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I don't know the origin of the file and I don't remember the name of the user. It was someone on Reddit who messaged me after I posted about it, but it was on my old account I don't have anymore. They said they got it on some kind of forum for Android mods but I've never been able to find it. Anyways, the APK will download the OBB files just fine so long as you have a Google Play account with a license if you launch the downloader activity first from an app like Activity Manager or Activity Launcher, then it'll download and launch like normal. Very good on handheld PCs running Windows Subsystem for Android on Windows or Waydroid on Linux. I'm just asking if it's alright to share with everyone and not breaking any rules. It's not really a "mod" made by someone, just the original APK for version 1.0.7 with the ported dlls edited to remove the 40fps frame cap.
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ROR Dev Diary 2 - Introduction and Jedi Temple
N-DReW25 replied to N-DReW25's topic in Revenge of Revan
The same way TOR does it - by not recognizing a female Revan. If you choose a female Revan, even if you did everything exactly canonical you can assume the result of your ROR playthrough will not lead up to the events of TOR as Satele Shan couldn't possibly have been born. To reach the events of TOR, you'd have to play ROR in a very particular way to get to those chain of events. Of course, strictly following the canon path is not what we recommend players do. Different play styles and choices will result in radically different outcomes, Revan's gender and alignment is one of them. We'd want players to freely choose their options just like you would in Kotor I and Kotor II and we want players to replay the ROR mod to explore different scenarios. -
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View File Multifire and Autofire and Superior Feats (TSL) Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty. Description In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty. KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game. This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off. These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons. Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed (or Fury) is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed (or Improved Fury) is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed (or Master Fury) is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active. One the (many) complaints made about characters options in TSL, is the extreme disparity in feats support for different options. Two-Weapon Fighting and Lightsabers get high level advanced feats on the Weapon Master and Marauder, but no other options are available. This mod corrects that, by adding Superior Weapon Focus feats for Blaster Pistols, Blaster Rifles, and Melee Weapons. It also adds a Superior Dueling line, as well as a Superior Multishot line, to continue the earlier tree introduced by this mod. The Focus feats all add +1 to attack rolls per level, while the Dueling feats add +1 to attacks rolls and AC. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. The Superior Multishot tree, grants +1, +1, and +2 to attack rolls respectively. The bug that allows Finesse: Melee Weapons to affect Lightsabers is fixed. The bonus from that feat will be removed if the character has Finesse: Melee Weapons, but not Finesse: Lightsaber. Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this. All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with TSLRCM. Fully compatible with Sentinel Sneak Attack with Multiclassing. Recommended Mods TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Superior Feats by darthbdaman is licensed under CC BY-SA 4.0 Submitter darthbdaman Submitted 04/23/2025 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
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Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty. Description In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty. KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game. This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off. These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons. Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed (or Fury) is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed (or Improved Fury) is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed (or Master Fury) is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active. One the (many) complaints made about characters options in TSL, is the extreme disparity in feats support for different options. Two-Weapon Fighting and Lightsabers get high level advanced feats on the Weapon Master and Marauder, but no other options are available. This mod corrects that, by adding Superior Weapon Focus feats for Blaster Pistols, Blaster Rifles, and Melee Weapons. It also adds a Superior Dueling line, as well as a Superior Multishot line, to continue the earlier tree introduced by this mod. The Focus feats all add +1 to attack rolls per level, while the Dueling feats add +1 to attacks rolls and AC. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. The Superior Multishot tree, grants +1, +1, and +2 to attack rolls respectively. The bug that allows Finesse: Melee Weapons to affect Lightsabers is fixed. The bonus from that feat will be removed if the character has Finesse: Melee Weapons, but not Finesse: Lightsaber. Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this. All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with TSLRCM. Fully compatible with Sentinel Sneak Attack with Multiclassing. Recommended Mods TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Superior Feats by darthbdaman is licensed under CC BY-SA 4.0 -
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View File Multifire and Autofire and Finesse (KotOR) Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty. Description In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty. KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game. This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off. These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons. Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active. The Finesse: Lightsaber and Finesse: Melee Weapons feats from TSL have been added to the game. Finesse: Lightsaber is automatically granted to Jedi Classes, however if a character manages to use a Lightsaber without having this feats, it will no longer be treated as a Finesse weapon for them. Finesse: Melee Weapons is selectable by all human classes, and works as it does in TSL (but the bug that allows it affect Lightsabers is not replicated). Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this. When wielding a Melee Weapon in one hand, you now add 1.5x your Strength modifier to Damage, as it works in TSL. The Dueling feats line will also affect Unarmed attacks, as it does in TSL. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with KotOR 1 Community Patch. Fully compatible with Sentinel Sneak Attack with Multiclassing. Recommended Mods KotOR 1 Community Patch is strongly recommended. You can find the TSL version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Finesse by darthbdaman is licensed under CC BY-SA 4.0 Submitter darthbdaman Submitted 04/23/2025 Category Mods K1R Compatible Yes
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Version 1.0.0
0 downloads
Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty. Description In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty. KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game. This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off. These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons. Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active. The Finesse: Lightsaber and Finesse: Melee Weapons feats from TSL have been added to the game. Finesse: Lightsaber is automatically granted to Jedi Classes, however if a character manages to use a Lightsaber without having this feats, it will no longer be treated as a Finesse weapon for them. Finesse: Melee Weapons is selectable by all human classes, and works as it does in TSL (but the bug that allows it affect Lightsabers is not replicated). Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this. When wielding a Melee Weapon in one hand, you now add 1.5x your Strength modifier to Damage, as it works in TSL. The Dueling feats line will also affect Unarmed attacks, as it does in TSL. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with KotOR 1 Community Patch. Fully compatible with Sentinel Sneak Attack with Multiclassing. Recommended Mods KotOR 1 Community Patch is strongly recommended. You can find the TSL version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Finesse by darthbdaman is licensed under CC BY-SA 4.0 -
[K1] Pulling out a female rodian model
DarthParametric replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Here, try this out: K1_Rodian_Female_Smuggler_Test.zip Compiled for K1, also fixed the danglymesh for the hair that was apparently broken. If there are no problems, I will submit it as a modder's resource. As to the scaling, seems I scaled the female outfit to fit the Rodian body rather than the other way around. -
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Try running Colors>Value Invert before running Emboss? EDIT: Woah. I think I need to practice reading before posting. Keep the bump map layer and invert that layer's color, then set the bump map layer to something like Addition or Dodge.
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Alright I need a clue... Is there a way to indent things on textures with a filter or....? I'm trying to retex some concrete walls on Dantooine and I'm not seeing a filter that bevels things IN rather than OUT. Or is this done by just trying to draw shadows in there? The bevel filter on GIMP is almost useless...bah!
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[K1] Pulling out a female rodian model
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
No worries, you've pulled out a very fair amount of modding content for both games. Ty for your answer, i'm still new to all of this but i'm gonna try to do my best with your advices. -
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There have been three major repositories of KotOR mods: PCGamemods.com between about 2004-2006, KotORFiles, between about 2007-2012, and DeadlyStream. PCGamemods.com tapped out at around 750 mods for KotOR and 800 for TSL, or roughly about 1550 mods total. KotORFiles'counter stopped working at 1978 files for both games. Today, DeadlyStream has 1200 KotOR files, and 1184 TSL files. This makes it the largest KotOR modding repository ever! 🎉
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ROR Dev Diary 2 - Introduction and Jedi Temple
DeathScepter replied to N-DReW25's topic in Revenge of Revan
with a female Revan, Regardless of Alignment, How are you going to link Bastila Shan to Satele Shan? -
[K1] Pulling out a female rodian model
DarthParametric replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Hrm, I was supposed to add a K1 version as a modder's resource. I guess I never got around to that? Whoops. Shouldn't be a big deal, I just need to recompile the model. I'll take a look at it tomorrow. As to the scaling, regardless of whether you want to scale the body up or the Rodian down, you should do a uniform scale of the whole body, matched against a static target mesh. At least to get things into the ballpark. Then you'll need to tweak to get them to mate nicely. Looks like you've got a scale mismatch between the meshes and the rig. -
Hi there! I am trying to add as much appearances as possible to K1, and I saw this awesome mod by DarthParametric that adds a female rodian npc model to TSL : I tried to convert this work to K1, but the model just bugs out. So I figured i would do this myself, inspired by DP's work. So via Blender, I used the PFBBS model as a base just like him (the female scoundrel model), I deleted the human hands from the left and right arms. Then, I replaced both hand geometry + the neck geometry in the scoundrel cutscene dummy with the ones from the N_Rodian model. Then i deleted the arm/forearm from the rodian arms to keep only the hands, and i moved them from the rodian model to the scoundrel model. I did the same for the head model from the rodian to the scoundrel model. I of course changed the supermodel from the scoundrel model from S_Female03 by N_Rodian to have the animations. Until this part, everything is doing kinda fine. Now the part where i struggle is to rescale and reposition the hands and the head, because they're too big and they're not located at the right place. I linked both screens, this is the result in Blender and in game. So as you can see i still need to move + rescale the head, both the model and from the cutscene dummy, and same for the hands. If someone has any insights about this, because atm everything i've tried lead to cursed results. Ty!
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Eh, it's fine. Regardless, the fix you mentioned will help TREMENDOUSLY in having the Exile FINALLY able to acquire the damn "Read Schematic" feat, I just hope that it'll allow the construction of other non-party member lightsabers that are found via schematics found in various places and so forth, since I was limited to party member-centric sabers after all. X<
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masteryodapyp started following Knights of The Old Republic
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View File Simple Reskin - The Ravager Simple Reskin - The Ravager KotOR2: TSL ------------------------------------------ Author: Kaidon Jorn March 2025 This mod is a simple reskin of Nihilus' ship - The Ravager. All done with random textures from the internet. It's the first time I've attempted a planet or area reskin, so please, go easy on me. It may not be my forte, but I enjoyed making it anyway. Installation: Extract the .zip file to somwhere on your PC then just copy the subfolder to the game's Override folder. To uninstall just delete the folder from Override. Permissions: For personal use only, do not redistribute the contents herein. Thanks to the modders at DeadlyStream.com for teaching me how to mod the KotOR games and for hosting my mods. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. Submitter Kaidon Jorn Submitted 04/20/2025 Category Skins TSLRCM Compatible Yes
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More information might help find a reason for that. Every module has a .git file, so what level are you trying to modify? Is it a custom level? Is it a base game level? How do you expect us to tell you why something doesn't have something if we don't know what that something even is...
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ROR Dev Diary 2 - Introduction and Jedi Temple
N-DReW25 replied to N-DReW25's topic in Revenge of Revan
Bastila's Sith Holocron strongly implies that she left Korriban to find Revan, here is the full dialogue: Looking at this dialogue, it's somewhat conflicting with what's presented in TOR as what Bastila says here somewhat aligns with what Kreia says about Revan even though what Kreia says about Revan is directly retconned in TOR. The retcon could be explained as Kreia 'projecting' her own views onto Revan, though what Bastila says here will inevitably have to be explained in the ROR mod. I have a feeling the answer as to what Revan's "technique of mass conversion" is is probably explained in the half hour lore-dump that is the Enclave scene. Another bit of useful Dark Side Bastila lore is what she says to T3-M4: Using both the Sith Holocron and T3-M4, we can assume that Revan left his Sith Empire around 3954 BBY. Without the strong, unifying leader that is Revan, the Sith started fighting one another for control of the Empire. The Sith who remained were too weak to control the Star Forge, thus rendering it useless for producing new ships. Bastila appears to be somewhat aware of the threat of the "True Sith" on Dromuund Kaas and so instead of dying in the Sith Civil War she set out to look for Revan. It can be assumed that an alternative version of the Revan novel took place where, between Kotor I and Kotor II, Darth Revan, T3-M4 and Canderous went to Rekkiad and found Mandalore's Mask. After leaving Canderous behind, Darth Revan and T3-M4 took the Ebon Hawk to Nathema where they were shot down by Darth Nyriss and Scourge. After capturing Darth Revan, T3 was left alone on Nathema and spent years repairing the Ebon Hawk so that he could return to the known galaxy. By the time he had finished his repairs, it was 3951 BBY... just in time for the events of Kotor II. And just like in the Light Side ending, Bastila gave T3 the orders as stated above - "If he leaves, he will take you with him - but not I. He knows the bond we share may prove a weakness... but he will take you. If something happens, T3, then I need you to return to the Republic and find me. And if you cannot, then I need you to seek whatever help you can elsewhere, whether Jedi or the Sith... or someone in-between." It is possible that Bastila became privy to Revan's actual plans, Goto and Disicple both speak of Malak as a conquering brute whereas Revan's agenda seems to have run deep and alluded them both. It is possible that Bastila left Korriban to find Revan, she might've found Nathema, though she did not find the True Sith who had captured Revan and so, as she ordered T3, had returned to the Republic as they were the only ones with the capacity to stop the True Sith now. And as I've probably discussed in the diary, only Carth would've known of the full extent of Bastila's betrayal if Revan was Dark Sided. It makes no difference whether Revan and Light Side or Dark Side as Bastila was technically a Sith in both endings, one has her redeemed and save the day and the other has her "redeemed" years later (Again, only Carth would know of the full extent of Bastila's betrayal so everyone else is oblivious to her past). Logan wants "replayability" with the ROR mod, you see that sort of thing with the player species and you'll see it here with Revan and Exile's gender and alignments wherein what you set impacts the story of past characters. In the case of Bastila, we can assume her thoughts and motivations towards the end of the mod will differ based on these factors. At the start of Drayen's dialogue in the Jedi Temple the player asks Drayen how his trip to Dantooine was to which Drayen directly mentions Luur Jada by name. As to what extent, I cannot say, but I can say he will make a cameo one way or another beyond this name drop. -
I have encountered this problem only once or twice myself and I don't know of a solution currently, I think it might have something to do with permissions, though I am not certain. It might also just be firing because it's the default error message and you are installing to GoG and not Steam, could you manually update the namespaces.ini file to prioritise the GoG version and let me know if that solves the problem. IE : Change this -> To this -> In the file namespaces.ini inside the tslpatchdata folder. I still need to get the custom version of HoloPatcher updated at some point to include another dropdown for the versions in the namespaces.ini file.