Leaderboard
Popular Content
Showing content with the highest reputation since 01/06/2025 in all areas
-
4 points
-
3 points
Version 1.0.3
22 downloads
Adds sneak attacks and PC Awareness checks to Sith Assassins. SUMMARY: From the in-game description of the Awareness skill: “Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…” If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them. Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation. In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins! This mod does the following things: - Restores PC Awareness vs Stealth checks on Sith Assassins - Gives all Sith Assassins the ability to perform sneak attacks - Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked) This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you! This mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. All stats and feats are granted based on PC level so it should be fairly balanced, but I welcome any feedback. DETAILS: This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the engine-level PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results. While in line of sight of a stealthed Sith Assassin, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned). All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5). INSTALLATION: Please read compatibility notes before installing. To install, run TSLPatcher.exe. Unaltered copies of any edited files will be placed in the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION: 1. Remove the following files from override: - sith_ass.utc - sith_ass_403.utc - sith_ass_404.utc - sith_ass_405.utc - sith_ass_406.utc - sithassassin.utc - m_dmg_sithass.ncs - m_htb_sithass.ncs - m_spn_sithass.ncs - m_spn_sithass2.ncs - m_spn_sithass3.ncs - m_spn_sithass4.ncs - m_sithspwn_152.ncs - m_sith_user.ncs 2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder. 3. Move any .mod files from the backup folder into the Modules folder. 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY & OTHER NOTES: Technically compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter, but the Sith Assassins added by that mod will not be affected by my mod. Might make a patch in the future. Fully compatible with Sith Assassins -- With Lightsabers by Shem. However, my mod must be installed AFTER Sith Assassins with Lightsabers by Lewok2007, which combines the previous two mods. Be aware that this mod already increases the damage output of Sith Assassins by giving them sneak attacks, so giving them lightsabers on top of it might make for a tough time. Up to you. Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe. Partially compatible with Trayus Rank Reform, but my mod must be installed after and will overwrite most of the female Sith Assassins added by that mod. The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher - stoffe, Fair Strides Holocron Toolset - Cortisol -
3 pointsThe more I played M478 recently and looked over some of it's criticisms over the years, I've come to think that the planet might have been an excellent fit for Kotor 1, but it does not fit well in TSL. It's an excellent mod and I liked it regardless.
-
3 pointsThanks for the explanation. I wasn't really familiar with the details of issue, just that some HD mods have a tpc version to improve performance and reduce download size. I'll keep it in mind for the future. I assume you're referring to these ones (and the others similar): I have kept the original models' shape but fixed the uvw maps. For the textures I have taken my 4x commoner clothes and scaled them down, with some touch ups for the lite version. As for the faces, I have rebuilt them using parts of commoner heads and player heads, with some manual painting around the eyes. The weird thing to deal with the model is that the faces have an indent /flat spot for where the eyes are painted on, rather than separate eyeball/eyelid meshes. It makes for odd textures when unwrapped. I have also done similar process for other lite versions (Sith soldier, Republic officers, female Twi'leks, etc) and plan to continue for the ones that I haven't gotten to yet. Details are in the spreadsheet I've attached to the first post
-
3 points
Version 1.0.0
10 downloads
NOTE : This is included with the Expanded Galaxy Project already. Another request by @Snigaroo This mod makes it so that the atmosphere of Malachor is toxic to the player character, except in sheltered areas, it also adjusts the spawn location to be on top of the Ebon Hawk and adds a tutorial popup window to warn the player about the atmospheric effects. Compatibility This mod should be compatible with any and all other mods, unless they happen to change tutorial.2da or any of the following scripts or files. In 901MAL k_901mal_enter.ncs tr_mira_han.ncs a_mira_cs.ncs In 902MAL tr_london_bridge.ncs flank.dlg In Override Replace0=lbl_icn_msg.tga Installation : HoloPatcher Use HoloPatcher to install the mod. Uninstallation : HoloPatcher HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself. Thor110 Please do not redistribute or release anywhere without my express permission. Tools used that helped make this possible. Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz TSLPatcher & ChangeEdit HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol -
3 points
Version 1.0.0
23 downloads
This mod changes Kreia's floating lightsabers from violet to red and makes them immune to fear, paralysis, and stun. Since they're, you know, lightsabers instead of people, I figure they shouldn't be susceptible to those effects. To install, drag the .utc files from the attached .zip and place them into your override. Remove to uninstall. Ezpz. Thanks to Fred Tetra for creating the Kotor Tool, which was used to add the immunity feats. -
3 points
-
2 points
Version 1.0.0
9 downloads
Mod Description Onderonian Senior Scientists do not seem to be very aware of the challenges Telos is facing with its Citadel Station, as one of them mentions Peragus Station needing fuel according to the news in Iziz Spaceport. This mod aims to correct this tiny oversight and was done by splicing a voice sample of the same reporter. Installation Prerequesite: TSLRCM needs to be installed - and not through the Workshop for Steam users - for this mod to apply correctly 1. Run the TSLPatcher.exe and point your game directory when requested, 2. Click 'Ok' and let the patcher do its magic, 3. You're done ! Unless an error message appears the mod should be installed correctly Compatibility This mod should be compatible with any mod that does not replace reporter.dlg in the game files Special Thanks to Snigaroo for the idea of this mod TSLRCM team for the amazing work on the game JC Carter426 for his SithCodec toolset Cortisol for the Holocron Toolset stoffe and Fair Strides for the TSLPatcher -
2 points
Version 1.0.0
11 downloads
Mod Description When meeting Vaklu on Iziz Marketplace during the civil war (assuming you made an alliance with him and not with Queen Talia), he will make a display of his very poor short term memory by repeating himself, saying the same sentence twice in a row during your conversation. This simple mod attemps to fix this issue (and give the general more credibility) by removing one of the occurences of the sentence. Installation Prerequesite: TSLRCM needs to be installed - and not through the Workshop for Steam users - for this mod to apply correctly 1. Run the TSLPatcher.exe and point your game directory when requested, 2. Click 'Ok' and let the patcher do its magic, 3. You're done ! Unless an error message appears the mod should be installed correctly Compatibility This mod should be compatible with any mod that does not replace tobin.dlg in the game files Special Thanks to Snigaroo for the idea of this mod TSLRCM team for the amazing work on the game JC Carter426 for his SithCodec toolset Cortisol for the Holocron Toolset stoffe and Fair Strides for the TSLPatcher Permissions Please do not reupload this mod and its files without my written permission. -
2 points
Version 1.0.0
6 downloads
Description: This mod makes the Plasma Torch be it's own unique type of weapon. This allows the player to dual wield the Plasma Torch, or use it alongside another weapon. (the exception being blasters and stun batons.) Additionally, the animations played in combat will be the melee animations instead of the little "jabby" animation that plays for every type of attack. I haven't tested all animations, but so far the basic Critical Strike animation is the only one that looks off, in my opinion. Installation: Extract the "viable_plasma_torches.zip" archive to your desktop. Run the TSLPatcher within the folders, press install and locate your TSL Directory. (The folder with the game executable, not the override.) Uninstallation: Take the files from the "backup" folder, copy them to the override folder in your game and overwrite when prompted. Compatbility: Not everything has been tested with this mod and I am uncertain of any other items in game using the "Torch" column in baseitems.2da. Let me know of any incompatibilites with any other mods if you find any or if any items look off. (i.e. able to use a non weapon item as a weapon) -> Is at least compatible with TSLRCM. Tools used: Holocron Toolset by Cortisol TSLPatcher by Stoffe Permissions: Use this mod however you like as long as it isn't a direct reupload somewhere and credit is given. DO NOT upload this mod to the Steam Workshop. Bugs: Not Necessarily a "bug," but the plasmatorch will have a 20-20 x1 crit multipler. From my testing, this doesn't effect much. -
2 points
Version 1.0.0
17 downloads
New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Also turns Force Sight on permanently when controlling Visas. SUMMARY: In the game, Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often. This mod aims to improve Force Sight by giving it new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat. In the spirit of my "skills affect Force Power" mods, the effects of Force Sight are linked to your Awareness skill. High awareness Jedi Seer build? In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet. After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also boosts your Defense depending on your base Awareness rank. My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their inherent skill in perceiving the world. Think of it like an alternative, temporary kind of Battle Precognition that you can get through Visas if you don't have Handmaiden (or fall out of her graces). This mod will also make it so that Force Sight is on permanently while controlling Visas. In vanilla, it's only turned on in first-person view. She will come with the Improved Force Sight power and can spend FP to temporarily get the stat bonuses. In order for the changes to Visas to take place, this mod must be installed before your first encounter with her. DETAILS: In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs. Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in the base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs. This means that with 18 points in Awareness, you'll gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus. The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank. Due to how the mod works, Force Sight will be visible when leveling up, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher. INSTALLATION: To install, run TSLPatcher.exe. If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION: To uninstall, remove the following files from override: - spells.2da - effecticon.2da - p_visas.utc - m_imp_forcesight.ncs - m_spn_visas.ncs - ip_forcesight2.tga Replace dialog.tlk in the main game folder (outside override) with the unaltered versiion in the backup folder. If any other files were created inside the backup folder, move them to override. COMPATIBILITY: Compatible with Visas Marr: Sith Assassin. May conflict with mods that edit Visas. Compatible with and intended to compliment True Sith Assassins & Awareness Restoration. Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script. PERMISSIONS: Please don’t reupload without my permission. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol -
2 pointsWell, technically, it's completely useless to spam Repair since there's no chance involved at all, so if it doesn't work the first time, it won't randomly work later. But I get that players wouldn't know that and might think that they could get it to work eventually. Now, fixing this issue would be quite annoying actually, since it's hard to track if it's the first time you try to repair HK at this "repair state". Of course, I could make it so that you only loose influence the very first time you fail any repair but that seems weird as well. And finally, to me it actually makes thematic sense that if you keep trying to repair HK unsuccesfully over and over again that at some point he would refuse to be repaired again and have a lower and lower opinion of you, i.e., lower influence. With all of that in mind, this does not seem like something worth fixing to me.
-
2 pointsIt looks like it's been about 2 years since my last request. I'm just making it before the end of the year to make a new one. Darth Parametric released a Modder's Resource in 2016 called the Lethisk Freighter AKA I-Wing Placeable. (And before the jackals chime in, I know it's been updated since then.) I have the feeling it would've been used in mods more often if someone had publicly released a skin for this placeable. I've requested this before around the time of the original release but I had no takers. Since then, we've had a lot of new blood and I'm curious what they might be able to do. So that's what I'm requesting- a skin for this placeable. Note: If someone submits a skin for this placeable before you, I am still interested in what you can achieve. After all, variety is the spice of life. Do not let the specter of someone else being first scare you off.
-
2 points
Version 1.0.0
111 downloads
Thematic Jedi Masters Premise A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary. When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are. Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation. Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people. For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download. Why Use Thematic Jedi Masters? As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight how they would actually fight. If you want pure difficulty, other mods might be for you. If you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Jedi Masters is likely for you. Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest. This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing. Compatibility This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits. Installation 1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. Done! Permissions & Thanks As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me. Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image. -
2 pointsMerging Levels So I got distracted while fixing some holes in the level geometry for Manaan and realised some of the games levels could be easily combined into one. Currently I am not sure what I plan to do with this but these are the three levels I have put together. Endar Spire This actually needed a little editing to get it to fit properly, but it was very close to being perfect when imported to begin with. Taris Sewers This level also needed a little editing but it was easy enough to line up both halves of the level. Manaan - East & West Central These two levels are in exactly the right position when imported, however the joining room needed editing quite a bit to make everything work and look right. I have Manaan and the Endar Spire working in-game, I am just having a little bit of trouble getting one of the roomlinks to work on the Endar Spire and I have only just put together the Taris Sewers level. While I am no sure how many levels could be fit together like this, there are quite a lot for which it just wouldn't work. To think, all I set out to do in the first place was add in the missing room to Manaan's Hotel... Thor110
-
1 pointFigured out the issue. The changes.ini file for LegacyPC has it where install_folder8=override at the beginning for the install list. That folder itself doesn't exist in the LegacyPC version since it deals with gamepad controls. Removing it fixed the installation for me. I've attached the ini I used. Let me know if you need any additional info. changes-legacypc_no_installfolder8.zip
-
1 pointSeems like a .vis issue from what you're describing. Vis determines what areas of the map are visible from another. It might seem silly but ChatGpt has become a decent troubleshooter to at least give some insight into issues when they arise that are hard to browse DS for due to their nature.
-
1 point
Version 1.0.0
1,384 downloads
Author : RedHawke 09/17/04 V1.0 ============================================================================ This mod allows Carth Onasi to become a Jedi, through an old Quarren Jedi freind Vor Zarann, he trains him on Dantooine. This mod allows the player to pick which Jedi class they wish Carth Onasi to have, as well as giving you some special Jedi Robes, that are upgradeable, for him and His Lightsaber(s). This mod is also fully compatable with all of My Mods and just about everyone else's mods as well. I hope you all enjoy the Mod! Installation Instructions: ----------------------------- Just extract everything to your KOTOR override and start a new game, or you can add it in before going in to the Dantooine Courtyard Area (Where you talk to Nemo). Or a .kmm file is included to use with Cchargin's KMM or KOTOR Mod Manager program. Uninstallation Instructions: ----------------------------- Simply delete all these files from your override directory, or Deactivate it with KMM. This Mod Does: ----------------------------- Adds a new spawning NPC on Dantooine when you first talk to Gar and his wife Rilka (Where he says "Greetings Freind!"), Vor Zarann a Quarren Jedi will appear near the wandering Duros named Kni, Talk with Him and see! (If you don't have Carth with you he won't have much to say, until you add Carth in!) Follow the Dialogue and you can get Carth Onasi a Jedi Class of your choice. You get another Jedi in your party and you don't have to edit a thing. Warning: Like my Make Mission a Jedi Mod, there is no Dialogue Exit so once you talk to Vor Zarann, Carth is going to become a Jedi. Also be sure to have a level up saved for Carth before talking to Vor Zarann as the game can have problems with clicking on the Force Powers tab while running around a 0 level Jedi, wait until Carth levels up then talk to Vor Zarann. Adds a new item to the game... Sin-Jinn Onasi's Robes... they are upgradeable, have custom textures, and are given to Carth by Vor Zarann. Robe Giveitem Cheat Code: rh_carth_robe - Sin-Jinn Onasi's Robes (Upgradeable, Custom Texture) Adknowledgements: ------------------------------------------------ A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. And A Big...Big Thanks to TK102 for without his many utilities this mod would have not been possible! And Another Big...Big Thanks to Darth333 for her help, without which this mod would have not been possible! And Thanks to Cchargin for the cool Kotor Mod Manager, KMM Program! Also a very appreciative nod to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this. And lastly, Enjoy! -
1 point
Version 1.0.0
3,432 downloads
Author : RedHawke 08/20/04 V1.0 Mod: Make Mission a Jedi Mod ============================================================================ This mod allows Mission Vao to become a Jedi, through her cousin Ariajj Vao, she trains her on Dantooine. This mod allows the player to pick which Jedi class they wish Mission Vao to have, as well as giving you some Jedi Robes for her and Her Lightsaber(s). This mod is also fully compatable with all of My Mods and just about everyone else's mods as well. I hope you all enjoy the Mod! Installation Instructions: ----------------------------- Just extract everything to your KOTOR override and start a new game, or you can add it in before going in to the Dantooine Courtyard Area (Where you talk to Nemo). Or a .kmm file is included to use with Cchargin's KMM or KOTOR Mod Manager program. Incompatibilities: ----------------------------- Any mod that has "dan14_jon.dlg" will not be compatible. That dlg file has the spawn script for the jedi who trains Mission. Uninstallation Instructions: ----------------------------- Simply delete all these files from your override directory, or Deactivate it with KMM. This Mod Does: ----------------------------- Adds a new spawning NPC on Dantooine when the Settler Jon accosts you about the Mandalorian Raiders, Ariajj Vao a Female Twilek Jedi is nearby John, Talk with Her and see! (If you don't have Mission with you she won't have much to say, until you add Mission in!) Follow the Dialogue and you can get Mission Vao a Jedi Class of your choice. You get another Jedi in your party and you don't have to edit a thing. Warning: There is no Dialogue Exit so once you talk to Ariajj Vao, Mission is going to become a Jedi. Adknowledgements: ------------------------------------------------ A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. And A Big...Big Thanks to TK102 for without his many utilities this mod would have not been possible! And Another Big...Big Thanks to Darth333 for her help, without which this mod would have not been possible! And Thanks to Cchargin for the cool Kotor Mod Manager, KMM Program! Also a very appreciative nod to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this. Contact ------------------------------------------------- Any questions and comments can be directed to this board, in the 'Make Mission A Jedi Mod Released' thread, here; http://www.lucasforums.com/forumdisplay.php?s=&forumid=324 And lastly, Enjoy! -
1 point
126 downloads
============================================ Collectables: Holocrons ============================================ Install 14 ‘Collectable’ Holocrons across the game, each holocron will give you different temporary boosts to stats, different items and a little bit of XP which differs. This is a mini 'easter egg hunt' which you can partake in through your play throughs. Just a bit of fun. Here is a short video, showcasing what the mod provides: EDIT: After reviewing, I've changed the dialog to differ slightly from the video as 'You reach out and feel a pulling power' sounds stupid. Key points: Each Holocron discovered gives a different reward. Each Holocron discovered gives an interesting fact / short story about the area it was discovered in. There are 14 to collect throughout the game (This is set to increase to include planets such as: M4-78, Coruscant & Cathalan). One of every planet & almost every level. Short animations / some cutscenes included for immersion. 3-4 locations that are not usually accessible now opened up. Compatible with TSLRCM, M4-78EP, Expanded Galaxy Project, Coruscant, Cathalan (Expansions incoming). Compatibility wise, I packaged up with holopatcher, there should be no compatibility issues unless you've put placeables on the exact spots the Holocrons are OR have changed inaccessible door files. The idea behind this was to use some of the unused / inaccessible rooms across the game, though I ended up placing a few of the Holocrons in some very accessible places. This may not be to everybody's taste as you wouldn't expect to find a Holocron in some of the locations; however, I may change the model / naming / rewards to something more relevant in a future update. Legal Disclaimer ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties. Credits: Tools used: -
1 point
Version 1.0.0
33 downloads
NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version. Manaan - Hotel Missing Room - TSL Levels in K1 by Thor110 This adds in that missing and locked room in the Hotel on Manaan, turns out the walkmesh as there all along, just not the model, so I copied the room from the opposite corner and rotated it's contents then moved them in to the model. ------------------------------------------------------------------------------------------------ Installation: Copy Modules & Override folder to the game directory. Warp to m26ae to look around the level. There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough. ------------------------------------------------------------------------------------------------ Thanks to PapaZinos for reminding me room containers can't be rotated and only their contents can. Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this. -
1 point
-
1 point
Version 1.0.0
35 downloads
This mod will replace and update texture files. To Install 1. Download:Tanis HD.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love -
1 point
-
1 pointNo there isn't a good way to manually connect screenshots between files. You would need to upload them twice, the file space of 70 images isn't a big deal though so upload whatever you want.
-
1 pointKSE got taken over by @Fair Strides many moons ago and I think someone else was helping with the last few versions? FS would have to chime in with the specifics. By the advent of v0.7, JdNoa was the primary author I believe. Fred Tetra contributed to changes in v0.6, FS and Varsity Puppet contributed to the changes in v0.7.
-
1 point
Version 1.1.0
18 downloads
INSTALLATION Have TSLRCM 1.8.6 installed Unzip folder, copy-paste files into \Knights of the Old Republic II\Override\ and overwrite when asked COMPATIBILITY Any mod that does not edit atton.dlg or 262atton.dlg Description In the base game, you can ask Atton where he got Echani training. This mod makes it so that whenever you get him to respond positively - "I was just asking - no harm meant." or "I'm not accusing you, I just want to know..." - he will gain Unarmed Specialist 1 and Complex Unarmed Animations (the latter of which is a hidden feat). Additionally, if he tells you how he killed Jedi with a 70+ influence check, he will gain levels in Unarmed Specialist at the same rate as Jedi, Bao-Dur, and the Handmaiden. He will also be "caught up", meaning that he will not lag behind other party members with his hand-to-hand skills, since he's revealing his skills. Limitations/roadmap There isn't a notification for him learning Unarmed Specialist - This is next on the roadmap. The script I use to make Atton gain Unarmed Specialist as he levels is dirty; It's not bugged or problematic outright, but it is certainly a jury-rig. Once I've got this project in a more complete state, I'll make it into a TSLPatcher install with improved compatibility. -
1 point
Version 1.0.0
15 downloads
--------------------------- Knights of the Old Republic --------------------------- TITLE: Effixian's Starforge Robes Reskin AUTHOR: Effix CONTACT: PM me on the forums or find me on Steam ----------- DESCRIPTION ----------- A reskin of the Starforge Robes, as requested by Omnigonial. ------------ INSTALLATION ------------ Copy the files from the zip to your Override folder. ------------ UNINSTALLING ------------ Remove the following files from your Override folder: ia_revan_002.tga PFBJ02.tga PMBJ02.tga ------------------ DISTRIBUTION NOTES ------------------ You can use the files from this mod in your own mod if you simply credit me. Please do not reupload to other sites. --------- Thanks to --------- - Stoffe and Fred Tetra for the needed tools and tutorials - Omnigonial for the request -------------------------------------------------------------------------------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix -------------------------------------------------------------------------------------------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. -
1 pointI wasn't saying that you specifically should do it, just that Salk's request would make more sense if it harvested the heads and plonked them on the standard bodies. Someone else could do surgery. Left as-is they would be compatible with your textures with no further effort, but if you allow 3rd party mod reuse then they could probably stand to be remapped. You shouldn't be encouraging the use of Workshop mods. And no, loose textures aren't any more compatible with Workshop mods than other mods. Mac and Linux users can use the multi-platform HoloPatcher as a drop-in replacement for TSLPatcher, if it is required.
-
1 pointTook a brief look at the descriptions of those two and they sound like what I need, thank you. I'll look into them To clarify, I already found the original game's .dlg file and exported it to work on via KotorTool, and I found a separate atton.dlg in the overrides folder from one of my mods I've installed (I also edited the existing overrides .dlg successfully). I'll check TSLRCM to see if it's the source of the atton.dlg in overrides. If I can get the aforementioned tools to cooperate, I'll put up a mod page somewhere, probably on this site. Atton not doing some amount of unarmed combat (especially with restored content of Handmaiden testing his skills) has bothered me for years, lol. If I'm still feeling it I'll take a crack at giving him full-on unarmed specialist that kicks in once you ask Atton how to kill Jedi, I have half an idea of how the code for that will work.
-
1 point
149 downloads
============================================ Khoonda Expansion Mod ============================================ Features: This mod unlocks 4 rooms within Khoonda, feature list below: Additional XP available to be gained Additional ‘Bonus Mission’ Training facilities Doors previously locked can now be accessed, 3 via Khoonda key, 1 via quest. New Quest Droids join the battle of Khoonda if they're activated New rooms: South Droid Defence Workshop Kaloopo's Quarters Training Room Additional Room left empty but accessible, it is used as part of the 'TSL Collectables' mod New Characters: 3M-BR - Astro Utility Droid Wounded Militia Kaloopo Wounded Kinrath Installation: Extract the files from the download, run the Holopatcher.exe installer. Uninstall: Holopatcher creates an uninstall / backup folder, please use this. Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties. Credits: Tools used: -
1 point
-
1 point
-
1 pointOh good, that's very helpful. Just let me know when it reaches rough content-completion as we've talked about previously, since there would be difficulties integrating such a large mod with regular content updates. In the meantime I will put down that the NPC Diversity Pack fulfills the request but is untested with the builds as yet.
-
1 pointI've just approved it, thanks Thor! I've also marked that request as fulfilled in the OP.
-
1 pointAs shocking as it is for me to believe this myself, I just put up by my count north of 115 mod requests. Blame Obsidian for making a flawed masterpiece--emphasis on the flawed.
-
1 point
-
1 pointI would like to give an update to the development of the Revenge of Revan mod. The good news: I, as a developer of the mod, have done my part for the Episode One release - that includes writing dialogue, placement of NPCs/placeables, loot within placeables/NPCs/merchants, and setting static cameras to name a few. All that needs to be done now is a proper bug test to iron out any undetected bugs and to ensure that it can be played from start to finish without game breaking interruptions. The bad news: I am not the team leader of the mod, that would obviously be @Logan23 who is missing in action. Now, during my time in developing the mod Logan has disappeared like this before and when he came back he revealed he had to take a hiatus to deal with real life obligations. Now, when Logan disappeared the first time it didn't really affect the mod because I would simply focus on one module then move on to the next to continue development, but this time around I don't have anything left to continue developing because I've finished everything I could develop alone. If Logan came back tomorrow, a beta could be achieved by January. But alas, real life obligations takes priority over our modding hobbies. But do keep in mind: Logan doesn't say when he is leaving or when he is coming back, I only found out what happened by asking him once he came back the first time. So unless Logan returns I don't know for sure whether Logan is on a temporary hiatus or if he's passed away due to a tragic car accident or something. Now whilst that last bit is highly unlikely, if that is the case then Logan would obviously never be returning and so too would we never hear anything about the status of the mod. So, this is what I'm thinking of doing in the mean time: Dev Diaries. The format of these diaries would be similar to Scorchy's old Kotor 2 Let's Play, the first diary would showcase the changes done to the Jedi Temple at the start of the mod and show off the changes we've made in comparison to the old Demo. There would be multiple diaries detailing a section of Episode One until we reach the end, there would be quite a wait between diaries so if Logan still isn't back after these diaries I'll consider making dev diaries for Episode Two's content. If Logan still isn't back after all that time, the next set of dev diaries will become post-mortem diaries detailing the content that was planned for the other planets as by that point it can be assumed something has happened to Logan. These post-mortem diaries would detail my own interpretations of how these planets should be written, though assuming Logan does come back and we do get to develop these planets my own interpretations for these planet will not be the final product as Logan can veto my ideas he doesn't like for any given reason or he can embrace ideas from other team members whose ideas are better than mine. I have created new NPC characters for Revenge of Revan, some appear in Episode One and some are planned for future Episodes so if we ever do reach post-mortem's I can still continue the Scorchy style format by using Holocron Toolset to position these characters like sock puppets to create a visual of what it is I'm showcasing. Now, I really do hope we never reach a post-mortem stage and that Logan is living well and will be able to see at least some of his mod released for you to enjoy. I would like to ask you all, what do you think of this dev diary idea of mine? Would you like to see these written out and released so you can at least see all the work that has been put into the mod thus far? Or do you have reasons to oppose such a move?
-
1 point
-
1 point
-
1 point
Version 1.0.0
1,070 downloads
--------------------------------------------- Knights of the Old Republic --------------------------------------------- TITLE: Effixian's Extra Robes for JC's Cloaked Jedi Robes AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- This mod requires JCarter426's mod "JC's Fashion Line I: Cloaked Jedi Robes for K1". It adds 9 robes with unique textures, most based on my KotOR 2 versions. Textures with and without gloves are included, which ones get used depends on which install option you picked when installing JC's mod. A merchant by the name of "Effix" gets added to Tatooine's Docking Bay area, he sells all the robes. ------------------------- INSTALLATION ------------------------- Unzip. Run the file "TSLPatcher - Install Effixian's Extra Robes for JC's Cloaked Jedi Robes.exe". ---------- BUGS ---------- None known. Please let me know if you find any. -------------------------- UNINSTALLING -------------------------- Remove from the Override folder: effix.dlg, effix.utc, effixstore.utm, g_a_jedirobe80.uti, g_a_jedirobe81.uti, g_a_jedirobe82.uti, g_a_jedirobe83.uti, g_a_jedirobe88.uti, g_a_jedirobe89.uti, g_a_jedirobe90.uti, g_a_jedirobe91.uti, g_a_jedirobe92.uti, ia_JediRobe_080.tga, ia_JediRobe_081.tga, ia_JediRobe_082.tga, ia_JediRobe_083.tga, ia_JediRobe_088.tga, ia_JediRobe_089.tga, ia_JediRobe_090.tga, ia_JediRobe_091.tga, ia_JediRobe_092.tga, k_ptat17ab_enter.ncs, n_effixh.mdl, n_effixh.mdx, N_EffixH.tga, n_gtmtwlek_coms1.lip, n_gtmtwlek_coms2.lip, n_gtmtwlek_grts.lip, n_gtmtwlek_ques.lip, old_k_ptat17ab_enter.ncs, PFBI01.txi, PFBI80.tga, PFBI81.tga, PFBI82.tga, PFBI83.tga, PFBI88.tga, PFBI89.tga, PFBI90.tga, PFBI91.tga, PFBI92.tga, PFBIA80.tga, PFBIA81.tga, PFBIA82.tga, PFBIA83.tga, PFBIA88.tga, PFBIA89.tga, PFBIA90.tga, PFBIA91.tga, PFBIA92.tga, PFBIB80.tga, PFBIB81.tga, PFBIB82.tga, PFBIB83.tga, PFBIB88.tga, PFBIB89.tga, PFBIB90.tga, PFBIB91.tga, PFBIB92.tga, PFBIBa80.tga, PFBIBa81.tga, PFBIBa82.tga, PFBIBa83.tga, PFBIBa88.tga, PFBIBa89.tga, PFBIBa90.tga, PFBIBa91.tga, PFBIBa92.tga, PFBIC80.tga, PFBIC81.tga, PFBIC82.tga, PFBIC83.tga, PFBIC88.tga, PFBIC89.tga, PFBIC90.tga, PFBIC91.tga, PFBIC92.tga, PFBIJu80.tga, PFBIJu81.tga, PFBIJu82.tga, PFBIJu83.tga, PFBIJu88.tga, PFBIJu89.tga, PFBIJu90.tga, PFBIJu91.tga, PFBIJu92.tga, PMBI01.txi, PMBI80.tga, PMBI81.tga, PMBI82.tga, PMBI83.tga, PMBI88.tga, PMBI89.tga, PMBI90.tga, PMBI91.tga, PMBI92.tga, PMBIA80.tga, PMBIA81.tga, PMBIA82.tga, PMBIA83.tga, PMBIA88.tga, PMBIA89.tga, PMBIA90.tga, PMBIA91.tga, PMBIA92.tga, PMBIB80.tga, PMBIB81.tga, PMBIB82.tga, PMBIB83.tga, PMBIB88.tga, PMBIB89.tga, PMBIB90.tga, PMBIB91.tga, PMBIB92.tga, PMBIC80.tga, PMBIC81.tga, PMBIC82.tga, PMBIC83.tga, PMBIC88.tga, PMBIC89.tga, PMBIC90.tga, PMBIC91.tga, PMBIC92.tga, PMBIZh80.tga, PMBIZh81.tga, PMBIZh82.tga, PMBIZh83.tga, PMBIZh88.tga, PMBIZh89.tga, PMBIZh90.tga, PMBIZh91.tga, PMBIZh92.tga, start_effixstore.ncs --------------------- ITEM CODES --------------------- g_a_jedirobe80 Jedi Lorekeeper's Robe g_a_jedirobe81 Sith Lorekeeper's Robe g_a_jedirobe82 Jedi Archivist's Robes g_a_jedirobe83 Sith Inquisitor's Robes g_a_jedirobe88 Prototype Warrior Breastplate g_a_jedirobe89 Prototype Knight Breastplate g_a_jedirobe90 Electromesh Robe g_a_jedirobe91 Red Electromesh Robe g_a_jedirobe92 Dune Sea Robe ------------------------------------- DISTRIBUTION NOTES ------------------------------------- You can use the files from this mod in your own mod if you simply credit me. -------------------- THANKS TO -------------------- - JCarter426 for making the "JC's Fashion Line I: Cloaked Jedi Robes for K1" mod - Fred Tetra for KotOR Tool ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix -------------------------------------------------------------------------------------------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. -
1 pointI could be misremembering, but I spoke to JC about this a few months ago and from what I recall the consensus was that it could be done without AI VO, but it would be janky and imperfect. A lot of the VO was recorded, but not all of it and some of what's missing would require splicing, or lead to bumpy dialogue transitions or nonsensical sequences. JC can correct me if I'm thinking about a different project.
-
1 pointI don't mean to ruin your ideal vision using AI, but VO was recorded for this... it's just that extensive scripting, placing waypoints, creating dialogue files, creating conditionals and potentially adding placeables jaded many modders from doing this in the past, myself included. I don't think AI VO is necessary, unless JC says otherwise as I'm 99% sure he has the list of audio for such a project.
-
1 pointLooks Amazing. I have a square monitor so it's a bit squished for me, but I'm getting a widescreen monitor soon so it doesn't matter. Definitely is a 5/5 though. Also it'd be cool for those who are starting their first playthrough of K2 with mods using those so they don't get some of the bad guys spoiled for them. Love it.
-
1 point
-
1 point
37,201 downloads
Thorium charge mod. Author: Darth Gil If you don't want to search for a thorium charge to blow up the mandalorian cache door on Dxun then this mod for you! It adds a thorium charge to the mandalorian corpse near the cache door. Installation: extract all files in the archive (except readme, of course) to Override. -
1 point
Version 1.0.0
2,300 downloads
Re-texture of PFHA04, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHA04 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
1 point
Version 1.0.0
13,605 downloads
Re-texture of PMHB05, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHB05 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
1 point
-
1 point