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  1. 11 points

    Version 1.2.0

    126 downloads

    In the vanilla game, Yavin Station is the only location that does not have a proper hangar where the player can walk to and from the Ebon Hawk. This mod adds one that generally matches the original landing/takeoff videos, although I have taken a few artistic liberties. You may notice that, as with the original videos, it looks remarkably similar to the Ahto City hangar on Manaan. I can only assume that the same architect worked on both projects. The hangar comes in two variants: with and without a visible forcefield effect over the hangar entrance. By default, the forcefield is invisible. To change between the visible and invisible forcefields, see the INSTALLATION instructions below. Aside from adding the new hangar, I have also made a few additional edits to the station: - Changed the stars to use a different, less-repetitive vanilla star texture. - Fixed some questionable geometry at the main observation window. - Edited the walkmesh by the observation window to correct a glitch where the player could teleport into space, originally documented by the KOTOR 1 Community Patch (K1CP). Please note that I have not reused any K1CP material for these edits. IMPORTANT: For everything to work right, you will need a save from before visiting Yavin Station for the first time. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe, and select the option "Main Installation" when prompted. If you are using "High Quality Cockpit Skyboxes" by Sithspecter, see below for additional instructions. By default, the forcefield at the hangar entrance is invisible. To add a visible forcefield effect, run INSTALL.exe again after finishing the main installation, and select "Optional: Add Visible Forcefield". If you change your mind and prefer the invisible forcefield, run INSTALL.exe a third time, and select "Optional: Revert to Invisible Forcefield". ------------------------------------------------------------------- COMPATIBILITY This mod is incompatible with any mods that alter the area geometry of Yavin Station. Reskins are technically compatible, but they might look strange with a few new textures that I have added. If you are using a reskin of the Ebon Hawk's exterior, see the instructions below. This mod has not been tested with the KOTOR 1 Community Patch (K1CP), the KOTOR 1 Restoration (K1R), or the K1 Yavin IV Planet Mod, but I do not expect any significant issues. For best results, install this mod after K1CP or K1R and before any other mods that alter Yavin Station. ------------------------------------------------------------------- HIGH QUALITY COCKPIT SKYBOXES If you are using "High Quality Cockpit Skyboxes" by Sithspecter (which I highly recommend), I have included compatible skybox textures matching my new hangar. After installing the cockpit skyboxes, perform the following steps: 1. Go to the folder "HQ Cockpit Skybox Textures". 2. Copy the TPC files corresponding to the desired quality into your Override folder. 3. If present, delete the following files from Override: - ebo_yab.tga - ebo_yaf.tga - ebo_yal.tga - ebo_yar.tga - ebo_yat.tga "High Quality Cockpit Skyboxes" may be found at https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ ------------------------------------------------------------------- EBON HAWK RESKINS To use a reskin of the Ebon Hawk's exterior with the new hangar, perform the following steps: 1. Make extra copies of "LSF_EHawk01.tga" and "LSF_EHawk01.txi" (if present) from the reskin, and rename them as "yvh_ehawk.tga" and "yvh_ehawk.txi", respectively. 2. If present, open the new "yvh_ehawk.txi" with a text editor, and change the entry after "envmaptexture" or "bumpyshinytexture" to "CM_WK_YAVHGR". 3. Copy both files into your Override folder. 4. Delete "yvh_ehawk.tpc" from your Override folder. ------------------------------------------------------------------- POTENTIAL BUGS During testing, I occasionally ran into issues of teleporting into space while walking between the hangar and the connecting corridor. I believe I have corrected the walkmesh issues causing this, but I recommend saving often just in case. ------------------------------------------------------------------- CREDITS MDLedit and KOTORmax by bead-v KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack, stoffe, and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 TSL Patcher by stoffe ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Thanks to DarthParametric for suggesting the visible forcefield effect and providing an example from K1CP. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added an option for a visible forcefield effect 1.2 - Added particle emitters at the ends of the visible forcefield ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
  2. 8 points

    Version 1.0.0

    175 downloads

    This mod will replace and update DrdProt texture files. To Install 1. Download: DrdProtHD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  3. 5 points
    No real updates to speak of at the moment, but I'm busy busy in the background fiddling with 'under the hood' stuff which isn't very visual. I'm going to hold off on doing any more with my Mandalorian recruitment for now, as an opportunity to collaborate with an 'old-school' modder from back in the day has come up, so I'd like to see what comes of it. They're finishing up another project right now, so I'm just getting some of the prep-work done. On a totally different subject, you know that empty landing pad on Taris outside the Military Base? The one with no walkmesh? You'll never guess who I found down there!
  4. 4 points
    When talking about normal maps for 3D models like weapons, armour, placeables, etc., generally the "correct" way to do it would be to generate the map from a high poly version of the model. This is what is known as baking. In modern texture generation, this is often as much for creating the diffuse texture itself in the first place as it is for use with the final game model. Here's an example from some of my own experiments with recreating the Ebon Hawk textures from scratch. Take LEH_grwall01. This is the vanilla texture on the left, and my recreated texture on the right (lacking a grime pass): I started by creating a 3D model of the original texture, like so: This was the high poly model. The low poly model was a simple flat plane of two triangles. When baked out, this was the resultant normal map: Obviously this approach is not always practical. Sometimes you'll want to generate a normal map directly from a diffuse image, which I gather is what you are primarily interested in. The simplest route is to create a greyscale height map. At its most simplistic, this would entail desaturating the source image and then running through any number of programs or PS filters to generate the normal map. For example CrazyBump, AwesomeBump, xNormal, etc. There are also some online tools to do this, for example NormalMap Online. Results through this approach will vary wildly depending on the quality of your source image. As an example, let's take one of the texture sources from Sithspecter's "High Quality Blasters for Modders" modder's resource. We'll take w_blstrpstl_001 and simply desaturate it to create a pseudo-height map. Then we'll feed this into NormalMap Online: This is only about 30 seconds of effort, but the result isn't too bad considering. However if you have a look at the attached normal in closer detail, you'll see a lot of noise. This is typically very bad in a normal map, and in this case is somewhat exacerbated by NormalMap Online's lack of sufficient adjustment parameters to mitigate it. But really the root of the problem is that a diffuse is an extremely poor input source, especially in traditional textures that include baked/fake shadowing and highlights/specular. You can see in SS's source image that there are some highlights across the top of the main body, on the top of the sight back piece (bottom left corner), and along most curved edges. There is also a lot of noise in the flat areas from what I gather is the use of PS's Clouds filter, particularly noticeable in the trigger guard and surrounding area. Fortunately in this case we have some ability to quickly and easily tweak the height map, since SS's source is a layered PSD. Turning off a few of the noisy layers to create a new height map input, the revised generated normal looks like this: Looking at the attached revised normal, you'll see there is now far less noise, giving a mostly crisp map. There's still a little bit of wonkiness due to the highlights - notably at the top edges of the grip/handle, the lens of the sight (top left), and the screw heads and scallops - but that's part and parcel of using this sort of image as a source. Those particular issues could be reduced or resolved with some manual adjustment of the height map. Just imagine it as a gradient where white is the highest point and black is the lowest point. The thing to keep in mind with Odyssey is that its normal map implementation is pretty terrible. It's rarely worth the effort to create normal maps. I certainly wouldn't bother for anything small, like weapons or the like. Large floor and wall panels is probably where it will be the most notable, and these have the added benefit of typically being fairly simplistic in terms of the height details, meaning they are easy to create height maps for. Armour and bodies (like droids) can also make use of them, although this is best reserved for large details rather than lots of noisy fine detail. If you are thinking of trying it for stuff like monitor panels and the like I'd suggest you don't waste your time. Especially if it is going to be in a dark area (like the Hawk's cockpit). Stick with faked details in the diffuse for that sort of thing. Edit: Still far from perfect, but here's a further quick adjustment of the height map to address some of the highlighted (no pun intended) problems: You'd actually want to vary the height of the straight panel lines I think, make them a dark grey rather than black like the scallops. And the top edge of the handle needs to be a gradient to get a nice smooth curve. Same thing for the scope lenses (see the screw heads). w_blstrpstl_001_Generated_Normal.7z w_blstrpstl_001_Generated_Normal2.7z w_blstrpstl_001_Generated_Normal3.7z
  5. 4 points
    The way to do it in K1 is to call SuppressStatusSummaryEntry before the creation or destruction. // 763. SuppressStatusSummaryEntry // This will prevent the next n entries that should have shown up in the status summary // from being added // This will not add on to any existing summary suppressions, but rather replace it. So // to clear the supression system pass 0 as the entry value void SuppressStatusSummaryEntry(int nNumEntries = 1); For example: SuppressStatusSummaryEntry(); CreateItemOnObject("g_w_lghtsbr01");
  6. 4 points

    Version 1.0.0

    62 downloads

    There is nothing more central to a Jedi's life than a cool outfit, except maybe a sweet saber to boot. So why put on robes with missing textures on their backsides when you could be impressing Sith Lords with your nice getup? Why settle for the shadow of a limberjack when a cool silhouette is half the reason you don the cloak? Let's fix up the game's robes! This mod will provide you with some fixed up versions of all the game's robe models -- that's both the thicker and thinner variants of the Jedi robe, the Jal Shey armor, Kreia's robe, and the Handmaiden's hooded robe. All models will have various issues fixed up, as well as fitting shadows. Any outfit that uses one of these models, regardless of texture/color, will be improved for you, and that includes any new robes from any other mods (just make sure they don't replace one of the listed models in the below Included Files). Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. Once in-game, I recommend turning on soft shadows if you have not already (OPTIONS->GRAPHICS->ADVANCED GRAPHICS->SOFT SHADOWS). If you have TSLRCM installed, check the Included Files section below for any file listed with an asterisk (*). These files are already in your override after installing TSLRCM, so you should delete those versions in order for the new ones to work. The new versions already include all the changes made in the base TSLRCM version, and I have included a folder labeled "TSLRCM backup" which contains those older versions should you need to back them up. If you installed TSLRCM via Steam, you can find the relevant files to delete in "Steam\steamapps\workshop\485537937\override". Uninstallation: Place the files included in the "TSLRCM backup" folder into your override if using TSLRCM, and then remove "Ultimate_Robes_Repair_For_TSL" from your override. Included Files: Compatibility: This mod is fully compatible with any mod which does not replace any of the files listed above. If a mod does include any such models, you will have to pick which version to use, and remove the other from your override. If using TSLRCM, make sure to install that mod first, and make sure that any files listed with an asterisk above are successfully replaced by this mod. See the Installation section for more details. Any texture mods that add new or alter robe skins are compatible with this mod. However, many robe mods will attempt to replace model files (.mdl/.mdx) as well, rather than just textures (.tga/.tpc), so keep an eye out for what files are included with other mods. Movie-style Jedi Master robes by DeadMan, for instance, contains its own version of PFBNM.mdl/x and PMBNM.mdl/x that you are required to use for that mod to work, so you cannot use the versions included here with that mod, though you may still use the other included model files. Compatible mods include Jedi Journeyman Robes by Stormie97, which uses a different model as its basis, and much of Effixian's work, such as Effixian's Lore Keeper's Robes, Strider Robes, and Handmaiden Clothing Reskin. Acknowledgments: Thanks to seedhartha, NdixUR, Symmetric, and Purifier for making importing to Blender simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  7. 4 points

    Version 1.0.0

    22 downloads

    A Mod for Star Wars Knights of The Old Republic Authors: N-DReW25, Effixan and Constantinople33 1.0.0 Release Date: 08.05.2022 Installation: 1) Install JC's Fashion Line I: Cloaked Hybrid Robes for K1 FIRST! (No exceptions!!!): https://deadlystream.com/files/file/1758-jcs-fashion-line-i-cloaked-hybrid-robes-for-k1/ 2) Install Effixan's Qel-Droma Robes Reskin SECOND!: https://deadlystream.com/files/file/2019-effixians-qel-droma-robes-reskin-for-jcs-cloaked-jedi-robes/ 3) Open the "For Override" folder and copy the files within to your swkotor Override folder and select the "Overwrite" option when it pops up. Description: March 11th 2021 saw the release of the Lore-Friendly Qel Droma Robes by Constantinople33 which was a 2K resolution reskin of the vanilla K1 Jedi Robe texture to make the Qel-Droma Robe item look more like the canonical Robe as worn by Qel-Droma in the Kotor Comics. I personally thought the skin looked AMAZING with its extensive detail, but at the time I used JC's Cloaked Jedi Robe mod so I took no heed to the mod as both mods were incompatible. But upon looking into JC's Cloaked Hybrid Robe mod, I realized that it would be possible to "merge" Constantinople33's work with one of JC's Cloaked Jedi Robe skin to make a "Hybrid" robe. At first, I was intending to use Salk's Qel-Droma Robe texture (which was uploaded by StellarExile) as the Cloaked texture of my Hybrid mod, but after my initial work on the Hybrid Robe the modder Effixan published his own take on a unique Qel-Droma Cloaked Robe. From what I can tell, Salk had requested Effixan to professionally make his version of Qel-Droma's Cloaked Robe using Salk's work as an inspiration... as such, after getting permission from Constantinople33 and the fact Effixan stated in his readme that users can use his Qel-Droma Robe with credit, I have merged the Lore-Friendly Qel-Droma Robe with Effixan's Qel-Droma Robes Reskin mod. Known Bugs: This mod shouldn't have bugs, but if there any please report them on Deadlystream.com Incompatibilities: 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. To use Constantinople33's texture in your mod, please ASK HIM for permission as it is his original work! Thanks: Constantinople33: For making the original Lore-Friendly Qel-Droma Robes! Effixan: For creating his own Qel-Droma Cloaked Robe texture which was used in this mod! Salk: The one responsible for the design of the Qel-Droma Cloaked Robes! Bioware: For such an amazing game 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.
  8. 4 points

    Version 1.1.0

    72 downloads

    Upscaled (TSL Specific) Protocol Droids A Mod for Star Wars Knights of The Old Republic 2 Authors: @Dark Hope, @ScrierOne, and Sith Holocron Release Date: 27 MAR 2022 Background: Let’s make my description short for once. Dark Hope made a mod with hi-res textures for KotOR1 droids. ScrierOne noticed that Dark Hope didn’t do a droid texture for TSL (probably because she mainly does work for KotOR1) so he did one of those AI upscales for the Czerka droid texture. Meanwhile, I was working from FDark Hope’s textures to upscale a texture that apparently was in M4-78 EP that I didn’t recall. Seeing a theme, I decided to combine Dark Hope and ScrierOne’s work into one texture. I made versions using Dark Hope’s taken on eyes and my own version. See screenshots above to determine your taste. This mod package doesn’t include Dark Hope’s original takes on Protocol Droids which would also work in TSL. It is highly recommended that you grab those too. Installation: First, extract 7z file to your desktop. Do not extract it to your Override folder. (That way lies madness.) Now with choice comes responsibility. You must choose which version of the textures you wish to use either the "Original DH Eyes" version or the "Obsidian Version". (You can always delete the files mentioned and check out the other version.) Copy and Paste the files from the respective folder to the Override dfolder. You MUST overwrite the files already inside the override folder. If you don’t have M4-78 EP, I would suggest skipping using the C_prot_781.tga and C_prot_781.txi files. You won’t need them. Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder. Copy the contents of the Backup folder into your override folder (The Backup folder contains the M4-78EP skybox) Known Bugs: None. Incompatibilities: Incompatible with anything that edits the texture for the Czerka Droid. And there aren’t any textures that reskin that M4-78 EP droid as far as I know. Permissions: 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 of these files are at your own risk and the authors take no responsibility for any damage caused to your computer by the usage of these files. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. 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: · Dark Hope and ScrierOne for their kind permission in using their materials for this mod. · Everyone who downloads the mod. (Please leave feedback!)
  9. 4 points
    I remember one game.
  10. 3 points
    I believe it's been a while since I've made a request. I'll make this brief as I think the title pretty much covers it. Might anyone be interested in making a tutorial for making bump maps - specifically with the novice in mind? Granted as most of you use PhotoShop, it'll be of significantly less use to me. However I'm sure it would make those making new texture mods with PhotoShop pop quite a bit.
  11. 3 points
    View File Yavin Station Hangar In the vanilla game, Yavin Station is the only location that does not have a proper hangar where the player can walk to and from the Ebon Hawk. This mod adds one that generally matches the original landing/takeoff videos, although I have taken a few artistic liberties. You may notice that, as with the original videos, it looks remarkably similar to the Ahto City hangar on Manaan. I can only assume that the same architect worked on both projects. The hangar comes in two variants: with and without a visible forcefield effect over the hangar entrance. By default, the forcefield is invisible. To change between the visible and invisible forcefields, see the INSTALLATION instructions below. Aside from adding the new hangar, I have also made a few additional edits to the station: - Changed the stars to use a different, less-repetitive vanilla star texture. - Fixed some questionable geometry at the main observation window. - Edited the walkmesh by the observation window to correct a glitch where the player could teleport into space, originally documented by the KOTOR 1 Community Patch (K1CP). Please note that I have not reused any K1CP material for these edits. IMPORTANT: For everything to work right, you will need a save from before visiting Yavin Station for the first time. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe, and select the option "Main Installation" when prompted. If you are using "High Quality Cockpit Skyboxes" by Sithspecter, see below for additional instructions. By default, the forcefield at the hangar entrance is invisible. To add a visible forcefield effect, run INSTALL.exe again after finishing the main installation, and select "Optional: Add Visible Forcefield". If you change your mind and prefer the invisible forcefield, run INSTALL.exe a third time, and select "Optional: Revert to Invisible Forcefield". ------------------------------------------------------------------- COMPATIBILITY This mod is incompatible with any mods that alter the area geometry of Yavin Station. Reskins are technically compatible, but they might look strange with a few new textures that I have added. If you are using a reskin of the Ebon Hawk's exterior, see the instructions below. This mod has not been tested with the KOTOR 1 Community Patch (K1CP), the KOTOR 1 Restoration (K1R), or the K1 Yavin IV Planet Mod, but I do not expect any significant issues. For best results, install this mod after K1CP or K1R and before any other mods that alter Yavin Station. ------------------------------------------------------------------- HIGH QUALITY COCKPIT SKYBOXES If you are using "High Quality Cockpit Skyboxes" by Sithspecter (which I highly recommend), I have included compatible skybox textures matching my new hangar. After installing the cockpit skyboxes, perform the following steps: 1. Go to the folder "HQ Cockpit Skybox Textures". 2. Copy the TPC files corresponding to the desired quality into your Override folder. 3. If present, delete the following files from Override: - ebo_yab.tga - ebo_yaf.tga - ebo_yal.tga - ebo_yar.tga - ebo_yat.tga "High Quality Cockpit Skyboxes" may be found at https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ ------------------------------------------------------------------- EBON HAWK RESKINS To use a reskin of the Ebon Hawk's exterior with the new hangar, perform the following steps: 1. Make extra copies of "LSF_EHawk01.tga" and "LSF_EHawk01.txi" (if present) from the reskin, and rename them as "yvh_ehawk.tga" and "yvh_ehawk.txi", respectively. 2. If present, open the new "yvh_ehawk.txi" with a text editor, and change the entry after "envmaptexture" or "bumpyshinytexture" to "CM_WK_YAVHGR". 3. Copy both files into your Override folder. 4. Delete "yvh_ehawk.tpc" from your Override folder. ------------------------------------------------------------------- POTENTIAL BUGS During testing, I occasionally ran into issues of teleporting into space while walking between the hangar and the connecting corridor. I believe I have corrected the walkmesh issues causing this, but I recommend saving often just in case. ------------------------------------------------------------------- CREDITS MDLedit and KOTORmax by bead-v KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack, stoffe, and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 TSL Patcher by stoffe ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Thanks to DarthParametric for suggesting the visible forcefield effect and providing an example from K1CP. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added an option for a visible forcefield effect 1.2 - Added particle emitters at the ends of the visible forcefield ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission. Submitter WildKarrde Submitted 05/07/2022 Category Mods K1R Compatible Yes  
  12. 3 points
    Don't call it a comeback, but here's 2 more new feats: Rationing Technique and Intimidation Factor. Doing K1 first this time, TSL can catch up later. Special thanks to JCarter426 for letting me know about suppressing inventory messages, which I previously thought was impossible. Opens a lot of doors.
  13. 3 points
    Agreed. I come from the FLOSS side of things, for me it's natural to release sources. And while in the FLOSS space, we disagree on different licenses, we agree that source releases, with a proper license attached to allow for re-use, is important. And "release early, release often" is also a common mantra: things might happen, so while we wait for a drop of perfectly finished and cleaned up sources, maybe you get hit by a bus. Or, less crass, your HDD dies and you don't have any backups. Or something else catches your interest or your RL gets bogged down or a global panini hits and your headspace is just weird as all f. It happens, that's okay. Don't get me wrong, good documentation and detailed documented specs of file format is also important. Ideally, there's both docs and code. With code, though, if you can get it to run, you can immediately see if it's correct. This isn't meant as an attack or rant or anything, just for an explanation of where I'm coming from here.
  14. 3 points
    @Masamune753 Yes, it was caused by the attempt to limit the forms to melee wielders. I'm about to upload an update that should fix it. UPDATE: v1.6: -Fixed bug which was causing stats to stack unpredictably (NB: restriction of the lightsaber form to melee wielders is now only checked when the form is first applied); -Corrected inconsistent spelling in the description of Makashi; -Corrected Makashi description to reflect actual bonuses; -Corrected Makashi to give +2 to Will saves.
  15. 3 points

    Version 1.0.0

    37 downloads

    I made this for my current playthrough to have a robe I wouldn't be embarassed to be caught wearing that also doesn't look too evil. It features: A wool mid layer, providing thermoregulation for the Jedi who wears the same clothes in every climate A bandolier to ensure your belongings aren't eaten by Cannoks Boots with lots of buckles for when you want to woo a Sith, but still in plausibly deniable Jedi colors Be "the wave of the future" in fashion and drop the files into your override folder.
  16. 3 points

    Version 1.0.0

    11 downloads

    ============================================= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION ============================================= AUTHOR: Marius Fett NAME: TSL Beast Ports for KotOR I DESCRIPTION: This is a set of ports of six animal/beast/creature models from TSL over to KotOR I. They are the large Boma Beast, the Cannok, the Hssiss, the Laigrek, the Maalrass and the Zakkeg. I know that there are other beasts in TSL such as the smaller Boma and the Drexl etc, but I just ported a selection over for now. NOTE: This is intended as a resource and NOT as a standalone mod. You can run the included TSL patcher to quickly add the relevant rows to appearance.2da and put the models/textures into your Override folder, but they are not placed anywhere in the game. PERMISSIONS: This modders resource is free to use in any mod you produce and release, provided that relevant credit is given.
  17. 3 points
    Star Wars: Obi-Wan Kenobi trailer:
  18. 3 points
    One other fan had an idea. How about a mod that alters Calo Nord's appearance on Leviathan and one of the Star Map planets? Maybe include some cybernetics or wounds? There's no way Calo would survive a pile of metal unharmed.
  19. 3 points
    View File PROTOCOL DROID HD This mod will replace and update DrdProt texture files. To Install 1. Download: DrdProtHD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 04/22/2022 Category Skins K1R Compatible Yes  
  20. 3 points
    Having lurked around the forums a fair bit as of late following a lengthy absence from the community, I've decided to dip my toe back into the waters of KotOR modding. Seeing all of the innovations and changes over the past few years in terms of what we're able to achieve has really given me the itch again! For my first contribution, i've decided to publish this tutorial which I wrote more years ago than i'd care to admit which focusses on the correct way to recruit a new party member and build your own custom dialog tree and quest line for them. I did publish a tutorial soley on the dialog tree aspect of this on LucasForums many moons ago, but I later wrote this more fully fleshed out tutorial and fell off the map before I got around to publishing it. I've gone back to polish this off and tweaked/refined it a little to make things more readable and easier to follow, so hopefully it should be easily understood. I've tried to keep my naming conventions for things as close to the existing ones in the vanilla game files for consistency and so that game files can be easily examined whilst following along if need be. Admittiedly this will mostly be useful to people who are not so familiar with modding the KotOR games and possibly people who are experienced in other areas of modding but haven't dabbled in scripting or anything yet, so if you're already a reasonably well rounded modder in terms of breadth of experience across different areas, this may not be for you. That's enough waffling anyway. Enjoy! Step 1 - Preparing your NPC template: The most logical place to start in my opinion is by creating the template file which contains all of the vital information which the game needs to know about our new party member. Personally, I would start off with the .UTC file from an existing party member and modify it to suit. I personally like to go old school and use K-GFF to modify template files, so the field names I use here may not match whatever is in KotOR Tool, but they'll be similar enough for you to work out which is which. The vast majority of the fields in KotOR Tool or whichever editor you are using are completely self explanatory, so i'll just go over a few of the ones you may not be too familiar with. Here we go: IMPORTANT: When it comes to editing the new party member's scripts, you will need to ensure that the below fields match the values I have given. When it comes to setting your new party member's tag, you need to remember to use the tag of the vanilla party member you are replacing. DO NOT use a custom tag. The vanilla tags are as follows: The TemplateResRef is the unique identifier we assign to the party member's template so that the game can refer to it. In my case, I set it to "p_yuthura" and named the file "p_yuthura.utc" to match. Step 2 - globalcat.2da entries: For this step, all you'll need to do is add a couple of lines to globalcat.2da so that the game can track your progress through your new dialog tree/quest. For my example, I added two new rows: The K_SWG_YUTHURA global will essentially track which stage of the quest you have reached whilst the K_SWG_YUTHURA_LEVEL one will keep track of your PC's level as you progress through the quest. Their values will both be checked and modified by scripts whenver you reach a new stage in the tree, but more on that in the next step! Step 3 - Recruitment: This stage will cover the process of actually recruiting your new NPC and adding them to your party. This tutorial assumes that you will speak to Yuthura Ban in the Dantooine Courtyard before you recruit her. In order to have the conversation end and have Yuthura immediately available for selection, you would use this script: //recruit.nss void main() { RemoveAvailableNPC(5); AddAvailableNPCByTemplate(5, "p_yuthura"); DelayCommand(1.5, ShowPartySelectionGUI()); } If you follow it line by line, it's very simple to follow. It removes whichever NPC is currently occupying slot 5 in your party selection screen. It then adds a new party member to that slot based on the template you have specified. In this case, we have gone with p_yuthura because that's the template we created in Step 1. There will then be a short delay of 1.5 seconds before the party selection screen appears, just like when you recruit a new party member in the vanilla game. This line can be left out if it doesn't suit what you're trying to do. Obviously the number for the party member slot will change depending on which party member you are replacing, so here the different values for each slot in the game: Simply attach this script to an appropriate conversation node in your dialog file and you're good to go. In this case, since we are recruiting an NPC which we have physically encountered, there will now be a duplicate of your NPC still in the location you met them, even if you have recruited them already. This is very easily solved with another simple script attached to the final node in the recruitment dialog: // destroy.nss void main() { object oYuthura = GetObjectByTag("dan13_yuthura"); SetGlobalFadeOut(1.0, 0.5); DelayCommand(1.0, DestroyObject(oYuthura)); DelayCommand(1.0, SetGlobalFadeIn(0.7, 0.0)); } Again, very easy to understand if you go through it line by line. The SetGlobalFadeIn() and SetGlobalFadeOut() commands are used here to fade the screen to black and back to normal again with the disappearance of the NPC taking place in between the two. This adds a nice polished appearance to the affect. For a barebones recruitment mod, you could just stop there. If you've followed everything so far, you'll have a new party member join you and they'll work exactly as any other party member would, just without any sort of quest to follow. Step 3 - Dialog Tree: This is the step where you really flesh out your mod and give your NPC some life. Adding a new quest line based around your new NPC is a great way to not only add exciting new content to the game, but also to bring your new content more in line with the experiences players have with the vanilla party members. This is nowhere near as difficult as you might think when you start out. I'm certainly no programmer, but with a little common sense and applied logic, this who process becomes very simple. The first script we create here is the one which checks whether or not Yuthura's quest line has started yet: //k_swg_yuthura01.nss #include "k_inc_debug" int StartingConditional() { int nResult = GetGlobalNumber("K_SWG_YUTHURA") == 0; return nResult; } As you can see, this script checks that the currently set value of the K_SWG_YUTHURA global we created earlier is 0. If the current value of K_SWG_YUTHURA is indeed 0, then the value of nResult will be positive and the dialog node which this conditional script is attached to will be available. If the value of K_SWG_YUTHURA is anything other than 0, the node will be ignored and the game will move on to the next note in the tree. Once the initial conversation has been completed, we'll need to increase the value of K_SWG_YUTHURA so that a different conversation option becomes available next time. We achieve this by attaching the following script to the final node in the conversation tree: //k_swg_yuthura20.nss #include "k_inc_debug" void main() { int nPlot = GetGlobalNumber("K_SWG_YUTHURA"); int nLevel = GetHitDice(GetFirstPC()); SetGlobalNumber("K_SWG_YUTHURA", (nPlot + 1)); SetGlobalNumber("K_SWG_YUTHURA_LEVEL", nLevel); } Once again, this is simple to follow. We start by assigning values to nPlot and nLevel so that we can reference them later in the script. nPlot is assigned a value equal to the current value of our K_SWG_YUTHURA global and nLevel is assigned a value equal to the PCs current level. K_SWG_YUTHURA then has its value increased by 1 and K_SWG_YUTHURA_LEVEL has its value set to the PC's current level. Moving on to the second stage in the quest/conversation is really simple. All we do is attach this script to the relevant node in the dialog file: //k_swg_yuthura02.nss #include "k_inc_debug" int StartingConditional() { int nResult = GetGlobalNumber("K_SWG_YUTHURA"); int nLevel = GetHitDice(GetFirstPC()); int nLastLevel = GetGlobalNumber("K_SWG_YUTHURA_LEVEL"); if ((nResult == 1) && (nLevel > nLastLevel)) { return TRUE; } return FALSE; } A little more going on here at first glance, so let's break it down. We start by assigning values to nResult, nLevel and nLastLevel. Here, nResult is the current value of K_SWG_YUTHURA, nLevel is the PC's current level and nLastLevel is the current value of K_SWG_YUTHURA_LEVEL. If the value of K_SWG_YUTHURA is 1 and the players current level is greater than the stored value, then the conversation node will be available. You can basically copy and paste this script to cover the rest of the quest line, just by altering the nResult value which the script checks for. Every time you advance a stage in the quest, you increase it by 1. Summary: All in all, this is a fairly simple process to go through and doesn't take too long at all when you consider that the majority of the conditional scripts for your quest are going to end up being copies of eachother with just that one value changed. I've attached my example scripts to save you needing to copy/paste them if you want to use them as a basis for your own. Of course, there's still so much more you could do with your mod to make the experience even more immersive. In terms of dialog, you can make certain conversation options available only if other conditions are met, like needing to have collected a certain number of Star Maps to have been collected or needing to have reached a certain point in another quest. There are so many possibilities and the vast majority of them can be implemented using the same principles outlined in the tutorial above. Get creative with it! mf_recruitment_scripts.zip
  21. 2 points

    Version 3.0

    29,571 downloads

    In the vanilla version of the game there was a quest on Manaan which inolved you becoming a lawyer for an ex-Republic soldier who had supposedly murdered a Sith. This, if you followed it far enough, would eventually lead you to investigating around the embassies of both the Republic and the Sith. When you found some evidence, it was presented in the form of text, though referred to as a video by said text. I have taken this text and turned it into a video (a cutscene) showing the events which the text described.
  22. 2 points
    If you like this mod, you may also be interested in another mod that reuses DarthSapiens' T3-M4 texture. Refurbished Astromech Droids uses the same T3-M4 skin to upgrade the 3 other reskins of the Astromech droids found in both games. The coloring of the texture remains pretty darn faithful to the original color schemes as well. (I may be biased though.) Edit: I just noticed that N-DReW25 already linked the mod in the description. That's it - I'm going to bed! LOL
  23. 2 points
    Nice mod! I have long used Darth_Sapiens' texture after properly renaming the file and was very happy with it but now I will check out SH's recolored version as well. Thanks!
  24. 2 points
    Thanks to advice from both TamerBill and DarthParametric, I finalized Mission's unique feat (tested and working): Survival Instinct Unique Ability: Mission Mission grew up on the streets of Taris where she learned self-preservation. She gains a +1 bonus to dodging and saving throws when she is the last one standing in combat.
  25. 2 points
    View File K1 NPC Immersive Feats K1 NPC Immersive Feats by Sdub Version: 1.0 Description: In TSL certain items can be limited to certain characters, In K1 however that is not possible... until now. I sought to create a workaround to limit certain items to certain characters. Especially for when modders create items. The solution I came up with was creating unique feats for the NPC's that do not have one. Four NPC's already have a unique feat with. Bastila - Battle Meditation Juhani - Force Camouflage T3M4 - Blaster Integration Zaalbar - Wookiee Toughness I created one for each: Carth - Decorated Pilot Mission - Streetwise Canderous - Regenerative Healing Implants Jolee - Hermit HK-47 - Assassin Droid One important thing to note. These feats are for immersion only. They do not have any active effects attached to them unless the active effect already exists for the characters, like Canderous and his regen. This mod is intended to be used as a resource. I'm planning on releasing a few mods that will require this as a base. Feel free to use it as well, all I ask is that proper credit is given. A huge thanks to @Effix for helping me get the mod properly setup with the TSL patcher. Please let me know if you have any issues. Installation: Run TSLPatcher.exe and locate your swkotor folder Uninstallation: Delete UTC Files for characters, icon images, and replace the dialog.tlk with the one in backup from patcher installation Compatibility: This mod should be compatible with all mods K1R Compatible: Yes Tools Used: TSL Patcher ChangeEdit TLKEdit KOTOR Tool Holocron Toolset Big thanks to the KOTOR Modding Discord, Deadlystream, and @Effix Submitter Sdub Submitted 05/05/2022 Category Mods K1R Compatible Yes  
  26. 2 points
    Have you tested that? Editing an include file will not, on its own, do anything. You'd need to recompile the scripts that use the include.
  27. 2 points

    Version 1.9.2

    87,705 downloads

    The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and some new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent. A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown too long to be included in this post, however you can view a detailed breakdown of each author's contributions in the included readme file and a list of the changes the current version has made in the changelog file. List of Contributing Authors (alphabetical): A Future Pilot blennus danil-ch darthbdaman DarthParametric ebmar Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk Thrak Farelle Installation: Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. Due to the size and complexity of the patch, installation will take several minutes. Please be patient and allow it to finish. Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first. It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Compatibility/Known Issues: K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible. The KOTOR 1 Restoration (K1R) mod is deemed incompatible with K1CP. Whilst it was compatible with early versions of K1CP, this is highly unlikely to still be the case with the degree and nature of changes made as of K1CP v1.8 and beyond. As such, using K1R together with K1CP is done so at your own risk with no support offered. These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the TSLPatcher installlog file, a list of the contents of your Override folder, and specific MOD files from your modules folder. Uninstallation: Given the complexity of this mod, a clean install of KOTOR is the only practical approach for uninstalling K1CP. Permissions: Due to this mod being a compilation from many different authors, please do not distribute/rehost it. Acknowledgements: All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS Stoffe - For TSLPatcher bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds on the /r/kotor subreddit danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
  28. 2 points
    Update: As suggested by DarthParametric (and reinforced by Sdub), I have added an option for a visible forcefield at the entrance to the hangar. If you've already installed version 1.0 and want to try the new effect, you can proceed straight to the "Add Visible Forcefield" part of the installation. Thanks a ton to Darth Parametric for providing an example forcefield that I could emulate!
  29. 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.
  30. 2 points
    I'd say treat a mod trailer like a videogame teaser rather than a (now defunct) E3 trailer. Show the best examples of what you've added and really use the opportunity to introduce the viewer to some of your characters or themes. Don't hype the viewer up with amazing music and pre-rendered videos when the final product won't look or sound anything like either. Don't show how you wish the mod will look, just show what it actually is.
  31. 2 points
    I directly tried this with Mission for my companion rewards mod. It didn't work.
  32. 2 points
    It's not really. Feats are hardcoded. Potentially some scripting could replicate feat features, but almost certainly not something like stealth run.
  33. 2 points

    Version 1.0.0

    19 downloads

    For some reason I really hate the whole "Revan dual-wields purple and red" shtick. No idea why, but I just do. So I removed his purple lightsaber and buffed his stats a little to compensate for the nerf. I don't remember exactly what I did though, since I made this pre-COVID. To install, simply drop the zipped file into your override folder.
  34. 2 points
    Salk, Like everyone here, I am here to learn how to mod Kotor 1 and 2. I am happy to help when I can. And don't mind getting corrected when I am wrong
  35. 2 points

    Version 1.1

    37 downloads

    K1 NPC Immersive Feats by Sdub Version: 1.0 Description: In TSL certain items can be limited to certain characters, In K1 however that is not possible... until now. I sought to create a workaround to limit certain items to certain characters. Especially for when modders create items. The solution I came up with was creating unique feats for the NPC's that do not have one. Four NPC's already have a unique feat with. Bastila - Battle Meditation Juhani - Force Camouflage T3M4 - Blaster Integration Zaalbar - Wookiee Toughness I created one for each: Carth - Decorated Pilot Mission - Streetwise Canderous - Regenerative Healing Implants Jolee - Hermit HK-47 - Assassin Droid One important thing to note. These feats are for immersion only. They do not have any active effects attached to them unless the active effect already exists for the characters, like Canderous and his regen. This mod is intended to be used as a resource. I'm planning on releasing a few mods that will require this as a base. Feel free to use it as well, all I ask is that proper credit is given. A huge thanks to @Effix for helping me get the mod properly setup with the TSL patcher. Please let me know if you have any issues. Installation: Run TSLPatcher.exe and locate your swkotor folder Uninstallation: Delete UTC Files for characters, icon images, and replace the dialog.tlk with the one in backup from patcher installation Compatibility: This mod should be compatible with all mods K1R Compatible: Yes Tools Used: TSL Patcher ChangeEdit TLKEdit KOTOR Tool Holocron Toolset Big thanks to the KOTOR Modding Discord, Deadlystream, and @Effix
  36. 2 points
    I was trying to figure out why Bastila was dying so quickly to sand people even tho I gave her Brejik's armband and belt (supposedly effective vs melee attacks). The 2da reference thread had nothing useful, but it wasn't hard to figure out. Damage types: The game has 13 damage types and each weapon can have one or more of these types. baseitems.2da has a column called damageflags. It's a bitfield that says which type of damage a weapon deals by default. In order of least significant bit to most significant (right to left) it goes like this: 0 1 Bludgeoning 1 2 Piercing 2 4 Slashing 3 8 Universal 4 16 Acid 5 32 Cold 6 64 Light side 7 128 Electrical 8 256 Fire 9 512 Dark side 10 1024 Sonic 11 2048 Ion 12 4096 Energy The value itself is stored as a simple decimal integer (tho some other columns use hex - bioware just being inconsistent). The values in the second column are what you'd find in baseitems.damageflags - to have multiple damage types, add those numbers together and put the resulting sum in that column. These types are used anywhere where damage comes in play - for example in all item properties related to damage, including damage bonus, damage immunity, damage penalty, damage resistance and so forth. Weapons by damage type: Disclaimer: This is using the weapon rebalance mod which changes disruptors from 7 (Bludgeoning+Piercing+Slashing) to 8 (Universal damage). It's a change that makes sense. Highly recommended. Quarter_Staff Bludgeoning Stun_Baton Bludgeoning Long_Sword Slashing Vibro_Sword Slashing Short_Sword Piercing Vibro_Blade Piercing Double_Bladed_Sword Slashing Vibro_Double_Blade Slashing Lightsaber Energy Double_Bladed_Lightsaber Energy Short_Lightsaber Energy Blaster_Pistol Energy Heavy_Blaster Energy Hold_Out_Blaster Energy Ion_Blaster Ion Disrupter_Pistol Universal Sonic_Pistol Sonic Ion_Rifle Ion Bowcaster Energy Blaster_Carbine Energy Disrupter_Rifle Universal Sonic_Rifle Sonic Repeating_Blaster Energy Heavy_Repeating_Blaster Energy Blaster_Rifle Energy Ghaffi_Stick Piercing Wookie_Warblade Slashing Gammorean_Battleaxe Slashing Creature_Item_Slash Slashing Creature_Item_Pierce Piercing Creature_Weapon_Sl_Prc Piercing Or transposed: 0 Bludgeoning Quarter_Staff, Stun_Baton 1 Piercing Short_Sword, Vibro_Blade, Ghaffi_Stick, Creature_Item_Pierce, Creature_Weapon_Sl_Prc 2 Slashing Long_Sword, Vibro_Sword, Double_Bladed_Sword, Vibro_Double_Blade, Wookie_Warblade, Gammorean_Battleaxe, Creature_Item_Slash 3 Universal Disrupter_Pistol, Disrupter_Rifle 4 Acid 5 Cold 6 Light side 7 Electrical 8 Fire 9 Dark side 10 Sonic Sonic_Pistol, Sonic_Rifle 11 Ion Ion_Blaster, Ion_Rifle 12 Energy Lightsaber, Double_Bladed_Lightsaber, Short_Lightsaber, Blaster_Pistol, Heavy_Blaster, Hold_Out_Blaster, Bowcaster, Blaster_Carbine, Repeating_Blaster, Heavy_Repeating_Blaster, Blaster_Rifle (Who TF decided a tab size of 8 is a good idea? Also this forum needs a table feature.) So I have my answer now. Gaffi sticks are Piercing damage, and Brejik's stuff protects only v Bludgeoning/Slashing. I feel like this is false advertising. I've been bamboozled. Also, if you have Damage resistance Universal 5/-, it doesn't mean you resist 5 points of any kind of damage, it means you resist 5 points of the damage type "Universal", which is semantically just confusing as heck.
  37. 2 points

    Version 1.1.0

    102 downloads

    This computer panel makes various appearances throughout the game - on Peragus, Telos, Dxun and Malachor - but has somehow eluded the attention of every HD texture pack I have installed. I initially intended to just upscale it with an AI and be done with it, but the AI didn't do such a good job... so I started making tiny little tweaks by hand with HAL eyes, bicycle reflectors, screenshots from various SW films, fake GUI elements I made myself, until eventually this was the result. The panels have gone from 256x256 to a possibly excessive 4096x4096 pixels. Drop files into override, compatible with anything that doesn't alter the same textures. I give blanket permission to use / improve this texture, just give me a nod.
  38. 2 points
    Glad to see this released! Nice job! 😁
  39. 2 points
  40. 2 points
    May the fourth be with you all!!
  41. 2 points
    With the help of Cortisol over on the discord, we did some sleuthing as to how force powers being restricted by armors work. spells.2da has 2 columns called "requireitemmask" and "forbiditemmask" (these names are hopefully self-explanatory) These are 16-wide bitfields. Some testing confirmed that the 7 least significant bits (right-most) correspond in order from MSB > LSB to: LightSaber, AC9, AC8, AC7, AC6, AC5, AC4 class armors or more specifically they correspond to the following itemtypes in baseitems.2da Bit itemtype 0 31 1 32 2 33 3 34 4 35 5 36 6 39,40,41 I did not find any 2da that creates this mapping. Might be hardcoded in the engine. Have not tested other bits. They may or may not function. Testing that would require pairing every remaining bit with every item type found in baseitems. That's 9*itemtypes (minus the ones we already know about). If someone wants to bother with that be my guest (tho the work could probably efficiently be subdivided if people decide to bother).
  42. 2 points

    Version 1.0.0

    71 downloads

    -------------------------------------------- Knights of the Old Republic -------------------------------------------- TITLE: Effixian's Taris Arena Changes AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- ~ JDub96 and Effix present, a Knights of the Old Republic mod ~ This mod tries to make the Taris Arena contestants look more interesting, mainly by giving them new variations of the Combat Suit. There's also a Combat Suit variation for the player, that's in the first aid container in the corner of the room (near Twitch). Somewhat like souvenirs, Kebla of the Equipment Emporium sells replicas of the new Combat Suit variations that the arena contestants wear. I've split this mod up into 2 parts. A: The NPCs wear new combat suit variations, the player can loot its own version and Kebla sells the replicas. B: Further changes to make the NPCs more unique: - Gerlon Two-Fingers gets a scruffy beard - Ice gets a more unique Echani inspired head - Marl gets a unique head with beard - Twitch gets a different texture to make him look a bit more menacing - Bendak gets a different texture based on my TSL mod "Mandalorian Reskins" ------------------------- INSTALLATION ------------------------- Unzip. Part A: Simply copy the files from the subfolder "Part A - Combat Suits" to your game's Override folder. Part B (optional, but requires Part A): Run "TSLPatcher - Install Effixians Taris Arena Changes - Part B.exe" and point it to your main game's folder. --------- BUGS --------- None known. -------------------------- COMPATIBILITY -------------------------- Not compatible with other mods that change or include the same files. ------------------------- UNINSTALLING ------------------------- 1. Remove from the Override folder: g_a_class4010.uti g_a_class4011.uti g_a_class4012.uti g_a_class4013.uti g_a_class4014.uti ia_Class4_008.tga ia_Class4_009.tga ia_Class4_010.tga ia_Class4_011.tga ia_Class4_012.tga k_ptar_a02ae_en.ncs keblastore.utm org_tar_a02ae.ncs PFBC08.tga PFBC09.tga PFBC10.tga PFBC11.tga PFBC12.tga PMBC08.tga PMBC09.tga PMBC10.tga PMBC11.tga PMBC12.tga tar02_bendak021.utc tar02_deadeye022.utc tar02_gerlon021.utc tar02_ice021.utc tar02_marl021.utc tar02_twitch021.utc If you've added Part B, also remove: N_Bendak.tga n_gerlon.mdl n_gerlon.mdx N_Gerlon.tga n_ice.mdl n_ice.mdx N_Ice.tga n_marl.mdl n_marl.mdx N_Marl.tga N_Twitch.tga 2. If you haven't installed any 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 ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You can use the files from this mod in your own mod if you simply credit me. -------------------- THANKS TO -------------------- - JDub96 for the overall mod concept and thinking up the different combat suit variations - Fred Tetra for KotOR Tool - Camo pattern by Fauzy Ramadhan @ vecteezy.com ----------------- 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.
  43. 2 points

    Version 1.0.0

    96 downloads

    Citadel Station is facing more than just a lack of fuel. Just getting to your morning shift in bay control can be hazardous -- they forgot to vacuum-seal the place! As a result, you can find gaps in walls, floors, and ceilings all exposing the station to space. Not to mention the many lighting, walkmesh, and UV errors that leave the station looking a little too much like the planet it orbits. Let's patch things up! Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". 7z files can be extracted using Archive Utility on macOS, or with programs such as PeaZip for Windows and Linux. Uninstallation: Remove "Ultimate_Citadel_Repairs" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not replace any of the files listed above. This mod includes the same files and fixes included with Citadel Station Hangars Repair, with many more added on. If you previously installed that mod, you can safely delete "Citadel_Hangars_Repair" from your override. Texture mods for Citadel Station will also be compatible. Some cool other mods to check out for Citadel Station are Citadel Station Signage by Sith Holocron, HD Czerka Droid by ScrierOne, and the Kotor 2 Unlimited World Texture Mod by facemeltingsolo. Here's a fun one: for those of you playing 2003's Jedi Knight: Jedi Academy and 2005's Battlefront II on PC, Citadel Station has been made a playable map for both, thanks to the work of JamyzGenius and teancum, respectively. You can find the mod for Jedi Academy here, and Battlefront II here. Check the mods out on YouTube for yourself. Acknowledgments: Thanks to Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, and Cortisol and Fred Tetra for making file extraction easy with the Holocron Toolset and KotOR Tool, respectively. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  44. 2 points

    Version 1.1

    35,435 downloads

    A KNIGHTS OF THE OLD REPUBLIC MODIFICATION High Quality Blasters By Sithspecter Description: When Knights of the Old Republic won Game of the Year in 2004, none of the awards were for the blaster models. While the storyline and gameplay are top notch, the default weapons are sadly lacking in quality. Extremely low polygon models combined with 64 px by 64 px textures make them horrendous to look at. On my last playthrough of KotOR, I had enough of the ugly blasters. Who wants to pay thousands of credits for a terrible looking grey-ish blob that's supposed to be a top notch firearm? Nobody, that's who! So I sought out to fix this problem and provide high quality models and textures. This mod completely replaces the existing blasters with newly modeled firearms, complete with high quality textures. Special care was taken to retain the form and look of the original items, but in a high quality package. Each weapon was carefully textured based on close examination of its default counterpart. It's a much improved package that I hope will be a permanent addition to your KotOR override folder for years to come. Use: Use of High Quality Blasters is extremely easy. Put all the files in your Override folder, then play the game. That's it! The new models will automatically appear when you load up your last save. However, this mod does make a couple .uti changes to avoid doubling up on weapon textures. I've applied a new model and texture to a few items that share a model and texture in the default game. The following items are affected: Baragwin Assault Gun Baragwin Disruptor-X Weapon Baragwin Heavy Repeating Blaster Baragwin Ion-X Weapon Carth's Blaster Genoharadan Blaster What this means is that if you already have one of these items, it will still show up as high quality, but it will share a texture with another high quality item. If you re-acquire one of these through cheats or KSE, it will appear properly. If you start a new game, everything will appear properly. This will not negatively affect the gameplay in anyway. A note about the Sith Sniper Rifle: I discovered that the Sith Sniper Rifle is widely used as a blaster wielded by Sith Troopers. It looks somewhat comical used by them (predominantly fired from the hip). So, I have included something of a patch that allows the Sith Troopers to use a regular looking version of it with the new texture. The Sniper version can be found at Kebla Yurt's store in the Upper City North of Taris and in a container in the Sith Academy on Korriban. If you want to cheat more Sith Sniper Rifles that look like a sniper, use the following code: giveitem g_w_blstrrfl006 Installation: 1. Run "High Quality Blasters Installer.exe" in the zip file. 2. Follow the on screen instructions, and point the Installer to your game folder (not Override folder) 3. Profit Version 1.1: If you have installed High Quality Blasters previously, you can install this version over it and it will still be fine. However, if you want to fix the bug of the blaster randomly appearing under the Ebon Hawk on Tatooine, you must remove the following files (make sure of exact filenames): w_ionrfl_004.mdl (NOT w_ionrfl_04.mdl) w_ionrfl_004.mdx (NOT w_ionrfl_04.mdx) INCOMPATIBILITY: IF YOU HAVE TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK, YOU SHOULD BE ABLE TO INSTALL THIS MOD OVER THOSE MODS WITHOUT AN ISSUE. HOWEVER: DO NOT INSTALL TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK OVER THIS MOD. IT WILL LIKELY CAUSE THE TEXTURES TO BE WRONG. Bugs: Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it. Changelog: Version 1.1: Fixed an issue where a blaster rifle randomly appeared under the Ebon Hawk on Tatooine. Fixed an issue where Bith instruments were replaced by pistols. Fixed the Assassin Droid and War Droid models to accept the high quality repeating blaster texture for their weapons. Credit: Thanks to 90SK, Fair Strides, Varsity Puppet, and Kexikus for providing feedback for this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this modafter your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. 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.
  45. 2 points

    Version 1.0.0

    13,735 downloads

    The main purpose of this mod is to fix many of the party models that have uvw errors. Some of these errors may be too small to see in-game, but most become glaring when using some of the HD texture mods here on this site. The only HD texture that I have included here, is for Bastila Shan's head model (P_BastilaH04) which is now 2048x2048 pixels. I have tried to remain true to her original look. The models that I have fixed, and are included, are: default clothes models for Bastila Shan Canderous Ordo Carth Onasi Jolee Bindo Juhani Mission Vao HK-47's whole body model head models for Bastila and Carth HD head texture for Bastila head texture for Jolee (to fix the mustache) two additional clothes textures for Carth Each of these character's files can be used separately, so that the user has the option of mixing and matching with other mods. Many of the screenshots are animated with before/after scenes that flip every 7 seconds. There are included text files with much more detail as to what has been fixed in each. There are also a few files included that other modders can use for helping their own texture mods (some uvw maps and a few Photoshop psd files with multiple layers already separated).
  46. 2 points

    Version 1.0

    31,282 downloads

    A KNIGHTS OF THE OLD REPUBLIC MODIFICATION High Quality Cockpit Skyboxes By Sithspecter Description: Through the course of Knights of the Old Republic, the Ebon Hawk become's the player's home. Complete with a workbench, engine room, crew quarters, and racy swoop bike, the Ebon Hawk doesn't lack much. Except for a view, that is. Looking out the cockpit windows is less than inspiring, given the blurry and inaccurate view presented. After tjsase released his High Quality Cockpit Skyboxes for TSL, I knew the first game needed the same treatment. This mod completely replaces the existing cockpit skybox with a newly modeled and textured skybox with HD textures. The skybox has been rendered to reasonably accurate perspective, and shows you a real, crisp view of the landing area. Use: Use of High Quality Cockpit Skyboxes is extremely easy: Put all the files in your Override folder and then play! That's it! The new models and textures will automatically appear when you load up your last save. If the Ebon Hawk is taking too long to load, see "Texture Quality" below. Installation: 1. Open the .zip file for the mod 2. Open the folder labeled override 3. Extract all the files to your KotOR override folder Incompatibility: This mod should be compatible with any mod. I do not know of any other mods that alter the Ebon Hawk skybox, so it should be fine with any combination of mods. Texture Quality: Due to the way the skybox is set up and the massive file sizes used in this mod, the Ebon Hawk will take about 5-10 seconds longer to load each time. There are four different size versions available on Nexus and Deadly Stream to suit different player needs. If the Ebon Hawk it taking too long to load, you can download smaller version to reduce load time somewhat: Extra Large: 2048 by 2048 textures, best quality, longest load time Large: 1536 by 1536 textures, great quality, long load time Medium: 1024 by 1024 textures, good quality, reduced load time Small: 512 by 512 textures, reduced quality, fastest load time Credit: Credit goes to tjsase for inspiration from your TSL High Quality Cockpit Skyboxes and for giving me permission to do this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  47. 2 points

    Version 1.3

    26,892 downloads

    I became so very tired of the low resolution textures for female Republic soldiers. So I made a new model for them, using the male version as a template. While I was at it, I noticed errors on the male model, so I've corrected those as well.
  48. 2 points

    Version 1.2

    25,172 downloads

    ABOUT This mod replaces the starfield and nebula textures used as backdrops during many sequences of the game to a higher resolution (some 512x512, some 1024x1024). INSTALLATION Copy all files included in this archive into your Override folder. UNINSTALLATION Take them out again. CREDITS Texture pack created by Kexikus Starfields created with spacescape Nebula photo from NASA THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  49. 2 points

    Version 2.0

    34,721 downloads

    Hi-Res Beam Effects for K1 ========================== by Darth InSidious ================== Description ----------- This mod replaces the Force Drain, cold ray, ion, and neural pacifier beam effects with higher resolution versions. The mod does not replace the Death Field or Force Lightning effects effects. Installation ------------ Just drop the files fx_beam01, fx_beam02, fx_beam03, and Fx_Drain.tga in this archive into your Override folder. Uninstallation -------------- Take the files out again. Legal Disclaimer ---------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. 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 how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Thanks to: ---------- Quanon and Zhaboka for the feedback on the original TSL hi-res beam effects; Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this .
  50. 2 points

    Version 1

    29,850 downloads

    HD texture for Twi'lek female.