. Compatible with Bendak Starkiller Emblem Armour by redrob14. Twitch, Ice, and Bendak will not be affected by combat AI changes from other mods. PERMISSIONS Feel free to do whatever you want with this mod as long as credit is provided. CREDITS offthegridmorty HoloPatcher - Cortisol TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra DeNCS - JdNoa, Dashus Mods in screenshots: High Quality Blasters by Sithspecter HD Fire and Ice by Cinder Skye JC’s Blaster Visual Effects by JCarter426 Taris Dueling Arena Adjustment by DarthParametric Taris Reskin Pack by Quanon Ultimate Character Overhaul by ShiningRedHD Ultimate Taris High Resolution by ShiningRedHD Submitter offthegridmorty Submitted 01/07/2026 Category Mods K1R Compatible Yes
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Thank you very much. But it seems that the main textures are missing in this file.
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Thank you !!! I will mention it. I wasn't sure for what was that model used. Is the model used in the tombs on korriban? I think I will need to learn how to add a new model so that won't be any interference with the existing files. If is possible coz I see most of the armors are replacers something. I tested it now and the PFBJxx.tga are used by the female model. Maybe another mod fiexed this ??? Yes I will mention this, for the moment Atton is bugged. I wanted to avoid using the Patcher.
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Nice! I would mention that you're using/replacing the Revan/Starforge model, since some other mods do the same. Not a problem, but (without changing appearance.2da) the female characters also use the male textures (texj=PMBJ), so those female textures won't get used. Atton doesn't have a value for modelj & texj -> crash. This mod for example uses the Patcher to add those 2 values.
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Dylans071 started following DarthVarkor
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You can check the SWTOR Slicers wiki and Discord server for info about getting the TOR assets into Blender, baking tints into textures, etc. - https://github.com/SWTOR-Slicers/WikiPedia/wiki After that, it's not any different to porting any other 3rd party asset into KOTOR. For things like completely new creatures, you could conceivably import them with their original TOR rig and try to use their original TOR animations. Although TOR's animation system is very different, so you'd have to do a lot of custom merging/blending to get what KOTOR needs.
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Game Breaking Crash at Great Walkway
Masirimso24 replied to Masirimso24's topic in General Kotor/TSL Modding
Actually it seems like whatever I did with the texture packs may not have screwed up my game because even though it initially started working again, now it's back to sending me back to freezing and playing the main menu. Which doesn't make any sense because I literally didn't change anything before or since then. This game hates me. -
Right. Well in that case it's even better. Thanks for your work. I was wondering, is there a guide anywhere to port stuff from SWTOR ? I saw a post from JC of some years ago in the thread you mentioned but the main link isnt available anymore. I was wondering in case you'd prefer I do it by myself instead of asking you, for example for the purebloods heads we talked about some months ago for my expansion (it's slowly advancing but still, I've got people voice acting and helping with new resources so it's in a pretty good shape !)
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Game Breaking Crash at Great Walkway
DarthParametric replied to Masirimso24's topic in General Kotor/TSL Modding
It's an invisible placeable template. By dumping it in the Override, it will overwrite any placeable in a module with the same ResRef (filename) that uses a locally modified version. This is why Override dumps are lazy and bad practice for module files. You may well need to cut out that and anything else that dumps a bunch of random stuff in the Override. That would mean starting over with a fresh game though, since appearances, quests states, etc. are stored in your save. -
Game Breaking Crash at Great Walkway
Masirimso24 replied to Masirimso24's topic in General Kotor/TSL Modding
Interesting. What is a plc_invisible.utp and why is that bad? It was added by the Sleheyron mod, actually 😬 Speaking of, hard crashing still happens when trying to enter Bogga's cantina as well, even when removing plc_invisible.utp. I am giving you a list of texture mods I have too, these are the ones that change appearance.2da and heads.2da or anything else particular (which I'll mention), all the rest are just copy and paste to override which you already looked through. Belaya, Helena, Xor and HK-47 work fine and are unrelated to affect anything mentioned here, and JC's Back in Black and Cloaked Jedi mods (as well as your patch) I installed after any crashing issues already happened especially the Kashyyyk one, and have all been working well. I don't know if anything in Sith Uniform Reformation Revised would affect the crashes like in Great Walkway at all, as you checked and saw in the module that the Sith there weren't changed except for I assume one of NDrew's NPC pack's changes. I doubt it's Unused Heads either but I'm attaching my heads.2da as well so you can check. heads.2da The only other one I listed here which is the particularly odd one out is the Optimized and Upscaled Textures pack which replaces the "swpc_tex_gui.erf" and "swpc_tex_tpa.erf" files. I tried replacing the files with their originals from the clean install but doing so seems to break my entire game and it fails to load-transition to any new modules after the first one. This happened even when I started a new game. I should say this is not a hard crash but getting frozen mid loading or even before that and playing the main menu music. I'm wondering if this has anything to do with the crashing, however I don't think a module would crash in the middle if it already finished loading all the textures, and I remember an old install of mine, without these files, similarly hard crashing in places like the Endar Spire, which caused me to abandon that old playthrough from the beginning. I'm inclined to try an installation without Sleheyron, but since there's nothing in that mod that affects the module in question and since the mod creator also tested the same module and ran into no issues, I don't think that's going to solve it. Could it be that it's the amount of mods that are causing this? -
It's not a mask, it should be all the masks from the WIP thread. I just zipped up what was in the folder. I'm not sure what is what since I haven't looked at it for years, as I said above.
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Wow there are a lot of files for a mask. But thanks a lot ! I'll see if I can put it together.
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Game Breaking Crash at Great Walkway
DarthParametric replied to Masirimso24's topic in General Kotor/TSL Modding
I see some numbnuts has dumped a plc_invisible.utp in the Override folder. Cut and paste that outside the game folder. It's not at fault here, since this module doesn't have a matching ResRef, but it will likely break something somewhere else in the game. I wouldn't be surprised if there's more stuff like that prone to causing problems. I couldn't see anything obvious looking at the module itself, and testing it on my end I could run all the way to the Dark Jedi encounter without issue. Doesn't seem that appearance.2da swapped the Kinrath or Mykal models, and there don't appear to be any replacement models for those in the Override. Looking at the module content directly, there doesn't appear to be anything of note. There's nothing obvious in placeables.2da, and there are no placeables of note in that section of the module. So I'm not sure what exactly is going on, but I suspect the cause must lay in your Override folder. Perusing your mod list, I don't see anything that screams out as adding content to that module. The only obvious possibility I could see was the Dark Jedi, as I noticed when I approached them (without triggering the cutscene) that the main/lead DJ had been model swapped to a Sith Apprentice in armour. But the appearance row for that is unchanged and there doesn't appear to be a replacement model in the Override. -
Game Breaking Crash at Great Walkway
Masirimso24 replied to Masirimso24's topic in General Kotor/TSL Modding
kas_m22ab.mod Whoops. My bad -
Game Breaking Crash at Great Walkway
DarthParametric replied to Masirimso24's topic in General Kotor/TSL Modding
You posted the wrong module. AA is the Landing Pad. AB is the The Great Walkway. -
Game Breaking Crash at Great Walkway
Masirimso24 replied to Masirimso24's topic in General Kotor/TSL Modding
Thanks for the input. I hope it will be helpful, so I should say that whenever I try to do Sleheyron the crashes are far more frequent, and I cannot load into Bogga's cantina ("liv_m99ac.mod" or "slemf99.mod"). (It used to hard crash when trying to enter it, now it seems to freeze during loading and play the main menu music--so far for me that meant an appearance.2da issue or a corrupt save file but the difference here may just be the warping and the issue still with something else, a conflict in that module that prevents it from loading? Compatibility mode hasn't worked either. I've so far completed Dantooine, Tatooine, and Korriban, and I'm waiting to do Sleheyron before Manaan as from what I've gathered your mod seems to affect Manaan most (albeit together with the Pazaak Tournament mod). Which means I can't progress due to the crash at Great Walkway. Some extra information: Killing a Terentatek also causes the game to always hard crash, however quicksaving as soon as the Terentatek dies allows me to pick up from where I left off. I also tried adding Force Jump to my character through Savegame Editor, but the game still crashes when I reach the Kinrath/Mykal swarm, I guess since I've crossed that threshold. Would that mean that I can't access the rest of the module at all?? Totally lost about this. -
I really wish I could write a positive review, and in my defense I really tried hard to like this mod, and have played through it twice in it's entirety. To begin, the story, quests, action, etc are not bad, which is why I gave it 2 stars. Although some of the content can be confusing at first, like the door in Exar Kun's tomb. Now the reasons why it's 2 stars instead of 5. This mod is a mess. It alters things that it has no reason to, creating conflicts where there shouldn't be any. It adds placeables that add to the overall limit when it doesn't need to (there are alternatives that don't affect the limit). But the biggest problems are the items and textures. For one the items that it adds are incredibly overpowered. Every one of them might as well be called "God's Robes", "God's Lightsaber Crystal", etc. Next, it replaces items and textures without any disclaimer or warning that it does so. It also edits items, once again without any warning that it does so. For example in order to have the new lightsaber crystals work with the vanilla sabers, the authors of course had to include edited uti's for these files, but they added a +2 to attack to the double saber, effectively nullifying any penalty when combined with TWF. Again this change is made without making the end user aware of it. So for your entire playthrough you have a +2 to attack if you use double sabers. It adds a set of Revan's Robes into the module, and edits the existing set, for the existing set it replaces the vanilla textures with new (ugly) ones. For the new set it does add a new uti that uses a new texture variation, but it changes a bunch of lines in appearance.2da to use this new model/texture, which messes with other Revan Robe mods. And there was no reason to do this, the mod already has new robes and didn't need to recycle (and change) Revan's. Next, it changes republic armor. I don't mean that it adds a new set for the player to wear, I mean that it changes the model/texture of the existing armor the republic soldiers uses to an ugly dark blue version and edits appearance.2da to have all republicsoldiers use the new version. Again, it just does this with no disclaimer. The creator of this mod clearly loves the color blue, because they added it into everything. It also adds armor which overwrites vanilla models and textures, using new ones instead (even more blue). Some of the items it adds are cool, but as I said above they are extremely overpowered and are more or less cheat tier items. Just to make these items usable I had to edit every single one of them. I also had to do an absolute ton of editing to undo all the texture and model changes. After all the work I did just to undo all of the unnecessary changes this mod makes, and to rebalance the items (I don't like playing on god mode), I replayed it. And after replaying it, I decided it simply wasn't worth the hassle and re-installed my entire modpack (it's massive) without this mod. I wish I had more positive things to say, but I don't, this mod is extremely shoddy work. I highly recommend that people avoid this mod, unless you are ok with all of the problems I outlined above.
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Game Breaking Crash at Great Walkway
SAO1138 replied to Masirimso24's topic in General Kotor/TSL Modding
Maybe try enabling compatibility mode? Although that only seems to solve crashing when transitioning modules, not mid-module... It also wouldn't exactly explain why your vanilla game works fine, beside maybe just the heavy modload is making the game run just a bit worse. For what it's worth, I did test that module when making Sleheyron. Tomorrow I'll go ahead and test it again on my end to see if that's causing the problem; but I do know of plenty of players who did finish the game after installing Sleheyron, so I can't say I would know what's making your situation worse. -
View File Kirin's Darth Bandon Armor This is my interpretation of the Darth Bandon armor from K1 ported in TSL. This mod will add 3 different power level variants of the same model of the armor. Tier I the weakest and Tier III the strongest. Revan/Starforge model ----------------- INSTALATION: 1. Add the files in the override folder Hot to get the items: 1. Add them with the Savegame editor 2. Cheat code: giveitem a_robe_67, giveitem a_robe_68, giveitem a_robe_69 NOTE: Textures that use the same model are compatible just rename the new texture to PMBJ67, PMBJ68 or PMBJ69 and replace for male and PFBJ67, PFBJ68 or PFBJ69 for females. ------------------ BUGS & COMPATIBILITIES: If you equipe Atton with the armos it will crash the game. Any other mod that used Revan/Starforge model will not be compatible. ------------------ Acknowledgements: 90SK - For the model files and thank you for allowing me to use them --- https://deadlystream.com/profile/8934-90sk/ Effixian - For the structure of the files --- https://deadlystream.com/profile/28754-effix/ Fred Tetra - For Kotor Tool The people at Deadly Stream Submitter Kirin Submitted 01/08/2026 Category Mods TSLRCM Compatible Yes
