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  1. 9 points

    Version 1.1

    117 downloads

    HD PC Portraits for Knights of the Old Republic 2: The Sith Lords v1.1 - 20200805 by ndix UR (DeadlyStream user) This modification adds high resolution (1K) portrait images for PCs. All 34 male and female vanilla player characters are provided, with all 3 light-dark variants, for a total of 102 new portraits. The 1K portraits have 64x the resolution of the 128x128 originals. The portraits are rendered to match the poses, colors, facial expressions, and lighting of the original images as closely as possible given the following constraints: Only vanilla textures (and my own additional maps based on same) are used While the textures are mostly crap, most of the work was in material setupusing a modern rendering engine, so even the vanilla textures still wind up looking much better than they have any right to. This is because of real lights, shading, and materials, of which the original diffuse textures are only a part. I didn't really redo geometry, beyond appropriate use of subdivision surface modifiers. See the included images in preview/ for an idea of how the portraits look. INSTALL / UNINSTALL To install, copy the files from the package Override/ folder to the Override/ folder for your TSL game installation. To uninstall, remove the TPC files for this package from your TSL game Override/ folder. LEGAL THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. The content of this mod is free for use and reuse, with no implied warranty, you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required.
  2. 8 points

    Version 1.1

    110 downloads

    HD NPC Portraits for Knights of the Old Republic 2 - The Sith Lords v1.1 - 20201004 - by ndix UR (DeadlyStream user) This modification adds 30 high resolution (1K) portrait images for NPCs. The 1K portraits have 64x the resolution of the 128x128 originals. The portraits are rendered to match the poses, colors, and lighting of the original images as closely as possible given the following constraints: Only vanilla textures (and my own additional maps based on same) are used While the textures are mostly crap, most of the work was in material setup using a modern rendering engine, so even the vanilla textures still wind up looking much better than they have any right to. This is because of real lights, shading, and materials, of which the original diffuse textures are only a part. I didn't really redo geometry, beyond appropriate use of edge split and subdivision surface modifiers. I did some amount of normalizing the gradients behind the characters. I think Disciple and Mira are the only ones with non-standard background gradients now. This package includes portrait for HK-50 and HK-51 units. They aren't used in any existing mods I'm aware of; I just put them in because they made sense to have. You can remove them if you wish. The Atris portrait is unused in the vanilla game but may be used by playable Atris mods. I only included it because it existed in the vanilla assets. INSTALL / UNINSTALL To install, copy the files from the package Override/ folder to the Override/ folder for your KOTOR game installation. To uninstall, remove the TPC files for this package from your KOTOR game Override/ folder. LEGAL THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, ORLUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. The content of this mod is free for use and reuse, with no implied warranty, you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required.
  3. 5 points
    Not bad, @Salk. Better than I expected, honestly I don't think your accent is a problem at all, as there are plenty of characters with different accents throughout the game. Mic quality is really the only obstacle. But @Sith Holocron is also a serious contender, and I think the hired VA did a great job too. Here's my edit, with carefully edited bass/treble, fade in/out and silence: nm35aavict23000_Salk_km_edit_v2.wav
  4. 5 points
    I got the VO from the actor and I must say it's quite good although I believe I have done a decent job myself so I'm not at the moment sure which one I should go for. Perhaps you can help me make a decision. I will upload one line delivered by myself and one by the actor so you all get to chime in and tell me about your preference. UPDATE: Here it is. I do have a cold and don't have a good mic or anything remotely professional so the audio quality's difference is noticeable. But it's just an initial test. I think the actor did a very good job. My only concern was that I didn't hear much pain in his voice as you'd expect from a tortured prisoner. nm35aavict23000_[Actor].wav nm35aavict23000_[Salk].wav
  5. 4 points
    It's been a while since the last update but progress has been going well. The main thing still left is to render all the skyboxes. There are not many left but Telos is currently taking a long time (200+ render hours already and not done yet). After that the rest should be much faster though. And I also started assembling and collecting the final files for the releases as well as checking all modules again to see if there are any issues that need fixing. At the same time I prepared the screenshots for all locations. This also includes comparison screenshots and that's where this post comes in. I could use some opinions on which type of comparison you prepare, so here is the same scene in three different comparison style. I do have a pretty clear favorite but I'm still open about changing my mind. Style 1: Style 2: Style 3: Let me know what you think!
  6. 3 points
    Finally fixed smoothgroups and UV maps.
  7. 3 points
    Pester @Tyvokka to implement one of those screenshot wipes where you can move a slider back and forth across the image.
  8. 3 points
    Thanks for the kind words. Just a quick note that I won't be attempting to do the Mandalorian role so there's no competition between me and anyone else. However, if anyone else would like to try the Hijata role, please do! I sincerely hope that someone better comes along to bring Hijata to life. (And not just because it saves me the work! LOL)
  9. 3 points
    I wound up trying out for Hijata. This is really more of a test of my recording space as I'm getting over a cold but why not share the results? But if Salk wants the files, I sent them to him to do what he wishes. The outtake line at the end has an uninvited guest.
  10. 3 points
    I'm currently working on the turret minigame in KotOR I. My goals in order of priority are: Make the game more challenging Scale the challenge of the minigame with your difficulty setting Improve graphics, effects, and audio Diverse enemy types Remove "random" encounters and make it so the battles occur: Once when leaving Taris Once when arriving per planet Once when leaving per planet Once when escaping the Leviathan Once when approaching the Star Forge Optional challenges Unique stages - not always be six interceptors flying the same loops around you, but different numbers and types of ship, different skybox and eyecandy, different movement for the Ebon Hawk, different objectives (escape, survive, destroy x many fighters in a certain amount of time) Persistent health - don't take too much damage, or it will be there next time you fight! You must go to a specific location to receive ship repairs, or leverage your own (or companions) repair skill to "heal" the ship Experience gains for destroying fighters A questline with T3-M4 that allows you to upgrade the ship's health A vendor to install more powerful and unique-looking turrets on your ship While all of these goals are achievable based on what I've observed by going over the data, I know that it's easy to over-promise and under-deliver. Therefore these are mentioned as "possibles". Those in bold above are almost complete. I mention the other goals because I'd like to describe how these could be achieved if my other commitments make it impossible for me. So, I will go over the more ambitious goals in case future modders are interested in how to implement the changes. Remove "random" encounters and make it so unique battles occur This one is pretty easy. At the moment all minigame encounters use exactly the same module: M12ab. Even the battle that occurs over Taris, with it's unique skybox and background Leviathan is still just M12ab. What is actually happening is some scripting that occurs when the encounter is being loaded. When going in to the minigame, KotOR is evaluating your global variables to determine what skybox and audio cues to use (or in the case of the HK-47 practice, whether to apply the holographic visual effect) - in the case of the Taris escape, an animation is actually playing on a loop around you that gives the appearance of the starfield, Taris in the distance, and the Leviathan hovering nearby. This animation can be found in m12ab_01a.mdl/mdx. I've cut out a section of the animation to show you the awesome model that comes in the mdl: In order to create unique encounters, my thoughts are to either create new modules from copies of M12ab, or to use expanded scripting to make the existing module more flexible. I haven't yet tried duplicating the module and seeing how it would effect things, but that's next on my list. If you wanted to go very basic though, you could just use MDLedit to modify m12ab_01a.mdl, and change the LSP_planettari01 texture mentioned in it to some other planet texture. I'm completely new to modelling and haven't animated a thing, so just how far I am able to go with this and how much I can learn is anyone's guess. However if there are any talented animators out there who wanted to create a unique animation for a space battle encounter that takes place prior to boarding the Star Forge, you can find an *awesome* Hammerhead model from KotOR II in 104PERg.mdl: Unique Stages This would come down to scripting. It's possible to decompile all scripts apart from the heatbeat script (thanks to Thor110 for decompiling all the others). Inside the scripts, you can play around a lot with when the encounter ends and under what conditions. Even in the M12ab.are file, it is possible to do a lot with the nature of the encounter. To give you some examples of what is definitely possible: Spawn fewer enemy fighters - this is a simple matter of deleting the enemy structures in the .are: Make the Ebon Hawk fly around - this can be done by changing the track listed under the player structure. You could "hijack" the track of an enemy structure, or create your own custom one in Blender. I've had an absolute blast give the Hawk the m12ab_mgt06 track, making it progress at 1/4 speed, and playing the turret game in a moving ship, with interceptors flying all around me Make the enemies faster This can be done by editing the enemy tracks in blender - just shrink down the animation to play over a fewer number of frames. At the moment, the interceptors in my modded game are flying around 33% faster, and boy oh boy does it make the game better GIve enemies more hp, more powerful weapons, more rapid-firing weapons, or unique models Again, just a matter of making changes to the .are. At the moment, I have 4 normal fighters and 2 "elite" fighters that are colored the same red as the Sith heavy troopers. The elite fighters absolutely rip you apart - they deal +33% damage, fire twice as fast, and have double the hp, so I'm having to actually think in the game and prioritise targets. Make the enemies chase you while the Ebon Hawk performs evasive manoeuvres This is just a matter of editing those tracks. I'm no animator/modeller but this would appear to be the most achievable change to make to the game even as an amateur (though it does require that unique copies of M12ab can be created and function, something I have not tested). What you could do for example is create a simple track that would float up and down and side to side, then copy that and move the track back and to the side by a certain distance, maybe give it an additional keyframe at the start so that it gives the illusion of following your ship movement rather than mirroring it. Naturally if the interceptors were behind you the whole time they would rip you to pieces - at this point I am playing around with the possibility of scripting to adjust the frequency of their shots. Inaccuracy is a good variable to adjust - it is a percentage chance to miss you, so this would make prolonged fire from interceptors survivable. Rate of fire is another that would work in this type of situation, it is something like number of shots per second - however in a tail pursuit this may make the fighters shooting you seem a bit odd if they are either constantly rapid-firing or firing on a precision perfect shoot-wait x seconds-shoot-wait x seconds pattern. There's a lot more I want to say about modding this minigame but I've just looked at the clock so it will have to wait. Suffice to say that there is a LOT of unused potential in KotOR from this game, that was very likely left on the wayside by BioWare due to time constraints.
  11. 3 points
    Try this one, Salk -- nm35aavict23000_[Salk]_LowCut.mp3 See if there's any improvement with that. What I did was to cut the lower frequencies because I heard a bit too much around that area. Well -- that's just me with my ears, lol. As for the actor's; the quality of audio sounds professionally done -- well, as expected I guess. Can't really tell with the acting part, but I think it's pretty fittingly-good. But that cut at the end was a let down. Adding few silenced bytes could do, though not sure.
  12. 3 points
    I can tell you my impressions, at least. The audio quality is naturally superior in the voice actor's. I can't help but feel he's making his best Cryaotic impression, which I don't think fits here. Now, there's basically no male character in Kotor with any sort of inviting voice except for Carth, I guess, so it's not like it brings nothing to the table. However, he doesn't sound exhausted or tortured in any believable way. He sounds like a charismatic person trying to convey assertiveness, which is not what's happening here. That said, the dialogue line doesn't allow for any truly believable delivery, I don't think. No one talks like that in that state outside of fantasy worlds. And it's not like Kotor is always perfect voice acting wise. Your recording, on the other hand, suffers from the lower audio quality, and it would be painfully noticeable in-game, especially in words like "Sith." It would simply stand out because of the microphone used. I also hear an accent, which doesn't have to be a bad thing, but again, stands out. Hope you find the input helpful. I would use the actor's recording simply because of the audio quality and decent delivery. I don't think it fits the character, although a change of appearance might help on that front.
  13. 2 points
    AHA! I knew the Selkath had a Star Map in Ahto City! Darn Force visions... making me go to the ocean floor... risking going crazy... almost get eaten by a shark... <trails off mumbling>. My these look good.
  14. 2 points
    Oooh, proto-saber (with some commercials), pretty sick
  15. 2 points
    Whenever I clean out my inventory (mainly on Yavin), I have to click through this prompt sooooo many times. I'd like an option remove this prompt or at least adjust how many credits to be notified about.
  16. 2 points
    I prefer Style 1, but Style 3 is very good as well.
  17. 2 points
    From an RP standpoint: Yes, since there is no expression for enemies to attempt to capture you in the game, killing on sight is a reasonable action. Moreover, it's clear while Malak preferred to take her alive, he wasn't that concerned about it given he ordered the entire planet destroyed just to remove her as a factor once it became obvious he wouldn't find her. An easy solution would have been to just have a quest in the game that allowed you to find a disguise for her, but I guess Bioware never thought of it. It's amusing though that for some reason they made a huge deal of her being recognized on Korriban, but not on Taris, despite all of the Sith actively looking for her there. Lol. As an aside though, it doesn't make sense for any of your Force Sensitive party members to be allowed on Korriban, since Uthar or Yuthura would pick up on their sensitivity immediately and the jig would be up.
  18. 2 points
  19. 2 points
    It's time for a monthly update, and I said I might have a beta ready by now. Well, there won't be a beta. Will have more news next week.
  20. 2 points
    @Salk I preferred your version! Your accent is great, and the professional seemed lifeless. Did he view the scene in-game to see what was happening? @Sith Holocron Nice job!
  21. 2 points
    I must say you did an impressive job editing that file, KnifeMaster. Thank you. I still feel like it's best to go for the VA though. SithHolocron 's take is fine by me but I think his voice is still being affected by his cold a little. Nice presentation though. 👌
  22. 2 points
    View File HD PC Portraits HD PC Portraits for Knights of the Old Republic 2: The Sith Lords v1.1 - 20200805 by ndix UR (DeadlyStream user) This modification adds high resolution (1K) portrait images for PCs. All 34 male and female vanilla player characters are provided, with all 3 light-dark variants, for a total of 102 new portraits. The 1K portraits have 64x the resolution of the 128x128 originals. The portraits are rendered to match the poses, colors, facial expressions, and lighting of the original images as closely as possible given the following constraints: Only vanilla textures (and my own additional maps based on same) are used While the textures are mostly crap, most of the work was in material setupusing a modern rendering engine, so even the vanilla textures still wind up looking much better than they have any right to. This is because of real lights, shading, and materials, of which the original diffuse textures are only a part. I didn't really redo geometry, beyond appropriate use of subdivision surface modifiers. See the included images in preview/ for an idea of how the portraits look. INSTALL / UNINSTALL To install, copy the files from the package Override/ folder to the Override/ folder for your TSL game installation. To uninstall, remove the TPC files for this package from your TSL game Override/ folder. LEGAL THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. The content of this mod is free for use and reuse, with no implied warranty, you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required. Submitter ndix UR Submitted 09/30/2020 Category Skins TSLRCM Compatible Yes  
  23. 2 points
    Thanks for the comments, guys. I have actually re-recorded my line because I realized it was really awful. And yes, I do have an accent but I don't think it's too big a problem in this case. The cold I have and the non professional equipment is though. Let me know if you think the second version is any improvement. If not, I will stop trying and go for the actor's voice which is good enough despite the flaws @La Ingobernable detected (and I agree). Cheers!
  24. 2 points
    I decided to go with the service of a professional actor to record the lines of the Mandalorian Prisoner. He will be the only one that is going to have a new voice.
  25. 2 points
    PFHC02A — копия.tga
  26. 2 points
    If the end result is anything like Kaevee, don't bother.
  27. 2 points
    Even if it's rapidly decaying, there would still be normal street traffic of people driving to work or something. But I will add far less traffic than on Coruscant or Nar Shaddaa the latter of which you can see in this video btw:
  28. 1 point
    The red one is awesome! I consider this essential to my playthrough, thanks a lot!
  29. 1 point
    Is now a good time to suggest scrapping the original model and making a completely new one?
  30. 1 point
    View File Manaan Merc Overhaul ------------------------------------------------------------------------------------------------ MANAAN MERC OVERHAUL for Star WarsTM - Knights of the Old Republic by garm343 ------------------------------------------------------------------------------------------------ Version: 1.0.0 completed 9/9/20 Description: This mod makes changes to the appearance of the various mercenaries the player will encounter while on Manaan. It adds armor to the mercenaries who appear unarmored in the vanilla version of the game and changes the armor visible on each merc to one that is appropriate for that merc’s culture. For example, the Mandalorian merc will now wear Mandalorian armor and the Echani mercs will wear Echani armor. This mod also changes the faces and hair of the Echani mercs so that they now look like Echani (white hair, silvery eyes, and pale complexions). The stun baton carried by the Twi’lek merc in the underwater base is replaced with a heavy blaster instead. This mod does not alter the Iridorian merc’s appearance as he is already wearing his armor. Installation: Double-click on the installer icon and when prompted direct it to your game folder (“swkotor”, in most cases). After selecting the folder, the mod will install automatically. Uninstallation: Delete the files in your Override folder that have the same names as the files found in the mod’s tslpatchdata folder. Replace the .2da files in the Override folder with the ones from the mod’s backup folder if you have previously-installed mods you want to keep that altered these .2da files. Compatibility: This mod is compatible with any other mod that does not share the same .utc, .tga, .mdl, and .mdx file names as those found in this mod’s tslpatchdata folder. If any such files are present in your Override folder, this mod will not install properly. Acknowledgements: This mod was made using the following tools: TSL Patcher v. 1.2.10b1 ChangeEdit v. 1.0.5b1 KOTOR Tool v. 1.0.2210.16738 MDLedit v. 1.0.3 GIMP v. 2.10.6 Many thanks to the authors and developers of these programs! Thanks also to deadlystream.com, BioWare and LucasArts. Note: Install this mod at your own risk. Neither the author of this mod, nor the companies and developers listed above assume any responsibility for any damage to the user’s computer. This mod is not supported by either BioWare or LucasArts. Submitter garm343 Submitted 09/20/2020 Category Mods K1R Compatible Yes  
  31. 1 point
    🙂 Yes it's Brianna. These cutscenes are still WIP, she probably won't even wear her former outfit in k3 since she's moving on from her past, forging her own path. Back on mdlops, I decided it was taking too long porting it to C++, so I looked for other options. I found mdledit much faster, it still won't handle super-complex maps, but it's way faster than mdlops. I had to fix a couple of issues to make my tool compatible with mdledit but now it works... except for one thing: directional light is gone! tbh I kind of like this stylized look, but that's not how it's supposed to be. I'm still not very familiar with k2 maps and mdledit, but my first guess is that mdledit ignores "sunlight" and expects me to use lightmaps instead. Which I don't want to build now, since maps are still subject to change. Of course the game is playable even in pitch black like this, but I'll have to solve this issue sooner or later. Any idea?
  32. 1 point
    An issue like that is typically caused by the model having an MDL file from one source and an MDX file from another. I would suggest deleting any lightsaber models from mods that you're using until you figure out which one it is, then copy the model files manually or consider reinstalling it.
  33. 1 point
    I think this could work if done well. I've always thought it was funny that she could just run around Taris in her signature clothes, waving her lightsaber in everyone's face. And even the official cover art shows her fighting a Dark Jedi in the Upper City, as others have pointed out before. But it could definitely feel clunky and annoying if implemented poorly. I like the idea behind Operation Kill Bastila, but it seems odd just to give her a hood lol. Maybe another set of clothes/armor could be added to the inventory after the Brejik encounter? Maybe some variant of the commoner clothing?
  34. 1 point
    You attack the Sith throughout the game with Bastila in your party, and none of them says "Lord Malak wants her captured alive!" Malak surely wouldn't prioritize a soldier or officer over Bastila, it's obviously game mechanics. So, the limited game mechanic means Sith should attack Bastila on sight. OTOH, the Sith officers and soldiers are often stupid...
  35. 1 point
    Good job! You have implemented an idea that, unfortunately, I did not have time to publish in a timely manner. I intended to borrow (with the permission of the author of the modification) the heads of the echani race, wearing them in light Echani armor. The Mandalorian was supposed to be wearing the appropriate helmet-less armor worn by Canderos in kotor 2. for this, the zabrak wanted to portate the altered head and body of Bao-Dur, and put a mask on it (for the original voice is muffled in the helmet).
  36. 1 point
    A great modification! The colors fit perfectly into the game environment without disturbing its atmosphere. I would always like to see Revan even more individualized along with the rest of the Jedi party members.
  37. 1 point
    Apparently, I'm one of only a few individuals who still has access to the CSLU Toolkit, software that can output phonemes based on an audio and text sample. Historically, this has been pretty much the only way to generate LIP files for KOTOR so characters' lips will flap when they talk. LipSynchEditor converts from CLSU's PHN format to the LIP format, but to do that you need the PHNs first... unless you want to make lips manually, but that isn't practical. Unfortunately, the Center for Spoken Language Understanding's servers have been offline for a long time. As such, it's currently impossible for new users to install the software required to generate these PHN files. Only a few veterans like myself still have it installed. And I can't even guarantee I'll have access to it forever. It's currently installed on my old computer, but not on my newer system that I built after the servers were offline. I doubt the computer that does have it will last forever, so it's probably only a matter of time before I lose access to CSLU too. Until then, though, I'm able and willing to generate lips on request. And I've gotten a few requests already. Now, I don't want to make a habit of this and get stuck as the guy who does everybody's lips for them because making lips with the CSLU Toolkit is a long, boring process. What I can do for you, though, is tell you can do for me so I don't have to do all of it for you. If you follow the instructions below and send me all the necessary files, all I have to do is hit a button and send stuff back to you. And I have no problem doing that. CSLU requires three things: 1) audio of everything you want to create a lip saved as an individual mono WAV files; 2) a text file accompanying each audio file that contains the words spoken in that line of dialogue; 3) a master list matching each audio file to each text file so it knows what to process. First, you need your VO files in the mono WAV format that the CSLU Toolkit wants. If your VO is new, you merely have to make sure to save it in this format. If you're working with VO from the game, you'll need to convert it first. The game VO files are generally MP3 files with extra bytes added at the start of the file to confuse us. Stripping this header will restore them to regular MP3 files. This can be done with a batch script and you can read up on that here. That will make them MP3, but they still need to be converted to WAV. Any old audio converter can do this. Freemake Audio Converter is one I use for Windows. Alternatively, you can use the Miles Sound Tools to play and convert the VO directly from the original game format to mono WAV. Next, you need to write out all the words spoken in every line and save them as text files. I typically name the text files the same as the audio files. You then need a list of all your audio and text files. This is the most tedious part of the process, but fortunately I've attached batch scripts below to make this easier. text.bat will create blank text files for each audio file. You still have to type the dialogue into them, but at least you won't have to worry about the file names. list.bat will create the master list. It will search for every WAV file and create a line in the list for each one, saving all this as lips.txt. My script assumes each text file is named the same as each audio file, so if you want to use this script, that's required. Send me: 1) all your mono WAV files; 2) all your transcribed text files; 3) your master list of everything to process. Once I have all of those, I can run CSLU's script to generate PHNs and send them along. I can also batch convert to LIP if you want, because that isn't nearly as big a deal as all the above. If you want me to make lips files for you, post a comment below with the necessary files attached or linked, and I'll get to work. Lip Batch Scripts.zip
  38. 1 point
  39. 1 point
    Nah, forget the VA. Yours is where it's at.
  40. 1 point
  41. 1 point
    You can use any photos, the main thing is their high resolution.
  42. 1 point
    You could just build yourself an Hikari if you want. But if not.. tag and template= quest_sbr_100-109 quest_dbl_100-109 which point to models 100-109 single and double bladed.
  43. 1 point
    I don't have KoToR installed at the moment, so can't tell how these VO will work ingame with ambient music. It isn't simple choice as both lines have their own flavor. I would choose Actor's VO purely because of 'cleaner' audio quality.
  44. 1 point
    MS could send their lawyer hit squad in for a number of reasons. If they were using Xbox logos or other related MS trademarked/copyrighted stuff, for example.
  45. 1 point
    Good question, and can't blame one for that. Long story short, before I know how the patcher works, I thought more/less the same as you -- the installation might not working as intended, and without knowledge for once I copied the MOD file inside a mod archive and then paste-overwrite the existing one inside my modules folder. Fun times, lol. So in general it's best for one to understand it like this -- as DP stated above It still should inject the appropriate changes into that MOD. What happened under the hood is the installer make changes to the already existing relevant MOD/unk_m44aa.mod file on your end, and does not copying what's inside the mod's archive. The opposite happened when -let's say- you have a clean install of the game and this mod being installed first. You will then have empty modules folder filled only with RIMs, without any MODs. What this mod does then it will copy the [vanilla] MOD inside its archive to yours, and then inject the appropriate changes onto it. It's a necessary procedure for the mod to work properly. And to answer the question -- I can only say to install this mod at the latter stage of your build, which means after K1CP and any other mods if necessary. Hoped that helps. Cheers!
  46. 1 point

    Version 1.01

    34 downloads

    Gives you the freedom to complete as many sidequests as you want in Nar Shaddaa without being interrupted by the message from the Exchange I never really liked how once you get the message from Visquis in Nar Shaddaa there's nothing you can do but complete a long quest without the possibility of returning to the ship or talking to your companions (as well as possibly interrupting or making you fail other sidequests). This mod aims to give the player a bit more control and freedom by making it so that it will only trigger once you talk to Kaalah-nah in the entertainment promenade and ask him to contact them.
  47. 1 point
    Wow, this really gives Taris a new flavor. Looks tasty.
  48. 1 point
    "Closed doors" *AmanoJyaKreia, Dark Lord of the Script, mentors DarthParametric and boosts their security skill*
  49. 1 point