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@Gaak78 Keep in mind that none of those HD footages are my work. I've mostly used Unreal Cinema project footage and HobbitVFX aswell for hyperspace transition. I could reuse the hyperspace transition arrival for anything else. I was wondering about maybe doing the same work for Kotor 2 TSL, as i know some people would enjoy this. The same philosophy could be applied to other mods as an optional install. Atm kinda busy with my own things but still a possibility. If anyone can find some 3D artists that are willing to do some HD footages, i'd be extremely interested aswell especially for a Sleheyron thing Cheers,
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theredsun joined the community
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imprevissible joined the community
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TOR Ports: Pureblood Sith Male Player Head for K1
PatrickDeckard commented on DarthParametric's file in Mods
This is probably a longshot, but does anyone know what data to use to make an NPC have this appearance via a utc edit? I've gone through the appearance codes for the male player heads, but it doesn't appear (166 to 168 make the NPC appear as headless, but I'm not thinking that's because of this mod since they stay headless even when I try it with the mod not installed) -
Glazzard joined the community
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The author still doesn't follow this thread! You're better off sending them a PM. Or tag them. Hey @DarthRevan101, read the last few posts.
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ChiefBeef27 joined the community
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Shivermetimbers started following MOD:Recruitable Maxis
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I recently downloaded recruitable maxis and played through his storyline until Korriban where I went to the shyrack cave to find the holocron. It seems to only work if I pick DS options to turn him into a dark Jedi, whenever I try the LS choices I get auto-killed by the spirit. I’ve tried reloading an earlier save, all the possible combinations of response options and yet LS just isn’t working. I’m playing LS so ideally don’t want to pick the DS option if I can avoid it. Is there a way to fix this? Can I manually override the game file possibly? Really would like to avoid messing with anything if I can help it!
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Oh and one thing I'd personally love to see fixed at the engine level would be to introduce alternate start in the Pazaak mini game! That has always bothered me immensely and it's actually fixed in K2. In the original game the AI has an unfair advantage as the Player starts each new round, making it statistically more difficult to avoid the so called "bust". I have produced a small mod that aims to make the mini game better overall but the best improvement would Indeed be this, if you could pull it off.
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I definitely did not elaborate nor punctuate properly, sorry team! I had intended to say: "It would be interesting to see if, in the future, skill checks that were already introduced with this mod could be implemented [in this proposed side quest or future small additions]" One of the things I highlighted in the review was how these checks really made the mod stand on its own, it would be great to see them implemented in these smaller quest additions. It looks they might've, and under their videos Burning Earth Productions is listed as a collaborator (to what extent I'm honestly unsure but wanted to reference the full team in case anyone was familiar). In regards to cutscenes I again failed to reference properly but I meant just the planetary arrival and space shots. The cutscenes between NPC's in the mod is really good already, definitely no need for the Machinima animation! Would you or the team be interested if someone volunteered creating planetary arrival cutscenes in Unreal Engine like the shots in @CapitaineSpoque's mod from the defunct Unreal Cinema project? Enhanced Tatooine arrival cutscene - Kotor Mods - YouTube Really appreciate the labour and love you put into this project @N-DReW25, it's shown in these updates and in the mod itself! Apologies again for not conveying things adequately 😓
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StellarExile started following Vorn Daasraad's Krayt Dragon Pearl
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Did a test with Revan's Sith Lightsaber, too. It looks ok, but I'm not sure I'd release this one, as there are nicer looking models out there made by other people which look a bit better than the TOR version in my view.
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Had to look into this and apparently the Ebon Hawk does not heal party members in KOTOR 2, unlike in the first game. It probably wasn't noticeable due to the passive regeneration, which is now removed by this mod. I'll consider looking into a fix or compromise for a future update. Until then, give the poor guy a repair kit!
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How to import models between games?
Raven-Fal replied to Raven-Fal's topic in General Kotor/TSL Modding
After some digging, I found this thread, which says that you can use MDLEdit to convert the TSL model to an ACSII file, then convert the ACSII file to a KOTOR 1 file, so long as you have the correct KOTOR 1 supermodel in the same file location as the TSL model files you are trying to import to KOTOR 1: Just be sure to use the 2DA Editor when updating appearance.2da. It works much better than the KOTOR Tool. - Yesterday
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Hello The reason this mod was created was to allow users to choose from different versions. However, there is some truth in what you say. There is one thing I cannot stand about the actor: his shouting.There will be a Mark Hamill version. A young one and maybe an old one. (If I can find good audio material and if people like it)
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Omanakole started following Endar Spire Hull Repairs, Ultimate Ebon Hawk Repairs for K1 and Trandoshans Rescaled for K1
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import to blender, for TSL, tick the checkbox for TSL at export.
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Ran a quick test, porting Revan's lightsaber over to KotOR from TOR. May look at putting a little mod together which makes this the lightsaber you get on Dantooine at the end of your training, rather than the generic one. Could always deposit the other crystals elsewhere too, for those who like some variety and don't want to stick with their class colour.
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I was able to fix this one by changing row 33 taunt in the animations.2da from 1 to 0. I was able to fix Trask's sword on the Endar spire by changing row 26 tlkforce from 1 to 0. I am not sure which of the two changes, but the weapon shows for the Sith Officer for me after the changes. Hope it helps! -Edit- Replaying fully now, I found it also removes the instrument in the hands of the musicians in the Cantina on Taris. This was fixed by changing row 53 Dance from 1 to 0. In the Duel Arena, the weapons held also vanish. I was able to fix the male players(didnt try female I believe its same) by changing row 12 pauseh, and the enemies by row 17 victory, from 1 to 0.
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Hi again, @Lane! Yes, I strongly suspect that anything messing with timers is going to cause problems for the two different kinds of game loading processes that I was talking about. I'm not sure I would say I noticed anything particularly different between loading from autosave and loading from a quick save or from the main menu. Perhaps I was not very clear with what I was trying to say but where I did notice a difference is between loading a saved game (of any kind) the first time after running the game (running the game's exe) and loading the same saved game again. As DP suggested, I think the OnHeartbeat and possibly the OnSpawn functions are affected, meaning that they don't really happen in the same sequence in the two different scenarios. I also give you a very interesting (and possible to reproduce) situation that I investigated recently: for some reason, the game makes the headgear worn by some NPCs invisible in certain specific conditions. The outcome is somehow linked to loading the area. To reproduce this, you can take a look at the Sith Governor on Taris at the Sith Base (tar09_darkjedi001) that should be waring a neurasl amplifier mask (g_i_mask10). The area module is tar_m09ab. What makes it invisible is if you are controlling the Player PC character when you enter the module for the first time. If you are controlling the Player PC character (which is the normal thing to do) when you take the elevator to reach the second floor of the Sith Base where the Governor is or if you are using the console to warp there then the mask will be invisible UNLESS there are no other party members with you. In that case, it will show. It will also show if there are other party members and you warp there or access the area via elevator controlling one of the party members (it does not matter if it is one or ther other or if there are two party members or only one with you). Cheers!
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Carth head remesh higher poly and retextured (v2)
Dark Hope commented on Elayerfawkes45's file in Mods
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Luke Skywalker Voice Overhaul JKO
Commander Awesome commented on HoboPeach's file in Jedi Knight Series
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View File Luke Skywalker Voice Overhaul JKO I replaced the voice of JKO LUKE(Bob Bergen) to EA Battlefront II.(Matthew Mercer) Install:Extact the file to Gamedata/Base folder Credits: • Campaing Voice:Eleven Labs AI • Luke Skywalker multiplayer lines: Star Wars Battlefront II (EA/DICE) • Original game: Jedi Outcast / Jedi Academy – Raven Software THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™ Submitter HoboPeach Submitted 11/26/2025 Category Jedi Knight Series Game Jedi Outcast
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View File Carth head remesh higher poly and retextured (v2) I modified Carth's head and retextured him i used this image as a model. I added more animated hair to this one. If you don't like it try this other i made without additional animated hair. Submitter Elayerfawkes45 Submitted 11/23/2025 Category Mods K1R Compatible Yes
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View File Carth head remesh higher poly and retextured I modified Carth's head and retextured him i used this image as a model. I made one with additional animated hair here Submitter Elayerfawkes45 Submitted 11/23/2025 Category Mods K1R Compatible Yes
