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6 points
Version 1.0.0
86 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
48 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 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
32 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 1.1
56 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. -
2 points
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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
70 downloads
High quality floor textures. The goal was to retain the original look while improving the clarity of the various floor textures. The Peragus grate texture, was really low resolution and terrible quality so it has been remade. The grate flooring into Atris' room was also low quality and repared using another grate texture. Many others required manual cleaning. Almost all textures are doubled in resolution and with a tiling trick brought to 4x original. -
2 points
Version 1.0.0
95 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 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 points
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2 pointsSo there's some bad news and good news. This mod hasn't been properly updated since the 2010s, so MVE compatibility is very unlikely as of 1.1 as it stands now. 1.2, the next update that'll have Jekk'Jekk Tarr content, shall have MVE directly integrated into GenoHaradan Legacy alongside the Logical Jekk'Jekk Tarr mod. Compatibility shall not be an issue when that version drops as you won't even need to install MVE.
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2 pointsI got it now. Been able to extract and install it with the help of 7-zip. Thanks
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2 points
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1 point
Version 1.2.1
1,680 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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Version 1.5
237,481 downloads
Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/ -
1 pointYes, a functionality like that can be made. Being able to buy/be rewarded with music disks which you can play at the Cantina or other locations would be something that can be implemented. Of course, this would only really be considered once said music tracks are available - but other than that a Jedi Survivor style Juke Box system can definitely work!
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1 pointBroadly, you would need to: Convert the model from one of its currently supported formats to the MDL/MDX format supported by the game. This can be done in a 3D modeling program by importing the model together with one of the existing game models and making some adjustments. Change the item's item type to something else (e.g. Long Sword) by modifying the BaseItem field in the item UTI file. Here is a list of common modding tools. It isn't complete, but it's a good start. Additionally, you would need Blender, 3ds Max, or Gmax for the first part.
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1 pointView File Visas Marr and Female Exile Romance =Visas Marr and Female Exile Romance= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin FILE NAME: Vsas Marr and Female Exile Romance.7z LATEST VERSION: 1.4 CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream PLEASE READ THROUGH THE MOD INFO ON THIS PAGE AND THE FAQ ARTICLE FOR MY KOTOR SAME-GENDER ROMANCE MODS BEFORE ASKING QUESTIONS! 1. DESCRIPTION: In KotOR II: TSL, certain party members can develop romantic feelings for the Exile, even though none of the romances in TSL were given much development, especially if compared to the first KotOR game. Among the possible romance options, only male Exiles can romance Visas Marr, with her romance scene (or at least, the closest thing the game has to one) occurs near the endgame (see below for details, though beware of possible spoilers). What this mod do is to make the Visas romance scene available for female Exiles as well. In vanilla TSL, after the Rebuilt Jedi Enclave sequence and you return to the Ebon Hawk, you will be approached by Visas if your Exile is male, or the Disciple if your Exile is female. In Visas' case, she can confess her love for the male Exile, and the male Exile can agree to her to "look upon" each other through the Force. This mod gets rid of the gender check for the Visas conversation post-Rebuilt Jedi Enclave, so Visas will always be the one who talks to the Exile regardless of the Exile's gender, even if the Disciple joins your party. Therefore, with this mod, female Exiles are also able to enjoy the same Visas scene as male Exiles do, including the romance. Originally, Visas mentions the Handmaiden when she confesses her feelings for the Exile. This mod also checks if the Handmaiden joins your party to that particular dialogue, so with this mod, if you never recruited Handmaiden, Visas will not mention her. This mod also provides an additional component to make Kreia reference the Exile’s interest in Visas, regardless of the Exile’s gender, during the player’s conversation with Kreia. 2. INSTALLATION: First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed since TSLRCM is REQUIRED for this mod to work. !! ATTENTION!! STEAM USERS: If you play KotOR 2 on Steam, DO NOT USE THE STEAM WORKSHOP VERSION OF TSLRCM if you want to use this mod! Instead, use the installer (.exe) version of TSLRCM, which can be downloaded from Deadly Stream here. I recommend reading this Deadly Stream post on why Steam Workshop is NOT recommended for modding KotOR 2. Extract the Visas Marr and Female Exile Romance.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. Run Install.exe. You will notice that this mod provides two installation options: Visas Romance Scene: This component will make Visas’ romance scene after the Rebuilt Jedi Enclave available for both male and female Exiles. Kreia’s Reference to Visas Romance: This component will make Kreia reference the Exile’s interest in Visas, regardless of the Exile’s gender, during the player’s conversation with Kreia. You may choose to install both options, or only one of them. Once you have chosen the installation option(s) you want, point the installer to your KotOR 2 directory and let the installer do its job. If you also have installed N-DReW25's Extended Enclave Tweaks, an add-on to Extended Enclave, go to the "Extended Enclave Tweaks Compatibility" folder, run Install.exe and point the installer to your KotOR 2 directory, where swkotor2.exe is located, and let the installer do its job. When you install this mod, a new folder named "backup" will be created by the installer. Do not delete the folder or any of the files within the folder if you are planning on uninstalling this mod. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: If you installed the “Visas Romance Scene” component, go to the "backup" folder, cut and paste 006EBO.mod into the Modules folder in your KotOR 2 directory. If you installed the “Kreia’s Reference to Visas Romance” component, go to the "backup" folder, cut and paste kreia.dlg into the Override folder in your KotOR 2 directory. If you want to uninstall the compatibility patch for Extended Enclave Tweaks, go to the "backup" folder created by the TSLPatcher from this mod, cut and paste visasend.dlg into the Override folder in your KotOR 2 directory. Note that this step does not uninstall Extended Enclave Tweaks itself. 4. KNOWN ISSUES: None currently known. If you find any other bugs or problems, please let me know. 5. MOD COMPATIBILITY: Any other mod that modifies Visas' dialogue after the Rebuilt Jedi Enclave sequence will likely conflict with this mod, especially for the following files: k_attonend.ncs a_load006end.ncs visasend.dlg The above files are used for Visas' dialogue after the Rebuilt Jedi Enclave sequence, and script that triggers Atton, Disciple or Visas' dialogue with the PC after the Rebuilt Jedi Enclave sequence. The “Kreia’s Reference to Visas Romance” component of this mod modifies the kreia.dlg file, which is for Kreia’s global dialogue. Specifically, this mod removes the gender check to Visas’ romance in Kreia’s dialogue about Visas. In order to improve compatibility with other mods that also modify kreia.dlg, I have set up TSLPatcher to patch the DLG file instead of hard replacing it in the Override folder. If you are using any other mod that involves putting the kreia.dlg file in the Override folder, you must install my mod after the other mod. This mod is fully compatible with danil-ch and Darth Hayze’s Extended Enclave. If you use N-DReW25's Extended Enclave Tweaks, an add-on to Extended Enclave, I have provided a compatibility patch, as noted in the “INSTALLATION” section above. If you want to use DarthTyren's PartySwap mod, you need to install PartySwap first before installing this mod. My Handmaiden and Female Exile - Disciple and Male Exile Romance mod also makes the Visas romance scene available for female Exiles, though Disciple will replace Visas in said scene if you play a male Exile. Unless you want the Visas romance scene available for both male and female Exiles, you do not need to install the “Visas Romance Scene” component of this mod if you want to use my Handmaiden and Female Exile - Disciple and Male Exile Romance mod. The “Kreia’s Reference to Visas Romance” component of this mod is compatible with Handmaiden and Female Exile - Disciple and Male Exile Romance. 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission. I do not use nor support Steam Workshop, so I do not wish any of my mods to be uploaded to Steam Workshop. 7. CREDITS: Fair Strides and DarthTyren for helping with my issues with triggering the scene of Disciple reporting to Carth/Cede after Visas’ romance scene N-DReW25 for giving me permission to make my mod compatible with his Extended Enclave Patch Fred Tetra for the KotOR Tool KobaltBlu for KotOR Scripting Tool tk102 for DLG Editor Stoffe for TSLPatcher; Fair Strides for the updated version THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Leilukin Submitted 12/15/2016 Category Mods TSLRCM Compatible Yes
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1 point
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1 pointIf possible, could you add two shards in it? Asking since, despite my IMMENSE RESPECT for Kreia, not all of use prefer to use her as a party member most of the time due to her severed hand that, despite not being helpless, severely limits the benefits that she'd otherwise gain through stacked combinations of various lightsaber crystals/part upgrades when wielding two lightsabers, whereas other Jedi-capable party members such as Mira and Atton can become a MUCH better selection if you don't mind the lessened (albeit only slightly obviously) exp gain trait that Kreia offers.
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1 point
1,227 downloads
TSL Padawan Robes Redone by L0rdReV@n88 90SK This mod will replace the padawan class robes with new skins. It was inspired by the original art for TSL L0rdReV@n88's Dark Assassin robe has been included as the Dark Jedi Robe. This type of robe was featured in the KotOR 2 dark side promotional art. A couple new and a couple old skins by myself (90SK) here, and I have included new/improved icons here for the items. Notes: This mod is re-releasing L0rdReV@n88 Dark Assassin Robe as a replacement for the Dark Jedi Robe. The remaining skins are based on the default robes, with edits by 90SK Permissions: Please credit L0rdReV@n88 and 90SK for this work for further use. Please do not upload on Steam Workshop THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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 pointPer @th3w1zard1 , co-author of pyKotor and HoloPatcher: It's a rare unused feature of TSLPatcher that's off by default. HoloPatcher has it enabled. Basically tells you if a mod installs to a module directly (.rim/.erf/.mod) when it'd be 'shadowed' by a higher priority file existing in Override. See: https://github.com/th3w1zard1/PyKotor/wiki/Explanations-on-HoloPatcher-Internal-Logic#the-patch-loop Part of step 5. In other words, a mod has injected a file into a module (MOD), but a file in the Override will supersede it. On an unrelated note, why the hell is your game installed in the Users folder?
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1 pointBeen chatting with a few community members, and I've been asked to share some of the other binaries I've come across. Attached below are the binary executables for Kotor 1 Mac, Kotor 2 Mac, Kotor 1 Android, Kotor 1 Xbox XKOTOR KOTOR2sub libKOTOR.so default.xbe
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1 pointI would like to mention my favorite project in this regard. It's unfortunately still far from being complete, but it has much going for itself already. I'm talking of redrob41's upscale. He's released a K2 version, too.
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1 pointNever had any bugs with these, they work as advertised. Pain is simple, but reliable. Good emergency button. Betrayal is a fun gimmick, but suffers from the same issue as Force Confusion: brainwashed enemies just stand there once the others are dead and you have to wait for the 'spell' to wear off before finishing them. The suicide and insanity effects are a very nice touch though. Hunger is perfect. Sith Lord is now worth it for that alone. It's not overpowered, but it is definitely as cool as it sounds. UNLIMITED POWER!!!
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1 pointIf it messes with timers, then I imagine anything related to OnHeartbeat events for placeables/modules/user defines would experience the sort of issues described.
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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 1.0.0
1,607 downloads
High quality skyboxes model fixes v1.0 By Zobizob Description: Kexikus released this amazing skyboxes mod : High quality skyboxes, but while i was working on the models, i noticed there was a little problem with Taris exteriors. Some lights from the buildings were not animated anymore. While i was at it, i also noticed there was a problem with the hideout skybox (not caused by the mod tho, just a missing object in the model from vanilla). Everything is fixed now. Work done and disclaimer : All the vanilla lights animations from Taris buildings are animated again The skybox in the hideout is fixed Install Kexikus mod first, then drop my files into override and replace when asked. Credit: Kexikus for the original High quality skyboxes mod. Kotor discord channel for insights on developping mods for this awesome game. Permissions: You shall not use this into your own work without asking Kexikus authorization, as he is the original authors. I only fixed the models, nothing else. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 pointI beat the mod. Or at least whats on the planet itself. That was great. Not perfect, but great which is pretty dang close. I seriously haven't had this much fun with a Kotor mod since I was a little kid playing BOSSR or the old Yavin 4 mod when those mods first came out. This was a blast from the past. And the writing was way better than I expected. Well, It would take me a looooong time to explain what I loved most about this mod, so I'll just focus this review on the few things I think could benefit from some improvement. -consider populating Sleheyron with various types of citizens even with the Iridonians walking around from start to finish. It feels weird without them, regardless of story. -make the one-text dialogue with characters like Sith and Iridonians not transition into full dialogue sequences, but just react like other simple NPCs with a text bubble only -Having a lot of areas look just like Taris again, even if it wasn't the exact same module, was still slightly immersion breaking. Please consider reskinning these areas in any way you like, just make it different. You already did this half the time with these modules and it worked well. -this might just be me, I'm not sure, but Rudos shop module is completely broken. The walls and floor are missing. I am running a clean install of the game, outside a resolution mod and some icon texture mods. I even reinstalled the resolution several times to see if that made a difference, the room is still bugged. If this is just me, I'm at a loss as to what could be the cause of this. -Some enemies give way too little experience for what they're worth. The (very neat) reference to the special NPC you fight in the Czerka lab is worth like 30XP which is a joke considering how tough he is. -Try to see if you can make a custom Sleheyron-themed door for all these modules. Having the doors not fully cover the entry/exit just feels kinda odd -Although I think the splicing of modules was really cool to see, it sometimes leaves holes in level geometry. Some weren't so noticable, others glaringly bad. -My biggest gripe with the mod, A few of the modules have absolutely terrible level transition boxes. I think it would be best to just edit the module so that you add an extra hallway that connects to these transition areas instead. This was most noticable in the Czerka lab area. This was frustrating and confusing at times. I'd give it 4.9/5 if possible but we don't have that so I'll settle with 5/5 Oh and what you did with Vanasseus, you're insane man lmao that was too funny
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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
310 downloads
MODDER'S RESOURCE FOR STAR WARS: KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS This modder's resource includes models and textures of Jolee, Juhani, Mission and Zaalbar that are ported from KotOR 1 to be usable in KotOR 2: TSL. I have also included character templates (in UTC format) for them, allowing you to spawn them as NPCs in your mod. This resource is made because Jolee, Juhani, Mission and Zaalbar never make any physical appearance in TSL, thus their textures and models do not exist within TSLs game files. However, both appearance.2da and heads.2da of TSL, including vanilla, still include entries for these characters, so if you want to make them appear as NPCs in TSL, there is no need to create extra entries for them in said 2DA files. PERMISSION: This modder's resource is free to use in any mod you create or release. Credit is appreciated, but not required. CREDITS: Cortisol for Holocron Toolset bead-v for MDLEdit -
1 point
13,474 downloads
Original Review on Filefront: Masks are as much a part of Star Wars as Wookiees or the Sith. The only problem with those masks like I said in my review of Shem's KotOR I version of this mod is that they look a bit... silly. Very few masks have the certain something needed to make the wearer look cool. Now if you're like me and of course my good friend Shem you think the same thing. So how do we get rid of the eyesores that give us enhanced feats, attributes, and skills without giving up the bonuses that come along with them? Well that is where Shem comes in. He has devised an ingenious way to get rid of them without giving up those certain bonuses. The solution is just to make them invisible. By using the "Null" model in the game and renaming it to portray all of the default masks in the game he has successfully made them invisible. So no more of the "should I wear this mask or does it make my character look stupid" dilemma. You can just get an invisible mask on and wear it with pride. So I really have to say awesome job Shem. Not only did you make all of those fashion statements you did it for both games! So really GOOD JOB. Now to all of you TSL freaks who have been itching to get your hands on this... Enjoy! Also, sorry for the long delay everybody. Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future. -SithRevan -
1 point
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1 point
Version 1.0.0
921 downloads
Author : RedHawke 02/17/05 Version 1.0 ============================================================================ This simple mod adds a metalbox into the Medical Storage room at the beginning of the game, along with some basic items to begin the game with, a belt, gloves, 1 medium power level 1 implant, and 1 low end level 2 implant, along with some credits, chemicals, and components. It also adds some additional reasonable items to the Security Room's Large Locker, I was surprised there were no actual security type items in that locker so I fixed this, all the items fit into the story and game level (IE NO Blasters or Incindiary Explosives)... a new datapad is included explaining these items as well. Basically it adds some Stun Batons, Vibro Weapons, Mining Laser Pistols, Ion and Sonic Grenades, and a few extra surprises, explained in the datapad! Surprise Items Below. Installation Instructions: ----------------------------- First, if you have not already done so, create a folder called "Override", without the quotes, in your KOTOR2 directory. Unzip these files contained in the .zip, except the Source folder, into your KOTOR2 override directory, and as this mod is for the very beginning of the game... start a new game. Uninstallation Instructions: ----------------------------- Simply delete these files from your override directory. Giveitem Item Cheat Console Codes: --------------------------------------------------- rh_shield_02 - Arkrainian Renewable Energy Shield (Unimited Charges Arkranian Shield) rh_melee_01 - Prototype Vibro Sword (+2 Enhancement Bonus, BF: Finesse Melee, Fully Upgradeable) rh_melee_02 - Prototype Vibroblade (+2 Enhancement Bonus, BF: Finesse Melee, Fully Upgradeable) rh_melee_03 - Prototype Vibro-Double Blade (+2 Enhancement Bonus, BF: Finesse Melee, Fully Upgradeable) Acknowledgements: ------------------------------------------------ A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. Also a very appreciative thanks 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. Bug Notes: ------------------------------------------------ Bug reports, if any, can be directed to the Holowan Labs, to the appropriate thread for this mod. Most likey a thread titled... "Beginning PC Items Mod is now up at My Site" http://www.lucasforums.com/forumdisplay.php?s=&forumid=324 -
1 point
Version 1.1
5,115 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.
