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  1. 8 points

    Version 1.1.0

    140 downloads

    DESCRIPTION This mod is the second entry in my modding series attempting to replace KoTOR's alien models with high quality ones created from scratch. It effectively replaces the old Rodian 3d model with a custom one, along with its 5 texture variations. You may follow the development of this series here. Please note that this series is a work in progress and creating such characters takes a lot of time. COMPATIBILITY Any mod altering the model or textures of the vanilla K1 Rodians will be incompatible with this one. A compatibility patch for DP's Jedi Diversity on the Star Forge mod has been added. K1R compatibility has not been tested and therefore cannot be guaranteed. KNOWN ISSUES None (yet ). INSTALLATION Download and extract the contents of 'HQA Rodians.zip' somewhere on your PC. Navigate to the extracted 'HQA Rodian' folder and run TSLPatcher.exe. Let the installer do its magic but give it a hand if it can't find its way into your KOTOR game folder by its own. If you also use DP's Jedi Diversity on the Star Forge mod, download and extract the contents of 'Jedi_Diversity_on_the_Star_Forge_Rodian_Compatibility_Patch.7z' into your Override folder. Click 'Yes' to overwrite files when prompted. CREDITS bead-v: KOTORMAX and MDLEdit stoffe & Fair Strides: TSLPatcher seedhartha: KotorBlender SithSpecter: High quality blasters (used for the thumbnail render) Philip Trautmann: Thumbnail font (Prequel) Darthparametric: For creating a compatibility patch for his Jedi Diversity on the Star Forge mod. SPECIAL THANKS @Marius Fett For the unlimited supply of feedback provided and testing the models in-game. @DarthParametric For providing much needed constructive criticism and advice, as always, and for creating a compatibility for one of his mods (see above). PERMISSIONS Anyone is allowed to re-use the assets of this mod, including those contained in the modder's resources archive (coming soon), in any way or form they would like for their own modding objectives. I only ask to be properly credited for the assets used. However, I explicitly and strictly forbid anyone to directly re-upload this mod or any of its contents to any other site than Deadlystream.
  2. 8 points
    Happy New Year folks!
  3. 6 points
    Hey, this is my first status update on this site! Anyway, I intended to post this on New Year but there were more complications than I anticipated. So recently I softmodded my +20 year old original Xbox and I wanted to try modding the Kotor games with the new tools to check how far you could go. I saw some threads about this here and here, which were really useful but I wanted to note some things: · From my experiments, textures need to be square with a size of 512x512 maximum, otherwise they will not show up correctly. They don't need to be in TXB format, you can just throw the TGA and TXI into override. · I tried converting custom modules (like the ones in Brotherhood of Shadow) to the Xbox version, but they didn't work for some reason. · Character models and other mods can easily crash the game. I have had countless crashes which made my console freeze and I couldn't turn it on until a few hours passed which is why this took me so long. So with all this I just made a video about it here: Excuse the video and audio quality, I don't have a game capture lol. I also experimented with the Xbox version of the Jedi Knight games and ironically, they are way more limited than the Kotor games despite having released all the tools and source code for the PC version. You can see a video about it here: On another note, my machinima is getting closer to completion and I will show it here once it's done. No mods to show this time, but I hope you find this useful if you ever intend to mod the Xbox version of this games. And don't hesitate to post any other info about this I may have missed if you have any! Happy New Year!!
  4. 5 points

    Version 1.0.0

    33 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 23.01.2023 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the TSLPatcher.exe, click install and sit back and watch the TSLPatcher do its magic. Description: Kotor 2 has a few popular heads which were cut from the final game, they include: Saedhe's unique head, Hussef's unique head and the "Jedi Master 4" head which was used for Kaevee. Whilst these heads were restored in TSLRCM, no such restoration of unused heads exists for K1... until now! This mod will present up to 5 restored faces which you will see across the Kotor galaxy, they include: 1) "Sith Apprentice 1 Head": In-game, the armored Sith Apprentice's use the 2nd Sith Apprentice Head variant whilst the 1st head variant is neglected. As only a texture exists for this head, I had to modify this head's texture to hide the mapping for the scar which is present for the 2nd Sith Apprentice Head but not this one. This new Sith Apprentice head is used by the Taris Sith Govenor, the Dark Jedi in the Manaan Hangar, the Dark Jedi Master trio in the Leviathan Command Deck and the Lehon Sith Master. 2) "Dirty Commoner Head Variant Male": This head is a variant of the classic Batu-Rem generic head with a dirty, scratched up reskin. This head will be used by the Infected Outcasts who you can cure in the Undercity. 3) "Dirty Commoner Head Variant Female": This head is a variant of the generic head used by Sarna with a dirty, scratched up reskin to match the male variant. This skin is special as it was never included in either the PC or the XBOX versions of Kotor, so how did I get my hands on this texture? When Aspyr released Kotor for the Nintendo Switch, they accidentally replaced the generic blonde white female head with this dirty head variant instead, resulting in characters like Ice using this head texture instead of their usual blonde head. To restore this head for it's intended purpose (as a dirty head variant), I had the texture ripped from the Switch and ported to PC. From my observation, the Nintendo Switch version of Kotor uses an upscaled version of the XBOX textures upgrading their textures from 256x256 (the standard XBOX quality) to 1024x1024 resolution (This is why the graphics on the Nintendo Switch look so strange). The skin included in this mod has been downsized to 256x256 to match the texture quality of the male head variant which WAS included in the PC game files. This head will be used by the Infected Outcasts who you can cure in the Undercity. 4) "Asian Commoner Head Variant Male": This head is listed in the game files amongst the other generic commoner heads, it can be assumed this head was scrapped and it's model became the basis of the PHMA01 player head. As of right now, this head will be used by Tanis Venn! Why Tanis? Well, his unique appearance isn't really that 'unique'. His vanilla appearance uses the generic Tatooine Asian male head with a smuggler's jacket, by giving Tanis this previously unused head it makes Tanis' appearance a proper 'unique' appearance. 5) "Asian Commoner Head Variant Female": This head is listed in the game files amongst the other generic commoner heads, it can be assumed this head was scrapped and it's model became the basis of the PHFA02 player head. As of right now, this head will be used by the Czerka Protocol Officer! Why the Czerka Protocol Officer? Well, her unique appearance isn't really that 'unique'. Her vanilla appearance uses the generic Tatooine Asian female head with the Czerka clothing texture locked in by default, by giving the Czerka Protocol Officer this previously unused head it makes her appearance a proper 'unique' appearance. Please refer to the screenshots on this mod's Deadlystream download page for a visual reference. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. The Sith Apprentice head might have a minor graphical error on it's right cheek, with the original texture this minor graphical error appears much worse and my modifications to the texture was done to make this error less noticable. You can't really notice any graphical error unless you really keep your eyes peeled for it so you probably won't even notice it. Incompatibilities: Please report any incompatibilities! Will be incompatible with any mod which adds "N_SithAppren01_H.tga" or "N_SithAppren01_H.tpc". If you installed a mod which has "N_SithAppren01_H.tga", even if it's an AI Upscale, it will most likely restore the previously fixed graphical error on the Sith Apprentice's cheek. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SpaceAlex: For modifying the "N_SithAppren01_H" texture in his K1 Enhancement Pack mod, this mod was a basis for my own fixed texture! Jacqylfrost: For porting the infamous female dirty commoner head texture from the Nintendo Switch, without his work this component wouldn't have been possible! Bioware: For such an amazing game! Aspyr: For including the female dirty commoner head texture on the Nintendo Switch! 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.
  5. 5 points

    Version 1

    33,997 downloads

    HD texture for Twi'lek female. Files posted after 2023 are used with K1 Thigh-High Boots For Female Twi'lek Body (Modder's Resource) 1.0.
  6. 5 points

    Version 1.0.0

    332 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 04.01.2023 Installation: Copy & Paste the files inside the "For Override" folder and place them into the "Override" folder inside your "swkotor" directory. Description: Since the 2010s, there have been many attempts at creating high quality models and textures for the weapons found in the Kotor games, however, there are several types of weapons which don't have any HD mods in 2023: Gamorrean Battleaxes, Stun Batons and Quarterstaffs. But some of you might recall DeadMan's Quarterstaff Replacement Pack from 2012 which replaced the Quarterstaff models with high quality models and textures... this mod was made for Kotor 2 though and was never ported for K1 players to enjoy... until now! 10 years after the release of the original, the Quarterstaff Replacement Pack has now been ported to K1 replacing the Quarterstaff and the Massassi Battle Staff. Quarterstaffs can either be bought from merchants or wielded by NPCs as weapons (such as the Black Vulkars and Outcast NPCs on Taris) Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. It should be noted that the Massassi Battle Staff sometimes doesn't extend if equipped when the player is doing the "battle pose" animation. The weapon will be able to extend once this animation stops. Incompatibilities: Report any unknown incompatibilities to me on Deadlystream.com Permissions: You are free to use this models as you like as long as you give proper credit to DeadMan. Under NO CIRCUMSTANCES CAN ASSETS OF THIS MOD TO BE UPLOADED TO STEAM WORKSHOP. Special Thanks to: DeadMan: For the original mod! SithSpecter, RevanDark and AshuraDX: Assets used in the original mod by DeadMan! 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.
  7. 4 points

    Version 1.0.1

    81 downloads

    =KotOR 1 Twi'lek Male NPC Diversity= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION AUTHOR: Leilukin FILE NAME: K1 Twi'lek Male NPC Diversity.7z LATEST VERSION: 1.0.1 CONTACT: E-mail to leilukin@outlook.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: In vanilla KotOR 1, Twi'lek NPCs have a very limited variety of designs. This mod aim to diversify the appearances of Twi'lek male NPCs, by giving the named Twi'lek male NPCs different looks instead of the generic NPC looks to set them apart. The Twi'lek male NPCs affected by this mod include: Larrim, a merchant in the South Apartments of the Taris Upper City Uriah, a Pazaak card seller in Javyar's Cantina Bib Surool in Javyar's Cantina Matrik in the Lower City East Apartment on Taris Crattis Yurkal, a merchant in the Jedi Enclave on Dantooine Deesra Luur Jada, a Jedi Knight in the Jedi Enclave on Dantooine Kandon Ark in the Black Vulkar Base on Taris Karal Kaar, a merchant in the Jedi Enclave on Dantooine Lur Arka Sulas in the Jedi Enclave on Dantooine Bolook at the Dantooine grove Nico Senvi, a swoop racer on Tatooine Ganda Kaitoova, a swoop race fan on Tatooine Senni Vek, messenger of the GenoHaradan quest line Vek in the swoop registration on Manaan Ziagrom, messenger of Mika Dorin's premium store The unique appearances of these NPCs are created by utilizing the assets from Ashton Scorpius' Better Twi'lek Male Heads for K1 Enhancement Pack modder's resource, which is based on the Twi'lek NPC assets from SpaceAlex's K1 Enhancement Pack, which has been released as a modder's resource. Ashton Scorpius' K1 Better Twi'lek Male Heads mod is not required for this mod to work, but I recommend installing Ashton's mod alongside this mod for visual consistency between the Twi'lek male NPC heads. For the best experience with this mod, it is recommended to load a save before visiting Taris for the first time. 2. INSTALLATION: Extract the K1 Twi'lek Male NPC Diversity.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR directory. Run Install.exe, point the installer to your KotOR directory, where swkotor.exe is located, and let the installer do its job. If you prefer the Twi'lek men's "blubber" necks in the vanilla game, or you choose to install Option B of Ashton Scorpius' K1 Better Twi'lek Male Heads, after installing the main part of this mod, go to the "Optional - Original Necks" folder, drop the files into the Override folder in your directory and overwrite files when prompted. When you install this mod, a new folder named "backup" will be created by the installer in the same folder as the installer. Do not delete the folder or the file within the folder if you are planning on uninstalling this mod. If you have installed other mods, when you install my mod, you may receive warnings about the installer skipping at least one .MOD file because it already exists in your Modules folder. Do not need to worry about those warnings, as it is just the way I set up the installer to ensure my mod will be installed properly if you are not using any other mods. If you also want to use N-DReW25's Senni Vek Restoration, this mod has included a compatibility patch for it. Go to the "Senni Vek Restoration Compatibility" folder in this mod, and follow the instructions in a Read Me file to install the patch. 3. UNINSTALLATION: Go to the backup folder created when you installed this mod, cut and paste the following MOD files into the Modules folder of your KotOR directory: danm13.mod danm14ac.mod kas_m22ab.mod korr_m33aa.mod manm26ad.mod manm26ab.mod tar_m02aa.mod tar_m03ad.mod tar_m03ae.mod tar_m10aa.mod tar_m10ac.mod tat_m17aa.mod tat_m17ae.mod If there is any 2DA file (appearance.2da and/or heads.2da) present in the backup folder, cut and paste the 2DA file(s) into the Override folder in your KotOR directory. Otherwise, delete the 2DA files from your Override folder. If you want to uninstall this mod completely, delete the files with the "llk" prefix that are used by this mod from the Override folder in your KotOR directory. See READ ME.txt for the list of these files to be deleted. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: This mod is not compatible with any other mods that modify or change the heads of the Twi'lek male NPCs affected by this mod (see the Description section above for a full list of the NPCs). This mod does not replace any vanilla Twi'lek textures and models, so this mod is compatible with mods that retexture or remodel vanilla Twi'leks. If you are using KotOR 1 Community Patch (K1CP), you need to install this mod after K1CP. If you are using KotOR 1 Restoration (K1R), you need to install this mod after K1R. This mod includes a compatibility patch for N-DReW25's Senni Vek Restoration. 6. PERMISSION: Since this mod utilizes assets from Ashton Scorpius' Better Twi'lek Male Heads for K1EP modder's resource, per Ashton's terms in the modder's resource, do not use assets from this mod without receiving Ashton's permission first. 7. CREDITS: SpaceAlex for the K1 Enhancement Pack modder's resource Ashton Scorpius for creating the Better Twi'lek Male Heads for K1EP modder's resource and giving me the permission to use it N-DReW25 for giving me the permission to make a compatibility patch for Senni Vek Restoration Cortisol for Holocron Toolset bead-v for MDLedit ndix UR for tga2tpc and tpcview 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.
  8. 4 points

    Version 1.0.0

    113 downloads

    --------------------------------------------- Knights of the Old Republic --------------------------------------------- TITLE: Effixian's Extra Robes for JC's Cloaked Jedi Robes AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- This mod requires JCarter426's mod "JC's Fashion Line I: Cloaked Jedi Robes for K1". It adds 9 robes with unique textures, most based on my KotOR 2 versions. Textures with and without gloves are included, which ones get used depends on which install option you picked when installing JC's mod. A merchant by the name of "Effix" gets added to Tatooine's Docking Bay area, he sells all the robes. ------------------------- INSTALLATION ------------------------- Unzip. Run the file "TSLPatcher - Install Effixian's Extra Robes for JC's Cloaked Jedi Robes.exe". ---------- BUGS ---------- None known. Please let me know if you find any. -------------------------- UNINSTALLING -------------------------- Remove from the Override folder: effix.dlg, effix.utc, effixstore.utm, g_a_jedirobe80.uti, g_a_jedirobe81.uti, g_a_jedirobe82.uti, g_a_jedirobe83.uti, g_a_jedirobe88.uti, g_a_jedirobe89.uti, g_a_jedirobe90.uti, g_a_jedirobe91.uti, g_a_jedirobe92.uti, ia_JediRobe_080.tga, ia_JediRobe_081.tga, ia_JediRobe_082.tga, ia_JediRobe_083.tga, ia_JediRobe_088.tga, ia_JediRobe_089.tga, ia_JediRobe_090.tga, ia_JediRobe_091.tga, ia_JediRobe_092.tga, k_ptat17ab_enter.ncs, n_effixh.mdl, n_effixh.mdx, N_EffixH.tga, n_gtmtwlek_coms1.lip, n_gtmtwlek_coms2.lip, n_gtmtwlek_grts.lip, n_gtmtwlek_ques.lip, old_k_ptat17ab_enter.ncs, PFBI01.txi, PFBI80.tga, PFBI81.tga, PFBI82.tga, PFBI83.tga, PFBI88.tga, PFBI89.tga, PFBI90.tga, PFBI91.tga, PFBI92.tga, PFBIA80.tga, PFBIA81.tga, PFBIA82.tga, PFBIA83.tga, PFBIA88.tga, PFBIA89.tga, PFBIA90.tga, PFBIA91.tga, PFBIA92.tga, PFBIB80.tga, PFBIB81.tga, PFBIB82.tga, PFBIB83.tga, PFBIB88.tga, PFBIB89.tga, PFBIB90.tga, PFBIB91.tga, PFBIB92.tga, PFBIBa80.tga, PFBIBa81.tga, PFBIBa82.tga, PFBIBa83.tga, PFBIBa88.tga, PFBIBa89.tga, PFBIBa90.tga, PFBIBa91.tga, PFBIBa92.tga, PFBIC80.tga, PFBIC81.tga, PFBIC82.tga, PFBIC83.tga, PFBIC88.tga, PFBIC89.tga, PFBIC90.tga, PFBIC91.tga, PFBIC92.tga, PFBIJu80.tga, PFBIJu81.tga, PFBIJu82.tga, PFBIJu83.tga, PFBIJu88.tga, PFBIJu89.tga, PFBIJu90.tga, PFBIJu91.tga, PFBIJu92.tga, PMBI01.txi, PMBI80.tga, PMBI81.tga, PMBI82.tga, PMBI83.tga, PMBI88.tga, PMBI89.tga, PMBI90.tga, PMBI91.tga, PMBI92.tga, PMBIA80.tga, PMBIA81.tga, PMBIA82.tga, PMBIA83.tga, PMBIA88.tga, PMBIA89.tga, PMBIA90.tga, PMBIA91.tga, PMBIA92.tga, PMBIB80.tga, PMBIB81.tga, PMBIB82.tga, PMBIB83.tga, PMBIB88.tga, PMBIB89.tga, PMBIB90.tga, PMBIB91.tga, PMBIB92.tga, PMBIC80.tga, PMBIC81.tga, PMBIC82.tga, PMBIC83.tga, PMBIC88.tga, PMBIC89.tga, PMBIC90.tga, PMBIC91.tga, PMBIC92.tga, PMBIZh80.tga, PMBIZh81.tga, PMBIZh82.tga, PMBIZh83.tga, PMBIZh88.tga, PMBIZh89.tga, PMBIZh90.tga, PMBIZh91.tga, PMBIZh92.tga, start_effixstore.ncs --------------------- ITEM CODES --------------------- g_a_jedirobe80 Jedi Lorekeeper's Robe g_a_jedirobe81 Sith Lorekeeper's Robe g_a_jedirobe82 Jedi Archivist's Robes g_a_jedirobe83 Sith Inquisitor's Robes g_a_jedirobe88 Prototype Warrior Breastplate g_a_jedirobe89 Prototype Knight Breastplate g_a_jedirobe90 Electromesh Robe g_a_jedirobe91 Red Electromesh Robe g_a_jedirobe92 Dune Sea Robe ------------------------------------- DISTRIBUTION NOTES ------------------------------------- You can use the files from this mod in your own mod if you simply credit me. -------------------- THANKS TO -------------------- - JCarter426 for making the "JC's Fashion Line I: Cloaked Jedi Robes for K1" mod - Fred Tetra for KotOR Tool ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix -------------------------------------------------------------------------------------------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  9. 4 points
    Any chance that we could get the "Featured Downloads" section of the Downloads page updated once a month? For example, I'm not sure that Playable Lizard Characters needs to be a featured download for years on end.
  10. 4 points

    Version 1.0.0

    19 downloads

    Snowy Dantooine This Skin makes Dantooine more in the Winter season. - Textures have been changed - New Load Screens are added - Maps are redone Installation: 1 - Download and Extract SnowyDantooine1.0.zip 2 - Open the Snowy Dantooine folder and copy all files 3 - Paste the files into the override folder of Kotor 2 Credit: Fred Tetra - Kotor Tool GIMP Telos Polar Region snow texture Permissions: Do not upload the mod onto another site Do not take credit for this (You can take credit for the idea if you made something very similar before this was released.) You can re-use the textures here, but do no re-upload them directly. You can modify them. Version: 1.0
  11. 4 points
    High quality Rodian in-game test
  12. 3 points
    Hello all, This is an idea I had many years ago (I think I even made a thread here about it), but I never got very far. It crossed my mind recently so I decided to take another crack at it since it's a character's story I feel low-key passionate about. When the player is down in the Undercity of Taris, they can run into Rukil, the old proclaimer of something called the Promised Land. He has you go search for his missing apprentice, a young woman named Malya. In the game, you find a generic (old man) corpse with Malya's journal, and you tell Rukil she died. The end. Or not. The Promised Land concept is interesting enough, but the fact that Rukil has an apprentice (with a name), who seems to be an open-minded, hopeful, and brave young woman of all things seems like a huge missed opportunity to me. Maybe she's force sensitive. Maybe she has a unique perspective the other characters don't have, based on her unique upbringing. It's especially tragic for my player character, who doesn't really have the hots for Bastila and would be much more interested in someone who's not such a normie. So, Malya lives on, developing quietly in the back of my mind. So I've started work on it again. STORY: The new story is, basically, that while searching for the Promised Land, Malya left her journal on an old corpse in the Undercity when had to run and hide from Rakghouls and then Gamorrean slave hunters. She got captured by Gamorreans, and sold to the exchange. Shortly before the player character arrives at Davik's estate, Malya attempted to escape but was caught and thrown in the torture chamber. She is then rescued by the player character, and the grateful Malya joins him after learning that the other Outcasts are long gone on their journey to the Promised Land. The party then escapes Taris and goes to Dantooine, where Malya succumbs to her usual habits and explores every part of the Jedi enclave she can. While the player character is in training, Malya steals a Jedi holocron, and starts learning about the Jedi, Sith, and various Force philosophies. Once the quest for the Star Forge begins, the player character learns of Malya's Force experiments and has the option to train her as his own apprentice. Instead of becoming a traditional Jedi, however, Malya forms her own philosophy combining the teachings of Rukil and what she has learned since. One of her protests to the usual events of the game's story is on Kashyyyk, where she denounces a violent Wookiee uprising against Czerka, instead advocating for a more moderate agenda. As she harbors feelings for the player character, she dislikes Bastila, and by extension distrusts the Jedi. This is amplified after the Leviathan incident and subsequent revelation. Near the end, Malya declares her wish that the player character neither be subservient to the Jedi nor the Dark Side, and instead submit to nothing but Truth itself and become a fully realized individual, and says that this can be done by saving his old friend Malak from the Dark Side. MOD GOAL: Recruitment mod that adds Malya to the party, replacing Juhani. She serves as an alternative love interest to Bastila for male PCs. She can be trained as a Force user by the player character. She is to be fully voiced (I have directed voice actors before so I'm not worried about this - I'm more worried about lip synching because I have no idea how to do it). She is to chime in on the story like other party members do. Further down the road, if I get good enough at modding or have help, I'd like to have more story stuff like in the above summary. WHAT I'VE DONE SO FAR: -In Davik's estate, Malya can be found in the torture chamber (replacing Hudrow). When you rescue her, she gives you the Ebon Hawk security codes and joins your party after you escape Taris. This is implemented and works. However, there are a few problems I have to work out. -Her appearance is subject to change, but right now I have a reskinned albino version of TSL's PFHA06. After she escapes Davik's estate and changes out of the dirty old Outcast clothes, she has a hooded outfit which was made by removing the face from the darkjedif model (I might publish that bit on this website separately as a modder's resource or small mod). I made a prototype skin for the clothing, and I'll make cooler variants in the future. CURRENT PROBLEMS AS OF POSTING THIS: -I don't have any voiced lines yet, so Malya has been speaking Twilek. Sometimes her mouth doesn't move and I don't know why. Edit: Now I know why. -Although Malya has a unique entry in appearance.2da, I don't know how to access the new entry with the UTC editor. The dropdown menu only shows vanilla appearances to choose from, so that's why the Malya in Davik's estate looks like her old friend Shaleena the Outcast girl. Edit: Fixed! Thanks, Effix. -I hardly know how to do anything! Lol. So, if any of that sounds interesting, or if you have any comments or suggestions, or want to help in any way, or just want to say hi, I welcome your words. It had been so long I had forgotten the details; I had a post about this back in 2016: However, it's super old so I guess ignore it. Here are some images:
  13. 3 points

    Version 1.3

    199 downloads

    Usage: Install and update to KotOR 1.03. Make a backup of the dialog.tlk file. Overwrite your own dialog.tlk with the one supplied. update: Playing the game gives some extra insight and I am not happy with some changes I made. Also some VO lines don't correspond with their subs. Expect updates every now and then. This project, I dubbed eXtensive Dialog Overhaul (XDO), is an edited dialog.tlk file that has 9409 (v1.0) changes incorporated. The actual reason I started the project is two-fold: over-usage of the - (hyphen) and I found some responses lacking maturity. The whole project started somewhere in 2019 and has grown into a complete dialog review on all lines of text in the dialog.tlk. It consists of (but is not limited to): -corrected typos, punctuation, spacing errors, omitted words, consistency in spelling and Star Wars spelling. -rephrased some words and many sentences, or fleshed them out; especially in NPC banter/dialogue. I've tried to diversify some standard lines like "Goodbye" or "I want to ask you..." -rephrased most [Force Persuade] lines into more like the Jedi mind trick. -changes to usage of semicolons (;), numbers/digits, hyphens (-), -replaced round brackets () with square brackets [] for some descriptive lines, or added them in some cases. BioWare was really inconsistent with those and I left alone many cases where they are missing. -replaced () for ** in case of descriptive sounds (burp, snort, ahem) and some interjections. I tried to make it consistent so I thought ** the best option. Actual sounds are excluded (Onomatopoeia) -replaced ALLCAPS for *asterisk* in case of emphasized (be it angry, stressed, or sarcastic) but not shouted words. It is not considered good practice to use CAPS for emphasizing words. I kept a list of all the changes, it is in the download. Except for punctuation, I only edited PC response or alien dialog, because of the human lines being voiced over (some may have slipped through) and I tried to stay true to the original lines. British spelling ("travelling, licence") and US spelling ("colors, rumors") are used inconsistently, I decided to leave it alone in most cases. I made changes by converting the .tlk to .txt and then editing the .txt while keeping a list of all changes I made (this list is supplied as XDO_Changelog_[version].txt). After converting back to .tlk I checked the actual dialog (with DLGedit) for context. For all spelling I used several online dictionaries as a guideline. Thanks go to: Salk -- for helping and reviewing my edits and providing fixes and suggestions Kainzorus Prime -- for creating and letting me use some of his changes in "PC Response Moderation" mod Fred Tetra -- for creating the KotOR tool Fair Strides -- for creating the DLG Editor, TLKtoTXT tool and the TalkEd tool DrMcCoy -- for explaining how to play back streamwave files -> https://steamcommunity.com/app/208580/discussions/0/541907675756444428/ DarthParametric -- for pointing out additions/edits KnifeMaster -- for pointing out additions/edits
  14. 3 points
    Still alive, still kick’n. Thought I check in since it’s been awhile. See some old familiar names still here. Crazy.
  15. 3 points
  16. 3 points

    Version 1.0.0

    13 downloads

    -ABOUT- Basically, I saw this one joke years back about Malak actually being a Sith version of Aang from The Last Airbender. Now that I have some rudimentary skill in editing textures, I've finally made it a reality. Enjoy. -INSTALLATION- Simply copy/paste the texture files into your Override folder located in your "swkotor" directory. -UNINSTALLATION- Simply locate and remove the files. It's as easy as one, two... erm... um... damn it, this is what I get for being a Valve fan ._. -COMPATIBILITY- This reskin is not compatible with any mod/texture pack that alters: -N_DarthMalak01.tga -N_DarthMalakH01.tga -N_JediMalekH02.tga -PERMISSIONS- You may use this mod for whatever project you want, so long as you credit me. -CREDITS- Cortisol - Holocron Toolset ndix UR - TPCview
  17. 3 points
    I had a quick play with using stencils in Blender. It's a bit fiddly due to the UV distortion, but with a bit of trial and error I think you could get it pretty close. It might be easier to do the arrow head and the line as two separate stencils. Here's a video that covers the basics of using stencils - https://www.youtube.com/watch?v=urUdMbO4E2c&t=155s Edit: OK, I played around with it some more. Try these on for size: Game-ready textures, source masks, and Blender file attached: Malak Airbender_Source.7z
  18. 3 points
    You'll probably have better luck by formulating your request using an actual sentence. 😉
  19. 2 points
    I have spent many hours in the past couple of days in redesigning my website, and it's finally done: https://leilukin.neocities.org/changelog/2023-redesign.html
  20. 2 points
    Wow, well she LOOKS awesome, and I love the story idea! Would totally play this when finished.
  21. 2 points
  22. 2 points

    Version 1.0.0

    52 downloads

    MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 28 APR 2013 UPDATED RELEASE: 15 JAN 2023 GAME: Star Wars Knights of the Old Republic 2: The Sith Lords Description: This mod collection replaces textures around many places in the Telos Citadel Station – in this case, the various signage seen around the station. This expanded version includes more signs than the original version and - going forward - should be considered the definitive edition. The older version will still be available in case folks wish to use it with a minimum of fuss. Back in 2013, one sign in particular seemed very rushed to me – the pink cantina sign with the animated Twi’lek. (File name: TEL_BBrds2.) I’ve redone the sign – using the original colors so everything matches aesthetically to vanilla. Once I started, I knew I had to continue. All textures were doubled in size and had the Aurebesh font reapplied. I thought the resulting appearance was crisper as a result. Feel free to draw your own conclusions. (By the way, all the text on these signs can be translated into English. Consult Google for Aurebesh translation guides.) As before, there are two versions of this animated “departure board” in this package. One is for the boards as seen in various places around Citadel Station. I’ve noticed them in the following places: the shuttle areas in the Entertainment module, in the departure area in the Dock Module, and in the mainframe room in Czerka. (They may also be elsewhere.) The other texture –with the same name – was originally meant to be used with M4-78. Unfortunately, I haven’t been able to make it work with the M4-78 versions of these screens. However, seeing as I already made the texture anyway, why not offer the “dark side” version of my standard screen to you? I suppose it could be used for the invasion of Citadel Station portions if you wanted to take the time to put it in. This expanded edition also includes the numerous number signs seen through the Citadel Station. Please check the pictures attached to the description page for examples. When putting together this package, I also noticed that one of the billboard sign textures (TEL_BBrds4) is essentially the same texture seen in my Animated Cantina Sign for KotOR 1 mod. As that texture was appreciated in Kotor1, I’ve decided to include it in this package as well. (The texture is renamed appropriately, of course.) Constructive criticism is welcome. Installation: For Star Wars Knights of the Old Republic 2 - Extract the TGA files and the TXI file into the Star Wars Knights of the Old Republic/Override folder. To Uninstall: Take them out again. Known Bugs: None known at this time. 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. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Special Thanks: To ConansHair, Malkior, and Fair Strides for their input. To EpicStoffer for the game save that enabled to grab some of the screenshots.
  23. 2 points
  24. 2 points
    Doesn't matter, since they don't directly interact. But the patch has to go last since it overwrites the Rodian Jedi model.
  25. 2 points
    For those that haven't moseyed along to the download page, here are example pictures of some of the new stuff. . . Before (Vanilla): After:
  26. 2 points
    Scripters block ERADICATED! Lol
  27. 2 points
    Hi everyone, Sith Holocron is correct. Due to some real life stuff,.. modding for RoR has slowed but I hope to change that soon. I hope everyone had a great holiday season !!
  28. 2 points
    "Patience is bitter, but its fruits are sweet." - Jean-Jacques Rousseau (18th century philosopher)
  29. 2 points
    You need to tell us the name of the mod(s) you're using when you're asking for help. That is what the site rules mean when it says listing all the mods you use. Don't expect others to know the existence of every single mod out there, and don't expect others to just know which mod you're using by screenshots and videos alone when you don't provide extra information. Telling us the name of the mods allow us to check out how the mod works and help to identify the cause of your issue and figure out possible solutions.
  30. 2 points
    Presumably you’ve installed a mod which alters the appearance of the workbench incorrectly. You should know by now which questions you’re going to be asked. List the mods you have installed and actually look in your override folder to see if anything in there changes the workbench. Considering the performance you put on in your other thread about think people dislike you, you’re not making like easy for yourself. There are some great people here who’re always happy to help, but none are mind readers and none have infinite patience.
  31. 2 points
  32. 2 points
    OP, you already requested a KotOR 2 port for Fen's Carth and Bastila textures before: https://deadlystream.com/topic/9567-fens-bastila-and-fens-carth-for-kotor-2-npc/ To quote my reply to you in the thread: You had actually responded to my reply, so why are you making a new thread for the same request again?
  33. 2 points
    Wow, thanks Effix! This helps alot! It looks so much more exciting now that she actually looks different from Shaleena:
  34. 2 points
    Hey, nice work so far! - You can use K-GFF to update the appearance (a value named "Appearance_Type" at the top) to point to the non vanilla row. You will want to let the TSL Patcher do that dynamically once you're ready to turn things into a downloadable mod, but that can wait. - Lips not moving: that means you are referencing lip files that are not included in the module the character is in at that moment. You can extract them from another module that does include them, to the Override folder. How to look for the ones you need: copy a mod file (one that contains _loc) or a bunch of them from the lips folder to the modules folder. In KotOR Tool you can now check which lip files it contains, the mod will appear under Kotor I -> ERFs -> Modules. Pretty easy to clean up afterwards because of the _loc in the filename. That's all for now, good luck! 🙂
  35. 2 points

    Version 0.9.0 Beta

    77 downloads

    KOTOR Quick Overhaul v0.5Beta Hi! This is a beta of my upcoming rebalancing/overhaul mod for Knights Of The Old Republic 1. The mod itself is complete (AkA, it affects the entire game, from start to finish), but I've only tested it on Taris so far (hence the screenshots), thus it's still a beta. It changes armor mechanics (now they offer a fixed 25% immunity to physical, ion, and energy damage in addition to Defence bonuses, which go higher then in vanilla on high-quality armors, to keep them relevant late-game), robes (various immunities, and CON bonuses in addition to Defence), even standard clothing (it offers same Defence as medium armor, without the damage immunities, but with immunity to crits - logic being you're just as mobile, and a bit more aware, so you don't take crit damage, but you take more regular damage then in armor - and of course it's non restrictive so you can use all Force powers in an outfit with some decent Defence - should make keeping clothing more appealing as an alternative). Weapons have been tweaked as a baseline (2da file), and individually (.uti files), ranged weapons especially do a LOT more damage, speccing for a ranged character is now a very viable option, they are now, IMO, easily on par with melee weapons in usefulness. High STR characters are still better off just speccing into melee, but for everyone else - you be the judge. They can now hurt. A lot. More types of weapons are now available earlier in-game on Taris (if you want a Disruptor for example, Kebla sells a rifle, and you can pick up a pistol not soon after - and you might consider one, a lot of enemies now like putting up a shield). Enemies also use different weapons, it's not just a blaster-haven, so don't be surprised if you get incoming sonic or disruptor fire going right through your pretty shield. Repeating blasters are now actually useful - short ranged, but big accuracy buff (simulating spray-and-pray actually hitting more often by virtue of throwing enough sh*t at a wall and hoping some of it sticks). Also more powerful then blaster rifles, but they incurr a slight Defence debuff (recoil, and unwieldy). For hard-to-hit enemies and Force users, you might want to use a repeater if your base attack bonus is low, more chance of bypassing their defence/blaster deflection. Disruptors are more powerful then blasters, but less consistent (1/3 to 1 damage ratio, instead of 1/2 to 1 for blasters). Ion weapons got a big anti-droid damage buff. Sonic weapons have been left untouched (but still more usefull, since armors don't provide sonic damage immunity). Non-powered swords are now a viable alternative to vibroswords (slightly higher top damage, lower bottom, but worse crit threat). Some weapons have crit threat or crit range bonuses. Energy shield are now unlimited-use, and a LOT cheaper to buy (and sell, should make selling a 100 shields for big money later in the game a non-option). Don't be afraid to use them often - you'll need them. Most enemies are a LOT tougher now. Droids now have a -5 Defence penalty baseline (their Defence could get to ridiculous levels in vanilla, thanks to uncapped armors and logic feats), but have inherent /5 resistance to physical and energy damage (NOT ion, big incentive to use Ion weapons more often). This includes party droids. Most enemy droids will now be shielded, and have a LOT more health. Again, ion weapons are your buddy. Many NPCs in the game have been buffed, massively. Some also drop unique weapons (hint-hint, do Canderous's personal quest - just one example). Force users are especially enhanced (most Dark Jedi in vanilla are a joke). This is all throughout the game, but not all (some NPCs use duplicate forms, I couldn't edit them directly into Override, I'd have to edit the modules, which I refused to do, to make this mod more compatible with other mods). Classes get more HP as baseline. 12 for Soldiers/Guardians, 10 for Scouts/Sentinels, 8 for Scoundrels/Consulars. Soldiers and Scoundrels, and Guardians and Sentinels, get slightly increased Feat gain. Sentinels get 1 more Force power overall, to differentiate them from Guardians. Combat droids get Scout feat gain, can now Specialize in Rifles, Pistols, and Heavy weapons. All party member HP has been adjusted accordingly. Carth no longer starts with twin pistols, he uses a carbine (trust me, having an inaccurate twin-weapon user at the start would get you killed, given the buffed enemies on Taris - your party needs some consistency, he provides it). He has his personal upgradeable carbine. Bastila uses a standard lightsaber now (same reason, her flailing-around with that double-saber WILL get her killed early on). And it makes sense, in cutscenes she uses a standard saber. HK47 buffed MASSIVELY. He now has 20 CON, 18 DEX and roughly double the health as a result, and he comes with his own special targeting computer. He was pathetically weak in vanilla. INSTALLATION: Simple. Drop everything into your Override folder. I took great pains to make this mod very hands-on to install, so there's no messing with modules or dialog file. Should be compatible with everything, as long as my mod comes FIRST (and I cannot overemphasise this enough), on a blank vanilla game. It doesn't use a patcher, and it does edit .2da files, so there WILL be incompatibilites if you plaster it over a bunch of other mods, it will overwrite them. Make a fresh game install, dump my mod in Override, then install every other mod you want. As for K1R compatibility, there shouldn't be problems (I don't use it on my game, but since my mod only affects Override folder and doesn't touch any modules, I see no reason why anything should conflict). Again for safety, put my mod in BEFORE installing K1R.
  36. 2 points
    My Carth Onasi and Male PC Romance mod has been updated to version 1.0.4 to add KOTOR 1 Community Patch (K1CP) compatible installation options, in order to prevent major bugs caused by conflict between my mod and K1CP.
  37. 2 points

    Version 1.0.0

    1,520 downloads

    Logical Datapads by Sdub & ebmar Version: 1.0.0 Description: One thing KOTOR seems to have is an almost endless supply of datapad items. Oh, but what are they called? Oh well “Datapad” of course. I was inspired by TSL for this mod as this is not a problem in TSL. What many people and especially new players don’t know is that the Datapad items are there sometimes to give hints to quests or flesh out the lore, Hell one of them straight up GIVES you the solution, but it’s lost in a sea of “Datapads”. After talking with @ebmar who is much more experienced with the TSL Patcher liked my idea and was onboard, I immediately got to work on new titles. I did my best to have them make sense in context and situation they are acquired. This modifies Datapads and Journal Items. (Which are really all datapads) I hope you enjoy, please let me know if you have any problems. I did my best to test it as much as I could. I did not encounter any issues. You will need to start a new game to see this mod work correctly. One final thing to note, this mod was made with widescreen mods in mind, I am unsure how it will respond to the normal aspect ratio. Installation: Run TSLPatcher.EXE and locate your swkotor folder Compatibility: Will not be compatible with anything that modifies existing datapad .UTI files K1R Compatible: Yes Tools Used: TSL Patcher ChangeEdit KOTOR Tool xoreos-tools Big thanks to the KOTOR Modding Discord!
  38. 2 points
  39. 2 points
    I told you as soon as I realized I likely wouldn't be working on the project for a while. The last update was January, my hiatus was May. I had no reason to explain my personal life, I wasn't looking for sympathy. I explained why because I was forced to remind someone this is a hobby, which takes a backseat to real life. I don't owe you, or anyone, an apology. Like other modders, I work on this because I want to, when I am able. I am currently unable, and anyone who cannot accept that is being unreasonable. If earning your acceptance means begging for your forgiveness and subjecting myself to your insults, then I don't want it. You also forget your place: it is you who rely upon me to provide this work. I don't have to do anything, and I honestly wish someone else would continue the work. That's why I've documented my progress in this thread. But no one has, so it continues to fall to me to do what I can. Not for you specifically, because quite frankly you don't deserve it. It's for everyone else who, despite their disappointment, anger, etc... refrained from attacking me even though they didn't get what they want when they wanted it. If you're so set on getting this done, feel free to start a GoFundMe or Patreon. In the meantime, life beckons.
  40. 2 points
    Chances are nobody is going to volunteer, but you might improve your chances if you provide some actual useful detail. List all the problems that occur.
  41. 2 points
    View File Effixian's PMHH01 from K2 to K1 --------------------------------------------- Knights of the Old Republic --------------------------------------------- TITLE: Effixian's PMHH01 from K2 to K1 AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- This mod adds a male playable character; the first Hispanic head from KotOR 2 (PMHH01). As requested by themaraudersforever on deadlystream.com. I've included 2 texture alternatives. A: "Son of Vaklu" A bearded Caucasian version. There's no zombie style dark side corruption, light side has brown eyes, fully dark has the yellow Sith eyes, halfway is a mix of the two. B: "Mullet Man" The PMHH01 head from K2 is almost the same as K1's PMHC04 head, but with a slightly different hairdo. This alternative B uses PMHH01's shape with slightly tweaked versions of PMHC04's textures. There's vanilla zombie style dark side transitions. The portraits are the same as PMHC04, because the differences are subtle. ------------------------- INSTALLATION ------------------------- Run the file "TSLPatcher - Install Effixian's PMHH01 from K2 to K1.exe". To use one of the texture alternatives: copy all the files from inside one of the folders to your Override folder, overwrite files when prompted. ---------- BUGS ---------- None known, please let me know if you find any. -------------------------- UNINSTALLING -------------------------- 1. Remove the following files from your Override folder: pmhh01.mdl pmhh01.mdx PMHH01.tga PMHH01d.tga PMHH01d1.tga PMHH01d2.tga PMHH01d3.tga po_PMHH01.tga po_PMHH01d.tga po_PMHH01d1.tga po_PMHH01d2.tga po_PMHH01d3.tga 2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise: If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your Override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the game. ------------------------------------- DISTRIBUTION NOTES ------------------------------------- You can use the files from this mod in your own mod if you simply credit me. ---------------- Thanks to ---------------- - Stoffe and Fred Tetra for the needed tools and tutorials - bead-v's MDLEdit - JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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. Submitter Effix Submitted 12/24/2022 Category Mods K1R Compatible Yes  
  42. 2 points
  43. 2 points
  44. 2 points
    The remake is in UE4. There won't be any NWScript in it. It doesn't even use UnrealScript any more, just Blueprints. If you are giving up, then please at least make the current source code available. DS now has its own Github repo for various tool projects. If you'd like to create a repo for it there, jump on the DS Discord - https://discord.gg/h68Z9Ds2 - or send me a PM.
  45. 1 point

    Version 1.0.0

    7 downloads

    =TSL Twi'lek Male NPC Diversity= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin FILE NAME: TSL Twi'lek Male NPC Diversity.7z LATEST VERSION: 1.0 CONTACT: E-mail to leilukin@outlook.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod aim to diversify the appearances of Twi'lek male NPCs in KotOR 2: TSL, by giving the named Twi'lek male NPCs different looks to set them apart. Compared to KotOR 1, Twi'lek NPCs in TSL have more variety in appearances, but some Twi'lek NPCs reuse the same looks from KotOR 1. Therefore, this mod intends to make the named Twi'lek male NPCs look unique. The Twi'lek male NPCs affected by this mod include: Harra, a Czerka officer in the Citadel Station's Residential 082 East module on Telos Ahrnell, a mercenary in the Crystal Cave on Dantooine Lupo Shar, owner of the swoop race gallery on Nar Shaddaa Keh'Vehn, a refugee in the Refugee Quad on Nar Shaddaa The unique appearances of these NPCs are created by utilizing the assets from Ashton Scorpius' Better Twi'lek Male Heads for K1 Enhancement Pack modder's resource, which is based on the Twi'lek NPC assets from SpaceAlex's K1 Enhancement Pack, which has been released as a modder's resource. Ashton Scorpius' TSL Better Twi'lek Male Heads mod is not required for this mod to work, but I recommend installing Ashton's mod alongside this mod for visual consistency between the Twi'lek male NPC heads. For the best experience with this mod, it is recommended to load a save before visiting Telos for the first time. 2. INSTALLATION: Extract the TSL Twi'lek Male NPC Diversity.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. Run Install.exe, point the installer to your KotOR 2 directory, where swkotor2.exe is located, and let the installer do its job. If you prefer the Twi'lek men's original "blubber" necks, or you choose to install Option B of Ashton Scorpius' TSL Better Twi'lek Male Heads, after installing the main part of this mod, go to the "Optional - Original Necks" folder, drop the files into the Override folder in your directory and overwrite files when prompted. When you install this mod, a new folder named "backup" will be created by the installer in the same folder as the installer. Do not delete the folder or the file within the folder if you are planning on uninstalling this mod. If you have installed The Sith Lords Restored Content Mod (TSLRCM), when you install my mod, you will receive a warning about the installer skipping at least the 906NAR.mod file because it already exists in your Modules folder. Do not need to worry about this warning, as it is just the way I set up the installer to ensure my mod will be installed properly if you do not use TSLRCM. ***IMPORTANT NOTE FOR STEAM USERS:*** I DO NOT recommend using the Steam Workshop if you want to use this mod. Steam Workshop is frankly a mod compatibility nightmare, and I recommend reading this post on why Steam Workshop is NOT recommended for modding KotOR 2. 3. UNINSTALLATION: Go to the backup folder created when you installed this mod, cut and paste the following MOD files into the Modules folder of your KotOR 2 directory: 203TEL.mod 301NAR.mod 302NAR.mod 604DAN.mod If there is any 2DA file (appearance.2da and/or heads.2da) present in the backup folder, cut and paste the 2DA file(s) into the Override folder in your KotOR 2 directory. Otherwise, delete the 2DA files from your Override folder. If you want to uninstall this mod completely, delete the files with the "llk" prefix that are used by this mod from the Override folder in your KotOR 2 directory. See READ ME.txt for the list of these files to be deleted. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: This mod is not compatible with any other mods that modify or change the heads of the Twi'lek male NPCs affected by this mod (see the Description section above for a full list of the NPCs). This mod does not replace any vanilla Twi'lek textures and models, so this mod is compatible with mods that retexture or remodel vanilla Twi'leks. This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM). Make sure you install this mod after TSLRCM. 6. PERMISSION: Since this mod utilizes assets from Ashton Scorpius' Better Twi'lek Male Heads for K1EP modder's resource, per Ashton's terms in the modder's resource, do not use assets from this mod without receiving Ashton's permission first. I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop. 7. CREDITS: SpaceAlex for the K1 Enhancement Pack modder's resource Ashton Scorpius for creating the Better Twi'lek Male Heads for K1EP modder's resource and giving me the permission to use it Cortisol for Holocron Toolset bead-v for MDLedit ndix UR for tpcview 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.
  46. 1 point
    To add to the above, my blogpost on lips contains some batch scripts that automate some of the process. Although that is also outdated because a license for the CSLU Toolkit is available once again from the above link and I also wrote that blogpost before I wrote SithCodec.
  47. 1 point

    Version 1.2.2

    23,083 downloads

    Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another. Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender. For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below). Known Issues: WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility: The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements: Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch.
  48. 1 point
    In Dorak's little quiz, I was always more of the "bash the door down" type of guy rather than one of those "pick the lock" or "knock" losers.
  49. 1 point
    Try pasting what's in the spoiler below into the .reg file (delete what's in there first.):