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  1. 6 points

    Version 1.0.0

    98 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
  2. 5 points
    Please 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
  3. 4 points
    Hello, 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.
  4. 4 points

    Version 1.0.0

    24 downloads

    Vibro Weapons with vibration effects. All vanilla vibroswords, vibroblades, and vibro double-blades updated. Toasty Fresh vibro models were used as a base and each texture was color matched to the vanilla style. Vibrocutter and Ludo Kressh's War Sword now have their own unique textures and icons. Vibration and motion blur effects were added to the blades. 4 Vibroblades Vibrocutter - vibrocutter Vibroblade - w_melee_05 Zabrak Vibroblade - w_melee_10 Tehk'la Blade - w_melee_27 3 Vibroswords Vibrosword - w_melee_06 Echani Vibrosword - w_melee_21 Sith Tremor Sword - w_melee_22 5 Vibro Double- Blades Sith War Sword - w_melee_12 Vibro Double-Blade - w_melee_15 Trandoshan Double-Blade - w_melee_20 Zhaboka - w_melee_28 Ludo Kressh's War Sword - w_melee_x12 Credit: KoTOR Weapon Model Overhaul by Toasty Fresh - 3 models/textures were used as base KOTOR Blender
  5. 4 points

    Version 1.0.2

    61 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
  6. 3 points
    Presumably the actual Tulak Hord mask:
  7. 3 points

    Version 1.0.0

    8 downloads

    Description: The Plateau in the polar region of Telos always felt like you were meant to be kind of lost and blind finding the entrance to the Polar Academy. I think the fog helps with that, even though you know the area from playing before. I've also done a loading screen and edited the map so it seems like the crashed shuttle and Academy entrance are your landmarks. Installation: If you're playing with the Aspyr Patch, I'd recommend using J's 3C-FD Patcher to fix fog for TSL. Just drop the files after extracting the .zip archive into your override folder. The .are is necessary for the fog, but lbl_map261tel.tga and load_261tel.tga aren't required for the fog to function. Delete/overwrite any files with the same name. Credits: Holocron Toolset by Cortisol JC's Loadscreen template modders resource GIMP
  8. 3 points
    It'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
  9. 3 points

    Version 1.0.0

    37 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/
  10. 3 points
    @Salk This ended up being super quick and easy:
  11. 2 points

    Version 1.0.0

    18 downloads

    Rebalancing of the Taris duelists. SUMMARY This mod re-equips and rebalances the Taris duelists, aiming to give them more variety, smooth out their difficulty curve, and make the fights a bit more challenging and engaging overall. Almost all duelists have had their stats or equipment tweaked to some degree to make them more distinct in both appearance and combat while ensuring a natural progression in difficulty between fights. Twitch has undergone the most extensive changes and should now be significantly more challenging. Each of the human duelists gets a different set of level-appropriate light armor, instead of all wearing the same armor as they do in vanilla. Certain duelists have had their AI tweaked for improved behavior. Detailed changes to each duelist are listed below. This mod is not intended to dramatically alter the difficulty of the dueling arena but it will make it harder overall. Note this mod will only work on saves from before entering the Taris cantina for the first time. DETAILS For consistency, all fighters have had their base HP set to 8*level. For most fighters this results in minor changes and is only noted below where the difference is a significant fraction of the original HP. Deadeye Duncan Duncan is supposed to be bad, so no changes. Gerlon Two-Fingers CON: 10 -> 12 Armor: Light Battle Armor -> Zabrak Combat Suit Gerlon is equipped with a Zabrak Combat Suit, increasing his defense by +1 compared to vanilla. His CON is raised from 10 to 12 for a little extra HP and Fortitude. Ice Armor: Combat Suit -> Echani Light Armor Grenades: CryoBan Grenade Ice is equipped with Echani Light Armor, increasing her defense by +1 compared to vanilla. Ice is supposed to have the Power Blast feat but doesn’t use it due to an AI bug. She now has an updated AI script which let her use the feat to deal some extra damage. Going along with her theme, she will also use a CryoBan grenade in combat. Marl Feats: Master Critical Strike -> Improved Critical Strike; Armor: Combat Suit -> Cinnagar Weave Armor Marl is equipped with Cinnagar Weave Armor, increasing his defense by +2 compared to vanilla. His Master Critical Strike feat which he technically shouldn’t have at his level is replaced with Improved Critical Strike, reducing his critical chance from 20% to 15%. Twitch STR: 12 -> 14 CON: 14 -> 16 Base HP: 66 -> 72 Feats: Two-Weapon Fighting -> Improved Two-Weapon Fighting; Rapid Shot -> Master Rapid Shot; Master Power Blast; Improved Power Attack; Dueling Armor: Light Battle Armor -> Reinforced Fiber Armor Melee Weapon: Vibroblade -> Vibrosword Grenades: Adhesive Grenade Twitch has several vanilla issues which make him feel pretty underwhelming for being the dueling champion. For one, he has multiple attributes lower than Marl, despite everyone else having at least equivalent stats to the next lowest ranked duelist. On top of that, while Marl and Bendak both have multiple high level combat feats, Twitch has only a single low-level combat feat which he doesn’t even use due to an AI bug. Finally, Twitch is built for dual-blasters but very poor at melee, with low STR and no melee feats, letting you drastically reduce his difficulty by rushing him with a vibroblade and forcing him to switch weapons. It makes sense for him to have a weakness, but he’s just too exploitable in vanilla. To address these issues, Twitch gets a number of changes: his STR and CON are raised to match Marl, his vibroblade is upgraded to a vibrosword, and he gains the Improve Power Attack feat so he can deal some meaningful melee damage. His HP increase now places him more squarely between Marl and Bendak. A new set of Reinforced Fiber Armor allows him to fully utilize his DEX bonus, granting an additional +2 defense over vanilla. He also gets the Dueling feat which slightly boosts his attack and defense while using a single weapon. Making sure his dual-blaster skills still stand out, Twitch also gets Improved Two-Weapon Fighting, Master Rapid Shot, and Master Power Blast feats and his AI is modified so that he’ll correctly use them. Finally, adhesive grenades give him a way to delay getting rushed by melee users. This should make him significantly more challenging, less exploitable, and hopefully more worthy of the title of champion. Bendak Starkiller Feats: Dueling Melee Weapon: Vibroblade -> Vibrosword Bendak is already plenty tough, but to make sure he is still a clear step up in difficulty from Twitch, he also gets the Dueling feat and his vibroblade is upgraded to a vibrosword. AI Changes This mod gives certain duelists a customized AI script to fix some issues and improve combat behavior. Duelists will now correctly use their ranged feats. Twitch and Ice will use grenades but not needlessly spam them if their effects are already active. Flurry and Rapid Shot feats are broken for NPCs in certain situations; Twitch and Bendak have these feats but will use them selectively to avoid such cases. For the sake of compatibility and the scope of this mod, these changes are applied only to these duelists and will not affect other NPCs. INSTALLATION To install, run HoloPatcher.exe. Unaltered copies of any modified files will be placed inside the backup folder in the location of HoloPatcher.exe. (Optional) Run the compatibility patch if you have Effixian’s Taris Arena Changes installed. UNINSTALLATION Remove the following files from Override: tar02_bendak021.utc, tar02_gerlon021.utc, tar02_ice021.utc, tar02_marl021.utc, tar02_twitch021.utc, m_ai_dueler.ncs, m_att_dueler.ncs, m_dmg_dueler.ncs, m_htb_dueler.ncs, m_per_dueler.ncs, m_rnd_dueler.ncs, m_spn_dueler.ncs, and m_udf_dueler.ncs. If any files were created inside the backup folder, move them to Override. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod) COMPATIBILITY May conflict with other mods that edit the same NPCs. Install this mod after any others that edit these NPCs to minimize incompatibility and ensure its full changes take effect. Compatible with Effixian’s Taris Arena Changes but install order is critical. Install Taris Arena Changes first, then Differentiated Duelists, then apply the included compatibility patch. Due to this mod installing to override, it will overwrite changes to the duelists made by K1 NPC Diversity Pack by N-DReW. Compatible with Bendak Starkiller Emblem Armour by redrob14. Twitch, Ice, and Bendak will not be affected by combat AI changes from other mods. PERMISSIONS Feel free to do whatever you want with this mod as long as credit is provided. CREDITS offthegridmorty HoloPatcher - Cortisol TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra DeNCS - JdNoa, Dashus Mods in screenshots: High Quality Blasters by Sithspecter HD Fire and Ice by Cinder Skye JC’s Blaster Visual Effects by JCarter426 Taris Dueling Arena Adjustment by DarthParametric Taris Reskin Pack by Quanon Ultimate Character Overhaul by ShiningRedHD Ultimate Taris High Resolution by ShiningRedHD
  12. 2 points
  13. 2 points
    All that drip just to give you this Damage Resistance: Resist 10/- vs. Fire Skills: Stealth +2 It's a shame such a baller mask has the Kotor ingame stat equivalent of slightly increasing resistance to spicy food
  14. 2 points
    Since people have asked about it, here's the TSL files for the masks in the screenshots. Not sure if that's everything, I haven't looked at it for around 7 years apparently. https://www.darthparametric.com/files/kotor/tsl/[TSL]_TOR_Ports_Masks_WIP_Test.7z
  15. 2 points
    I'm working an an alternative solution that should be easier to modify and doesn't have some of the minor visual glitches that exist. I will update the page when it's released.
  16. 2 points

    Version 1.1

    79 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.
  17. 2 points
  18. 2 points
    I'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.
  19. 2 points
    As 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?
  20. 2 points

    Version 1.0.0

    99 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
  21. 2 points
  22. 2 points
    Hello. I request permission to publish textures using elements from your mod. Example:
  23. 2 points
    So... how are we all feeling about the Star Wars: Fate of the Old Republic announcement? Methinks they're using it as a testing ground for the reception to the potential remakes.
  24. 2 points
    Hello, 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!
  25. 2 points
    To be candid, actually, when I created the instruction sets, they were intended to be completely immutable. By design this *should* have been possible and the design shows the Proof of Concept. What I didn't expect was the moment the new builds dropped, 70% of the original links were completely removed.
  26. 1 point
    This is a large list of mods. They are all available at deadlystream.com. Good luck with your search)
  27. 1 point
    https://deadlystream.com/topic/6437-misc-tor-ports/page/6/?tab=comments#comment-99958
  28. 1 point
    I've added it to the K2CP to-do list, so I'll dump it on @JCarter426 to manage the testing.
  29. 1 point
    Ohhhh… well yes that does indeed end your conversations with Vima until the end game! You’re the first, to my knowledge, to actually choose that with Vima. She should still have something to say about the “reveal” though after the Leviathan.
  30. 1 point
    Thank you N-Drew25! I have not booted up the game yet and will report bugs or oddities if I experience any, but the installation itself no longer threw up any errors with the 0.12.1 update. Thank you again for the quick fix!
  31. 1 point
    Try using this TSLPatcher, which came from an older version of KOTOR 1 Community Patch with fixes that are required to install my Handmaiden/Disciple romance mod properly. Install.exe
  32. 1 point
    @Rohndo Did you make sure you download the latest version of my mod? Your screenshot shows you are using TSLPatcher to install my mod, which should not happen since I have already replaced TSLPatcher with HoloPatcher as the installer of my mod. I suggest you download my mod and then try to install my mod again..
  33. 1 point
    Why does the CEC logo now have it in English rather than the Aurebesh as before? Attached is the old text merged into the new logo. The latter half of this quote made me laugh out loud.
  34. 1 point
    View 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  
  35. 1 point

    Version 1.0.0

    80 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.
  36. 1 point
    I have gotten all the parts for the honored duelist saber, but there doesn't seem to be an option to craft it for some reason. It worked well in my previous playthrough, but it's not working now
  37. 1 point
  38. 1 point

    1,232 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.
  39. 1 point
  40. 1 point

    3,993 downloads

    Original Review on Filefront: Anyone remember the history to do with this? A while ago (well over a year) on Holowan, getting Bao-Dur into Jedi robes was all but impossible - the models simply didn't mesh, and his head always floated above the robes some. Thankfully, Kristy Kistic was able to remedy the issue, but the mod was never released - until now, that is. Well, it basically does what I said there - fixes Bao-Dur's head, and causes it to no longer float above his head when he wears any robes. A much-needed fix indeed, for those of you who like to train him as a Jedi. Kudos to Shem for bringing this to the public at long last, and Kristy for making it in the first place! Anyways, to install this thing just run the TSLPatcher - it modifies appearance.2da. And also remember to cheat in one of his robes if you install this mod while having Bao-Dur in your party - the codes are 'baodurjedi' and 'baodursith' for the respective light and dark side-aligned ones. Note: Please remember to give the author of the mod feedback, as the download count isn't particularly verbose. Written comments tend to be much more useful and encouraging. -Emperor Devon
  41. 1 point
    Hi again, @Lane! Yes, I strongly suspect that anything messing with timers is going to cause problems for the two different kinds of game loading processes that I was talking about. I'm not sure I would say I noticed anything particularly different between loading from autosave and loading from a quick save or from the main menu. Perhaps I was not very clear with what I was trying to say but where I did notice a difference is between loading a saved game (of any kind) the first time after running the game (running the game's exe) and loading the same saved game again. As DP suggested, I think the OnHeartbeat and possibly the OnSpawn functions are affected, meaning that they don't really happen in the same sequence in the two different scenarios. I also give you a very interesting (and possible to reproduce) situation that I investigated recently: for some reason, the game makes the headgear worn by some NPCs invisible in certain specific conditions. The outcome is somehow linked to loading the area. To reproduce this, you can take a look at the Sith Governor on Taris at the Sith Base (tar09_darkjedi001) that should be waring a neurasl amplifier mask (g_i_mask10). The area module is tar_m09ab. What makes it invisible is if you are controlling the Player PC character when you enter the module for the first time. If you are controlling the Player PC character (which is the normal thing to do) when you take the elevator to reach the second floor of the Sith Base where the Governor is or if you are using the console to warp there then the mask will be invisible UNLESS there are no other party members with you. In that case, it will show. It will also show if there are other party members and you warp there or access the area via elevator controlling one of the party members (it does not matter if it is one or ther other or if there are two party members or only one with you). Cheers!
  42. 1 point
    These are all 3D models, 1000'ish trees has been placed on the various room meshes, though many of them are simplistic 2D plane trees in a "X" shape (to look like trees from all angles). the big pine-like(?) tree is a full 3D model though. I have like 6 full 3D trees, various plants and bushes which are also full 3D models, then i have these which i can use in the backgrounds, usually quite far away from the player so he can't get too close to them, often placed on top of hills and cliffs:
  43. 1 point

    Version 1.0.1

    2,064 downloads

    ================================ KNIGHTS OF THE REPUBLIC II Mod ================================ Title: K1 Heads Port Version: 1.0.1 Author: Ferc Kast Contact: PM me on DeadlyStream *********** DESCRIPTION *********** This mod ports the original player heads from KOTOR I for use as playable heads in KOTOR II. To use reskins for these heads, follow these steps: 1) Move the relevant head and / or portrait tpcs out of your override folder. 2) After extracting the textures from the reskin mod, prefix the head texture filenames with "K1_" or "k1_" (without the quotes). 3) Copy the textures into your override folder. ************ INSTALLATION ************ Unzip the file. Run TSLPatcher, and point the installer to your KOTOR II installation folder. If you are using the Steam copy of TSLRCM, point it to the folder where it is installed. ************** UNINSTALLATION ************** Copy the 2das from the backup folder into the Override folder. Remove the following files from the Override folder: - k1_pfha01.mdl - k1_pfha01.mdx - k1_pfha01.tpc - k1_pfha01d.tpc - k1_pfha01d1.tpc - k1_pfha01d2.tpc - k1_pfha01d3.tpc - k1_pfha02.mdl - k1_pfha02.mdx - k1_pfha02.tpc - k1_pfha02d.tpc - k1_pfha02d1.tpc - k1_pfha02d2.tpc - k1_pfha02d3.tpc - k1_pfha03.mdl - k1_pfha03.mdx - k1_pfha03.tpc - k1_pfha03d.tpc - k1_pfha03d1.tpc - k1_pfha03d2.tpc - k1_pfha03d3.tpc - k1_pfha04.mdl - k1_pfha04.mdx - k1_pfha04.tpc - k1_pfha04d.tpc - k1_pfha04d1.tpc - k1_pfha04d2.tpc - k1_pfha04d3.tpc - k1_pfha05.mdl - k1_pfha05.mdx - k1_pfha05.tpc - k1_pfha05d.tpc - k1_pfha05d1.tpc - k1_pfha05d2.tpc - k1_pfha05d3.tpc - k1_pfhb01.mdl - k1_pfhb01.mdx - k1_pfhb01.tpc - k1_pfhb01d.tpc - k1_pfhb01d1.tpc - k1_pfhb01d2.tpc - k1_pfhb01d3.tpc - k1_pfhb02.mdl - k1_pfhb02.mdx - k1_pfhb02.tpc - k1_pfhb02d.tpc - k1_pfhb02d1.tpc - k1_pfhb02d2.tpc - k1_pfhb02d3.tpc - k1_pfhb03.mdl - k1_pfhb03.mdx - k1_pfhb03.tpc - k1_pfhb03d.tpc - k1_pfhb03d1.tpc - k1_pfhb03d2.tpc - k1_pfhb03d3.tpc - k1_pfhb04.mdl - k1_pfhb04.mdx - k1_pfhb04.tpc - k1_pfhb04d.tpc - k1_pfhb04d1.tpc - k1_pfhb04d2.tpc - k1_pfhb04d3.tpc - k1_pfhb05.mdl - k1_pfhb05.mdx - k1_pfhb05.tpc - k1_pfhb05d.tpc - k1_pfhb05d1.tpc - k1_pfhb05d2.tpc - k1_pfhb05d3.tpc - k1_pfhc01.mdl - k1_pfhc01.mdx - k1_pfhc01.tpc - k1_pfhc01d.tpc - k1_pfhc01d1.tpc - k1_pfhc01d2.tpc - k1_pfhc01d3.tpc - k1_pfhc02.mdl - k1_pfhc02.mdx - k1_pfhc02.tpc - k1_pfhc02d.tpc - k1_pfhc02d1.tpc - k1_pfhc02d2.tpc - k1_pfhc02d3.tpc - k1_pfhc03.mdl - k1_pfhc03.mdx - k1_pfhc03.tpc - k1_pfhc03d.tpc - k1_pfhc03d1.tpc - k1_pfhc03d2.tpc - k1_pfhc03d3.tpc - k1_pfhc04.mdl - k1_pfhc04.mdx - k1_pfhc04.tpc - k1_pfhc04d.tpc - k1_pfhc04d1.tpc - k1_pfhc04d2.tpc - k1_pfhc04d3.tpc - k1_pfhc05.mdl - k1_pfhc05.mdx - k1_pfhc05.tpc - k1_pfhc05d.tpc - k1_pfhc05d1.tpc - k1_pfhc05d2.tpc - k1_pfhc05d3.tpc - k1_pmha01.mdl - k1_pmha01.mdx - k1_pmha01.tpc - k1_pmha01d.tpc - k1_pmha01d1.tpc - k1_pmha01d2.tpc - k1_pmha01d3.tpc - k1_pmha02.mdl - k1_pmha02.mdx - k1_pmha02.tpc - k1_pmha02d.tpc - k1_pmha02d1.tpc - k1_pmha02d2.tpc - k1_pmha02d3.tpc - k1_pmha03.mdl - k1_pmha03.mdx - k1_pmha03.tpc - k1_pmha03d.tpc - k1_pmha03d1.tpc - k1_pmha03d2.tpc - k1_pmha03d3.tpc - k1_pmha04.mdl - k1_pmha04.mdx - k1_pmha04.tpc - k1_pmha04d.tpc - k1_pmha04d1.tpc - k1_pmha04d2.tpc - k1_pmha04d3.tpc - k1_pmha05.mdl - k1_pmha05.mdx - k1_pmha05.tpc - k1_pmha05d.tpc - k1_pmha05d1.tpc - k1_pmha05d2.tpc - k1_pmha05d3.tpc - k1_pmhb01.mdl - k1_pmhb01.mdx - k1_pmhb01.tpc - k1_pmhb01d.tpc - k1_pmhb01d1.tpc - k1_pmhb01d2.tpc - k1_pmhb01d3.tpc - k1_pmhb02.mdl - k1_pmhb02.mdx - k1_pmhb02.tpc - k1_pmhb02d.tpc - k1_pmhb02d1.tpc - k1_pmhb02d2.tpc - k1_pmhb02d3.tpc - k1_pmhb03.mdl - k1_pmhb03.mdx - k1_pmhb03.tpc - k1_pmhb03d.tpc - k1_pmhb03d1.tpc - k1_pmhb03d2.tpc - k1_pmhb03d3.tpc - k1_pmhb04.mdl - k1_pmhb04.mdx - k1_pmhb04.tpc - k1_pmhb04d.tpc - k1_pmhb04d1.tpc - k1_pmhb04d2.tpc - k1_pmhb04d3.tpc - k1_pmhb05.mdl - k1_pmhb05.mdx - k1_pmhb05.tpc - k1_pmhb05d.tpc - k1_pmhb05d1.tpc - k1_pmhb05d2.tpc - k1_pmhb05d3.tpc - k1_pmhc01.mdl - k1_pmhc01.mdx - k1_pmhc01.tpc - k1_pmhc01d.tpc - k1_pmhc01d1.tpc - k1_pmhc01d2.tpc - k1_pmhc01d3.tpc - k1_pmhc02.mdl - k1_pmhc02.mdx - k1_pmhc02.tpc - k1_pmhc02d.tpc - k1_pmhc02d1.tpc - k1_pmhc02d2.tpc - k1_pmhc02d3.tpc - k1_pmhc03.mdl - k1_pmhc03.mdx - k1_pmhc03.tpc - k1_pmhc03d.tpc - k1_pmhc03d1.tpc - k1_pmhc03d2.tpc - k1_pmhc03d3.tpc - k1_pmhc04.mdl - k1_pmhc04.mdx - k1_pmhc04.tpc - k1_pmhc04d.tpc - k1_pmhc04d1.tpc - k1_pmhc04d2.tpc - k1_pmhc04d3.tpc - k1_pmhc05.mdl - k1_pmhc05.mdx - k1_pmhc05.tpc - k1_pmhc05d.tpc - k1_pmhc05d1.tpc - k1_pmhc05d2.tpc - k1_pmhc05d3.tpc - pmha05hair.tpc - po_pfha1.tpc - po_pfha1d.tpc - po_pfha1d1.tpc - po_pfha1d2.tpc - po_pfha1d3.tpc - po_pfha2.tpc - po_pfha2d.tpc - po_pfha2d1.tpc - po_pfha2d2.tpc - po_pfha2d3.tpc - po_pfha3.tpc - po_pfha3d.tpc - po_pfha3d1.tpc - po_pfha3d2.tpc - po_pfha3d3.tpc - po_pfha4.tpc - po_pfha4d.tpc - po_pfha4d1.tpc - po_pfha4d2.tpc - po_pfha4d3.tpc - po_pfha5.tpc - po_pfha5d.tpc - po_pfha5d1.tpc - po_pfha5d2.tpc - po_pfha5d3.tpc - po_pfhb1.tpc - po_pfhb1d.tpc - po_pfhb1d1.tpc - po_pfhb1d2.tpc - po_pfhb1d3.tpc - po_pfhb2.tpc - po_pfhb2d.tpc - po_pfhb2d1.tpc - po_pfhb2d2.tpc - po_pfhb2d3.tpc - po_pfhb3.tpc - po_pfhb3d.tpc - po_pfhb3d1.tpc - po_pfhb3d2.tpc - po_pfhb3d3.tpc - po_pfhb4.tpc - po_pfhb4d.tpc - po_pfhb4d1.tpc - po_pfhb4d2.tpc - po_pfhb4d3.tpc - po_pfhb5.tpc - po_pfhb5d.tpc - po_pfhb5d1.tpc - po_pfhb5d2.tpc - po_pfhb5d3.tpc - po_pfhc1.tpc - po_pfhc1d.tpc - po_pfhc1d1.tpc - po_pfhc1d2.tpc - po_pfhc1d3.tpc - po_pfhc2.tpc - po_pfhc2d.tpc - po_pfhc2d1.tpc - po_pfhc2d2.tpc - po_pfhc2d3.tpc - po_pfhc3.tpc - po_pfhc3d.tpc - po_pfhc3d1.tpc - po_pfhc3d2.tpc - po_pfhc3d3.tpc - po_pfhc4.tpc - po_pfhc4d.tpc - po_pfhc4d1.tpc - po_pfhc4d2.tpc - po_pfhc4d3.tpc - po_pfhc5.tpc - po_pfhc5d.tpc - po_pfhc5d1.tpc - po_pfhc5d2.tpc - po_pfhc5d3.tpc - po_pmha1.tpc - po_pmha1d.tpc - po_pmha1d1.tpc - po_pmha1d2.tpc - po_pmha1d3.tpc - po_pmha2.tpc - po_pmha2d.tpc - po_pmha2d1.tpc - po_pmha2d2.tpc - po_pmha2d3.tpc - po_pmha3.tpc - po_pmha3d.tpc - po_pmha3d1.tpc - po_pmha3d2.tpc - po_pmha3d3.tpc - po_pmha4.tpc - po_pmha4d.tpc - po_pmha4d1.tpc - po_pmha4d2.tpc - po_pmha4d3.tpc - po_pmha5.tpc - po_pmha5d.tpc - po_pmha5d1.tpc - po_pmha5d2.tpc - po_pmha5d3.tpc - po_pmhb1.tpc - po_pmhb1d.tpc - po_pmhb1d1.tpc - po_pmhb1d2.tpc - po_pmhb1d3.tpc - po_pmhb2.tpc - po_pmhb2d.tpc - po_pmhb2d1.tpc - po_pmhb2d2.tpc - po_pmhb2d3.tpc - po_pmhb3.tpc - po_pmhb3d.tpc - po_pmhb3d1.tpc - po_pmhb3d2.tpc - po_pmhb3d3.tpc - po_pmhb4.tpc - po_pmhb4d.tpc - po_pmhb4d1.tpc - po_pmhb4d2.tpc - po_pmhb4d3.tpc - po_pmhb5.tpc - po_pmhb5d.tpc - po_pmhb5d1.tpc - po_pmhb5d2.tpc - po_pmhb5d3.tpc - po_pmhc1.tpc - po_pmhc1d.tpc - po_pmhc1d1.tpc - po_pmhc1d2.tpc - po_pmhc1d3.tpc - po_pmhc2.tpc - po_pmhc2d.tpc - po_pmhc2d1.tpc - po_pmhc2d2.tpc - po_pmhc2d3.tpc - po_pmhc3.tpc - po_pmhc3d.tpc - po_pmhc3d1.tpc - po_pmhc3d2.tpc - po_pmhc3d3.tpc - po_pmhc4.tpc - po_pmhc4d.tpc - po_pmhc4d1.tpc - po_pmhc4d2.tpc - po_pmhc4d3.tpc - po_pmhc5.tpc - po_pmhc5d.tpc - po_pmhc5d1.tpc - po_pmhc5d2.tpc - po_pmhc5d3.tpc **** BUGS **** Some of the male lips clip slightly on the character creation screen, but they are fine during the rest of the game. Let me know if you find any others. ******* CREDITS ******* - Fred Tetra, for developing the KOTOR Tool - Stoffe, for developing TSLPatcher ********* CHANGELOG ********* 1.0.1 - Updated Readme for clearer instructions on using reskins with this mod. 1.0 - Initial Release *********** PERMISSIONS *********** You may not redistribute this mod on other sites without my permission. You may use this mod in your own if you ask me. ********** DISCLAIMER ********** 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.
  44. 1 point
    Alright, I get it. Although your reasoning doesn't seem very clear to me as Gonto is actually one of the few humans (so english speaking) characters in the Tournament (but I think it was a vanilla character so translation isn't an issue ?). It's a shame I can't recommend you most of the mods I made... Even my Manaan taxi speeder system has some english lines, although if you know how to use Holocron Toolset a little, I'm sure you could translate it, as there's no one actually speaking. However, you can definitely check out this SWTOR style music overhaul if hearing the same old music kinda bores you or your fellow brasilians. Tbh with you, even I, as a French, am not a native english speaker. But damn, not being able to speak english and being a Star Wars must suck. At any rate and last but not least, do not forget that you need Thor110's room restoration before installing my option. Anyway, good luck with your project !
  45. 1 point

    Version 1.0.0

    178 downloads

    Peragus Miner Overhaul A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 02.09.2025 Installation: Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic. This mod has four install options, you do NOT need to install four but you must install them in this order. Proper Peragus Corpses comes first. Peragus NPC Overhaul comes second. Tiered Peragus Miners comes third. The Peragus Mining Gear mod is required for this install. Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses. The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install. Description: Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else. This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features: 1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins. 2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances. 3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed. Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal. The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility. 4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: * This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod. * This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement. * This mod is NOT compatible with VarsityPuppet's Peragus Tweak. * The Tiered Peragus Miners component is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM. Report any incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon! ebmar: For providing help with the TSLPatcher! Kainzorus Prime: For making the Peragus Mining Gear mod! VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod! Lewok2007: For making the original Vibrocutter Changes mod! WildKarrde: For making the Peragus Medical Bay Enhancement mod! Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! 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.
  46. 1 point

    Version 1.0.0

    1,728 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.
  47. 1 point
    Hi there! I've seen this topic quite recently, and i got in touch with Brents as i was working myself on the Jedi Enclave module for K1. I'll be sharing my ressources for my own mod to Brents Im not saying everything displayed here will make its way through, and i'm not making any promises instead of the author himself. Just saying i'm willing to give a hand, we did not settle on anything concrete yet and i wanted to showcase a bit of my own work without opening another thread. As there is a placeable limit in K1, everything you see in the video i'm linking is added into the module models themselves. I reused assets from K2 (Khoonda assets, Peragus kolto tank, Placeables...). The extracted placeables are not lightmapped yet, and i was wondering if it would cause troubles in the long run? There is also the sunlight from K1 Dantooine appearing in the main hall/garden.
  48. 1 point
    I just finished KOTOR for the first time and installed this mod through the KOTOR Neocities mod build. As it had like 100 mods, I did not really pay attention to what I actually was installing. Anyway, the first thing I did after beating the game was to find information online about I couldn't find anything. In fact, it was hard to find any information about the ship at all. And that's when I found out I had been playing a mod quest the entire time. That's how well attached this quest is to the main game. 😁
  49. 1 point

    Version 1.0.0

    24,140 downloads

    Description This mod aims to completely change Juhani's appearance and to bring it close to artist Corbin Hunter's redesign of the character. As a result, her head has been significantly reshaped and slightly retextured. An all-new body model was created and hand-painted from scratch. A new custom lightsaber has been created as well. As several aspects of Juhani have been changed, this mod has been divided into four editions to accomodate the final user's preferences: 1. An All-in-one edition which includes all the changes to bring her close to Corbin Hunter's vision of the character. 2. A head-only edition, which only includes Juhani's revamped head. 3. A body and lightsaber edition, which includes her new body model and lightsaber. 4. Finally, a head and lightsaber edition, which includes her new head model and lightsaber. Please refer to the included images in the 'Editions reference pictures' folder included in the archive to help you determine your preferred edition. Installation 1. Extract the archive's content somewhere on your computer. 2. Double-click the "Juhani Appearance Overhaul.exe" file. 3. Choose an edition to install. Refer to the images included in the 'Editions reference pictures' folder to determine which one you prefer. 4. Click on the "Install Now" button once you're ready. The installer will try to locate your game installation directory. If it can't find it on its own, direct the installer to the correct location. 5. The installer will proceed to install the mod's files into your Override folder. Once it's finished, you may exit the installer and launch the game. IMPORTANT If you choose an edition that includes Juhani's new body model and lightsaber: Juhani will have her new items only if you are using a save that is prior to the moment she joins your party right before leaving Daantoine. If you are past that point in your playthrough, she won't have her new items. You can get them using KSE or via entering the following commands in the in-game console: ⦁ giveitem j_juhsaber01 ⦁ giveitem j­­­_juhbody01 CREDITS Original design by Corbin Hunter: Artstation link This mod uses JC’s TSL Supermodel port in order to animate the skirt. SPECIAL THANKS to Artist Corbin Hunter for granting me permission to use this concept art @DarthParametric for his help and advice throughout the development process @bead-v for the incredible tools MDLEdit and KoTORMax
  50. 1 point

    Version 1.1

    1,073 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 8.10.2016 1.1 Release Date: 24.04.2017 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 override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: In May 2016 I created a mod called Dark Jedi Icon Fix that turns the Dark Jedi Knight and Master robes into there correct icon though recently I figured out a way to make the Dark Jedi Robes match their original icons so what this does is change the Dark Jedi Knight and Master robe texture to look like there original icons. In 1.1 I have included the female robe texture Known Bugs: Though this is my First Retexture Mod this mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with anything that changes the Dark Jedi Robe and Dark Jedi Knight robe texture this includes any robe reskin mod. Upcoming: The Female version of the robe Possibly make the rest of the robes like the Dark Jedi robe Permissions: You may NOT claim this mod as your own. Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool, Gimp 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.