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TSL Style Loading Screens
By Thor110
TSL Style Loading Screens for KotOR
I made these loading screens for my port of KotOR to TSL but decided to release them as a standalone because why not.
KotOR in TSL Trailer
Though personally I prefer Sithspecter's coloured versions of the original KotOR Loading Screens found here : Loadscreens in Color
But people have their preferences, so who knows maybe someone will like this.
Reference : These are all made at 1280x1024 so they won't look right for anyone using 1920x1080 or any other widescreen resolutions, I do plan to make a pack of them at 1920x1080 at some point.
Thanks & Enjoy
Installation
Copy files to the override folder.
Uninstallation
Delete files from the override folder.
Notes
The following three loading screens I did not make TSL version of yet.
load_chargen.tga ( Before Character Creation Screen )
load_swoop.tga ( Swoop Race Mini Game )
load_turret.tga ( Turret Mini Game )
Thor110
195 downloads
0 comments
Updated
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Transparent Environment Suit Faceplates for K1
By WildKarrde
This mod makes the spacesuit and diving suit faceplates transparent so that you can see the head of the character wearing them, as opposed to the opaque faceplates on the vanilla suits. There is also an option to install only the diving suits, if you prefer the spacesuits to keep their mirrored vanilla faceplates (similar to real spacesuits). I have also made the following edits to the suit models:
- Adjusted texture UVs to hide texture regions that appear unfinished.
- Added a bright texture to the squares on either side of the faceplate (which were apparently intended to look like lights but instead appeared reflective in the vanilla game).
- Added light beams and in-game light sources to the diving suit to simulate helmet-mounted floodlights. (I have also included an option that does not have these lights if you prefer.)
- Added a new environment map for the spacesuit which approximates the surroundings during the spacewalk.
I have also included two optional variations:
- No Diving Suit Floodlights - Omits the diving suit's new floodlights
- Less Transparent Spacesuit Faceplates - Reduces the transparency of the spacesuit's faceplate, if you prefer a more mirrored look but would still like some transparency. The diving suit is not affected by this option.
Please note that if you are using a non-vanilla player head, the diving suit and spacesuit will default back to the vanilla-style mirrored faceplates. See the "Compatibility" section below for further information.
IMPORTANT: A save from before exploring the Manaan seafloor for the first time is required.
Thank you for downloading, and I hope you enjoy this mod!
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INSTALLATION
Run INSTALL.exe and select the install directory for your game. Select which version of the mod you would like to install from the drop-down menu at the top of the window, and click the "Install" button. The "Full Install" options make changes to both the space suits and the diving suits, while the "Diving Suits Only" options only affect the diving suits.
IMPORTANT:
- Select one of the "K1CP 1.10+" options if you are using KOTOR 1 Community Patch (K1CP) version 1.10
or higher. If you are using K1CP 1.9.2 or lower, use one of the "General" options.
- Select one of the "K1R" options if you are using the KOTOR 1 Restoration (K1R) with the option "Party on
the Sea Floor". If you are using K1R without "Party on the Sea Floor", use one of the "General" options.
If you would like to use the "No Diving Suit Floodlights" or "Less Transparent Spacesuit Faceplates" options, select the corresponding option from the drop-down menu after the main installation is complete, and click "Install" again.
This mod includes the Windows version of HoloPatcher for installation. If you are running on Mac or Linux, you can find the appropriate versions of HoloPatcher here, along with the latest Windows version: https://deadlystream.com/files/file/2243-holopatcher/. This mod requires HoloPatcher version 1.5.2 or higher of HoloPatcher.
If you have other mods installed, it is normal to see warnings that some or all of the following files already exist and have been skipped:
- appearance.2da
- heads.2da
- lev40ad.mod
- manm28aa.mod
- manm28ab.mod
- manm28ac.mod
- manm28ad.mod
Selecting the "Diving Suits Only" option will still install the UV fixes and new environment map for the spacesuit. If you do not want these changes, delete the following files from Override:
- UV Fixes: spacesuit01.mdl, spacesuit01.mdx
- Environment Map: P_WaterSuit02.txi
If you would like to edit the scripts in this mod for personal use, please note that most of the provided script source files cannot be directly compiled because they include 2DA memory tokens, placeholders which are automatically replaced by appearance.2da row numbers when compiled during installation. Running the installer and selecting the option "MODDING TOOL: Build Script Source" will save copies of the source scripts to the subfolder "temp_nss_working_dir" within "tslpatchdata" with the necessary appearance.2da row references automatically filled in.
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COMPATIBILITY
This mod is compatible with the KOTOR 1 Community Patch (K1CP) and the KOTOR 1 Restoration (K1R). Note that if you are using K1CP 1.10 or higher or K1R with the "Party on the Sea Floor" option, you must install the appropriate option as described in the "Installation" section above. It is not compatible with any mods that alter the following files:
- k_plev_airouopn2.ncs
- k_pman_airlock02.ncs
- k_pman_airlock03.ncs
- k_pman_airlock11.ncs
- k_pman_starmap05.nss
- k_pman_starmap02.nss (K1CP 1.10+ installation option only. K1CP itself is, of course, the exception that is compatible.)
This mod's edits to m28ad_01a.wok are sufficiently minor that overwriting this mod's version with one from another mod will not cause any significant issues.
For best results, install this mod after K1CP, K1R, or any other mods that make significant edits to:
- The walk speed of the space/diving suits
- The module with the Leviathan spacewalk
- The Manaan seafloor or undersea base modules
This mod is compatible with reskins and texture mods that affect vanilla heads. It will not conflict with mods that edit the MDL/MDX files of vanilla heads, but the changes to the head model will not carry over to the head seen inside the spacesuit. Similarly, due to the nature of a work-around used by this mod, any mods that edit the Star Map MDL/MDX will not affect the Manaan Star Map. Mods that reskin the Star Map are compatible.
Due to the way this mod is implemented, the environment suit faceplates will still be opaque if you use a non-vanilla player head. If you would like to see a non-vanilla head in the spacesuit, I have included instructions for making the new head compatible with this mod. For further information, please see "Instructions to Add New Heads.pdf".
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LIMITATIONS AND KNOWN BUGS
The new lights on the diving suit do not equally affect all objects, likely due to game engine limitations.
If you are using the compatibility patch for the K1R "Party on the Sea Floor" option, your weapons will not be reequipped automatically when you reenter the underwater base. This is a work-around for a bug where party members were somehow still able to use blasters underwater to shoot the Firaxan sharks. Apologies for the inconvenience.
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CREDITS
KotorBlender by seedhartha
tpcview and tga2tpc by ndix UR
NWNSSCOMP by Torlack and tk102
DeNCS by JdNoa and Dashus
K-GFF by tk102
HoloPatcher by Cortisol and th3w1zard1
ERFEdit by stoffe and Fair Strides
Kotor Tool by Fred Tetra
Thanks to Nehua for suggesting an option to keep the mirrored faceplates on the spacesuits. Thanks also to Salk for suggesting an option with intermediate transparency.
A big thank you to th3w1zard1 and Cortisol for their time and effort spent upgrading HoloPatcher to be able to compile all of the scripts in this mod.
Vanilla scripts are based on the K1CP team's repository of unaltered, decompiled vanilla scripts (found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source). This mod makes use of the script function CP_RemoveForceSpeed developed by the K1CP team.
The K1R-compatible version of k_pman_airlock11.ncs/nss includes edits originally developed by the K1R team. Similarly, the K1CP-compatible version of k_pman_starmap02.nss includes edits developed by the K1CP team.
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VERSION HISTORY
1.0 - Initial Release
1.1 - Added option to install only the diving suits (suggested by Nehua).
1.2 - Added option to reduce the spacesuit faceplate's transparency (suggested by Salk).
- Applied spacesuit environment map with a TXI file instead of a full TPC to improve compatibility
with mods that reskin or upscale the original texture (also suggested by Salk).
1.3 - Added work-around for the Star Map to render properly when seen through the diving suit faceplate
- Revised suit bubbles to more closely match vanilla behavior
- Revised inner suit geometry around neck
- Adjusted head motion during walking and running animations
- Added code to Manaan airlock scripts to clear Force Speed before going out to the seafloor
(vanilla issue originally documented by the K1CP team)
- Streamlined the K1R installation process
- Switched installer to HoloPatcher to improve cross-platform installability. Special thanks to th3w1zard1
and Cortisol for their substantial efforts to improve HoloPatcher's script compiling ability.
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DISCLAIMER AND PERMISSIONS
This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
585 downloads
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Grenades and mines HD
By Dark Hope
This mod will replace and update texture files.
To Install
1. Download: Grenades and mines HD.rar
2. Installation required High Poly Grenades (https://www.nexusmods.com/kotor/mods/1209 )
3. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
4. When/if prompted to overwrite files, press okay.
5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
604 downloads
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Alternate Bastila Clothing
By Revan100
A simple mod that replaces Bastila's default outfit with an unused version that does not have any transparency issues unlike the original texture. This also replaces the party selection screens for Bastila.
87 downloads
0 comments
Submitted
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Rune Covered Pillar Crystal
By GearHead
I put a Sapith Crystal into the Rune Covered Pillar on the Rakatan World - Temple Exterior, because i always felt like it needed one.
The mod only works if you haven't visited the Temple Exterior yet.
253 downloads
0 comments
Updated
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Star Forge spawns HKs
By GearHead
The Star Forge spawns HKs instead of the red spider droids.
165 downloads
0 comments
Updated
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High Quality Blasters 1.1 Fix - KotOR1 version
By GearHead
After installing the High Quality Blasters 1.1 mod by Sithspecter i run into some problems:
1. The Mandalorian Ripper shoots laser bolts from the ground.
2. The Baragwin Distruptor-X Weapon is invisible.
This mod aims to fix these problems. You still need to install the original mod and then this one.
(If you have the Mandalorian Ripper or the Baragwin Distruptor-X Weapon in your inventory already,
then you need to remove them and then add them back with the KotOR Savegame Editor.)
432 downloads
0 comments
Updated
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Choose Your Lightsaber Type
By GearHead
This mod allows you to choose between a single and a double-bladed lightsaber when you make your own lightsaber on Dantooine.
570 downloads
- lightsaber
- lightsabers
- (and 7 more)
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Taris Store Nerfs
By GearHead
Vendors on Taris will now buy items from you for less money.
Requires a new game to work.
65 downloads
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Armor 5 HD
By Dark Hope
New textures for armor. Resolution 2048x2048.
To Install
1. Download: Armor 5 HD
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. When/if prompted to overwrite files, press okay.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
867 downloads
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Kotor1 balanced force powers
By Elm
Kotor1 balanced force powers
Description:
Mod adjusts force powers in KOTOR 1 to make them more balanced.
Slightly increases FP cost for almost all low and middle tier force powers. Powerful spells has a significant change in their FP cost.
Adjusts duration for some buffs so you won`t need to constantly reapply them during the combat.
As a result, you won`t be able to spam powerful Dark side powers being a Light side character and vice versa.
Please check forcepowerchanges.html for more details.
forcepowerchanges.html
Installation:
Run TSLPatcher and select a folder with Kotor 1 installed
Compatibility:
Any mod that does not change spells.2da and k_sp1_generic.nss
Any feedback will be much appreciated
39 downloads
0 comments
Updated
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Oddball_E8's "Evil Sounds"
By JumpStationZ
Evil Sounds by Oddball_E8
Created: February 9th 2005
________________________________
What this mod does:
________________________________
This mod replaces some of the death sounds with more gruesome sounds.
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Creator’s Notes:
________________________________
What can I say? I was feeling a bit evil...
(all the files are male only voices since I have no screams that sound female)
________________________________
Files Modified:
________________________________
n_darkjedim_dead.wav - Dark Jedi
n_fatcomm_dead.wav - I don’t have a clue who uses this file... but I modded it anyway
n_hsmuggler_dead.wav - same here... but I assume it’s a smuggler?
n_repsold_dead.wav - Republic soldier
n_sithcomm_dead.wav - Sith commander (not the guy in red armor)
n_sthapprnm_dead.wav - Sith apprentice
________________________________
Feedback:
________________________________
Any and all feedback can be sent to the author at: {see read-me for contact information)
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R by many years.) If you download and install this mod, you assume all risk. These sound files also exist in KotOR2 but as before, use is at your own risk.
106 downloads
0 comments
Updated
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Oddball_E8's New Blaster and Grenade Sounds
By JumpStationZ
New Blaster and Grenade Sounds by Oddball_E8
Created: February 6th, 2005
________________________________
What this mod does:
________________________________
This mod just changes the default blaster sounds and some of the grenade sounds.
________________________________
Creator’s Notes
________________________________
I wanted a more "oomph-y" sound to the blasters since I thought the original sounds were a bit bland, so I mixed the original sounds with some sounds I have used in other sound mods for games with "real" guns.
I also replaced some of the grenade sounds for the same reason, but here I didn’t mix them with anything, I just used the sounds from my Combat Mission mod.
I will make some more sounds, mainly the "bounce" sounds of grenades and also the impact sounds from blasters since I want these to have an "explosion" feel to them... not too much, but a little.
________________________________
Files Modified:
________________________________
cb_gr_fragment.wav -not mixed
cb_gr_plasma.wav -not mixed
cb_gr_stun.wav -not mixed
cb_gr_thermal.wav -not mixed
cb_sh_blast1.wav -mixed with original
cb_sh_hvybl1.wav -mixed with original
cb_sh_medbl1.wav -mixed with original
cb_sh_pwrblast1.wav -mixed with original
cb_sh_pwrblast2.wav -mixed with original
________________________________
Feedback:
________________________________
Any and all feedback can be sent to the author at: [see read-me file for contact information]
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R by many years.) If you download and install this mod, you assume all risk. These sound files also exist in KotOR2 but as before, use is at your own risk.
127 downloads
0 comments
Submitted
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maverick187's Megido & The Avenger [Lightsaber Models for KotOR1]]
By JumpStationZ
Megido & The Avenger - Lightsaber Models: created by: maverick187
Creation date: March 27th, 2005
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PART I: Introduction (prt1)
Greetings these lightsaber models are completely new models made from scratch by myself in gmax. It adds a little more diversity to look at while plain the game versus those aluminum cylinders that the game calls a lightsaber. Enjoy the new models.
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PART II: Table of Contents (prt2)
PART I - Introduction (prt1)
PART II - Table of Contents (prt2)
PART III - Features (prt3)
PART IV - Sabers and Crystals (prt4)
PART V - Installation (prt5)
PART VI - Uninstall (prt6)
PART VII - In-Game Placement (prt7)
PART VIII - Bugs (prt8)
PART IX - Acknowledgements and Credits (prt9)
PART X - Item Cheat Codes (prt10)
PART XI - Screenshots (prt11)
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PART III: Features (prt3)
This mod includes 2 new saber models and three new sabers (the regular and short saber use the same model), all are upgradeable, and creatable, the stats of the sabers are the same as the game’s regular sabers though.
--> 2 new saber models
--> 3 new sabers to play with
--> 1 new custom saber color crystal
--> In-Game Placement for ease-of-use
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PART IV: Sabers, Crystals (prt4)
This mod includes 3 new sabers, and 1 new crystal, the following are small descriptions of each.
Megido Lightsaber & Megido Shortsaber:
----------------------------------------
Blade Color: Red
Hilt Type: A curved hilt with an end spike, ridges and slanted emitter
Color Crystal: Ancient Sith Crystal
In-Game Description: Traditionally associated with the Jedi, the lightsaber is a devastating weapon difficult to master. Properties can vary with the type of focusing crystal used in construction. This particular design, known as the "Megido" design, derives from the original design of an unknown Ancient Sith Lord. The original saber has been cataloged and placed in the Jedi Archives.
The Avenger Double-Bladed Lightsaber:
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Blade Color: Red
Hilt Type: A double-bladed shaft with center ridges, and two sets of spikes on either side, symmetrical and features two-sided emitter guards on each side of the hilt.
Color Crystal: Ancient Sith Crystal
In-Game Description: These exotic weapons are rare, and most often associated with Jedi attracted to the dark side of the Force, for whom reckless aggression is sometimes considered an asset. The double-bladed lightsaber is capable of inflicting more damage - but is also less precise - than the single-bladed variant. This design was originally created by an ancient Sith Marauder, it carries with it a history of innocent deaths. Although this is just a replica of the original, which is stored in the Jedi Archives, it's appearance still strikes fear in the eyes of most Jedi.
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PART V: Installation (prt5)
1. Create an override folder within your KotOR 2 directory, if you do not have one already.
2. Extract all of the files in this file into your override directory, if you are prompted to overwrite any .2da file proceed to step three, if you are not then installation is complete.
3. If you are prompted to overwrite any .2da file note which file it is and then follow the following compatibilities guide if you have other mods installed which use the same .2da files:
|The .2da file | The compatible mods
|---------------|------------------------------------------------------------------------
|upcrystals.2da | RedHawke's Exile Item Pack, Darkkender's Guardian Saber mod, and Xcom's Dual-wielding Double-Blades mod, Shadow Blade's mods, RedHawke and My Prestige Pack
|---------------|------------------------------------------------------------------------
|upgrade.2da | Envida's Complete Mods, RedHawke's Workbench Robes mod, and Darkkender's Segan Wyndh Pack
|---------------|------------------------------------------------------------------------
|itemcreate.2da | [ RedHawke's Workbench Robe Mod, Darkkender's Segan Wyndh Pack
|---------------|------------------------------------------------------------------------
|itemcreatemira.2da | RedHawke and My Prestige Pack, and Prime's Stormtrooper Mod
|----------------------------------------------------------------------------------------
4. If you have your own custom conflicting .2da file or a .2da file that is from a mod not listed here you will need to merge your .2da files, please go to the tutorials section at Holowan Labs for information on how to merge .2da files. Link in PART VIII.
5. The following is a simple tutorial on making your upcrystals.2da file compatible with this mod.
+ Download KotOR Tool. Can be found at Holowan Labs, link in PART VIII
+ Open KotOR Tool and click the 2da button in the top left corner, open the upcrystals.2da file from your override folder.
+ Now scroll down to a new row and type the following:
|(Row Label)| label | template | shortmdlvar | longmdlvar | doublemdlvar |
|-----------|---------------|--------------|---------------|--------------|---------------|
|next number|MavModels_Crstl | mav_drkcrst001 | mav_w_mgdssbr01 | mav_w_mgdsbr01 | mav_w_avgrsbr01|
|-----------------------------------------------------------------------------------------|
*Note the top row are the names of the columns of the 2da file, you enter the 2nd row.
+ now click in an above entry and go File->Save as 2DA V2.b and save it in your override folder
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PART VI: Uninstall (prt6)
Simply remove all of the files from your override folder.
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PART VII: In-Game Placement (prt7)
You can build the sabers and any workbench that allows for item creation, when you reach certain qualifications.
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PART VIII: Known Bugs (prt8)
There are no known bugs at this time.
If you discover a bug, please report them to us at the Holowan Laboratory Forum at www.lucasforums.com or more specifically:
http://www.lucasforums.com/forumdisplay.php?s=&forumid=324
You may also e-mail me at (see read me for e-mail) although you are much more unlikely to get a response there as it is rarely checked.
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PART IX: Acknowledgements and Credits (prt9)
Fred Tetra: Without your tireless effort on the creation and continued dedication to upgrading your incredible KotOR Tool this mod would not be possible, for that we are all in debt to you, and we cannot thank you enough.
tk102: KSE has helped us in numerous ways, testing out the mod, and for the pure enjoyment of creating the "Super Jedi" lol, also your help and guidance has been tremendous, thanks.
T7nowhere: Thank you, for the encouragement early on when I started modding way back in KotOR 1, and for the tremendous amount of help when I was learning to model, I owe a lot to you, thanks T7,
svösh: In many ways you have been my greatest mentor, encouraging me early on in the KotOR1 days, helping me learn the basics of skinning and texturing and teaching me some of the finer points of Photoshop, and for the help and direction when I tried to model, and for letting me use your custom shader for almost all of my mods, thank you svösh.
RedHawke: Well, we have teamed up for many a few mods and they have reached great success, thanks for all the help with everything, scripting etc. maybe not in this mod, but in others, thanks.
Holowan Labs: Thank goes out to all the support from everyone at Holowan Labs, for the helpful comments in the W.I.P. thread and for continued support.
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PART X: Cheat Codes (prt10)
Color Crystals:
mav_drkcrst001 = Ancient Sith Crystal
Lightsabers:
mav_w_mgdssbr01 = Megido Shortsaber
mav_w_mgdsbr01 = Megido Lightsaber
mav_w_avgrsbr01 = The Avenger (double-bladed saber)
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PART XI: Screenshots (prt11)
[links removed as they are now dead links]
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to.
72 downloads
0 comments
Submitted
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maverick187's Ion Hold Out Blaster
By JumpStationZ
Ion Hold Out Blaster; modeled and skinned by: maverick187
Creation date: May 20th, 2005
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PART I: Introduction (prt1)
The Ion Hold Out Blaster is a completely new model blaster and not only does it have a unique texture to it, but it also fires ion blaster bolts. (they're blue). That being said this also means that a couple of .2da files had to be edited and we all know how much of a pain that can be, however I have tried to keep the .2da files compatible with the other mods out there. *Note* To view the readme as it was intended line up the dashes to match the width of the notepad screen.
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PART II: Table of Contents (prt2)
PART I - Introduction (prt1)
PART II - Table of Contents (prt2)
PART III - Features (prt3)
PART IV - Installation (prt4)
PART V - Uninstallation (prt5)
PART VI - In-Game Placement (prt6)
PART VII - Bugs (prt7)
PART VIII - Acknowledgements and Credits (prt8)
PART IX - Item Cheat Codes (prt9)
PART X - Screenshots (prt10)
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PART III: Features (prt3)
* All new Hold Out Blaster model complete with texture
* Updated mavsitems.2da file for those using my "Mav's Shop & Workbench" mod
* NEW BLUE blaster bolts, the Ion blaster features Ion bolts
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PART IV: Installation (prt4)
To install the mod extract all of these files into the override folder, if you are prompted to overwrite the "mavsitems.2da" do so. However, if you are prompted to overwrite "ammunitiontypes.2da" or "baseitems.2da" refer below:
-----------
If you are prompted to overwrite ammunitiontypes.2da do not do it, instead open you current ammunitiontypes.2da file with Kotor Tool & in a new window open the ammunitiontypes.2da file that comes pack with this mod.
Now copy down Row label 6 character for character and copy that into a new row of the ammunitiontypes.2da file in your override, take note of the new (row label) e.g. in my file it is row 6, again take note of this number you will need it later.
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If you are prompted to overwrite the baseitems.2da file than refer to this list of compatibilities first:
-Darkkender's Segan Wyndh armor: line 104
-USM inserts: line 105 and 106 *note* these lines have been reserved for the USM, you will have to input the line info in here when the USM is released
-Drakkonen's Jedi vs. Sith armors: line 107
-ChAiNz.2da's Darksword: line 108
-Prime's Jedi Armor's line 109 and 110
--VERY IMPORTANT NOTE regarding Prime's lines, these were not his original lines the row numbers have been changed for compatibilities sake, to make the armors compatible with this baseitems.2da file you will need to edit the armor's .uti files.
Line 111 is my Ion Hold Out Blaster, so copy this line character for character into your current baseitems.2da file if you are not going to overwrite. *NOTE* if you edited the ammunitiontypes.2da file and changed the row number this is why I told you to take note of it. In the line of my Ion Hold Out Blaster in the baseitems.2da file look for the "ammunitiontype" column and type the number of the row that you took note of on the ammunitiontypes.2da file. Take note of the new baseitems.2da row number. e.g. mine is 111
Place your new ammunitiontypes.2da and baseitems.2da files into your override folder.
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You now need to edit the w_mavhld_01.uti file, open up Kotor Tool go into Tools-->Options... click the "Other" tab and check the box that says, "look in games override folder"
Now Open up the w_mavhld_01.uti file with Kotor Tool, in the baseitems scroll down, scroll all the way to the bottom, it should say Hold Out Blaster, select it and save the file, place in your override, you should be set.
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PART V: Uninstall (prt5)
This is a lot easier than installation, just remove the files from your override folder.
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PART VI: In-Game Placement (prt6)
For in-game placement without the need for cheating you will need to have the following mod already installed.
http://www.pcgamemods.com/12591/
Also make sure that the mavsitems.2da file from THIS mod is in your override folder
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PART VII: Bugs (prt7)
If installed correctly there should be no bugs, the poly count is sort of high so low-end PC's may run slower, but I doubt it.
Report problems to myself: maverick187 at Holowan Labs
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PART VIII: Acknowledgements (prt8)
T7nowhere: Thanks for helping me to start modding and thanks for the help figuring out how to change the color of the blaster bolts. And for the Ion idea.
stoffe -mkb-: Thanks for helping me figure out how to create a new line in ammunitions.2da and use it for the baseitems.2da to make a new blaster.
tylerjk: Thanks for bringing up the "different color lasers" topic, which gave me this idea.
Mono_Giganto: Thanks for being my gun modeling Guru and for all of the constructive criticism, without all of your help my gun would look a lot worse
svösh: Ah, Master svösh, you have more modeling wisdom than Yoda himself. Thanks for imparting some of that wisdom upon me, as well as the rust tips. Thanks Master svösh
tk102: Thanks for KSE, it sure helps a lot in testing.
Fred Tetra: Thanks for Kotor Tool, KotOR modding would be lost without it
cchargin: Thanks for mdlOPS, making new models possible every day.
Holowan Labs: My online home, thanks go out to everyone who has helped me.
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PART IX: Item Cheat Code (prt9)
giveitem w_mavhld_o1
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to.
25 downloads
0 comments
Submitted
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illuzion69's Mandalorian Royal Guard Armor (for KotOR1)
By JumpStationZ
Mandalorian Royal Guard Armor (for KotOR1)
Created by: illuzion69
Original mod creation date: October 11th, 2004
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This is a new version of the Mandalorian Assault Armor. It is a new item and has an in-game location All files go into the Override folder.
Appearance.2da
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It has an appearance.2da that is compatible with Svosh's Revan Redemption Robes. If you already have an appearance.2da you can add this armor by opening your appearance.2da with kotor tool and create a new row then copy line 35 and paste to new row then change the Label column from Alien_Mandalorian_01 to Alien_Mandalorian_06 and the racetex column from N_Mandalorian01 to N_Mandalorian06 and save. Then change the 69_a_class9066.uti file in a GFF editor. Open the Properties List then open line 3 and change the Subtype from 511 to the row number you put this armor at in the appearance.2da file and save.
Stats
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I know some people like to overpower their items and some don't (I fall under the don't) so I made it upgradeable without going to over the top. Without upgrades it is the same as the Mandalorian Assault Armor, Feats Required: Armor Proficiency: Heavy, Defense Bonus:13, Max Dexterity Bonus: 0, Damage Resistance: Resist 25/- vs. cold and Resist 25/- vs. fire. With upgrades add Skills: Awareness +2, Strength +2, Dexterity +3 and Constitution +3.
Location and Cheat Code
------------------------
I put this armor in the strong box where the Tarisian Noble is inside Davik's estate. Give Canderous a chance to go Mandalorian on Davik and Calo! In case you want more than one or your already past Taris the cheat code is giveitem 69_a_class9066
Files
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69_a_class9066.uti
appearance.2da
ia_class9_066.tga
N_Mandalorian06.tga
tar08_strongbox0.utp
Thanks go to Fred Tetra for his Kotor Tool, everyone at Holowan Laboratories for making a great game better, everyone that helped make the game and my wife and kids for the distractions, I mean help :). I think that’s everyone.
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to.
66 downloads
0 comments
Submitted
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After Ending Mod (for KotOR1)
By JumpStationZ
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After Ending Mod (for KotOR1) by gameunlimited
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This mod will allow you to go back to the previous planets after the ending scene. You may go back and do those quests that you may have left out.
One very important note though, this game is not designed to be played after the ending scene (duh!).
Thus, there are probably many glitches that will happen if you use this mod as I do not change the game. This mod merely teleports you back to the Ebon
Hawk at the very end. I expect many glitches to be found.
Installation: Just extract the one files into the Override directory.
Enjoy!
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod.
76 downloads
0 comments
Submitted
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Minor music tweaks
This mod makes some minor changes to the music used at various points in the game. On Tatooine, the "Czerka theme" (previously used only for their office in Anchorhead) has been applied to all modules in Anchorhead save the cantina. For Korriban, the unused combat music has been restored in all modules barring the tombs. The music within the four tombs in the Valley of the Dark Lords has been left alone. Finally, the Manaan Sith base has had its music swapped from the Valley of the Dark Lords music on Korriban to the same music used in the Taris Sith base.
To install, run INSTALL.exe* and let the patcher do the work. Easy peasy, right?
*It's actually called TSLPatcher.exe this time. Whoops.
143 downloads
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Endar Spire Hull Repairs
Start as you mean to go on. For KOTOR, that apparently means leave lots of holes in your level geometry. This mod plugs some gaps in the hull of the Endar Spire, and fixes a few UV issues.
N.B. - THIS MOD IS NOW SUPERSEDED BY THE K1 COMMUNITY PATCH. DO NOT USE THIS MOD IF YOU ARE USING K1CP. IT ALREADY INCORPORATES ALL THESE FIXES, AND MORE BESIDES.
Fixes:
Plugs two strips that run along either side of the dead-end corridor on the Command Deck that are open to space. These are hard to see, but noticeable just above the windows in this section. Additionally, an alteration to the model's hierarchy was made so that the light strips now correctly animate. Removes an extraneous strip of mesh that was causing z-fighting issues (i.e. flickering) in the central corridor where the Jedi vs Sith fight occurs. Plugs two gaps in the room just before the escape pods in the Starboard Section. Additionally adjusts the lightmap UVs to remove a light bloom that occurred during baking due to the offset geometry. Fills some holes in the forked section of corridor in the Starboard Section just before the escape pod room. Also fixes some flipped UVs causing inverted wall trim textures in this area. Corrects some misaligned polys in an inset panel in the end wall of the escape pod room in the Starboard Section. Also adjusts the lightmap UVs of said polys to correct their baked lighting. Fixes some UVs causing inverted wall panel textures in a couple of corridor sections on both the Command Deck and Starboard Section. Installation:
Simply copy the model files across to your Override folder Acknowledgements:
Thanks to @JCarter426 for initially hunting down these holes and pointing them out to me Thanks to @ebmar for finding a number of additional issues Thanks to @bead-v for KOTORMax and MDLEdit1,648 downloads
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Quest for tk102's birthday (February 4)
By JumpStationZ
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Quest for tk102's birthday (February 4)
By Darth333 et al.
Original upload date: February 4th, 2005)
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New Models by: svösh (hv88 blasters), Seprithro (blaster model), t7nowhere (saber models + birthday cake)
This is a side quest in which you have to find some items required for the preparation of tk102's birthday.
The quest spans over three planets and includes new areas and many hard enemies (for cheaters or high lvl characters only!)
To begin the mission, go to the swoop registration office in Tatooine and listen carefully.
(Do not warp to the new areas: you'll get stuck.)
Explore the various dialogue options as they can sometimes lead you to different solutions and items.
But remember, if you disobey the orders given to you, you better travel around well armed!
And if you speak badly of some people, expect to gain DS points! Some doors maybe locked,
it's up to you to discover how to open them...
(Note: once you have unlocked the door in Dreshdae, to enter, look down, just in front of the door. The "lock" is placed a little low )
Some of the dialogues in this mod will make more sense if you are a regular member of Holowan labs. In any event, I suggest you play Doom_Dealer's Holowspire mod to fully understand the dialogue with Doom_Dealer.
Many members of LucasForums, mainly from Holowan labs, make at least cameo appearances in this mod:
tk102
svösh
T7nowhere
Prime
Boba Rhett (da boss man)
Doom_Dealer
Achilles
REdhawke
Tanesh
Fred Tetra
ChAiNz.2da
Xavier2
CDRSeadog
Darkkender
Mono_Gignato
FiEND_138 and his band
Unfortunately, tk102's birthday is on February 4th and due to this "deadline" I couldn't
include more people although I wanted to.
You'll find svösh's blaster on Doom_Dealer. Seprithro and t7 carry their own items.
I would have like to make more balanced enemies but due to time constraints, it was impossible.
If an interest is shown, I could turn this mod into a smuggling mission.
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INSTALLATION/REMOVAL
=====================================================
To install the mod:
Put the files contained in the folder called "For override" in your override directory.
Default location is: C:\Program Files\LucasArts\SWKotOR\Override
Drop the files contained in the folder called "For Modules" in your Modules folder.
Default location is: C:\Program Files\LucasArts\SWKotOR\Modules
To remove, delete the files from your override folder and remove the 4 following files
from your modules folder:
d3_czerka.mod
d3_party.mod
ebo_burn.mod
d3_banned.mod
======================================================
The Models by svösh (hv88 blasters), Seprithro (blaster model) and
t7nowhere (saber models + birthday cake) were included in this mod with their permission.
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to.
33 downloads
0 comments
Submitted
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Super Skip Taris & Endar Spire
By JumpStationZ
Super Skip Taris & Endar Spire by Lit Ridl
Creation date: September 4, 2006
For Knights of the Old Republic I
Installing mod:
Nothing special. Just one ask to you: NEVER USE THIS INSTALLER TWICE ON THE SAME DIALOG, OR YOU’LL GET THE SECOND OPTION IN TRASK’S DIALOG FOR EVERY SKIP!!!
About mod:
This mod will modify Trask’s dialog giving it some extra dialog options.
There are 3 additional options (Skip Endar Spire, LS skip Taris, DS skip Taris.)
Reason why it is called super:
· It has both LS and DS skip Taris options
· No need in replacing something
· All items from standard game-play will be given to you
· It will add all party members that you get on Taris to your party (Carth, Bastila, Mission, etc)
· It sets all globals and Booleans to the right LS/DS value, that prevents your game from the doom
· It gives you alignment/experience points and credits, the same amount with the standard game-play
· You will not lose any quests, they are added when mod is activated
Enjoy!
Credits:
Lit Ridl – for creating the whole mod
Yaggles – for idea of skip Taris mod
Darth HaHa – I decided to make my own mod after I saw his, so he was stim
Stoffe – for TSL Patcher
e-mail: [info can found in read-me file]
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod is old and has not been tested in years. You use this mod at your own risk.
361 downloads
0 comments
Submitted
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Companion Clothes (K1)
By StellarExile
I never enjoyed the fact that all companions in KOTOR came equipped with unique clothes, yet they all shared the same basic item. I was heavily inspired by Cappy's Version for TSL so I decided to make a version for KotOR 1. This mod gives each companion (minus droids) a unique item with the appearance of default clothing that is restricted to the wearer. This was accomplished using companion-specific feats from Sdub’s Immersive Feats mod which grants party members unique feats who did not already have them. The items are meant to be starting equipment only with basic stats (like +1 defense) that don’t detract from game balance. I also have changed Juhani's lightsaber from the duel in the Grove to a blue one as it never made sense why she used a red one.
For the best results this mod should be installed with (and after) the famous Community Patch. It ensures that Jolee is his default clothing during the introduction.
Special Thanks:
Sdub for the K1 Immersive Feats resource. Stoffe for ERFEdit. Cortisol for Holocron Toolset.445 downloads
0 comments
Updated
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Ithorian HD
By Dark Hope
This mod will replace and update texture files.
To Install
1. Download: Ithorian HD.rar
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. When/if prompted to overwrite files, press okay.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
789 downloads
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Effixian's Atton from K2 to K1
By Effix
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Knights of the Old Republic
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TITLE: Effixian's Atton from K2 to K1
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam
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INSTALLATION
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Run the file "TSLPatcher - Install Effixian's Atton from K2 to K1.exe".
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DESCRIPTION
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This mod adds a playable character with the head of Atton from KotOR 2.
As requested by phatshady on deadlystream.com.
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BUGS
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- The facial animations are not right.
- Sometimes a vertical line can be seen in between the right and left side of his face. It's not in the texture and not something I can fix.
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UNINSTALLING
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1. Remove the following files from your Override folder:
P_AttnH1.tga
P_AttnH1.txi
pmhc09.mdl
pmhc09.mdx
PMHC09.tga
PMHC09d.tga
PMHC09d1.tga
PMHC09d2.tga
PMHC09d3.tga
po_pmhc9.tga
po_pmhc9d.tga
po_pmhc9d1.tga
po_pmhc9d2.tga
po_pmhc9d3.tga
s_female2.mdl
s_female2.mdx
2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise:
If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your Override folder:
appearance.2da
heads.2da
portraits.2da
Doing this when you did add another mod will result in the later head(s) no longer being available in the game.
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
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Thanks to
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- Stoffe and Fred Tetra for the needed tools and tutorials
- bead-v's MDLEdit
- JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
871 downloads
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HD Holo
By olegkuz1997
HD Holo
=================================
MOD AUTHOR: Olegkuz1997
FOR WHICH GAMES: For Star Wars Knights of the Old Republic
Description:
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What does this mod do? Nothing much.
This mod is a remake of the final scene with Admiral Dodonna's transmission, and more specifically, a remake of the hologram textures of the two characters. This mod is pretty rudimentary, I enlarged the original textures with AI and then manually edited them in photoshop. Tried to give the effect of "interference" and glow. Did it for myself, but if anyone wants it, take it. Yes, I'm aware of the awesome DarthParametric mod, but there were two things I didn't like about it: too strong blue color that kills the rest, and the lack of glow from the hologram. In his mod, the work is much more comprehensive, with redesigned UVs and models, which I have no idea about. Naturally, you have to choose between my mod and DarthParametric's mod, as they are done with different approach.
There might be some questions about the hue, as it's not really "blue". It's actually something between the movies and the in-game version (turquoise). In the end, this is a texture mod, so anyone can open the file in paint or photoshop and adjust the color to their liking.
Installation:
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Drop tga and txi files in your game’s Override folder.
To uninstall:
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Take them out again.
Known bugs:
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Holo-Vandar turned out great, but Dodonna was a bit of a letdown. The whole thing is, I think, that she has an incorrect, and frankly crappy "mirror" model, so the textures of "interference" are not quite correctly displayed. Oh yeah, and she's also a bit translucent (eyeballs and mouth). I had to make the head textures brighter to try and hide these details. But overall, it's not too bad. I recorded a little video where you can see for yourself. But in general, this is a normal texture mod, so there should be no problems.
Video:
Legal Disclaimer:
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All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the readme, mentioning me.
371 downloads
0 comments
Submitted