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Showing content with the highest reputation since 12/01/2024 in all areas

  1. 6 points

    Version 1.0.0

    15 downloads

    BOSSR Recreated Movies Please rate this file before you scamper away. Thanks! Mod Description: To wind up my efforts to modernize Silveredge9’s Brotherhood of Shadow Solomon’s Revenge, I decided to concentrate on the pre-rendered videos (BIKs) that came with that mod. Though I previously made a replacement for the BOSSR specific “Legal Screen” video – available separately here – these 3 cover the other 3 BIKs. Namely, the flyby of a Hammerhead vessel (the Orion), a duel between Solomon and Shadow, and the BOSSR-specific credits video. The new videos are in 1920 x 1080 resolution. There are two options for the live_13.bik video. (Both videos can be seen on the mod download page.) But I think seeing it in action would probably be more convincing than just writing about it. Here's the BEFORE video, taken from the original mod. And here's what the AFTER version using a modern computer and having upscaled textures. This is Version 1 of the Credits BIK And here's Version 2 of the Credits BIK. And here's the video where the Hammerhead Orion does a fly-by past the camera. The original video in the mod only had "Brotherhood of Shadow" rather than the full title as it was taken directly from the original version of the mod. This has been corrected here. A Reminder: BOSSR is not compatible with the KotOR Community Portal Mod Build. If you’re using that, then you should NOT be installing BOSSR or this mod with your setup. Installation: Drop the BIK files into the Movies folder. You’ll have to choose only 1 version of the live_13.bik video which are in separate folders. If you play in a resolution below 1920x1080, you will need to manually downscale the cutscenes to match your chosen resolution. If you are playing with no widescreen modifications they will need to be downscaled to play at *native movie resolution* [I forget what this is, something asininely small like 800x600?]. If you are using widescreen and have NOT added in other cutscene mods or edited your executable to allow for widescreen movies, you will need to enable this functionality. See this video for more. [https://www.youtube.com/watch?v=bA5l6HVs4Y4]. If you do so and experience cutscene minimization, you should double-check your edited hex values. If the issue persists, you may need to manually rescale these cutscenes to precisely match your chosen widescreen resolution. Uninstall: Remove the files from this mod that you placed in the Movies folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Special Thanks: JCarter426: Created the live_12 and live_13 videos - with the exception of the BOSSR logo – entirely by himself. His videos are included with his permission and with my thanks. 90sk: Adding an outline to the made-from-scratch BOSSR logo. Basil Bonehead: Animating the moving BOSSR logo in the “BOSSR Live 11” video. Dark Hope: For creating the Shadow textures that I used in the “BOSSR Live 11” video. They are available here. Snigaroo: He helped tremendously with the Installation instructions you find above. If this mod works for you, it’s mostly due to him.
  2. 5 points

    Version 1.0.0

    62 downloads

    This mod will replace and update texture files. To Install 1. Download: Aqualish 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
  3. 4 points

    Version 1.0.2

    55 downloads

    This is a fix spotted and requested by @Salk I have since spotted and added an extra fix for the door showing through the wall. It seems as if there is either a gap in the walkmesh ( which I couldn't find ) or K1 does not consider both sides of the faces of a walkmesh because this issue is not present in my port of K1 to TSL. Either way, here is a quick fix for that. Installation : Put the following files in your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Uninstallation : Deletefile the following files from your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Thor110
  4. 3 points

    Version 1.0.1

    7 downloads

    This mod adds spice, a class of narcotic found in the Star Wars galaxy, as a new consumable item type to the game Star Wars: Knights of the Old Republic II - the Sith Lords. Spice may be consumed by any non-droid member of the party, activated as a medical item. Each variety of spice has different effects. Similar to stimulants, the effects of spice do not stack, so only one dose of spice may be used at a time; however, a dose of spice may be used in addition to stimulants and other effects. The effects of spice last for 120 seconds per dose. Use of certain spice leads to withdrawal, which lasts for 30 seconds after the dose wears out. A high Constitution score will reduce the length of withdrawal. Spice item drops have been placed throughout the game where thematically appropriate. Spice may also be crafted at any lab station. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). TSLPatcher may warn that .mod files already existed and were skipped during installation. This is normal and means that this mod's installer patched the files you already had from another mod rather than installing a new one. This mod only supports the English language version of the game at this time. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one. Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in to your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Delete all other files installed by this mod from your game's Override folder. Compatibility This mod uses combat shot item variations 101 through 112. Known Issues Some effects of spice will stop functioning after you transition areas. It did not seem possible to resolve this without editing the party AI, which would introduce the possibility of compatibility issues with other mods. While testing, I had an occasional issue with hallucinations being visible after they were supposed to disappear. They will disappear properly after loading the area again. Consider this a symptom of psychosis. Credits KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides ERFEdit—stoffe & Fair Strides K-GFF—tk102 NWNSSCOMP—Torlack, stoffe, & tk102 xoreos tools—xoreos team https://xoreos.org/ License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
  5. 3 points
    Some of the "engrish" is more due to the author being from England instead of Canada/America like the Bioware writers, there are a couple of glaring errors but nothing too "egregious" in my opinion. If anyone fixes it, wither Thor/Myself or anyone else, it could only help to better the mod though, so I'm all for it. I've not got too much time on my hands lately though, hoping someone takes a look at it.
  6. 3 points

    119 downloads

    Default Hilt Replacement Mod 2024 ---------------------- Kaidon Jorn - November 2024 This mod will replace all of the default game's lightsaber hilt models and adds new 3D blade models and textures - courtesy of Crazy34 and his crazy awesome modder's resource. I have, of course, tweaked his blade textures again to my own preferences and increased the ambient lighting glows by 0.2 on all single and double bladed lightsabers (short stayed the same). In this version I've removed most of my old hilt models and replaced them with ones that may have never been released before, but if I didn't replace the entire model then I remapped and reskinned that previously existing model. All saber icons have been remade to be consistent with my SLM2024 icon backgrounds (I know I said I wouldn't, but to heck with that). Much thanks to Crazy34 for use of his new 3D blade models and textures and thank you to Deadly Stream for hosting all my mods. To install run the .exe and choose the location of the game (not the override itself). To uninstall take them all back out.
  7. 2 points

    Version 1.0.0

    4 downloads

    Description: This is a quick little retexture I made that replaces some of the textures on the Ebon Hawk to look mildy repaired. It has the damaged "Wiring/Broken" texture from the damaged Ebon Hawk with the scaffolding seen in the fixed ship put over top. I'd like to imagine that the Peragus miner's and mining droids didn't have the right parts to 100% keep the inside of the Ebon Hawk looking clean and properly fixed up, and they only had the scaffolding/spare parts to fix up the ship to the point where it won't fall apart. It also gives the perspective of the ship being more scrapped and damaged, the exile and her party making do with the mildy intact ship. Note: The textures can look a bit wonky in a few areas, but that's due to how the texture's are laid out originally on the model. Won't do much to fix all that, since I just wanted a simple retexture. Sometimes you won't notice unless you pay attention to it. Additional: An Ebon Hawk retexture can be seen in the screenshots. This is NOT apart of my mod, but it is from Laast's "Ebon Hawk Revisited" mod here: https://deadlystream.com/files/file/2338-ebon-hawk-revisited/ Installation: Extract the .zip and copy the .tga files in the folder to the Override folder in your TSL directory. Delete any files with the same name that end in .tpc or .dds. Credits: Obsidian/Bioware for the original textures GIMP Holocron Toolset for file extraction You can use these retextures in your own mod as long as I am credited and they are repurposed.
  8. 2 points

    Version 1.0.0

    5 downloads

    Modder's Resource Weapon Icon Backgrounds Kaidon Jorn - Dec 2024 These were the backgrounds for lightsaber icons that I used to use for my old HotOR, SLM, and DHRM mods. They are in .tga form on transparent backgrounds at 600x600 IIRC. Not sure if anyone would want to use them but here they are if you do. -KJ
  9. 2 points
    Hi there ! Sorry mb it's me i don't understand the Jedi Warden thing ? Is this a K2 feat ? So yesterday i released a proper trailer for the work in progress for the Endar Spire section. My goal with the mod is to apply more or less the same philosophy to every locations of the game in the very long run. This work would not be possible without the authors credited in this video and in the video's description. I do not want to release the alpha build without any proper content to go alongside it, and the Endar Spire will be the first piece. I am looking forward to complete the crystal cave aswell and revise most of the weapons until Dantooine. I'd love to cover the entierty of Taris, but its going to take a lot more time, so the Alpha build will release before this. Once the alpha build is released, i'm gonna delete this threat and open the proper one.
  10. 2 points

    Version 1.0.3

    25 downloads

    -------------------------------------------- Knights of the Old Republic - The Sith Lords -------------------------------------------- TITLE: Sith Head AUTHOR: Blackrock ------------ INSTALLATION ------------ Unzip and move all files to Override folder. ----------- DESCRIPTION ----------- This mod is a replacement head for pmhh01 with portraits. Enjoy ------------ UNINSTALLING ------------ Remove from the Override folder pmhh01.mdl, pmhh01.mdx, PMHH01.tpc, PMHH01d1.tpc, PMHH01d2.tpc, PO_PMHH01.tpc, po_PMHH01d1.tpc and po_PMHH01d2.tpc.
  11. 1 point
    Happy new year KotOR friends!
  12. 1 point
    There is an Xbox specific version of TSLRCM available now. Try that out.
  13. 1 point
    Thanks to @Snigaroo for pointing out, for users of TSLRCM it didn't execute a script for an influence increase - this has now been re-added & uploaded as a new version. Feel free to download the latest version & replace your current install if you're using it.
  14. 1 point

    Version 1.0.0

    11 downloads

    Changes the Security skill bonus from Wisdom to Intelligence.
  15. 1 point
    Excellent work on the cinematics, it brings BOSSR's Movies up to modern standards, and is a very welcome MUST have addon for BOSSR! Thanks for your hard work Sith Holocron!
  16. 1 point

    Version 1.0.0

    12 downloads

    Separated the upscaled loading screen and the alt version from my K2 Cutscene Rescaled mod. Disclaimer This mod only includes the enhanced legal screens. Adjusting your game to the preferred resolution is necessary. Installation - Download your the zip for your resolution. - Extract the preferred legal screen file (legal.tga) into the "override" folder in your game installation directory. Alts - Features an alternative legalscreen option. (or even 2 versions when using the 3440x1440 resolution)
  17. 1 point

    Version 1.0.0

    7 downloads

    This simple re-texture makes the trees on Dantooine look like cherry blossoms. To install, extract the files and place them in the override folder of your KotOR2 directory. To uninstall, remove the files from the override folder.
  18. 1 point
    The basic idea for this mod request is pretty simple. Upon becoming a Jedi on Dantooine; reset the PC to a level 1 as Jedi class, removing all feats/skills/attributes gained from their original class and levelling, then restore their experience points and allow them to level up completely as a Jedi. Essentially this would remove the need to restrict your level to 2 to max your Jedi levels, and the need to radically change your playstyle to do so. Instead you could level up normally as a Soldier/Scout/Scoundrel, while still becoming the best possible Jedi. One issue I can see with this is the Force Sensitive feat. Removing the Force Sensitive feat might be better for balance, but I am unsure if it is used in scripts etc. so being a little OP isn't too big of a deal. I think this would actually be a fairly simple mod, I assume all of this could be done with a script, probably just replacing the same one that allows you to become a Jedi normally? But I just can't wrap my head around scripting. So I thought I would place a mod request. P.S. I am aware of this mod. However I would like to follow the normal path and actually become a Jedi on Dantooine
  19. 1 point

    Version 1.2

    29,766 downloads

    Summary This mod adjusts the wearable Mandalorian armor items to make their appearances consistent with that of other Mandalorians in the game and to fix various other oddities associated with them. The main part of the mod concerns the Class 9 Mandalorian armors (Mandalorian Battle Armor, Mandalorian Heavy Armor, and Mandalorian Assault Armor). These items will now follow the usual blue/red/gold ranking system. There are two options for this: With Option A, the armors use the Class 9 model. Mandalorian Heavy Armor and Mandalorian Assault Armor are given new textures, recolored red and gold variants of the Mandalorian Battle Armor. With Option B, the armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances. Both options also include the following: Class 9 Mandalorian armors have new icons to match their appearance with each option Class 8 Mandalorian Armor has a new icon with the correct appearance (previously it looked purple) The Mandalorian helmet plot items have new icons to match their appearances (previously they were both blue, even though neither was dropped by a blue Mandalorian) The Mandalorian Commander on Kashyyyk drops Mandalorian Heavy Armor to match his red appearance (also, I believe this item couldn’t be found anywhere in the game before) Finally, there is a third Extra Textures option with texture overrides for the NPC Mandalorians (and disguise appearances). They tone down the shaders a bit, matching what I did with my Shader Fixes for K2. They can be installed alongside Option A or B. Installation Run Mandalorian_Armor_K1.exe. Select which version to install. a) With Option A, Class 9 Mandalorian armors are recolored to match their usual ranking system (blue/red/gold). b) With Option B, Class 9 Mandalorian armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances (blue/red/gold) with full body armor. Click "Install Mod" and select your game directory (default name SWKOTOR). The Extra Textures can be installed alongside either Option A or B. If you want to install these, run the EXE again, select the Extra Textures option, then install to your game directory as before. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod replaces the unused PFBH07/PMBH07 texture variations and uses plot usable item variation 111. Some users have experienced side effects after prolonged exposure to disguise items. It may result in a character's appearance being permanently changed. There is no confirmed prevention method at this time, but it can be treated via editing the save game file. If Option A is installed, it will overwrite any other alterations to the Mandalorian Assault Armor. Currently, TSLPatcher cannot remove nodes from files, so a hard edit was necessary to remove the disguise property. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe K-GFF – tk102 KOTORMax – bead-v NWMax – Joco tga2tpc – ndix UR Disclaimers FOR MANDALORE!!!!!!! Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  20. 1 point

    Version 1.0.0

    13,271 downloads

    This mod will replace and update Jolee Bindo texture files. The head has not been published. It contains materials from another author. I can send it in a personal message.
  21. 1 point

    Version 1.0.0

    979 downloads

    This mod will replace and update texture files. To Install 1. Download: Uthar 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.
  22. 1 point

    Version 1.0.0

    804 downloads

    This mod will replace and update texture files. To Install 1. Download: Ithorian HD.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
  23. 1 point

    Version 1.0.0

    815 downloads

    This mod will replace and update texture files. To Install 1. Download: Qarren HD.rar 2. Installation required JC's Dense Aliens for K1 1.0 (https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/ ) 3. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 4. Remove N_QuarrenH01.tpc, N_QarrenB01.tpc. When/if prompted to overwrite files, press okay. 5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
  24. 1 point

    Version 1.0.0

    252 downloads

    This mod will replace and update NPC clothing F texture files. To Install 1. Requires installation of K1 Lite Upgrader 1.3. 2. Download: NPC clothing F 3. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 4. When/if prompted to overwrite files, press okay. 5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. omment or endorse! (It would be much appreciated) Made with love.
  25. 1 point

    Version 1.0.0

    247 downloads

    This mod will replace and update NPC clothing M texture files. To Install 1. Requires installation of K1 Lite Upgrader 1.3. 2. Download: NPC clothing M 3. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 4. When/if prompted to overwrite files, press okay. 5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. omment or endorse! (It would be much appreciated) Made with love.
  26. 1 point
    TSLRCM related threads should be made in the TSLRCM section, not the Mod Releases section. An Admin will probably move this thread there for you, but in the future that is the place you should direct these sorts of questions to. The problem sounds like a problem on your end, everyone else seems to be able to download TSLRCM from here without any trouble. If the download says 0 bytes and just goes on forever without ever increasing, have you tried cancelling the download and starting again? Have you tried turning your computer off and then starting again? Have you checked your wifi to ensure you have a good connection to be download such a large file? Do you have enough space on your computer to download the 131.56 MB file that is the TSLRCM installer?
  27. 1 point

    Version 1.0.0

    4 downloads

    Here is Ahsoka Tano(rebels)from the Force Arena Extract the skin file to base folder in Gamedata. Npc spawn Ahsoka_Tano_Rebels Animation and sabers not included. THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™
  28. 1 point
    You haven't, and the fact that the link is unavailable is the proof of this. If you check the first post of this thread you will see the following quote: All you have done is attach your mod to a post, that isn't the same as uploading it to the site. You go to the download section, and you click on the big blue "Submit a file" button on the top right corner and that will take you through the menus to upload your mod to the site proper. Once it is uploaded, an Administrator will have to approve the mod before it can be seen by the public. On it is approved, a thread will be auto-generated for you in this mod releases section. Trust me, even if your attachment wasn't broken all it'd take is ten or so mods to be uploaded to the download section and this very thread will be drowned out and hidden from the community because no one goes looking for mods in the Mod Releases section, they do that in the download section. I hope this helps
  29. 1 point
    As is mentioned about Bug Reports in this post, links are required for assistance. I think you'd definitely need to provide the links to the two mods that N-DReW25 pointed out but providing links for all of them would be for the best. (Yes - even if they are on this site.)
  30. 1 point
    It's problematic. For one, it would be a male only item since there is no female version. Furthermore, there's 2 3D robe models (Jedi and Master) for players/party members, you can't really* have only one item use another model. * You can use the Revan/Starforge robe model "slot" to use a new 3D model, but you can then only use one mod that does that. You also need to fix Atton's entries for this "slot" (columns in appearance.2da) because he doesn't have any values there, which causes a crash if he tries to equip the item. All in all, tricky business.
  31. 1 point
    Happy birthday! Have a great day
  32. 1 point
    And we're back again, with SH another year older and still with Qui Gon Glenn a bit younger. 🎉 Happy birthday!!!
  33. 1 point
  34. 1 point
    I will do. This isn't possible to do. I have been trying to do so for a long time now, but the kotor modding community is relatively small, the game has a lot of bugs and requires specific know-how to work with. Early on I had hoped to get the entire community involved in the project, but it just didn't happen. There is also a lot of debate that revolves around which game is better or which version of the games are superior. Some of these things would have to be figured out before moving forward with a large team, though I have tried to support all versions of the game on my own so far. I am more than happy to hear what people have to say, I just wanted to point out the reason why some things haven't been done. Would love to spend every waking moment working on this project sometimes, but I also have a lot of other projects that I work on and not enough time to do so. Here's to hoping that I can indeed one day finish the project, but I wouldn't hold your breath as the scope and scale of it is almost inconceivable.
  35. 1 point
    View File AQUALISH HD This mod will replace and update texture files. To Install 1. Download: Aqualish 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 Submitter Dark Hope Submitted 12/03/2024 Category Mods K1R Compatible Yes  
  36. 1 point
    I 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?
  37. 1 point
    No, you don't use an extension, just the base script name. Seems like that function was cut, along with a bunch of others. You can check nwscript.nss in the Override folder to see the available functions. It's what your script is compiled against. There are some functions that would display floaty text: void DisplayFloatyFeedback(object oObject, int nStrref); void ShowHint(int nMessageStrRef, float fDurationInSeconds); void ShowDialogBox(int nMessageStrRef, int nShowCancel, string sOkScript, string sCancelScript); But they requires a StrRef (i.e. a string in dialog.tlk) which is kind of a pain in the ass. There are also the various debug Print functions for outputting to a log file, but just like KOTOR they presumably won't work in the release version. Talking about cut functions, it seems GetPlayer() is the replacement for GetFirstPC(). One thing you could do to determine if the script is working is have the player do an animation, or apply some VFX. You could also use this as a sort of half-assed alternative to a log file. Do some checks of the global states after you have changed them and play various animations based on whether they return the value you want or not. But even random StrRefs from the TLK would work as well I guess if you want to use DisplayFloatyFeedback. Choose StrRef 375 for a laugh.
  38. 1 point
    Finally! Here is a patch of sorts to fix the Coruscant Knight's lightsabers to how I originally wanted them. Just had to remap and detach the faces on the model since it was mulching the UVW map or whatever. YAY. Well I finally got it mostly correct, but the grip area still has a bit of a problem with stretching the texture. Will continue to tinker with it and I'm forming an idea for the next version of the mod which will make saber building a bit more complicated. c_knights_remapped.zip Unzip this folder and drop the models and texture into SLM's patch data folder and let overwrite. Then just copy to override.
  39. 1 point
    Is there a difference between the two globals? / Are both required (Are they both created by you)? This is what is wrong with the modern community, it's a free-for-all or some 'old timers' don't want to make room for fresh blood! That's how a community dies eventually. Had my fair share over the years on other forums but I ran into one when I started with Kotor modding unfortunately, although I couldn't care less & I just do my own thing 😅. I'm assuming the .dlg file & .ncs files are the ones you copied to override right (You don't need to .nss)? You will need to reload the game after doing that so the game loads the new files in your override folder, then find the npc/object that starts that dialogue & it should execute the script. As DP said, it would be worth also adding some sort of debugging to see if the script is actually being executed. I'm not familiar with Jade Empire, it's not something I've ever played before so can't help on that front!
  40. 1 point

    Version 1.0.0

    51 downloads

    This is a trio of specially named robes that only the player can wear, that use the player's name. The first set can be found on the Harbinger, alongside the armband, while the second and third can be crafted at level 15 and level 20 respectively. Neither have a skill requirement, so long as you have components and are the right level, you can craft them. As you can see, they're based on Jedi, Jedi Knight, and Jedi Master robes, but have a grey colour palette instead. They provide a slightly greater defence bonus than you'd get from typical robes, and also come with minor health and later Force regen as a little bonus. I wanted something useful but not overpowered. To install, extract the folder contained in the .zip, and run the TSLPatcher.
  41. 1 point
    Hello! I wanted to ask if this mod is compatible with, if at all, R2-X2's Repeating Blaster Attacks Restoration. It received an update the 16th of November this year and given the Improved AI mod includes a compatibility patch for it (along with this mod itself suggesting using Improved AI alongside it), it made me curious if it's also possibly recommended as long as the Improved AI compatibility patch is being utilized as well.
  42. 1 point
    To anyone who has asked for help or had questions about either my mods or anything else, I apologize for being slow to respond. My family has been in the process of moving to a new apartment and I won't have much time to work on anything until we're settled in. In the meantime, I will try to respond when I can.
  43. 1 point

    Version 1.0.0

    15 downloads

    This was made as a request for @KiraYamato It adds two shuttles to the empty bays on Telos. It's far from perfect, I still need to tinker with the lightmaps a little but for now I have done as much as I can. This is still a bit of a WIP but I might not get around to fixing the lightmap issues. Thor110
  44. 1 point
  45. 1 point

    Version 1.0.0

    18,102 downloads

    Re-texture of Astromech droid, for Star wars: Knights of the Old Republic. Texture Resolution 2048X2048. 1. Download: DrdAstro HD International Global mod 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)
  46. 1 point
    hey so im trying to get it to work but im having problems with it, it either crashes is character creation or when i get into the game it doent load my character for the most part tho it just crashes the game
  47. 1 point
    Great mod! Good for new players who don't want the story being interrupted by the party being killed in combat, and also for 'powergamers' who need a new challenge for their perfectly built characters.
  48. 1 point

    Version 1.1

    17,257 downloads

    This modification alters the alignment of various npcs to match their allegiance and characteristics, since in KotOR BioWare left everything neutrally aligned with few exceptions. Through this, "vs. alignment group" properties now have more opportunities to take effect as they should. Unlike in the sequel there's no Force Sight so I didn't get too fancy - it's mostly just set values all across the board to ensure everyone is firmly sitting in their respective sides. No longer will the game regard Darth Bandon as this misunderstood Grey individual, but instead as the smug good-for-nothing slimebag we all know him to be. _____________________________ What will this change, really? In terms of combat, the Solari crystal will work fully against every Dark Jedi (and more) you come across. Of course they now have a different fp usage dynamic as you would expect so it more or less balances itself out. What if I'm Dark-Sided? The Mantle of the Force crystal can remove your lightsaber's light-side restrictions. Also don't forget, mods that add items with bonuses versus alignments will benefit from these changes too, so you don't need to limit yourself only to what exists in the base game! Compatibility... As long as you install this mod last there really shouldn't be any issues other than different mods hard overwriting my changes, in which case they will take no effect, but nothing too serious. Due to the number of files this mod entails, it is very likely that any other mods that edit .utc files via override will coincide with the ones my modification references. _____________________________ Credits: Fred Tetra for Kotor Tool. stoffe for TSLPatcher and ERFEdit, updated by Fair Strides. The Deadlystream community for being an all-around helpful bunch.
  49. 1 point
    I like the idea, but (in my case) it breaks the HK-50 on Peragus. After the first encounter with the droid, I'm unable to talk to him again after I leave the conversation. Removing this mod from my override fixed the issue.
  50. 1 point
    Sorry to necro, but this is not true: prior to the Steam update, there was no option. For example, the version of the game on gog.com does not have an option to disable speed blur, so this mod is definitely useful. Thanks!