By JumpStationZPart of the...
Easy Warping Armband v.1.0.1
By Darth333 (08-17-2004)
v.1.0.1: loop in dialog preventing you to use the armband to travel on Manaan corrected.
This armband will allow you to easily warp to any area while playing the game and without having to use cheats and look for the area cheat codes.
See below on how to get the armband in the game.
This armband is primarily intended to be a tool for modders to test their mods.
If you intend to use this armband just for fun, you are free to do so but it is *AT YOUR OWN RISK*.
You could severely screw up your game in that many events could not trigger depending on where and when you use it. In the worst scenario, you could even be incapable of finishing a game.
If it is not for testing purposes, I strongly recommend that you do not use the armband, unless you are comfortable editing globals.
More specifically: if you want to use the armband to warp to the Leviathan before time and play the game as *you know who*, be advised that unless you edit the global for the Star Map, you won't be able
to finish the game.
If you decide to ignore the above notice and mess up with your game, then you can always try to repair the damages on your own by using TK102's KSE to edit globals. His Global Variable Comparison tool can be useful for this too.
Installation and getting the armband in the game:
Extract the files to your override directory.
If you start a new game, it will be placed automatically in your inventory under the name
You can also get the armband by using the cheat code "giveitem d333_warpband" (without
Equip the d333_warpband and activate as any other armband. A screen will appear asking you to which planet you want to warp. Except for Yavin, the Rakatan Box and the Ebon Hawk to which you will be transported directly, a second screen will appear asking you the precise location where you want to go.
Delete the files from your override folder.
If you have other mods that use the spells.2da file, it could cause conflicts (mostly force power mods, tk102's armbands). Remove the existing spells.2da file from your override directory before
using this one or edit the spells.2da and the .uti for the armband.
A non-conflicting version will be released soon.
In any event, enjoy! (I hope)
/* [K1] Creatures and Armors TXIs [Modder's Resource]
"TXI files, or TeXture Information files, are text files that control and
add special effects, shaders, animations, blending etc. for an associated
texture. I.E. pmbmm01.TXI would hold the information for pmbmm01.TGA."
- Czerka Corp. R&D Wiki
This is the compilation of TXI/text format that the game uses to store
*creatures and armors* texture information - such as shaders and animations
that control how they're rendered in-game. This resource main purpose is to
act as supplementary to modders' modified TGA files and/or alternatively
a fix to transparency problems that often occurs.
This only covers *creatures and armors* and not area textures. Some could
be missing from the pack though I'm sure they're pretty much everything
that is necessary. Drop comments or report to the mod's support page for
this pack to be updated or troubleshooting matters.
Installation: as a mod; all files have to be dropped to the Override
folder, and if necessary should be installed first before all the others.
//:: Tools By: KotOR Tool - Fred Tetra, Notepad++ - Notepad++team, filenamestxt
//:: dumps script - DarthParametric
//:: Compiled By: ebmar
//:: Hosted By: DeadlyStream
//:: Report & Feedbacks: Snigaroo/Sniggles
//:: Supplementary Page: .txi Parameters and What They Do - CarthOnasty
This is a mod resource of my various cloaked robe ports, including Cloaked Jedi Robes, Cloaked Hybrid Robes, and Cloaked Party Robes.
I've included all the textures I made for these mod releases as well as the Photoshop Document (PSD) files I used to make them. The PSDs have different layers for the overlays, masks, and each robe variant. Anyone who wants to make new textures for this model or do anything else with it may do so and is strongly encouraged to.
You'll need to use the Supermodel Port (also included) for the robes to animate properly in K1.
The Supermodel Port is super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models.
KOTOR Tool – Fred Tetra
NWMax – Joco
KOTORMax & MDLEdit – bead-v
waifu2x – nagadomi
JC's Supermodel Port for K1
Star Wars: Knights of the Old Republic
Source of Ported Assets
Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment
"Supermodel Port by JCarter426" or "uses JC's Supermodel Port" or some other reasonable phrasing.
This mod resource is released under the following licenses:
Attribution Only License Ported Content License Attribution Only License (AOL)
* You've got mods! *
The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are permission is not required provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents.
(For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.
(For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Ported Content License (PCL)
This mod contains ported assets. The original source of these assets must be attributed in the same manner as the mod creator is. (For example, "This mod contains assets ported from Star Wars: Knights of the old Republic II - The Sith Lords by Obsidian Entertainment.") Final notes
Any edits to these files are going to be fundamentally incompatible with any other edits. While I'm releasing this as Attribution Only, I do ask that you don't release edited versions of the supermodels unless needed. The supermodels are fragile and difficult to troubleshoot, and even I don't entirely know or remember how these work, so it would make things a lot easier if you don't make any further edits unnecessarily; that way we know the source of any problem and there is less to troubleshoot.
Ideally, you'll only need to include the supermodels for animation support, and only edit using the Modular Supermodels to add any extra animations.
I'll stand by as maintainer of the sacred ported supermodels to apply any fixes or other updates.
In the event that I lapse in ability to perform this task, I authorize the transfer of power to another candidate following one year and one day of non-response on my part. Whosoever is willing to take up the role may do so if the community wills it. Should there be multiple contenders, they shall duel for the right to succeed me in a manner of their choosing (possibly to the death).
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
By SnigarooThis file is a hex-editable KOTOR executable for use in widescreen patching. The file was originally produced by FairLight, and therefore DeadlyStream offers no technical support for the file or its use.
By JasonRyderSpaceAlex's Unfinished K1 Enhancement Pack
Modder's Resource for: KoTOR.
I DID NOT CREATE THIS. SpaceAlex did. It was intended to be both a cosmetic NPC upgrade, a loot upgrade that added new items for Knights of the Old Republic, and more. Sadly, it was never finished, but plenty of work was completed by the time the project was cancelled as these screenshots display. Since SpaceAlex's K1 Enhancement Pack was not hosted on the website, I decided to host it myself and provide an easy link to all the assets so someone can either finish it or use bits and pieces of it in their own mods. Personally, I would like the entire mod to be finished as SpaceAlex intended with the NPC Modification Pack Bonus Content, Party Member Reskins, Player Character Clothing and Head Reskins, and Miscellaneous items implemented as optional add-ons.
Also, there is a fix for invisible heads for some reason, here: https://deadlystream.com/files/file/417-spacealexs-k1ep-invisible-head-fix/ . Please download this too if you're using it as a mod or just using it for editing.
Lastly, do not use this with K1 Restoration because it will cause cosmetic glitches such as Outcast Children looking like Mandalorians.
NOTE: I just realized that I took out a few pieces of the file so it would work. I took out anything related to Darth Bandon and Calo Nord, as these additions cause game-breaking bugs.
-The Deadlystream Website Team for creating this website.
-SpaceAlex for creating all these assets
-All the great modders and users in this community
-Fred Tetra for his KOTOR Tool which makes this possible
-The original creator of TSL Patcher, which makes mod installation so much easier
-BioWare for creating the Odyssey Engine and this awesome game.
-milestails and Fallen Guardian for providing the files themselves: https://onedrive.live.com/?id=AF290B5E544EBB56!121&cid=AF290B5E544EBB56
By Dark_AnsemKOTOR *sbat files (battle finales) taken off XBOX version game due to original ones being in unreadable format. Thought they could be of use.
By Stoneythese are the mini maps I made fore the lost shadowlands and czerka office on korriban. these are for K1 feel free to use them as you wish.
NOTE TO ENDUSERS – THIS IS NOT INTENDED AS A PLAYABLE MOD!
This pack is a modder’s resource containing a custom Kel Dor head and modified body models with Kel Dor hands. This installer will perform a basic heads.2da and appearance.2da NPC row setup along with simple body variation UTCs for testing purposes. An on-enter script that spawns the UTCs next to the Ebon Hawk on Dantooine is provided in the TEST SCRIPT folder. Simply copy and paste the two NCS files into your Override folder.
Textures are provided with a basic placeholder diffuse for the head and a simple UV map for the hands. Because of the single texture requirement for variants, the hands have to share UV space with the body. This necessitated altering the UV layouts for all body models, compressing them 50% to make use of 1024x512 textures (original 512x512 body texture side-by-side with 512x512 hand texture). As such, the bodies are not compatible with third party textures/reskins. However, all models and textures use unique names, so there should be no conflicts/incompatibilities.
The head model has basic skin weights. The respirator mask has been weighted to the jaw to give it some movement during NPC dialogue, but possibly this may be a bit extreme. You may wish to experiment with your own adjustments to the skin weights, although it should be fine as-is for a player head, as they don't have any major jaw animation.
Here's another bit of scrap from my junk pile that someone may find a use for. A little while back I made some thigh-high boots for Bastila when Quanon was working on her Taris prisoner outfit. He didn't end up using them, so I tossed them into the abyss with my other rejects. The other day I was looking at the female Twi'lek body models for some reason, and I noticed that (the base version at least) has painted on thigh-high boots. On a whim, I imported my boot mesh and noted that, height-wise, they lined up almost perfectly. Even more interestingly, my UVs were very close in layout to the Twi'lek's legs, so much so that is was fairly trivial to rejig them to fit the existing textures. In practice I'm not sure how much purpose this serves, as from a distance it's basically impossible to tell the difference between painted on boots and my physically modelled boots, at least using vanilla textures, but I figured someone might find some use for it.
Because the vanilla female Twi'lek model has existing animations (dancing), I have provided a hex edited copy of the original which is now used as the supermodel. That way the booted variant is a simple Override drop-in with no 2DA editing required. I have also provided some additional versions suitable for use as player bodies that use the regular S_Female03 supermodel, as well as being scaled to large, medium, and small.
I've supplied modified versions for those variation textures that don't have boot textures. There is also an optional variant of the base green variation which has black boots instead of red. The intent of course, given how terrible the vanilla textures are, is that someone will release a proper high quality retextured version, but the NPC portion is useable out of the box if people so desire.
This is something I fished out of my junk pile that I thought someone may find a use for. It is Mission's head model that has had the UVs adjusted to fit her face and lekku onto a single texture (because I am lazy, just her face and body texture side-by-side). This allows for DS transitions, which is not possible with the vanilla Mission head because it uses two different textures.
The model is supplied with placeholder textures (colour shifted to test DS transitions), temp portraits, and a full TSLPatcher setup. All it needs is some new textures/portraits and it is ready to go.
The revised version includes an optional head mesh with the lekku UVs scaled to make better use of the available UV space, including revised placeholder texture. UV templates are now included for both versions.
By djh269Jolee's Hut - Modders resource 1.3
Release Date: 23.02.2017
Simply click on the TSLPatcher.exe and click install and sit back and watch the TSLpatcher do its magic
- djnugent requested a Jolee's Hut mod so I made a simple little house that you can enter for our old moody friend.
- I've also added an extra Zoological Compound and a separate mod with extra plants, these can be installed separately.
this mod shouldn't have bugs but if there is Just PM me on Deadlystream.
Shouldn't be incompatible with anything but if there is just PM me on Deadlystream
- As this is a modders resource full usage of this mod is allowed, in fact it's encouraged.
- The only thing you can't use is the info.rtf or the tslpatcher.
djnugent for the request.
Kainzorous Prime for allowing me to use the TSLPatcher frame from his TSL NPC Overhaul mod (Without him this mod wouldn't be possible).
N-DReW25 for his assistance and usage of his info.rtf file.
Fairstrides for his unquestionable patience whilst helping me out in the past.
bead-v for his module editting assistance.
Kexikus for his tslpatcher advice in making my mod more compatible.
Bioware for such an amazing game.
Fred Tetra for Kotor Tool and everyone who downloads the mod.
Holowan labs for the endless pit of information for Kotor modding.
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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 THIS FILE
By SithspecterA KNIGHTS OF THE OLD REPUBLIC RESOURCE
High Quality Blasters for Modders
These are all the source files necessary for you to create your own iterations of my High Quality Blasters.
If you wish to create a mod that adds on to my High Quality Blasters mod with a new item utilizing these resources, you are free to do so as long as you provide the appropriate credit AND please message me with a screenshot. You don’t need to wait for me to respond, just drop me a PM so that I’m aware.
DO NOT UPLOAD UN-MODIFIED SOURCE FILES FROM THIS RESOURCE WITHOUT EXPRESS PERMISSION FROM MYSELF. THIS RESOURCE IS INTENDED TO ALLOW MODDERS TO CREATE THEIR OWN RETEXTURES AND REMODELS OF THE WEAPONS.
Included are the original ASCII model files and the PSD source texture files. It should be all you need to create your own retextures/remodels of the blasters in the mod.
To achieve final texture results similar to my mod, complete these steps once you are done with your texture:
1. Merge all the visible layers into one layer.
2. Select all and copy.
3. Paste into the Alpha Channel
4. Invert the image in the Alpha Channel
5. Play with the Brightness/Contrast until you achieve predominantly white, with bits of black where you want the texture to be shiny.
6. Size the image to 512 by 512 for rifles, and 256 by 256 for pistols.
7. Sharpen the image 2-3 times.
8. Sharpen the Alpha Channel 2-3 times.
Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands (especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it.
The Assassin Droid and the War Droid carry repeating blasters. I attempted to retrofit the high quality blaster to those models, but was unable to due to tool limitations. The texture is still applied to the old models, albeit incorrectly. It still looks better, though slightly odd. You will have to live with it.
The new textures are also applied incorrectly to the weapons you can see on the tables in Kebla Yurt's store. They might look a bit funky, but you will have to live with it.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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 THIS FILE.
By newbiemodderI give you the Power Droid!! Also commonly referred to has the Gonk/GNK droid. The model itself was part of the damaged Ebon Hawk module at the beginning of KOTOR2:TSL. I ripped the droid model from the room model. I gave him limited animations which I borrowed from the protocol droid model. The power droid can walk and stand/pause/at rest. After all, it is only a power droid. He looks good. An essential NPC for any new area!!!
Open the .zip file and follow the Readme instructions.
File contains the necessary .mdl/.mdx files, .2da entry, .utc file, .dlg and voice files.
I hope you find him useful.