Mods
1,052 files
-
Lightsaber Choices
When you first arrive at Dantooine, you start your training to be a Jedi, after a long dialog/cutscene of your player learning the ways of the force - Master Zhar sends you off to Master Dorak who will guide
you through choosing a lightsaber crystal.
You speak to Dorak and he tells you about the colours of a lightsaber, although you only get to choose, blue, green & yellow, what position within the order they're associated with and then you get to choose
your class and colour.
You go back to Zhar and then you make your lightsaber. Now here is where this little mod comes into effect, normally you'd go to the workbench, fiddle around with nothing and look like a total pleb while
doing it, by you I mean your PC not you personally - I'm sure you don't look like a pleb, anyway after that you then have a nice whatever colour you chose lightsaber.
What this mod does is, before you go over to the workbench, you'll have two questions to answer - the first is what kind of lightsaber you'd like and the choices are;
* Standard Lightsaber
* Double-Bladed Lightsaber
* Short lightsaber
The second question is which colour would you like, now it is important what you select here because you won't get the colour you told Dorak earlier you will get the colour you select now.
Anyway we now have more choices, you can select any default game colour you'd like instead of just blue, green or yellow. The choices are;
* Blue
* Green
* Yellow
* Red
* Purple
After selecting the type and colour of the lightsaber, your PC will go to the workbench and look like a pleb while fiddling with nothing, like normal.
If you already have a file called dan13_zhar.dlg in your override folder, or packaged into a .mod file, then you will have problems with this, if this is the case PM on Lucas Forums or mine (deadlystream.com)
with the name of the mod that file came from and I'll contact the author and see if I can make them compatible.
There shouldn't be any bugs or glitches with this but if you do find one please let me know.
Installation:
Copy the 'override' folder into your main KOTOR directory. To uninstall delete the files 'dan13_zhar.dlg' & 'deadly_g1 - g15.ncs' from your override folder.
7,550 downloads
-
Remove Restrictions for Force Powers by Armors
By MrPhil
Who likes Kotor more than TSL? Loads of people prefer K1 to K2 with the argument that the story s better. However, as K2 is getting a major rehauling by DStoney, Zbyl2, VarsityPuppet, Hassat Hunter... well K2 has gotten a lot of attention. This is mostly why MrPhil did this mod for K2. However, someone asked him that the mod might be done for K1.
So here s what you have today: a mod that aims to bring to you the true power of the force... This is no force unleashed and does not add any force powers to your game, but take a second to remember a detail in the game: whenever you d put an armor (medium/heavy), you would not be able to use force powers. As this goes against the canonicity of the Force, MrPhil decided to set things right. This mod has not been tested and the author would love to get constructive criticism. Please do not post if your sole goal is to comment about the mod unbalancing the game, unless you think there might be a better way to do so...
Last and not least: this mod's secondary objective is to remove the restriction even when you install a mod that adds force powers to the game. Just make sure that you install this one after and it should work.
NB: that's the same "review" I gave to kfiles, hence why I am speaking of myself at the 3rd person. So no, my ego hasn't grown...
16,695 downloads
-
File Reviews
-
Nice job !
ou plutôt dans ce cas Beau travail ! -
This Mod fixes all of the problems that I have when I got back to play this game on newer systems.
The dev behind this mod was quick to answer any questions I had since I was a Linux user of this mod.
Great quality mod, that fixes issues I was having in Ultrawide such as the dialogue windows not working on the first step of a new conversation (Typical on Ultrawide) as well as improving general stability of the game.
Would recommend for anyone playing the game.
-
Ok, I hope this helps perfect it because it's a good idea on paper. I'll keep it as "matter-of-factly" as possible.
My experience with this mod: My setup already had TSLRCM+M478PE+PartySwap as a foundation already running. I installed this mod, created a fresh, new character to test it out, made it to the Telos Citadel Station, and after the "house arrest" sequence wrapped up and I was free to move, the quest triggers, unknown to me, were compromised. For example: The ambush on Dock Module 126? The 5 thugs that attack you spawned, I fought them and beat them, but the dialogue script failed to recognize the instance, leaving the TSF NPC in an infinite "text box loop" saying "don't let them hurt the droid; the instance didn't close properly and, naturally, the journal quest didn't update. I reloaded a save file just prior to that beat and it played out correctly a second time. When I showed the "modified holdout blaster" to Lt. Grenn to pick up the "suspicious goods" quest? that dialogue with Grenn played normally, however the journal didn't log the "suspicious goods" quest at all. So, the masked thug that's supposed to ambush you in the Entertainment Module immediately after that dialogue didn't spawn. Another tell-tale sign that something was wrong is that the Dobo Brothers' Merchant Room was completely inaccessible: The door would not open, full stop. Also, one of the doors to the cantina turned into a "one-way" exit. You could exit out of the cantina through it but not go back in. The other door worked fine. And for some reason, some NPCs appeared with no head whatsoever, (though I'm uncertain of this last bit is related.) To solve these problems on my setup, I purged my game's Override, performed a Steam Integrity Check, and re-installed all my mods in the proper order, except this one. I hope this helps you perfect it.
EDIT: To be clear, I don't use the Steam Workshop for anything whatsoever; I only use Steam to launch the game. All my mods were installed through their respective standalone TSLPatcher executable.
Edited by jmorenobothwell -
-
lorddli 1
Perfect companion mod to go along with KMRP
-
You are the pillar of this community
-
The Atton no guyliner with mid scruff is absolutely perfect! Love this!
-
This wonderful black magic fuckery has enabled me to play my favorite game of all time at 240fps without any issues and I am very happy about it. Thank you!
Edited by gilless429-
1
-
-
Excellent addition! Everything worked great, and I love the different logs and the story they tell!
-
1
-
-
Synchro 21
These look great! Now I know what you meant about not being able to get portrait images out of your head
-
-
Incredible that it's taken this long to use grass and shadows again. Incredible.
-
1
-
-
Worked great!
-
The camera effect has always annoyed me so much, this makes running around the ship vastly better!
-
It's a small change but the visions look so much better now!
-