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6 points
Version 1.0.0
95 downloads
Changes the appearance of the Revan hologram in TSLRCM to reflect your dialogue choices at the beginning of the game. SUMMARY TSLRCM restores a cutscene featuring a hologram recording of Revan. The scene is slightly different depending on your dialogue choices at the start of the game. However, no matter what you choose, Revan still appears in their Sith Lord getup. With this mod, if you chose the LS option at the beginning of the game, Revan will now appear in masked Star Forge robes. This mod also adjusts the orientation of some of the characters to make the scene look a little more natural. TSLRCM is required to use this mod. INSTALLATION Make sure TSLRCM is installed. Run HoloPatcher.exe to install the mod. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION Remove appearance.2da, a_t3_candrec.ncs, revanholo_light.utc, and jedirevanholo.tga from override. If any files were created inside the backup folder, move them to override. COMPATIBILITY Compatible with and dependent on TSLRCM. Should be compatible with any other mods as long they don’t modify the affected cutscene, specifically the script a_t3_candrec.ncs. PERMISSIONS Feel free to use this mod however you want as long as the credits listed below are included. CREDITS offthegridmorty L0ki194 - base for Star Forge Robes texture (Star Forge Robes Texture Enhancement) zbyl2, DarthStoney, Hassat Hunter, VarsityPuppet - TSLRCM and original a_t3_candrec script HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 -
5 pointsPlease see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
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4 pointsHello, and welcome to the third Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes. In this third Dev Diary, I shall focus on the start of the first planet – Corellia and its introduction. (Please let me know if any of the links and/or images are broken) As Episode One has been released for quite some time now, this Dev Diary going forward shall showcase some of the new changes, features, and bug fixes that’ll be introduced to Episode One’s content in Episode Two’s release. Do know that I plan on releasing a ROR Addon mod that’ll allow you, the player, to install these Episode One bug fixes into Episode One before Episode Two’s release so you won’t have to wait for Episode Two just to get bug fixes. I shall make a proper announcement for when this is released to the public. As I showcased the Jedi Temple in the last dev diary before the Episode One bug fixes were put into proper development I shall quickly go over the changes to the Jedi Temple content down below: · The side quest “Drayen’s Teachings” was renamed to “Training Accident Recovery” and shall now be completed once you meet Drayen at the Jedi Council elevator. · Arkanian players are now given a pair of Arkanian Safety Shades by Kaila similar to how Miraluka players are given the Miraluka Blindfold. These Arkanian Safety Shades and the Miraluka Blindfold can now only be worn by the player character and no one else. · The Temple Security Officer, who used a generic Republic Officer appearance, is now a Jedi Temple Guard who is wearing a unique robe that has been added to the mod (more on this robe will be discussed later on in the diary) · It is now possible to completely bypass the Jedi Council cutscene. If you found the Jedi Council cutscene to be laggy (like I did), jarring because only the Quarren speaks English and everyone else is mute, or if the game crashed there (as per many bug reports), then you can now bypass the scene and go straight to Corellia from the elevator. Once you arrive on Corellia, the side quest "Investigate the Tyrena Station incident." has been renamed to "The Tyrena Investigation" which shall now take place from the time you land until you hand Bao-Dur the security recordings. The side quests “Corellian Base” and “Tyrena Station's Black Boxes” have been removed and their content has been merged into the single "The Tyrena Investigation" side quest. Corellia in the Revenge of Revan mod is a major Republic planet of the Core Worlds. The Contemplanys Hermi clause of the Galactic Constitution allows the Corellian Sector to close it borders (Space borders) and shut itself off from the Galactic Republic. As the Republic relies on Corellian Corporations and Corellian industry to build its civilian and military star fleets the Contemplanys Hermi being invoked could mean economic ruin for the Republic and much of the wider galaxy. As such, the Corellian Sector is a fairly autonomous from the Republic. This is evidenced by Corellian NPCs who react to the Republic Soldiers as if they were foreigner, this is due to the fact that the planet Corellia is not subject to the Galactic Republic's military conscription. If the planet Corellia ever needed the military for a domestic issue (like a revolt), it would instead send in the Corellian Security Force. The CorSec in the old Demo were rather strange, dialogue and item descriptions seemed to suggest that the Corellian Engineering Corperation, the CEC, owned the Corellian security forces – the CEC logo was also present on the Corellian soldiers and Uldir’s uniforms. The Corellian soldiers of the Demo were rather generic in that they were a quick and easy reskin of the Onderonian soldiers. I think Logan even once wrote a dialogue, either for Drayen or Uldir, to explain why the Corellian military copied the design of the Onderonian military in the ROR lore. I changed this in Episode One so that the Corellian military is the CorSec and not an extension of the CEC - a Corperation. The closest thing the planet Corellia has to a native Corellian army is now the CorSec Tactical Response Team. The CorSec Tactical Response Team is the same faction that appears in TOR, but since the word “Tactical Response Team” is too long for Kotor NPC names they’re instead called “CorSec TRT Commandos” in-game. TRT Commandos are seen supervising the pilot strike, are guarding the entrance of the King’s palace, and can be found in Fort Orik. TRT Commandos use the heads of the original Corellian soldiers from the old Demo with the CEC logo removed from their caps whilst their old uniforms are now used for the generic CorSec Officer, CorSec Sergeant, and CorSec Captain uniforms. The CEC logo on the uniforms was found on their wrists; these have been replaced with a green strip with each increasing rank receiving another green strip. For reference, Uldir is a sergeant and his wrists come with two green stripes. The Corellian Sector is governed under an Empire that has existed since the fall of the Infinite Empire, the early Republic’s history is marked by giving regional warlords autonomy in exchange for fealty to the Republic. These warlord states became what are known as “Allied Regions” with ceremonial ranks like “Moffs” being held by high-ranking members of these regions. The autonomy of these Allied Regions would be slowly eroded and dissolved as the centuries went on, by the time of the Clone Wars only a few of these Allied Regions remained and the rank of “Moff” was obscure to the wider galaxy until Palplatine restored it for Grand Moff Tarkin. In ROR’s lore, the Corellian Empire is one of these Allied Regions with its own autonomy. It governs the Corellian Sector like a colonial empire with all the wealth flowing from the Sector’s planets to the metropole that is Corellia. This has resulted in legal loopholes that the Corellians exploit for their own profit at the expense of both the Republic and Republic law, two of which are relevant to the plot. Only human Corellians born to human Corellians are entitled to Corellian planetary citizenship, this gives them the right to participate in the CorSec and public office. A human non-Corellian has to live on Corellia for a certain amount of time before they can be made eligible for citizenship, once they get this citizenship they get the same rights as native Corellians. The widow in the Cantina is a Telosian refugee who married a Corellian man and has not yet gained her citizenship, his last will and testament was on his CEC datapad and without that last will and testament than the Telosian Widow would not be legally entitled to her husbands assets now that he’s passed away. For non-humans, gaining Corellian citizenship is impossible and as such they cannot join the CorSec or run for public office. Non-humans can still have Republic citizenship which still gives them the rights guaranteed by the Republic’s constitution. This is why every single alien NPC is either labelled “Tourist” or “Immigrant”, some alien NPCs reveal how hard their lives are as aliens on Corellia through their dialogue. During the later Corellian crisis, you can influence the Corellian government to allow non-humans to become Corellian citizens. This choice is ultimately canon as aliens will be on the Corellian Council by the time of TOR, though this will be but one of many choices the player will be given later on in the mod. However, despite their Republic citizenship, or for those who don’t have Republic citizenship, many desperate aliens are tricked by the CEC into joining the ‘foreign labour program’ which has the CEC ship these aliens throughout the Corellian Sector to work in mines and other facilities. Again, you can find foreign labor NPCs and alien NPCs who speak of the cruelties of this unjust system. This would be illegal under Republic law, but since they’re being sent to remote planets with no ways to escape and with the Corellians being able to threaten Contemplanys Hermi the Republic is powerless to stop this. You, the player, can once again change this should you decide to push the Corellian government into stopping this practice in the later Corellian crisis, this is also canon as this practise is no longer happening by the time of the TOR MMO. Again, this will be but one of many choices the player will be given later on in the mod. Next to the landing bay you’ll find the pilots strike, King Bardok enacted a flight restriction supposedly to protect pilots from falling debris but in reality he enacted it to prevent smugglers from reaching the Tyrena Crash Site. Whilst this fact is kept secret from the public and the excuse of “protecting pilots” is kept public, the grounded pilots who make a living flying are not happy by this development and have started a peaceful protest against the government for their decision. Elrond the pilot merchant shall be given a brand-new merchant inventory, he shall be given new items based on the brand-new item rework. For the sake of testing, his inventory has been replaced with many of the vanilla items that have been changed in this update. All of the armor, gloves, belts, and implant items have been given new icons to differentiate each of the items from one another. Another major change is the replacement of certain items with different items. Starting with the implants, almost all of the implants have been reworked using a Google Spreadsheet written up by ZobiZob/@CapitaineSpoque on Discord (you have like three Discord accounts all with different usernames so if you aren't ZobiZob I do apologize for the Ping). Due note that these only replace the existing implants and so not all of his suggested implants are in ROR, but to summarize – all of the level one implants are now seriously weak whilst the level two, three, and four implants become stronger and stronger with each tier increase. The level four implants, the D-Implants, are a hit of miss in the base game. Some D-Implants are notoriously weak despite requiring 18 Constitution to use whilst others are ludicrously overpowered, and despite D-Implant icons being made by Obsidian they were left unused and they resemble level three implants in-game. Here are some examples of implants in Kotor I: Level 1 implant: Response Package – +1 Dexterity Level 3 implant: Bavakar Reflex Enhancement – +2 Dexterity Level 3 implant: Cyber Reaction System – +3 Dexterity Level 3 implant: Gordulan Reaction System – +4 Dexterity And n the ROR mod, the implants now go like this: Level 1 implant: Alacrity Package – +1 Dexterity Level 2 implant: Alacrity System – +2 Dexterity Level 3 implant: Alacrity Implant – +3 Dexterity Level 4 implant: Alacrity D-Implant – +4 Dexterity These implants still use the Kotor II attribute system, so level one needs 12 constitution, level two needs 14, level three needs 16, and a level four D-Implant needs 18. Implants, masks, gauntlets, and belts have all been nerfed to fix Kotor II’s horrible balancing system. All you need to do in Kotor II is use Force Valor on Bao-Dur, give him a tech belt, give him a skills implant, give him a skill boosting mask, and give him a skill boosting gauntlet and suddenly you have +20 attack damage blaster and lightsaber upgrades that you shouldn’t even have until the end game due to the crafting system. Now, the overpowered Tech Specialist Belt now requires the Improved Gear Head feat for the wearer to be able to properly use it and its stats are now on par with something you’d find in Kotor I. The Skills D-Package only gives a two-point increase to your skills instead of six. Upgrades are planned to be changed in the ROR mod, but due to the sheer amount of them I think this can wait for the time being. One change I had in mind was to nerf the 2-20 energy damage blaster upgrades by reducing the damage output to 5 energy whilst throwing on a Caution feat requirement. The idea behind the Caution feat requirement is that only a trained marksman will be cautious enough to not overheat the upgrade and cause the blaster to explode due to the sheer energy inside said upgrade. All of the overpowered upgrades would be nerfed in this regard, make them weak but still make them powerful and give them something to make it difficult for a low-level player to use should they somehow cheese the game to get these items early. Many of the mask items have been removed and replaced with masks from the first game. For example, the Rakatan Band is now the Motion Detection Goggles, the Interface Band is now the Verpine Headband, the Targeting Visor is now the Aural Amplifier, the Spacer's Sensor is now the Advanced Aural Amplifier, and the Consciousness Helm is now the Light-Scan Visor. Many of the “named items” have now been removed, this is because you could get the Circlet of Saresh multiple times in a single playthrough and could obtain them from weird locations. These items have all been replaced with different items, for example the Circlet of Saresh is now the Demolitions Sensor, however, these items can be reintroduced as standalone items you can obtain and only obtain once. Some of these items include the Circlet of Saresh, Bindo’s Band, Ossluk's Gloves, Freyyr's Warblade, Onasi Blaster, Freedon Nadd's Blaster, Ulic Qel Droma's Mesh Suit, Exar Kun's Light Battle Suit, and Jamoh Hogra's Battle Armor. Whilst some of these items have been replaced with new items, items like Exar Kun's Light Battle Suit has been renamed to the Massassi Battle Suit with a new description whilst maintaining the exact same stats as the Exar Kun version. Jedi Robes have also received the stat rework as proposed in the first Dev Diary, they have now been divided into four categories: Jedi Robes: Low stats but with no dexterity restriction (same as vanilla robes). Jedi Knight Robes: Medium stats but with 5 dexterity restriction (same as the Combat Suit). Jedi Master Robes: High Stats but with 3 dexterity restriction (same as the Military Suit). Jedi Armor Robes: Stats comparable to Armor but with 1 dexterity restriction (Same as the Battle Armor). Jedi Armor Robes replace the Zeison Sha Armor found in Kotor II, however, it only replaces the items - the Zeison Sha body model still remains in-tact in the appearance.2da file meaning we can undo this change should Logan and/or the player base wants to revert this change. Like with the armors, the named Jedi Robes have also been removed and replaced with new robe items with different stats. The stats of these new robes are still powerful but they shouldn’t become the player’s permanent set of robes should you acquire them as they don’t offer ridiculous bonuses like free Force Jump to non-Guardians or +6 Strength for Dark Siders. And of course for the overpowered robes there are still nerfs and limitations to balance them out. Again, all of the vanilla named Robes shall be reintroduced as new items that can only be obtained once in the game. All of the prices have also been reworked, so things that were obscenely cheap in Kotor II are now reasonably priced and overpriced items have been made significantly cheaper. Hopefully with these balances, the credits you earn through side quests can be used to give you the ability to actually shop around and give you the opportunity to buy things you’d never have bought in Kotor II. And hopefully with the price reworks, you won’t obtain a rare item, sell it for 20 thousand credits, and end up buying everything you’ve ever needed in one go. (do note that all stats and prices shown in these screenshots are subject to change ) Weapons have also been reworked, mostly giving blasters, swords, as well as armors, their correct textures from Kotor I, their stats have been improved where possible and a bunch of Kotor I items have been brought into Kotor II by replacing certain items. Things like the Echani Ritual Brand are back and now do the knockdown effect, and things like the Echani Foil are now also in ROR as they were in Kotor I. Several balancing decisions have also been made, like how Gammorrean axes now require a minimum strength to wield and how Freyr’s Warblade is now a generic Wookiee Warblade with a reasonable price, reasonable stats, and a strength restriction that makes sense in-lore as to what the item is – a Wookiee’s weapon. Leaving the Corellian Port, you shall notice that many of the background NPCs have changed – not physically, but in how they act. In the release, we had a system wherein an NPC was locked facing another NPC and would repeat an animation to imply that they were talking to one another. In my tinkering of Kotor II NPCs for a potential Kotor II Diversity Pack, I discovered a script that makes NPCs “interact” with surrounding NPCs. Now, the background NPCs who stand around will now rotate and face each other and will occasionally perform an animation before turning to another nearby NPC. This’ll be more impressive in-game than it is me describing it. The homeless camp, however, should be one of the most obvious examples of how these newly discovered scripts really improve the atmosphere of a populated area. In the first release, these homeless NPCs stood idly around their campfires doing nothing. Now, they are scavenging through the trash and kneeling down to warm their hands on the campfires. I even added a new homeless NPC who is lying down on the floor. Two NPC encounters, the Arkanian Spacers and the Echani and Sullustan duo, required the player speak with them to trigger their scenes. These scenes now have an actual trigger and will now play when you approach them. During the course of Episode One, multiple NPCs shall “leave” the Palace Square. Before, for the duration of the mod, a fat man will forever remain choosing fruit with a line waiting behind him. Before, the CEC Protocol Droid just stands there forever long after he’s given you the side quest. Now, these NPCs shall disappear after certain points are made. The fat man in the line and the CEC Protocol Droid both disappear when you enter the royal palace meaning they are gone when Uldir is in the party, the Bith merchant serving the fat man will even have his dialogue change to reflect the fat man and the Quarren already being served as he now has no customers bothering him. Light Side and Dark Side points have also been added throughout the Episode: And a new encounter involves the bouncer of the Cantina has been added which triggers if you have more then 500 credits. He will beg you for 500 credits and will give you his reason as to why he needs the money, you will be given multiple options on how to deal with him that can result in a Light Side or Dark Side shift. The HoloNet News Girl Hologram has also had bit of a makeover: The Hologram was originally intended to be “summon” via a nearby computer terminal, this functionality was in the Demo but Logan didn’t bother with it for the Episode One release. One major feedback we have consistently received is to ditch the alien VO for the HoloNet News Girl and replace it with actual voiced VO. Voiced VO, as is always mentioned in regard to ROR, is not something we can obtain easily as, since the mod is not finished, we cannot reasonably rely on actors to be around one, five, ten, or fifteen years later to voice more lines. Finding voice actors, good voice actors, for a fan project like ROR is not going to be easy. When you think of mods with bad voice acting you think of Cathalan, but that is not always the case as even the big, well-made, popular mods are also criticized for their voice acting. Two high quality and well-respected mods are TSLRCM and the M4-78EP mod. In TSLRCM, everyone hates Kaevee’s voice and need I even talk about M4-78EP in regard to voice overs – even Kaah Ohtok, voiced by Zhaboka, is disliked by certain players. Even the legendary BOSSR is sometimes criticized for its VO. Whilst the actors in BOSSR weren't necessarily bad, the lines they had to read was written as if the mod was a Shakespearian play at times and the microphone quality of most of the lines is absolutely atrocious at times due to the mod being developed between 2007 and 2009. Voice overs in general are a massive risk, especially in the context of the HoloNet News Girl Hologram who’s main functionality, being able to summon her, is completely broken. The character would have to be voiced by a woman which I feel is going to be harder to come by and the character would have to be voiced to satisfaction because if she isn’t people are probably not going to interact with the HoloNet News feature. My compromise is this here, HoloNet News Droids: These droids will recite HoloNet News articles to the player; by having them be droids this removes the need to have the summoning feature for the Holograms meaning implementing HoloNet News Droids is as simple as planting an NPC into a module and rewriting a previous planet’s dialogue with new articles. And since these are droids, should our main HoloNet News Droid actor suddenly die/disappear and/or we can’t get new VO from him then we can always just hire another actor for the next planet with the lore reason being that droids simply have different voices. A new feature for the HoloNet News Droids is HoloNet censorship, on certain planets the HoloNet News Network will be censored to the specifications of that planet. The Corellian HoloNet News Droid will tell you all of the blocked topics and some articles you hear on Coruscant are blocked on Corellia. Depending on how you do the overall Corellian Arc, you can either remove or alter these censorship laws based on what path you take. And as to be expected, ROR Episode One shall be receiving some bonus side quests to make the Episode One plotline feel less linear. I would like to spoil that, in Episode Two, the first half of the questline shall not be linear meaning you can do important plot-related side quests in any order to reach an overarching objective. But for Episode One, the two new side quests are Beedo’s debt quest and the Rancor quest. The Rancor quest involves the random Rancor you encounter in the swamps, more details on this side quest shall be shared in the next dev diary but do know that the mercenary Tan Corso in the Cantina is the one who gives you this side quest. Beedo’s side quest shall be explored upon in greater detail in the next dev diary as well, but for this dev diary I would like to showcase Tokro the Hutt’s new appearance. Tokro's appearance is a modified version of a skin from Elayerfawkes45's mod. Whilst Elayerfawkes45's original mod is a HD mod, the texture used in the ROR mod has been downsized to match the texture quality of the Kotor I Hutts. I have asked for permission from Elayerfawkes45, Vurt, and Detran to use their Hutt textures in the ROR mod. And just like with Tokro, I am not just outright reusing their work (or AI generated work if you don't view AI as real work) - instead I am using elements of their textures and mix and matching them on one another whilst downsizing them to match the Kotor I texture quality. This will be showcased more when we get to Episode Two's Nar Shaddaa and the Hutts that are introduced there. The last things of note in this dev diary are two new features that have also been added to the Cantina. The computer terminal in the dance room is now a juke box which can be accessed to change the in-game music of the module. The music selection includes the ambient Cantina music tracks from Kotor I, Kotor II, and the ROR Demo. More music tracks may be added in future updates, though as a preference I would only add the original work of musicians who either donate and/or give permission for their tracks to appear in the mod - I would not want AI generated slop or copyrighted music like the classis Cantina Band theme to avoid the hassle that'd bring. The in-game names are loosely based on their original location, for example the song "Beast Within" is the Onderon Cantina theme. And the last feature is this - PURE PAZAAK! I discovered that, by hyjacking Nikko' Pazaak scripts I could add Pazaak to the Pazaak player in the ROR mod. Just like with Nikko, you will be able to play Pazaak with this guy making Pazaak a viable mini-game in ROR. Everything I just showed you will appear in Episode Two, however, a submod shall be released sometime in 2026 (here's hoping) containing all of this updated Episode One content allowing you to install this patch into Episode One whilst Episode Two is still under development. Do note that if Logan personally does not approve of something I have added, it could be removed when Episode Two is actually released. I do not think that would be the case, especially as I can justify these creative decisions, but be warned that there is a slim chance that that could happen. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be updated in the future.
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4 points
Version 1.0.2
59 downloads
This mod introduces a unique item: the Resonance Shard, a slived fragment of the Exile's personal crystal. This shard can be discovered in the same crystal formation within the Dantooine Crystal Cave where the original crystal is found. The shard is designed to be used as an implant (requiring Wisdom 14+) by any organic companion. When equipped, it forges a powerful Force bond, allowing the chosen companion to join and share the existing Force Chain between the Exile and Kreia (when she is in the party). Once bonded, most beneficial Force powers used on the Exile, Kreia, or the chosen companion will automatically resonate through the connection, extending their positive influence to all others within the chain. Note: Due to how the game works, the shard will only appear if this is your first time entering the Crystal Cave. If you have already visited the cave, you can add the item with the following console command: giveitem e_imp1_axc01 Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
3 points
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3 points
Version 1.0.0
4 downloads
Description: The Plateau in the polar region of Telos always felt like you were meant to be kind of lost and blind finding the entrance to the Polar Academy. I think the fog helps with that, even though you know the area from playing before. I've also done a loading screen and edited the map so it seems like the crashed shuttle and Academy entrance are your landmarks. Installation: If you're playing with the Aspyr Patch, I'd recommend using J's 3C-FD Patcher to fix fog for TSL. Just drop the files after extracting the .zip archive into your override folder. The .are is necessary for the fog, but lbl_map261tel.tga and load_261tel.tga aren't required for the fog to function. Delete/overwrite any files with the same name. Credits: Holocron Toolset by Cortisol JC's Loadscreen template modders resource GIMP -
3 pointsIt's entirely possible. Especially because Obsidian already made provision for it. There's an animation to hide the roof tile and there's a fake sky behind it: It just needs to be triggered via a script. I'm surprised TSLRCM doesn't already do it. Edit: Ah, I see what it is. The roof tile mesh isn't under the A node in the room model, so the animation doesn't apply. It's actually already scripted and seemingly unchanged in TSLRCM: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/Vanilla/Modules/232TEL_Telos_Underground_Base/a_shuttle.nss Extract this into your Override folder. Should fix the issue, although note you'll have to load a save before the above script fires. 232tel14.zip
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3 points
Version 1.0.0
36 downloads
Three variants for the textures of the 2 armors added by Sheam for BaoDur. ----------------- INSTALATION: 1. Install "Bao-Dur Wears Jedi Robes" by Shem https://deadlystream.com/files/file/741-bao-dur-wears-jedi-robes/ 2. Choose one of the reskins you prefer and replace them in the override folder. ------------------ Acknowledgements: Shem - For "Bao-Dur Jedi Robe" --- https://deadlystream.com/profile/17254-shem/ 90SK and L0rdReV@n88 - For the textures at variant 2 --- https://deadlystream.com/profile/8934-90sk/ DARTH DARKUS - For the textures at variant 3 Kaidon Jorn - For the new textures --- https://deadlystream.com/profile/8962-kaidon-jorn/ -
3 points
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2 points
Version 1.0.0
11 downloads
Vibro Weapons with vibration effects. All vanilla vibroswords, vibroblades, and vibro double-blades updated. Toasty Fresh vibro models were used as a base and each texture was color matched to the vanilla style. Vibrocutter and Ludo Kressh's War Sword now have their own unique textures and icons. Vibration and motion blur effects were added to the blades. 4 Vibroblades Vibrocutter - vibrocutter Vibroblade - w_melee_05 Zabrak Vibroblade - w_melee_10 Tehk'la Blade - w_melee_27 3 Vibroswords Vibrosword - w_melee_06 Echani Vibrosword - w_melee_21 Sith Tremor Sword - w_melee_22 5 Vibro Double- Blades Sith War Sword - w_melee_12 Vibro Double-Blade - w_melee_15 Trandoshan Double-Blade - w_melee_20 Zhaboka - w_melee_28 Ludo Kressh's War Sword - w_melee_x12 Credit: KoTOR Weapon Model Overhaul by Toasty Fresh - 3 models/textures were used as base KOTOR Blender -
2 pointsAll that drip just to give you this Damage Resistance: Resist 10/- vs. Fire Skills: Stealth +2 It's a shame such a baller mask has the Kotor ingame stat equivalent of slightly increasing resistance to spicy food
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2 pointsSince people have asked about it, here's the TSL files for the masks in the screenshots. Not sure if that's everything, I haven't looked at it for around 7 years apparently. https://www.darthparametric.com/files/kotor/tsl/[TSL]_TOR_Ports_Masks_WIP_Test.7z
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2 pointsI'm working an an alternative solution that should be easier to modify and doesn't have some of the minor visual glitches that exist. I will update the page when it's released.
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2 points
Version 1.1
74 downloads
This mod adds unique lightsabers to the game for each of the Jedi party members. Bastila, Jolee and Juhani each get a new lightsaber which they will have when joining your party and will also use in any cutscenes in which their weapons are pre-determined. Massive thanks to Plasma, who originally created these hilt models for Jedi Academy and permitted me to release my ported versions for the KotOR community to enjoy too. Thanks to Crazy34 for making his lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods. Thanks to DarthParametric for allowing the use of his modified version of the k_ptar_lootbreji script to allow the player to keep the benefits from the Community Patch’s version of this script in addition to having the benefit from my own alteration which grants Bastila’s new lightsaber to the player. -
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2 pointsI'm afraid that is an RC-K1CP issue and one that is caused by you running the installer multiple times. The reason the patcher adds new NPCs instead of overwriting the .GIT file (which houses the NPC location data) is because if it were to overwrite the .GIT file it would be overwriting any previous modded content you've installed. Sleheyron Story Mode once used an overwriting system which is how installing SSM once broke RC-K1CP as, by overwriting the previously installed content, the installer would end up reverting all of the restored content back into vanilla content and thus removed most of the restored content added in my mod. By installing RC-K1CP multiple times, you have added Shuma, and an untold many number of other restored content, multiple times over. It is highly recommended that you keep a backup of your game files so that, assuming a mistake is made and/or a bug is found in the installer you can simply delete the ruined install, copy over the backup, and start again.
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2 pointsAs always, I love the direction this project is going into. And having unique items be unrepeatable once they are on your inventory is something I always wanted, even for the original games (I don't know if there are any mods that do that). One thing I noticed is that you downscaled the Hutt's textures. Considering that there are now a lot of HD and upscaled mods to choose from, do you plan on ROR having a complete HD texture overhaul in the future, or will you (the team) leave that to other modders?
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2 points
Version 1.0.0
97 downloads
Smoother mine effect edges. Nice and simple. Install: 1) Choose either Regular Version or For Mines Overhaul Version 2) Extract to override Regular version is for vanilla game Mines Overhaul [TSL] mod required for the Mines Overhaul version. Credit: offthegridmorty - Mines Overhaul [TSL] - models from this mod were used to make a compatible version -
2 points
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2 pointsHello. I request permission to publish textures using elements from your mod. Example:
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2 pointsSo... how are we all feeling about the Star Wars: Fate of the Old Republic announcement? Methinks they're using it as a testing ground for the reception to the potential remakes.
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2 pointsAs I said on the DS Discord, it's literally a nothingburger. It's pure concept art at this stage. The developer is a company started by Hudson earlier this year. Come back in 2030 and it might have a release date.
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2 pointsHello, Lane. One thing I would like to see happen, if possible at all, is to extend the numerical display for replies in dialogue files. The way it is now if you have more than 9 alternatives to choose among, the next ones have a "-" rather than the next number. It does not look good. Perhaps something can be done about it? There are not many such situations. The replies are very often limited to a number that is lower than 10, but it does happen in few cases. Example: in the Temple of the Ancient on Lehon. The file unk_comp.dlg contains an entry node with 11 replies. Cheers!
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2 pointsTo be candid, actually, when I created the instruction sets, they were intended to be completely immutable. By design this *should* have been possible and the design shows the Proof of Concept. What I didn't expect was the moment the new builds dropped, 70% of the original links were completely removed.
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1 pointIt's an invisible placeable template. By dumping it in the Override, it will overwrite any placeable in a module with the same ResRef (filename) that uses a locally modified version. This is why Override dumps are lazy and bad practice for module files. You may well need to cut out that and anything else that dumps a bunch of random stuff in the Override. That would mean starting over with a fresh game though, since appearances, quests states, etc. are stored in your save.
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1 point
Version 1.0.0
13 downloads
Rebalancing of the Taris duelists. SUMMARY This mod re-equips and rebalances the Taris duelists, aiming to give them more variety, smooth out their difficulty curve, and make the fights a bit more challenging and engaging overall. Almost all duelists have had their stats or equipment tweaked to some degree to make them more distinct in both appearance and combat while ensuring a natural progression in difficulty between fights. Twitch has undergone the most extensive changes and should now be significantly more challenging. Each of the human duelists gets a different set of level-appropriate light armor, instead of all wearing the same armor as they do in vanilla. Certain duelists have had their AI tweaked for improved behavior. Detailed changes to each duelist are listed below. This mod is not intended to dramatically alter the difficulty of the dueling arena but it will make it harder overall. Note this mod will only work on saves from before entering the Taris cantina for the first time. DETAILS For consistency, all fighters have had their base HP set to 8*level. For most fighters this results in minor changes and is only noted below where the difference is a significant fraction of the original HP. Deadeye Duncan Duncan is supposed to be bad, so no changes. Gerlon Two-Fingers CON: 10 -> 12 Armor: Light Battle Armor -> Zabrak Combat Suit Gerlon is equipped with a Zabrak Combat Suit, increasing his defense by +1 compared to vanilla. His CON is raised from 10 to 12 for a little extra HP and Fortitude. Ice Armor: Combat Suit -> Echani Light Armor Grenades: CryoBan Grenade Ice is equipped with Echani Light Armor, increasing her defense by +1 compared to vanilla. Ice is supposed to have the Power Blast feat but doesn’t use it due to an AI bug. She now has an updated AI script which let her use the feat to deal some extra damage. Going along with her theme, she will also use a CryoBan grenade in combat. Marl Feats: Master Critical Strike -> Improved Critical Strike; Armor: Combat Suit -> Cinnagar Weave Armor Marl is equipped with Cinnagar Weave Armor, increasing his defense by +2 compared to vanilla. His Master Critical Strike feat which he technically shouldn’t have at his level is replaced with Improved Critical Strike, reducing his critical chance from 20% to 15%. Twitch STR: 12 -> 14 CON: 14 -> 16 Base HP: 66 -> 72 Feats: Two-Weapon Fighting -> Improved Two-Weapon Fighting; Rapid Shot -> Master Rapid Shot; Master Power Blast; Improved Power Attack; Dueling Armor: Light Battle Armor -> Reinforced Fiber Armor Melee Weapon: Vibroblade -> Vibrosword Grenades: Adhesive Grenade Twitch has several vanilla issues which make him feel pretty underwhelming for being the dueling champion. For one, he has multiple attributes lower than Marl, despite everyone else having at least equivalent stats to the next lowest ranked duelist. On top of that, while Marl and Bendak both have multiple high level combat feats, Twitch has only a single low-level combat feat which he doesn’t even use due to an AI bug. Finally, Twitch is built for dual-blasters but very poor at melee, with low STR and no melee feats, letting you drastically reduce his difficulty by rushing him with a vibroblade and forcing him to switch weapons. It makes sense for him to have a weakness, but he’s just too exploitable in vanilla. To address these issues, Twitch gets a number of changes: his STR and CON are raised to match Marl, his vibroblade is upgraded to a vibrosword, and he gains the Improve Power Attack feat so he can deal some meaningful melee damage. His HP increase now places him more squarely between Marl and Bendak. A new set of Reinforced Fiber Armor allows him to fully utilize his DEX bonus, granting an additional +2 defense over vanilla. He also gets the Dueling feat which slightly boosts his attack and defense while using a single weapon. Making sure his dual-blaster skills still stand out, Twitch also gets Improved Two-Weapon Fighting, Master Rapid Shot, and Master Power Blast feats and his AI is modified so that he’ll correctly use them. Finally, adhesive grenades give him a way to delay getting rushed by melee users. This should make him significantly more challenging, less exploitable, and hopefully more worthy of the title of champion. Bendak Starkiller Feats: Dueling Melee Weapon: Vibroblade -> Vibrosword Bendak is already plenty tough, but to make sure he is still a clear step up in difficulty from Twitch, he also gets the Dueling feat and his vibroblade is upgraded to a vibrosword. AI Changes This mod gives certain duelists a customized AI script to fix some issues and improve combat behavior. Duelists will now correctly use their ranged feats. Twitch and Ice will use grenades but not needlessly spam them if their effects are already active. Flurry and Rapid Shot feats are broken for NPCs in certain situations; Twitch and Bendak have these feats but will use them selectively to avoid such cases. For the sake of compatibility and the scope of this mod, these changes are applied only to these duelists and will not affect other NPCs. INSTALLATION To install, run HoloPatcher.exe. Unaltered copies of any modified files will be placed inside the backup folder in the location of HoloPatcher.exe. (Optional) Run the compatibility patch if you have Effixian’s Taris Arena Changes installed. UNINSTALLATION Remove the following files from Override: tar02_bendak021.utc, tar02_gerlon021.utc, tar02_ice021.utc, tar02_marl021.utc, tar02_twitch021.utc, m_ai_dueler.ncs, m_att_dueler.ncs, m_dmg_dueler.ncs, m_htb_dueler.ncs, m_per_dueler.ncs, m_rnd_dueler.ncs, m_spn_dueler.ncs, and m_udf_dueler.ncs. If any files were created inside the backup folder, move them to Override. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod) COMPATIBILITY May conflict with other mods that edit the same NPCs. Install this mod after any others that edit these NPCs to minimize incompatibility and ensure its full changes take effect. Compatible with Effixian’s Taris Arena Changes but install order is critical. Install Taris Arena Changes first, then Differentiated Duelists, then apply the included compatibility patch. Due to this mod installing to override, it will overwrite changes to the duelists made by K1 NPC Diversity Pack by N-DReW. Compatible with Bendak Starkiller Emblem Armour by redrob14. Twitch, Ice, and Bendak will not be affected by combat AI changes from other mods. PERMISSIONS Feel free to do whatever you want with this mod as long as credit is provided. CREDITS offthegridmorty HoloPatcher - Cortisol TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra DeNCS - JdNoa, Dashus Mods in screenshots: High Quality Blasters by Sithspecter HD Fire and Ice by Cinder Skye JC’s Blaster Visual Effects by JCarter426 Taris Dueling Arena Adjustment by DarthParametric Taris Reskin Pack by Quanon Ultimate Character Overhaul by ShiningRedHD Ultimate Taris High Resolution by ShiningRedHD -
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1 pointGlad you enjoyed the mod! Regarding Vima: there should be one new dialogue that opens up after the Leviathan about a former apprentice; but that wouldn’t update the journal. The last conversation you should have with her that updates the journal should start the romance. And you’ll probably know when the romance officially commences; so if that happened, things are working as expected. After that you’ll need to progress to the endgame to fully wrap up her story. Regarding pearl shard one: it’s on Sleheyron somewhere! That’s probably the shard most people miss. Without making a spoiler: head back to the general area of the mod around the arenas. You’ll find it.
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1 pointHi there. So, this is a bug that has occurred periodically for people that I believe is due to some type of incompatibility, although I do not yet know which mod is causing it (if any). So far many of my attempts to properly fix it have not really amounted to much. But I do have a workaround! It's not ideal, but it is functional. Please put this file into your game's Override folder. Basically, now when you are in the Sleheyron starport, talking to the Aqualish merchant T'ranik will now have an extra dialogue line to choose that will have him teleport you into the rest of the Malron District. I know it's not perfect (as it is highly questionable why your character would need to be escorted a total of maybe 10 meters), but it should get you through the bottleneck you're experiencing. You also can use a warp code (look up how to enable cheats if you haven't yet). Typing into the command console "warp sle_m30aa" will teleport you into the next area. Please let me know if you run into any more invisible doors on your play through. You'd be the first to have more than just first door missing; but you never know with these mods. sle99_waldlg01.dlg
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1 pointBlender has built-in GLTF support, so the GLB would be your best bet. Note that the model was textured for a modern PBR rendering pipeline. KOTOR uses an extremely basic Blinn-Phong based renderer, so you'll need to convert the textures to work with that. Fortunately it's an extremely simplistic set of metals for the most part. Unfortunately, KOTOR doesn't support specular, but instead tries to fake it with cubemaps. Getting metal to look good is challenging. One other thing of note is that while KOTOR does support normal maps, its implementation is poor, so detail relying on normal maps won't show up as well. As to the use, you don't need to request permission. It's already licensed for use with attribution. That's the entire point of the license.
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1 point
Version 1.0.1
25 downloads
During the Nar Shaddaa questline, Atton is forced to face the Twin Suns alone. Depending on various factors (especially if Nar Shaddaa is your first planet) this short segment can be notoriously difficult. This mod presents you with a choice to skip the battle without losing any content or to complete it the intended way. The decision remains yours. Additionally, this mod includes a minor restoration not present in the TSLRCM: It correctly implements Atton’s low-influence dialogue in the scene immediately following the battle. If your influence with Atton is below 40, his reason for returning to the Ebon Hawk will reflect his more self-interested nature. Compatibility: Easier Twin Suns' Fight - Fully compatible! You can use both mods and have the option to either skip the fight entirely or play through an easier (but not easy) version of it. TSLRCM - Fully compatible. This mod's restoration is a separate, additive fix. Credits: John Doom, for Easier Twin Suns' Fight Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
1 point
Version 1.2
371 downloads
Main idea I’m pretty sure that if you’re in this modding community, you’ve at least once hesitated between the Community Patch for KOTOR 1 (K1CP) and the KOTOR Restoration mod (K1R). And I’m here to give you what you need. In fact, @N-DReW25 already made a restored content mod for K1CP (RC-K1CP). The fact is that it doesn’t restore everything K1R does, especially one of its biggest parts : the Pazaak Tournament on Manaan. The mod I made will bring it back into your game, with some additions I took the time to add. Please read at least the "optional" and "installation" sections in order to understand how the mod works (don't worry, it's not very complicated). I highly recommend downloading Jorak Uln's Manaan complete overhaul to give some fresh air to the game and to the Tournament itself. If not already done, Kexikus's Skyboxes too. It includes Manaan as well as every other planet in the game. While I'm at it, if you're interested in more new content for Manaan, I also refer you to my speeder fast travel mod. I deeply linked my mod to Sao's Sleheyron : Story mode. If you download his mod and play through it, my mod's connected characters will react differently and you will unlock new dialogue options. I'd recommend installing his mod before mine. Unless you really want to know what I added and what K1R had already made, you can skip this section and jump straight to the options. Optional I’m sure you will be pleased to know this mod is customizable. It has 4 interesting options. 1) Compatibility or full mode The only big issue you can encounter with this mod is the placeables limit. This is a KOTOR issue I discovered not long ago. Put simply, you can’t add more than about 25 new placeables in your game. K1R has a bit less than 10, while BOSSR has 20. DarthParametric’s diversified jedi captives on the Star Forge brings 7. Capitaine Spoque’s taxi system on Taris brings 1, such as mine for Manaan. Most of K1R’s placeables are actually from the Pazaak Tournament. They’re the animated holograms. There are 6. And, to be fair, they’re kind of broken. They disappear behind other placeables such as the exit door and the organizer’s desk. As this problem is very hard to solve and I don’t have the required modelling skills, I’m giving the following choice to you : - Full mode : With holograms, if you’re not planning to install many mods that add new placeables. - Compatibility mode : Without holograms, if you have some of the mods designated above, or others that add many placeables. If you have many mods installed, either you take the risk, or you check yourself in the placeables.2da file with Holocron Toolset, or you simply take the compatibility option. It really doesn’t remove much anyway. 2) New Loadscreen The Pazaak Tournament is compatible with : 1) adjrenter’s Very nice Loadscreens (See in requirements section for link) - Option A : Full version (with holograms) - Option B : Compatibility version : without holograms These are brand new LoadScreens. (Option C : You don’t take anything and you’ll get the basic “Very nice style” loadscreen, but it would be kind of a waste). 2) SithSpecter’s HD Loadscreens (See in requirements section for link) Here, either you don’t take anything and it will be the basic Revan and Malak Loadscreen, or you take this option and you’ll have Ahto East SithSpecter’s HD Loadscreen. 3) Gonto in Thor110’s Manaan Hotel restored room (INSTALLER VERSION) As showed in the screenshots, this will put Gonto Yas in the Hotel missing room, restored by Thor110. Make sure you install his mod first. It’s actually pretty consistent (not perfect but consistent) that he would be there, because he actually has some stuff to say about the murder. Just so you know, this option will add a computer, a locker, a table and 2 chairs in Gonto’s room, and will also give some Pazaak cards to Firith Me and make him look at them, towards his shelf (instead of standing in the center of his room like a true npc). WARNING : If you want the Sunry's murder recording enhancement, you'll need to download it first. This mod is very much recommended as it combines with Gonto to enhance the murder quest ! Make sure to do SMRE ---> missing room ---> Gonto. 4) A brand new crystal from Bogga the Hutt I’m not telling you why, for obvious reasons, but you might want to speak with this guy. He's got some interesting background. If you’re the kind of person who installs a lot of mods, including the amazing Crazy34’s lightsaber blade models, you might want to have a look at this. And if you aren’t, well, I can only recommend that you download his models and this option, but you do you anyway. This is an option because it has a requirement. You will still have Bogga and his side quest even if you don’t get that option. You will just lose a cool Viridian lightsaber crystal with a nice story and some buffs. There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time and focus on this, but if you do find one, please tell me so I can fix it (this works for every issue you might encounter). Don’t be too harsh, I’m French, and English is by no means my first language. Requirements 1) For the Loadscreen options : - ajdrenter’s Very nice Loadscreens - SithSpecter’s HD Loadscreens 2) For option 3 : Thor110’s Manaan Hotel restored room (INSTALLER VERSION) 3) For option 4 : Crazy34's lightsaber blade models : (only the main part --vanilla sabers-- of his mod is needed) Installation Compatibility My mod is fully compatible with K1CP and RC-K1CP, as they are now (in 2025) the main reference for modders, at least the first one. More than compatible, they’re very much recommended ! It will obviously not be compatible with K1R, as it is meant to replace a big part of it. Please see option 1 for more information about the main compatibility issue you could encounter. You can now find a compatibility patch for those who use the NPC Diversity Pack. Make sure you have both mods installed first. Its goal is to restore Jolan's Nikto appearance. By not taking it, he will be a Rodian at the entry of Ahto City and a Nikto in the Tournament area. I'm pretty sure you don't want that to happen. If you have Alien Ported VO for K1, just install the Tournament after it. I didn't want to change Jolan's language for several reasons (time consuming, not enough Nikto lines diversity, Rodian sounding better in regard to his behavior, etc.). Known issues Basically none, except that you'll probably be lagging a little due to the fact that this is now an actual galactic event (meaning with way more NPCs in it). It will appear around the Sith embassy and its corridor, as well as for the end cutscene but that shouldn't be too much of a problem considering it will vanish during the dialogue. Thanks 1) @Fair Strides for giving me permission to use the amazing K1R’s Pazaak Tournament files and giving some advices. 2) @N-DReW25 for providing me with a working basis by extracting the files from K1R. 3) @SAO1138 for his excellent and detailed advices as well as his creative suggestions. I’m glad I could link my work to his. 4) @CapitaineSpoque for his regular help on making me understand how the game works, and for making the "very nice style" loadscreens. 5) @Crazy34 for his amazing new lightsaber blades models. 6) @Thor110 for his work on restoring the missing chamber. It was a lot of fun to use it. 7) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher, "Very nice" (@ajdrenter) and "HD" (@Sithspecter) Loadscreens. 8] The KOTOR and, more precisely, DeadlyStream and Nexusmods community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you. Permissions If you need more information, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. -
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Version 1.2.1
1,769 downloads
30 Vanilla+ lightsaber hilts (10 regular,10 short,10 double) Working texture for both Aspyr and Legacy In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K2 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. These are also compatible with the Aspyr version of the game, which had broken hilt textures. I added a custom hilt for Malak as well. Install Steps: - TSLRCM Required - 3C-FD Patcher is required for Aspyr version - JC's Lightsaber Visual Effects for K2 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K2 amazing blade texture, I matched the glowing effect to work with these -
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1 pointHi @Salk I know what your talking about! The load behavior of a main menu load, a hard load (load game menu in game), an autosave load, and a quick load all have subtle but important differences. This has actually come up in the speedrun world a few times. For example, the effect duration glitch (in which they last a long time) only happens if you have previously loaded a hard save in this session (as that messes up the global timers). There's a variety of other small differences, between these functions; most of which I haven't dug too deeply into. But I'm unsurprised you've run into this before. If you could provide an example of a specific script related issue that performs differently for different loads (to use as a reference point), I'd be happy to mount a bit of an investigation into it when I get the time. As mentioned above, it's a busy time of year so this may be backlogged a bit. I'd also be happy to field any other questions! Thanks, Lane
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1 point
Version 0.1.0
205 downloads
This is a simple Python utility that lets you create new lightsaber textures for KotOR and TSL. Note that (especially in KotOR) creating a new lightsaber colour requires more steps than this - a future project will make this a one-click process for users, but for now I'm releasing this as a standalone tool for mod developers. Installation You should have Python 3 installed. There are no other dependencies. Just download and unzip the zip archive from this page, and you should be good to go! I'll be releasing a Windows .exe version at some point. If you're not comfortable using the Python script, either wait for that or ask me (or one of the many helpful people on DeadlyStream) to make your lightsaber textures for you. Usage Run the script editor.py using Python, with a command like "python editor.py". This will open up the editor. You can choose the glow and core colours for the saber texture, and then save it using one of the bottom two buttons. The texture will then be saved in the current directory. Bugs There might be some bugs, but it's a pretty simple script and it seems to work fine. FAQ The lightsaber looks dark in-game! For a bright lightsaber, you should select a colour with both Saturation and Brightness parameters set to 100% (in the second tab in the colour picker). Then you can use the Hue slider to choose a colour. Can I use this for my mod? Sure, feel free to use the textures for your own mods! I'd appreciate it if you credit this tool for helping create the lightsaber textures. Can I redistribute this program in its entirety (with or without attribution)? Please don't redistribute this program elsewhere on the internet. I will keep it here, so you can point people to it. How do I take this texture and put it straight in the game (not as part of a mod)? I'm working (along with others on DeadlyStream) to make an "end-user version" of this tool, as part of a larger modding project. Stay tuned! The lightsaber core looks weird! You should probably leave the "Core" colour to its default value (pure white) to get lightsabers that look like the ones from the base game. But if you want to experiment, the option to change the core colour is there! -
1 pointI really like the new reskin, specially the stone and lightning textures. I would add a little more color in the hallways, but that is just my personal opinion. I also like that you made Assasins have lightsabers, perhaps you could diversify them further if some of them had dual sabers (even one normal length and one short). And I still think some rooms could have more placeables (like the antechambers to the training room in front of the archives), or some placeables shuffled from the Dantooine enclave layout (for example, I think the dorm room with the lockboxes is the exact same one as the one in the Jedi Enclave, that could be changed to be more distinct), although I don't know if that is in the scope of the mod.
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1 pointHi there! I've seen this topic quite recently, and i got in touch with Brents as i was working myself on the Jedi Enclave module for K1. I'll be sharing my ressources for my own mod to Brents Im not saying everything displayed here will make its way through, and i'm not making any promises instead of the author himself. Just saying i'm willing to give a hand, we did not settle on anything concrete yet and i wanted to showcase a bit of my own work without opening another thread. As there is a placeable limit in K1, everything you see in the video i'm linking is added into the module models themselves. I reused assets from K2 (Khoonda assets, Peragus kolto tank, Placeables...). The extracted placeables are not lightmapped yet, and i was wondering if it would cause troubles in the long run? There is also the sunlight from K1 Dantooine appearing in the main hall/garden.
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1 point
Version 1.0
5,200 downloads
A Mod for Star Wars Knights of The Old Republic Author: Darth Vhail Release Date: 05.01.2017 ->Description: This mod adds new graphics to the Sith/Stabilizer/Vacuum Masks and Motion Detection/Stealth Field Reinforcement Goggles found in-game. It also adds new icons for these items. ->Installation: To install you need to copy the files into your KotOR override folder. ->Compatibility: If you have other mod files changing the appearance of the Sith/Stabilizer/Vacuum Masks and Motion Detection/Stealth Field Reinforcement Goggles, they will be replaced. Also any mods that add new models for these four masks are incompatible with these textures. ->Legal: 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. -
1 point
Version 1.0.0
23 downloads
Description This mod is a modder's ressource, and will not include anything in game. I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties. This ressource contains a completely new male body appearance, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game. You can tie any head to the model aswell. So you can do a lot of thing with this, make a new playable character or bring new npc appearances. The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell). They are 1024x512 to allow the arm uv mapping into a single texture. Atm the textures are low res, im gonna update this someday, at least to 2048x1024. Video showcase for the ressource Disclaimer : There are few combat animation glitches, the arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy armors especially. Otherwise after playtesting everything else seems fine. Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell. Obviously models have unique names to prevent conflict with other vanilla models in game and between each other. Installation and how are the files ordered : - The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear. - The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will be bad interactions regarding alpha layers and .txi i attributed. - The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures. - The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02. - The texture for bao dur arm is provided aswell in a single folder. Credit: @DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work, just a simple credit. -
1 point
Version 1.0.0
32,938 downloads
New interface for terminals. Sdub & Effix materials were used. Resolution 2048x2048. 1. Download: Upscaled Computer 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) -
1 point
Version 1.1
5,117 downloads
A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 13.01.2018 Release Date 1.1: 02.06.2018 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: On Onderon you encounter two bounty hunter ambushes. The first one led by a Rodian provides no reward and is unavoidable while the second bounty hunter ambush is led by a Twi'lek who can be persuaded to not attack you if Goto is in the party, this is all well and good until you realize that the Twi'lek carries the Bounty Hunter Starport visa which can be used to make an open Starport visa later on and the only way to obtain his visa is to kill him and his bounty hunters. This mod swaps the visa so the Rodian in the first ambush carries the visa meaning you can still get the Bounty Hunter visa and spare the Twi'lek bounty hunter. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Is incompatible with anything that edits "npc_bhunter1.utc", "pl_bh_visa.uti", "pl_visa_sliced.uti" and "th_lead.utc" This mod is compatible with NPC Overhaul but the Twi'lek bounty hunter won't have his NPC Overhaul gear instead he will have his Vanilla gear Permissions: Do NOT claim credit for this mod Thanks: Bioware for such an amazing game A Future Pilot for editing the Visa files Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: 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. -
1 point
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1 pointEpisode I ATTACK OF THE CLONES Turmoil has engulfed the Galactic Republic. A growing insurrection, led by the mysterious Count Dooku and his legion of clones, has gripped the Outer Rim Territories. In a stunning move, Count Dooku has boldly swept into the Mid Rim region of the Republic and lays siege to the peaceful world of Naboo. While the Republic organizes its response, Minister Bail Organa has secretly dispatched Jedi Knight Obi-Wan Kenobi to rescue the royal family of Naboo... One of the biggest problems I had with the prequel trilogy other than the poor writing/dialog, the subpar acting, the over dependence on CGI, and of course Jar Jar Binks was that it didn't quite fit my vision of the story. I'm a first generation Star Wars fan. I stood in line back in 1977 to see the 'Star Wars' and waited patiently for the sequels. I collected the toys, listened to the LP/vinyl story narrations, read the comic books, and listened to the radio dramatization. There wasn't a lot of expanded universe stuff back then. The SW universe was solely the movies. I was reminded of this recently while watching the SW anthology on television. It got me to thinking on how as a kid I thought the story of Darth Vader and the Clone Wars began. This vision was based only on the various small portions of dialog uttered by characters throughout the original trilogy. So, I've begun writing a short story to reconcile my vision with that of George Lucas'. I'm going to let George do most of the heavy lifting. Many of the names, places, etc will remain the same. It's his world after all. I'm just going to reshape it a little to create a more consistent storyline. Some things that I plan on changing: Rearranging the movie title order. It will go Attack of Clones, The Phantom Menace, Revenge of the Sith The clones are bad guys. As a kid, I always assumed the clones would be the enemy. I assumed the practice of cloning was outlawed within the Republic. Cloning may lend itself to a form of slavery or class structure which would be in conflict with a just republic. Also, I kind of saw the clones as unnatural and an affront to the Force. The story will take place over a shorter period of time. Trying to stick to the accepted timeline, I am looking at my story taking place roughly between 22-19BBY I see Anakin as a very different character. First, he will be older and more experienced when he first meets Obi-Wan. I'm basing this on two quotes: "He was the best star pilot in the galaxy, and a cunning warrior"- Obi Wan Ep4 and "When I first knew him, your father was already a great pilot, but I was amazed on how strongly the Force was with him."-Obi Wan Ep6. Plus, when Vader is unmasked in Jedi, he's an older man--well into his 50's possibly 60's. This would mean Anakin would have to be in his 30's when we first meet him and not some child who wins one pod race. He would have already left Tatooine on his own, and there would be no mommy issues. Also, his path to the dark side would have less to do with saving Padme but more along the lines of a reckless quest for power and glory. You might counter that the Jedi would never train someone that old. First, we didn't know that piece of information back in the day. Secondly, we know they are capable of training an older candidate---Luke. Thirdly, Obi Wan says "..I took it upon MYSELF to train him as a Jedi....I was wrong."-Ep6. Finally, I plan on creating a situation where the Jedi need to train Anakin. Obi-Wan will be older as a result. Bail Organa will have a more prominent role than the one portrayed by Jimmy Smits. In her hologram, Leia states, "...years ago you served my father during the Clone Wars". I'm going to bump Bail up to a position similar to a Secretary or Minister of Defense, specifically Minister of Peace. He's the official in charge of the military, and the Jedi work closely with him. Therefore, the Republic will have at least some form of a 'standing army' and fleet at their disposal. I always saw the unforms and weapons used later by the Rebellion as surplus items from this time. Eventually, the Empire would replace these forces with stormtroopers. Padme. She'll be Anakin's love interest, but not really a motivating factor for his fall to the dark side. That gives you a taste of where I'm going. The writing is going well so far. It's not so much an actual short story, but reads more like a Wookieepedia entry. We'll see. It's always evolving. GoldLeader
