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  1. 7 points
    As an update to this, work on the project has shifted to K1 first in coordination with @EAF97and their NPC Overhaul project. The module has successfuly been ported into K1 thanks to Thor110s tutorials. As work carries on and various scripts and quests get created next, the project will enter a workable state that can be released in a beta format before the end of the year (2021). The goal would be a full release but that depends on my schedule. Here's what got messed with today: Using @InSidiousmodding resource for holocron models, the Jedi Academy sublevel on Dantooine now has actual holocrons! Jedi Initiates have been added to the Academy where the player can witness some of their training. @EAF97has worked hard to get Atris and her Handmaiden's ported over and we are thinking of what quests can be associated with them and the holocrons. Our buddies Rickard and Handon from the murder investigation quest are not happy about their arrangements.
  2. 7 points
  3. 5 points
    Hi everyone! Update: We are getting closer to an internal Beta of RoR Episode 1 . Here are some images for you... MORE TO COME...
  4. 5 points

    Version 3.0.0

    51 downloads

    Description: A tiny mod for KotOR 1 that gives the player the option to avoid becoming a Jedi and remain a Soldier, Scout, or Scoundrel for the entire game. It adds two new replies towards the end of the second conversation with the Jedi Council. As you can see from the screenshot, the new replies start with "[Refuse Jedi Training]", so there should be no confusion as to what they do or which ones they are. If you choose not to be a Jedi, that conversation leads directly into the "corruption in the grove" quest, skipping over several parts of the Jedi training quest. Scripts are included to enable cross-classing as a non-Jedi. So, for example, a Scout can cross-class as a Soldier, etc. The option to cross-class as a non-Jedi is given through subtitles at the end of that second conversation with the Council. To avoid cross-classing as a non-Jedi, simply choose "No" when asked if you want to cross-class. Note that there is no second opportunity to cross-class or become a Jedi. If you change your mind later or you misclick, you'll have to reload or use a save editor. If you're wondering why anyone would want to do this, some people might want to do a "challenge run" without lightsabers or Force powers. Others might want to roleplay a trooper, smuggler, or bounty hunter-type character who refuses to use the Force. If you're wondering how this might be explained from a story standpoint, considering that the PC is regularly referred to as Padawan or Jedi, my explanation is that the PC is a "nominal Jedi". The PC is Force Sensitive and the Council considers them a (stubborn, uncooperative, foolish, and possibly evil) member of the Jedi Order, but the PC refuses to cultivate their Force abilities (in any obvious way), to wear robes, or to use lightsabers. Other than the Council and a few others who insist on treating the PC as a Jedi because they "should be a Jedi", NPCs are playing along. Or they don't know any better. They encounter a Force Sensitive or someone who seems like a Jedi, and assume that they must be one. File Index: dan13_vandar.dlg dan13_zhar.dlg A bunch of custom scripts Installation: Open the I Don't Want to Be a Jedi 3.0 archive and extract the loose .dlg files and .ncs scripts into your Override folder. Ignore the "Source Scripts" folder. Uninstallation: Remove the .dlg files found in the archive from your Override folder. The scripts won't do anything without the .dlg files, so you can leave them or delete them. Credits: Fred Tetra for KotOR Tool Fair Strides for DLG Editor Dotalink for the cross-classing as a non-Jedi idea Bioware for making KotOR in the first place
  5. 5 points
    It has been a while between drinks, what with the last (full) release of K1CP coming out in 2019. So with the end of 2021 rapidly approaching, it's time for another status update. I'm targeting a release for v1.9 somewhere around Xmas, assuming things go to plan. There are still two full pages of issues on the Github repo, but not all of those are destined to be fixed in time for the next release. And no doubt I'll pick up a few new issues while beta testing, which I'll probably start in mid- to late-November. Here's the current changelog:
  6. 5 points
    Yet anothor Zeison Sha / Jal Shey mod, pending approval. Shout out to DarthParametric for helping with the headless Atris model.
  7. 4 points
    @Revanbeta50 I've already done just that! I'll PM you shortly with the Beta test version.
  8. 3 points

    Version 1.0.0

    12 downloads

    MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 24 NOV 2021 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Description: ------------ Still cleaning out the archive . . . So . . . I was looking over my mods and I realized I had things left to finish. This one was difficult to place in a larger mod as it’s only one little texture so that’s how I’ll package. Meet the DAN_tech01” texture, in its actual size. If I recall correctly, it’s found in Khoonda but it may appear elsewhere. I’m sure you’ll let you let me know that in the comments if you encounter it elsewhere. So it’s small and it’s not the most exciting texture. With some animation, maybe it could be more interesting. I give you my take on it, in its actual size. Installation: ------------- Place TGA and TXI files into your KotOR2 Override folder. Uninstallation: ------------- Take them out again. Known Bugs: ------------- None known at this time. Special Thanks: ------------- Thanks to Jorak Uln for the frame that surrounds the monitor on texture “NAR_tekX”, which was included in my “Nar Shaddaa Docks Computer and Monitors Upgrade” mod. I recycled portions of that framework for this texture. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop or to NexusMods. Usage in other mods must be requested AND approved by me before you include my materials in your mod. Modders that request permission to use my mods and don’t do so will have my permission withdrawn after a period of one year after I originally granted (i.e. permission and use is time sensitive.)
  9. 3 points

    Version 1.0.0

    20 downloads

    Peragus, telos are both a pain in the ass to do. But I was wandering why Chodo habat had no unique skin He is quite a unique Ithorian. so I took the texture in the Kotor 2 folder and I made one unique!
  10. 3 points
    Hey guess what?! I finally get to binge watch all of the Mandalorian for a month. Sweet.
  11. 3 points

    Version 1.0.0

    65 downloads

    ----------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords ----------------------------------------------------------------------- TITLE: TSL Effixian's Zeison Sha & Jal Shey Alternative 2021 AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- This mod replaces all Zeison Sha and Jal Shey armors and adds a few variations that you can only cheat in*. I've tried to keep them in line with each other, but there's quite a few differences between the female and male versions. The female version uses the Atris 3D robe model (provided by DarthParametric) and the male uses the Disciple's model. * Apart from that, without TSLRCM and without cheating it's practically impossible to acquire some of these robes. https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Robes#Armor Armored Jedi Robe (item: a_robe_06) Replaces: Zeison Sha Initiate Armor • Dantooine (Enclave Courtyard) - Purchased from Daraala Files: PFBM02, PMBM02 & ia_ClassZS_002 Cost: 350-490 Cannot Equip: Bao-Dur Defense Bonus: 4 Max Dexterity Bonus: +4 Saves: Fortitude +1 Does not restrict use of force powers. Polar Historian Robe (item: a_robe_07) Replaces: Jal Shey Neophyte Armor • Onderon (Merchant Quarter) - Purchased from Gegorran • Nar Shaddaa (Refugee Landing Pad) - Purchased from Geeda after opening up trade routes Files: PFBM03, PMBM03 & ia_ClassZS_03 Cost: 570-840 Cannot Equip: Bao-Dur Defense Bonus: 3 Max Dexterity Bonus: +4 Charisma: +1 Skills: Persuade +1 Does not restrict use of force powers. Ansata Librarian Robe (item: a_robe_11) Replaces: Jal Shey Advisor Armor * • This item is either very common or randomly placed throughout the game. Files: PFBM07, PMBM07 & ia_ClassZS_07 Cost: 1300 Cannot Equip: Bao-Dur Defense Bonus: 3 Max Dexterity Bonus: +4 Skills: Persuade +1 Charisma: +2 Wisdom: +1 Does not restrict use of force powers. Robe of the Living Force (item: a_robe_16) Replaces: Zeison Sha Warrior Armor • This item is either very common or randomly placed throughout the game. Files: PFBM01, PMBM01 & ia_ClassZS_001 Cost: 5000 Cannot Equip: Bao-Dur Defense Bonus: 5 Max Dexterity Bonus: +4 Saves: Fortitude +1 Does not restrict use of force powers. Ancient Master Robe (item: a_robe_20) Replaces: Jal Shey Mentor Armor • This item cannot be obtained through any conventional means. Files: PFBM06, PMBM06 & ia_ClassZS_006 Cost: 11500 Cannot Equip: Bao-Dur Defense Bonus: 4 Max Dexterity Bonus: +4 Skills: Persuade +1 Charisma: +4 Wisdom: +1 Does not restrict use of force powers. Sith Lord Robe (item: a_robe_26) Replaces: Darth Malak's Armor TSLRCM only, this item is not random loot in the vanilla game. Files: PFBM05, PMBM05 & ia_ClassZS_005 Cost: 25000 Cannot Equip: Bao-Dur Defense Bonus: 7 Max Dexterity Bonus: +4 Restricted to: Dark Side Strength: +1 Regeneration: 2 Does not restrict use of force powers. Armored Dark Jedi Robe (item: a_robe_27) • This item can only be obtained through cheats (giveitem a_robe_27). Files: PFBM08, PMBM08 & ia_ClassZS_008 Cost: 350 Cannot Equip: Bao-Dur Defense Bonus: 5 Max Dexterity Bonus: +4 Strength: +1 Saves: Fortitude +1 Does not restrict use of force powers. Sith Inquisitor Robe (item: a_robe_28) • This item can only be obtained through cheats (giveitem a_robe_28). Files: PFBM09, PMBM09 & ia_ClassZS_009 Cost: 350 Cannot Equip: Bao-Dur Defense Bonus: 4 Max Dexterity Bonus: +4 Skills: Persuade +1 Charisma: +4 Wisdom: +2 Does not restrict use of force powers. ------------------------- INSTALLATION ------------------------- Extract the zip somewhere, copy the files to your override folder. You don't need to start a new game, but Zeison Sha and Jal Shey armors that you have acquired will keep their original item name. You can choose to only take parts of this mod, for example leave out the changed item names, male or female updates, icons. Feel free to contact me for help with that. * Note: Similar to my Zeison Sha & Jal Shey Reskin 2020 mod: In the vanilla game the Jal Shey Neophyte Armor (a_robe_07) and the Jal Shey Advisor Armor (a_robe_11) use the same texture and icon. I've changed that in this mod. However it won't change a Jal Shey Advisor Armor (=Ansata Librarian Robe) item that you've already acquired in a save. That said, you don't need to start a new game if you want to use this mod, if you do already have the Jal Shey Advisor Armor (=Ansata Librarian Robe) then it will simply look the same as the Jal Shey Neophyte Armor (=Polar Historian Robe). ---------------------------- COMPATABILITY ---------------------------- This mod will conflict with other mods that change the Zeison Sha and Jal Shey armors. This includes a couple of my own mods. ------------------------- UNINSTALLING ------------------------- Remove from your override: a_robe_06.uti a_robe_07.uti a_robe_11.uti a_robe_16.uti a_robe_20.uti a_robe_26.uti a_robe_27.uti a_robe_28.uti ia_ClassZS_001.tga ia_ClassZS_002.tga ia_ClassZS_003.tga ia_ClassZS_005.tga ia_ClassZS_006.tga ia_ClassZS_007.tga ia_ClassZS_008.tga ia_ClassZS_009.tga PFBM01.tga PFBM02.tga PFBM03.tga PFBM05.tga PFBM06.tga PFBM07.tga PFBM08.tga PFBM09.tga pfbmm.mdl pfbmm.mdx PMBM01.tga PMBM02.tga PMBM03.tga PMBM05.tga PMBM06.tga PMBM07.tga PMBM08.tga PMBM09.tga pmbmm.mdl pmbmm.mdx ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You may NOT use the material from this mod in your own mod without giving me credit, implying it was your own creation. You will likely get permission to reuse material from this mod in your own mods if you simply ask me. -------------------- THANKS TO -------------------- DarthParametric for providing me with a headless Atris robe model With the above in mind, I'd like to also thank those that did a similar mod: mjpb3 and Oldflash Stoffe and Fred Tetra for the needed tools and tutorials waifu2x.udp.jp for offering free AI upscaling ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  12. 3 points

    Version 1.0.0

    53 downloads

    No New Level Sound ================================= MOD AUTHOR: Olegkuz1997 FOR WHICH GAMES: For Star Wars Knights of the Old Republic Description: ---------------- This simple and primitive mod I made because I could not find it anywhere else. Its essence is simple: it removes from the game that nasty and annoying "bell" sound of a new level, which will follow you everywhere until you actually raise your level (when you enter a location, load the game, etc.). Comes in handy for those who intend to save levels on Taris. After all, we have eyes, and we can't help but notice the huge arrow on our character icon. Give your ears a break at last. Useful, eh? Installation: ---------------- Drop wave file in your game’s Override folder To Uninstall: ---------------- Take them out again. Known Bugs: ----------------- They do not and cannot exist. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the readme, mentioning me.
  13. 3 points
    View File Lite Alien 01 Restoration A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 30.09.2021 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. The alien is HD by default, the "Different Resolutions" folder contains a backup of the HD texture, a texture which matches the same resolution as every other NPC in the game and a Lite texture which is a low-res texture which matches the other Lite NPCs. Uninstallation: Depends on what you've chosen to install. Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: In the game files exists several "Lite" low-poly Alien NPC models, these are the Quarren (N_alien02_low), the Chadra-Fan (N_alien03_low) and the Gran (N_alien05_low). In the Taris section of the texture files exists a file called "LTS_Crowd01.tga" which most likely contains an early draft of the Duel Arena spectator crowd, on this texture exists two strange aliens, one which looks like a Gand and another which could only be described as a pink punk. In the model files, I found an unused model called "N_alien01_low" which lacked a texture but looked suspiciously like the pink punk from the crowd texture... this leads me to believe that the pink punk was going to be "N_alien01_low" whereas the Gand would've been "N_alien01_low". This mod gives "N_alien01_low" a texture and restores the NPC in several places in the game, you can find him on: * Dantooine as Kni * Manaan as a Shady Pazaak Dealer * Tatooine as the guy who gives you the Gizka I could've added this alien in more places, though I thought seeing the same low-poly Lite NPC over and over again would get old real quick. I might add this guy in more locations based on suggestions and popular demand. Whilst I am confident I haven't named this alien species YET... I have chosen a name for it. it's called a "Pyrath". This name was chosen by me, @N-DReW25, simply because this guy doesn't exist in either Star Wars Legends or Canon and in the words of Effix: it's simply a generic filler alien. I chose the name "Pyrath" as this species would be from the planet "Pyr" which is in same system as Manaan. By choosing this name, there might be a way to create some form of connection between Selkath and the "Pyrath" species. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modify dan14_kni.utc, ebo46_jorulkurax.dlg, man26_shady.utc, man26_shady.dlg or tat17_jorul.utc Report any unknown 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 to: DarthParametric: For contributing the N_alien01_low's UV texture layout, for which this mod wouldn't be possible without! In addition, also helping me with a 2DA oversight which, again, saved the mod tremendously in the end. Mephiles550: Contributing to the Forum thread/suggesting that N_alien04_low was a gand. Jango32: Contributing to the Forum thread/suggesting that N_alien04_low was a gand. Effix: Contributing to the Forum thread. Bioware: For such an amazing game Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher 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. Submitter N-DReW25 Submitted 10/30/2021 Category Mods K1R Compatible Yes
  14. 2 points

    Version 1.0.0

    27 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 19.11.2021 Installation: Install JC's Fashion Line I: Cloaked Jedi Robes for K1 1.4 mod first: https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/ This mod REQUIRES Cloaked Jedi Robes for K1 to work properly. Copy and paste the contents of this mod into your Override folder, overwrite files if necessary. Description: This mod is a K1 port of DeadMan's "Movie-style Jedi Master robes 1.5" mod from TSL. In version 1.0.0, the robe textures are styled as they are in vanilla (Padawan, Knight and Masters robes all having the same Brown, Blue, Red or Black color). This might change in later versions of the mod depending on the demand for such. The Qel-Droma Robes recieve a unique texture whilst the Revan/Star Forge Robes do not. If you chose the gloveless installation for the Cloaked Jedi Robes mod, then the K1 Movie-Style Jedi Master Robes shall also be gloveless. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which: * Alter the Jedi robe texture and/or models. * Use S_Female and S_Male files (unless the other mods utilize JCarter's Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.) Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: DeadMan for making the original mod for K2 HapSlash for the awesome ep3 Obi-Wan and Anakin models which he made for Jedi Academy. Spanki for some great textures which are partially used in this mod Don Kain for allowing DeadMan to include his Movie Jedi Robes Bioware for such an amazing game Stoffee for TSLPatcher 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.
  15. 2 points
    It looks amazing. It would also be great to make a variant with the original model:
  16. 2 points
    I've tried out this latest fix and it appears to work like a charm! Can confirm that all the terminals now look bright as intended!
  17. 2 points
    The Qel Cay Droma robes from the comics could be made using the onderon soldier armor model from tsl as the base. I saw a lore friendly reskin of the normal jedi robes that mimic the comic style robes and i liked the idea.. than I saw the onderon soldier and a light bulb went off in my head. It's the perfect model to use to make some custom Qel Cay Droma robes, CAN SOMEONE PLEASE MAKE THIS A THING?
  18. 2 points
  19. 2 points
    Today the Operations Center of the Jedi Enclave Sublevel began to take shape. Here, the Jedi work in cooperation with Republic aides to track fleet deployments, ongoing missions, and can communicate directly with Republic Command via the holo-table. My thinking here is the holo of Admiral Dodonna could be used as either background detail with republic soldiers talking to her out of earshot, or a quest designed with speaking to her being a part of it. Having issues getting the Jedi to spar like the Mandalorian recruits do on Dxun in TSL. In the meantime they've been set to min 1 hp and to different factions just for displaying the idea Jedi will be sparring and dueling within the sublevel to give the impression they are doing all they can to be prepared for the war. I'd like to set up a dedicated dueling room where the player can practice against other Jedi and even the Masters as there is dialog I found from the main level of the Enclave that indicates at one time we were meant to beat Jedi like Zhar in a duel to progress in the questline
  20. 2 points
    So as far as rubble, any that can be easily removed has been. Ie the placeables. The big structural debris that partially blocks off some hallways are part of the actual model of those hallways and while they appear to be removable it’s beyond my current abilities. The plan is to explain those away as either early efforts of the Laigreks to break in or failed czerka thermal charges that were used to try and expand the sub level by the Jedi. That being said, we would like the large debris cleared out and the the hallways 100% restored. So if anyone has experience changing the actual structure of modules, feel free to take a stab at it!
  21. 2 points
    To all servicemen-and-women - both current and former - HAPPY VETERANS DAY!
  22. 2 points
    Reworked armature support in version 3.2.1. Tried exporting armature keyframes directly, but this solution ended up being too complex and slow. So this is how editing animations currently works (and is very likely to stay that way, since I'm satisfied with the result): Import model with "Import Animations" ticked Select animation under Object Properties -> Odyssey Animations and press Play button to focus on it Position bone objects, insert/remove keyframes, etc. Set current frame to frame 0 or exactly 5 frames left from any animation. That is the Rest Pose Press Rebuild Armature. This step is entirely optional, but useful if you want to test your animation with the skinmesh Export model with "Export Animations" ticked
  23. 2 points
    Published version 3.2.0. Thank you guys for asking and making me look at things more thoroughly. I've fixed some custom meshes related issues, particularly modifiers not being applied on export. More importantly, I've added an option to merge duplicate vertices and mark sharp edges, which is a similar feature to smoothing groups in Max. This is important because KotOR models have a LOT of duplicate vertices, which is exactly how smoothing groups work - they create additional geometry where surface needs not to be smooth. Same result can be achieved with sharp edges and Edge Split modifier in Blender. Some example screenshots: New Import Options Normals Algorithm = None (normals are ignored) Notice sharp edges on the head, despite normals not being imported. That is because of duplicate vertices. Normals Algorithm = Custom (MDL normals are used as is) Notice how smooth edges on the left arm are. There are duplicate vertices there, but custom normals make them look smooth. Normals Algorithm = Sharp Edges, Sharp Edge Angle = 10 degrees (duplicate vertices are merged and sharp edges are marked) Notice how edges on the head are still sharp, despite duplicate vertices being merged. That is the result of these edges being marked as sharp. Unfortunately, edges on the left arm were not marked as sharp, because we could not merge duplicate vertices there - they have different UV coordinates. This happens on more than one model - maybe I'd need to improve the algorithm in the future.
  24. 2 points

    Version 1.0.0

    49 downloads

    A Mod for Star Wars Knights of The Old Republic Author: Bullobrien, 90SK and N-DReW25 1.0.0 Release Date: 09.11.2021 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Uninstallation: Depends on what you've chosen to install. Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: * Late 2006, Levi Davis (aka nineball) released the first Darth Talon mod for K2 as a playable head for females. * In 2007, Prime released his Darth Talon mod which replaced Yuthura Ban with Darth Talon. * In 2008, DarthParametric released his Darth Talon mod which replaced Mission Vao with Darth Talon. From about 2009, a third modder named Bullobrien began his own Darth Talon mod; completing the final texture in 2011. But, he was unable to properly setup the TSLPatcher or the associated 2da files and so he passed on the files to a modder named 90SK sometime between 2012-2015 and gave him permission to complete the project. In 2021, a decade since the texture was made, with collaboration with N-DReW25, the fourth Darth Talon mod was born. * Some of you new to Star Wars might be thinking "Who is Darth Talon?" Darth Talon was from the, now Legends, Star Wars: Legacy comic series. Darth Talon was a member of Darth Krayt's new Sith Order around 137 ABY, she is famous in the Star Wars Community as being the red Twi'lek with black Sith tattoos covering her body, head, and lekku; in a similar design to Darth Maul. She was trained by a fellow Twi'lek Sith named Darth Ruyn, whom she later killed on Krayt's command with a decapitating strike of her lightsaber. * What does this mod do? Option 1) Darth Talon Player Head: Adds a playable female head in the form of Darth Talon, replaces the player's underwear and clothing to Darth Talon's attire. Option 2) Mission Vao as Darth Talon: Replaces Mission Vao's appearance with Darth Talon, gives her two red Short Lightsabers, makes her 25% Dark Side, changed her class to a Jedi Sentinel and gives her a handfull of basic Force powers, nothing else is changed. Option 3) Yuthura Ban as Darth Talon: Replaces Yuthura Ban's appearance with Darth Talon, replaces Yuthura's Sith Officer's outfit with Darth Talon's attire. All textures are in 1K resolution, providing the most high detailed Darth Talon mod to date in a Kotor mod. Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com Incompatibilities: Mission Vao as Darth Talon is incompatible with any mods which alters Mission Vao's appearance, textures and/or character UTC file Yuthura Ban as Darth Talon is incompatible with any mods which alters Yuthura Ban's appearance and/or textures Report any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod! Thanks: Bullobrien: For making the original Darth Talon skin back in 2011 90SK: For making the portraits N-DReW25: For fixing the broken 2da files and setting up the TSLPatcher Levi Davis (aka nineball): Starting the Darth Talon trend with his first playable Darth Talon mod Prime: For creating the Yuthura Ban to Darth Talon mod, thus giving us the idea of including the Yuthura Ban option DarthParametric: For creating the Mission Vao to Darth Talon mod, thus giving us the idea of including the Mission Vao option Fred Tetra: For Kotor Tool Stoffee: TSLPatcher Dark Horse: For creating the comic series which brought this awesome character to the community, and providing the inspiration for this mod. Bioware: For such an amazing game Obsidian: For such an amazing sequel Everyone who downloads the mod! 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.
  25. 2 points
    Got some spare time and currently invest on looking for the relevant model/s. I think I know what the issue is and how to fix it. I'll let you know when I found something. Though don't hold your breath on this one. 😛 Cheers! Edit: Alright, @N-DReW25 -- apparently I can't export the edited model from gmax/KOTORmax and fail to figure out what happened. The program works weeks ago but not this time -- such shame. On that attempt I was able to add two floating mesh copied from c06 that allows each to have separate self-illumination from the panel that supports behind. With only MDLedit in hand I can only provide an edited model that enable the lightmaps to Object231 -- therefore they're dimmed at the same level with c06. Here, try this if you like -- [TSL]_303narl_Object231_Lightmapped_BETA.7z -- be advised it haven't been tested so I can't tell if it works let alone how it looks. The person that does the texture can utilize CM_Bright to light the monitor part if you they want that glow effects though. Indeed not the best solution available, so I hope you can have it sorted best as possible.
  26. 2 points
    How is everyone? It's been a while... Several changes have been made to the reverse compiler, resulting in a rewrite from the ground up: All Opcodes are now properly decoded, including: RSADDx - Now able to differentiate variables from subroutine return values JSR - Number of subroutine arguments and return values fully deduced JZ - Now able to differentiate logical AND|OR expressions from if|while|for statements Subroutine signatures are now partially deduced: Number, but not types, of arguments and return values To do: Collection of type information is dependent upon evaluation of statements Proto-statements (I made up this term) are discovered: Input for recreating complete statements (I made up this term, too) int i = 0; is a complete statement int i; is a complete statement, and a proto-statement of int i = 0; i = 0; is a complete statement, and a proto-statement of int i = 0; To do: Proto-statements must be combined to recreate complete statements Error handling is slowly being added: Has helped discover programming and algorithm bugs Is meant to discover incorrect NCS files, which compilers can generate under certain conditions To do: "Full" error handling won't happen in the first release If anyone has questions I'll be happy to explain further. For now, I'm working to complete this before the two-year anniversary of starting this project. 😬
  27. 2 points
  28. 2 points
    For those interested, version 3.0 of KotorBlender is out. ASCII MDL / PTH workflow has been dropped in favor of binary importer & exporter. Binary MDL support is mostly on par with MDLops/MDLedit, except it lacks smoothing groups and cannot export saber meshes. I will fix these as I go. Other plans include streamlining the editing process, e.g. one-click lightmap baking and working with multi-material objects, armature animation export, advanced shader node setups, etc. Also, an interesting discovery I made about the MDL format - both MDLops and MDLedit expect per-vertex "tangent space" data to have the following layout: Bx By Bz Tx Ty Tz Nx Ny Nz, where B is a bitangent, T is a tangent and N is a normal. However, my experiments show that "tangent space" is actually a transposed TBN matrix, which makes a lot more sense from the engine standpoint: Tx Bx Nx Ty By Ny Tz Bz Nz.
  29. 2 points
    Sure, this is pretty trivial. If you want to do it yourself then open baseitems.2da, go to row 102 ("Armor_Zeison_Sha") and change the value in the column "dex bonus" to -1. Row 102 is used for all armoured robes, and -1 here means 'not applicable'. Bung it in your Override and you're good.
  30. 2 points
  31. 2 points
    Where are the Kreia underwear mods??? 😭😡🤡
  32. 2 points
    Making good progress on a SotOR replacement. Just calling it KSR. Crazy34's new blade models and a full stats and placement rework. Should be good.
  33. 2 points
    Not gonna lie, when I see a mod put all the description in the readme it just seems like they're trying to inflate their download count. At least summarize it.
  34. 1 point
    Good stuff! I started to do some testing myself (sorry, thought I could do this fast). Portraits are not right, I think I know what's up, update soon.. Ok, tested things, this should be the final version for my textures. Just to clarify for others reading this, you need to add seedhartha's ported model files (pmhc05.mdl & pmhc05.mdx). pmhc07-k2-to-pmhc05-k1.zip
  35. 1 point
    I can whip up a bearded texture version based on my K2 mod. Btw these head textures and portraits work fine if you stay neutral or go light side. The other filenames work a bit different in K1, though. K2's D2 = K1's D K2's D1 = K1's D2 K1's D1 = in between K2's Neutral and D1 K1's D3 = in between K2's D1 and D2 (So K1 has 2 extra in between states)
  36. 1 point
    This may take a while to release while I fix all the bugs, but I've made decent progress in just a single day, so that's great. Ever wanted to take the underdog and worst duelist in all of Taris on an adventure? Well, soon, (with any luck) you can! Take Duncan with you as you explore the galaxy, unique dialogue, pazaak, and the ability to make stuff! He replaces T3-M4, Janice has new dialogue: There is plans to add (voiceless) banter between Duncan and characters like Mission, Carth, & HK-47! His voiced dialogue is staying in, as I believe it'd be a bit silly to get rid of any of his voiced dialogue Even further down the line I'd like to add an entire questline, and maybe SOMEDAY get a decent voice-actor, but all of that is likely in the distant future. This is just a place to show off my progress, not to provide a download just yet, sorry ya'll. Disclaimer: I'm sure this might mess with any T3-M4 mods, Taris Dueling Ring mods, or the KOTOR 1 restoration, due to Deadeye appearing on Manaan in it, so keep that in mind. Also, yes, he has the worst stats of any party member by far, but he's far better then his dueling ring self. Known bugs that I currently know of (and would like help with if at all possible): ^This hilarious one, for one. As well as this: Anyway, hope you like what you see!
  37. 1 point
    If you reenabled them as is, they would not do anything. Control, Sense, and Alter was a way of categorising force powers used in the old Star Wars RPG. Bioware was obviously considering it for KotOR at one point, but didn't go with it. Force powers are mostly scripted, so there's no reason why you couldn't make 'force focus but only for some powers'. But you could do that regardless.
  38. 1 point
    The last few updates were light on samples, so let's address that. TSL's k_inc_treasure.nss: And the reverse compiler output: And the two overlapped for comparison, with the reverse compiled script labeled as "RCScript": In some cases, the number of RCScript statements matches that of the original NWScript statements, e.g. the assignment expression statement "str = pad + str;". [An earlier post referred to RCScript statements as proto-statements, and NWScript statements as complete statements. They're all terms I made up.] In others, multiple RCScripts statements combine to form the NWScript statement. The simplest example is a variable declaration with an initializer: the initializer is an expression statement that immediately follows the declaration. A more complicated example is the iteration statement, which is followed by a jump statement. Then, the body of the iteration statement (in the example, the assignment expression statement) is placed between them. The return statement is similar, however it has a slight quirk in that it starts off as regular expression statement that gets split in two. Then a jump statement is placed in between the two pieces, with the second being the original MOVSP. The first piece is modified with a new MOVSP that removes the result of the expression and all other values on the stack in order to clear the stack before exiting the subroutine. However, the ultimate is the switch statement. It's so complicated it needs its own post. It has optional parts... The final three RCScript statements are unprintable. The first clears all variables from the stack. However, this was already dealt with in the return statement. The jump statement inserted into the return statement jumps past this MOVSP and lands on the final MOVSP. Since the stack has already been cleared, this must be clearing arguments. And then the subroutine returns. To Do: Write code to generate expressions, e.g. ADDxx becomes <operand 1> + <operand 2> Regroup RCScript statements back into NWScript statements Integrate the value stack so variables can be referenced by unique names
  39. 1 point

    Version 1.0

    509 downloads

    This mod was inspired by Shem's Realistic Visual Effects from way back when. For those of you who don't remember, Shem's mod removed speed blur, glowing hands during melee attacks, force wave and sparkly healing animations. I've decided to take things a step farther and remove everything that could be considered unrealistic, such as: - the brief green glow that occurs after being poisoned - anything visual associated with friendly powers (valor, force resistance, shield, etc.) - glowing or smoking hands when using certain powers - the shield-like stasis effect - swirling white lines indicating confusion - the black 'scorch' effect that appears on the ground after some explosions (which is realistic, admittedly, but looks like hell) - the 'goo' effect that appears after smashing Kinrath eggs (which is also realistic, but, much like the 'scorch' effect, looks horrific in-game) - animated scopes (power blast, sniper shot, etc.) Why do something like this? Personally, I can't stand the glowing, sparkling and otherwise silly or ugly visual indicators in KotOR. This sort of thing might be useful for anyone looking to create machinimas... which probably aren't a thing anymore, but oh well. I've also included a couple optional extras: a blank texture that replaces the blue nebula thing - which can be seen during a variety of in-game cutscenes and typically looks pretty bad - and also a reworked camera. The edited camera definitely isn't for everyone, but to me it looks more modern without going totally overboard. I've adjusted it so that there are no differences between the default, combat and Ebon Hawk camera angles. This probably isn't compatible with other mods that alter 'visualeffects.2da' or 'spells.2da'. I don't use K1R, so I'm not sure whether or not there are any conflicts. It will work with the Community Patch, however, but you must install my mod afterwards. And finally, a huge thanks to Fred Tetra for his KotOR Tool. Enjoy.
  40. 1 point
    Released 3.4.0 with this and a couple of other fixes, but most importantly I have reworked the UI. It now fits Blender 2.8 style alot better. Here are some screenshots:
  41. 1 point
    In 3.3.0 now you can. You can even add supermodel animations on top of head models and they will look ok. I have also finally fixed precision issues with export of custom normals. Exported models now look exactly as they were imported, and MDLedit no longer raises a warning. Overall, I did some testing and this version seems to be pretty robust. I'm tempted to say it's final for now.
  42. 1 point
    You can use the Model Viewer. No fancy shading and things, but it does allow you to preview your texture changes in a few seconds.
  43. 1 point
    There's a rollout for the OdysseyBase where you can edit the supermodel, the same as in KMax. Blender's way of doing things is just a lot more clunky and obtuse.
  44. 1 point
    there should be a line within Baseitems that effect Jedi Armors like you are asking. The question is do you have Kotor tool?
  45. 1 point
    Hey, guys. Just wanted to give you a heads up that I'm in the middle of updating the add-on, enabling import and export of binary models based on MDLedit. I noticed that @Arson Hole is using the master version from GitHub. This one is not being properly tested and could be unstable. Please use version 2.1.0 from this site instead, and make sure to put all addon files under a folder named kotorblender, as @Hunters Run just said.
  46. 1 point

    Version 1.0.0

    22 downloads

    "Poison weapons and upgrades" mod for Star Wars Knights of the Old Republic II: The Sith Lords VERSION: 1.0 RELEASE DATE: October 11, 2021 AUTHOR: LoneWanderer --------------------- 1.Description --------------------- Adds 3 poison weapons (2 with new models) and 6 melee upgrades with custom icons. KOTOR I had several poisoned weapons, which were quite fun to use, but in TSL poison damage type was limited to mostly useless or rarely used grenades, mines and droid special weapons. The goal of this mod is to make gameplay more varied and interesting by adding new obtainable poison weapons and upgrades. Weapons: Naga Sadow's Poison Blade - inside Korriban's Academy Poison Short Sword - can be bought from Samhan Dobo on Telos Sith Poison Double-Bladed Spear - from Dark Jedi Apprentice inside Freedon Nadd's tomb Upgrades (can be created using a workbench): Mild Poisonious Edge - Poison, Mild Damage DC 15 (requres skill: Stealth 6) Average Poisonious Edge - Poison, Average Damage DC 25 (requres skill: Stealth 14) Severe Poisonious Edge - Poison, Virulent Damage DC 30 (requres skill: Stealth 22) Deadly Poisonious Edge - Poison, Deadly Damage DC 50 (requres skill: Stealth 32) Average Weakening Edge - Poison, Average Weakness DC 20 (requres skill: Awareness 10) Deadly Weakening Edge - Poison, Deadly Weakness DC 40 (requres skill: Awareness 28) Since level cap was raised from 20 to 50 in TSL and autobalance system increases the level of enemies to match the level of Main Character, this means that in the latter half of the game most enemies will have very high resistance to poison, which makes it ineffective. To counter this imbalance, 2 additional levels of poison damage were added: Deadly Damage and Deadly Weakness. Also, to increase the chance of poisoning enemies, you can try lowering their Fortitude using, for example, Force Scream. As a bonus Poison Short Sword and Sith Poison Double-Bladed Spear have new models (see License information in section 6.Credits). The correct shadow models were kindly created by DarthParametric. CHEATS. 'giveitem poisn_short_01' - Poison Short Sword 'giveitem poisn_spear_01' - Sith Poison Double-Bladed Spear 'giveitem sadow_blade_01' - Naga Sadow's Poison Blade 'giveitem u_m_psn_edge_01' - Mild Poisonious Edge 'giveitem u_m_psn_edge_02' - Average Poisonious Edge 'giveitem u_m_psn_edge_03' - Severe Poisonious Edge 'giveitem u_m_psn_edge_04' - Deadly Poisonious Edge 'giveitem u_m_wkn_edge_01' - Average Weakening Edge 'giveitem u_m_wkn_edge_02' - Deadly Weakening Edge --------------------- 2.Installation --------------------- Run "TSLPatcher.exe" installer and select your TSL folder. ------------------------- 3.Uninstallation ------------------------ Delete installed files of the mod from Override folder. Copy the files (except dialog.tlk) within the generated "backup" folder and place them in the Override folder, place dialog.tlk in your TSL folder. If you installed other mods after this one that modify dialog.tlk, iprp_onhitdc.2da, itemcreate.2da, itemcreatemira.2da, poison.2da, upgrade.2da, then you should uninstall those mods first. ----------------------- 4.Compatibilty ----------------------- This mod is compatible with TSLRCM. New weapons use model variation 20 of short sword and double-bladed sword. New upgrades use item icon slots ip_pltuseitm_113 - ip_pltuseitm_118. If items from other mods use these model variations or slots, then they will overwrite each other appearance. ----------------------- 5.Permissions ---------------------- This mod may not be modified or distributed without the explicit permission of the author. This mod can be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months. -------------- 6.Credits -------------- Poison Short Sword uses model "Modern Sword" (https://skfb.ly/669CC) by Vladimir that is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Sith Poison Double-Bladed Spear uses model "Spear" (https://skfb.ly/6sWQT) by DafVader that is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Blue - KotOR Scripting Tool Special Thanks to DarthParametric for creating models used as weapons' shadows ---------------- 7.Contact --------------- PM me on DeadlyStream or Nexus. Disclaimer 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
    No worries, hopefully I answered your questions. Just text chat I believe on Twitch. I am a lot more active on Discord so if you need any more help feel free to reach out to me and I will do my best to answer whatever questions you have regarding KotOR, though I only really mod KotOR2 so it is possible that I might not be able to help regarding some things, but I am fairly sure I understand the basic differences between the two.
  48. 1 point

    Version 1.1

    493 downloads

    This modification alters the alignment of various npcs to match their allegiance and characteristics, since in KotOR BioWare left everything neutrally aligned with few exceptions. Through this, "vs. alignment group" properties now have more opportunities to take effect as they should. Unlike in the sequel there's no Force Sight so I didn't get too fancy - it's mostly just set values all across the board to ensure everyone is firmly sitting in their respective sides. No longer will the game regard Darth Bandon as this misunderstood Grey individual, but instead as the smug good-for-nothing slimebag we all know him to be. _____________________________ What will this change, really? In terms of combat, the Solari crystal will work fully against every Dark Jedi (and more) you come across. Of course they now have a different fp usage dynamic as you would expect so it more or less balances itself out. What if I'm Dark-Sided? The Mantle of the Force crystal can remove your lightsaber's light-side restrictions. Also don't forget, mods that add items with bonuses versus alignments will benefit from these changes too, so you don't need to limit yourself only to what exists in the base game! Compatibility... As long as you install this mod last there really shouldn't be any issues other than different mods hard overwriting my changes, in which case they will take no effect, but nothing too serious. Due to the number of files this mod entails, it is very likely that any other mods that edit .utc files via override will coincide with the ones my modification references. _____________________________ Credits: Fred Tetra for Kotor Tool. stoffe for TSLPatcher and ERFEdit, updated by Fair Strides. The Deadlystream community for being an all-around helpful bunch.
  49. 1 point
    View File Delayable Message from the Exchange Gives you the freedom to complete as many sidequests as you want in Nar Shaddaa without being interrupted by the message from the Exchange I never really liked how once you get the message from Visquis in Nar Shaddaa there's nothing you can do but complete a long quest without the possibility of returning to the ship or talking to your companions (as well as possibly interrupting or making you fail other sidequests). This mod aims to give the player a bit more control and freedom by making it so that it will only trigger once you talk to Kaalah-nah in the entertainment promenade and ask him to contact them. Submitter feeling Submitted 09/13/2020 Category Mods TSLRCM Compatible Yes  
  50. 1 point
    To anyone interested in helping Sith Holocron with this request: You're free to use my skyboxes, should you want to. I'll also finish the new V2 Korriban skyboxes once I'm back from my vacation and you can have those as well once they're done.