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Showing content with the highest reputation since 12/20/2019 in all areas

  1. 11 points
    Latest progress on cloaked party clothing robes: It's not readily apparent, but in addition to the cloak I upscaled her clothing texture and fixed some minor errors.
  2. 5 points

    Version 1.0.0


    [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb
  3. 5 points
    Rim support has been added and I've been working hard on overhauling the UI. I think I will hold off on releasing a beta until I get a 2da and GFF editor added in. Getting close to that though!
  4. 4 points
    I finally managed to add Yavin and the other planets to the Galaxy Map, I have prepared a small release for people to use, it works alongside TSLRCM, M478EP and TSL Jedi Temple / Coruscant Mod, I was still hoping to add more planets but it seems that even with two slots left it just doesn't let me and replaces the last each time I add one. More Planets ? . ! Screenshots The merchant only offers three components for the speeder at a time, dependant upon the amount of Jedi Masters the player has discovered at the time, be it from 0 to 4, there is only a basic stock at the moment until I refine it and make it fit in line with the games progression. Thor's Back Story ( Name and character was initially a place holder, but might end up being an extra clan / mandalorian for Canderous to recruit ) Yavin IV - 4 Planets Demo Release This is still just a bare bones version of the mod with Tatooine, Kashyyk, Manaan and Yavin, there are two or three graphical issues with some of the models that I have noticed lying around, one on Manaan and the other on Kashyyk. (kas_m25aa, man_m26aa & man_m26ae ) Now I just need to work on a proper set of stories / quests and make new loading screens, planet icons and other odds and ends, but the base is at a decent working state, I look forward to hearing feedback, I still haven't packaged the Swoop Bike Mod with this yet, I also am looking for other modders to help if anybody is interested, join the Discord or message me here. Yavin Four Planets
  5. 4 points
    I think he might have really thought Disney would use his outlines, and Kathleen would respect his characters as she said was her primary concern when sworn in as new LucasFilm director. Naieve? Foolish optimism? Betrayal? Stripped off his power and le... oh wait, wrong medium. As for Prequels vs. Sequels. I think prequels had the story, worldbuilding. It just faltered a bit in execution. Sequels might have a better execution (do they though?) but the story is shambles and world-building is nigh non-existant. As I think that those are the more important parts I cannot agree the sequels are atleast better than the sequels. Also while not really to (dis)credit of the movies, the prequel era was wild with many great games thanks to LucasFilm giving the license to most. Sure it may not always work out great (Thanks Force Commander. Atleast your soundtrack was amazing), but having a few duds amongst the great versus having one great(? I haven't played it, but it seems the consensus) game in 7(!) years, I know which I prefer that. 2005 you didn't just have Revenge of the Sith, but also KOTOR2! And listening to the plot being detailed (infinite armies anyone? TLJ?) it's so obvious they're ripping off parts of that now with no understanding what made them click.
  6. 4 points
    This was one the word that I came to when trying to encapsulate what I just saw when leaving the theater for 930 AM showing. (As predicted, my wife dragged me there.) So . . . rushed. Rather than dwell on the avalanche of deserved ire that this movie will earn, I'd rather be thankful that this community here exists so we can remember what we like about all of this. KOTOR. KOTOR now. KOTOR forever.
  7. 3 points
    Finally tested this and can confirm the above script function works.
  8. 2 points
    Hi @mackmitchell94 I don't know your Playthrough but, beside be needed defeat the HK teams, the secret HK factory starts automatically after the last encounter with Atris in the Telos Academy, where you go (automatically) only after see the Jedi Council in Dantooine ...which means that you've found already all the Jedi Masters. I can't recall exactly the terms but after defeat the HK teams, talking with HK-47 about go (or find) the secret factory, shows up a dialog line saying something like you cannot go now and will start later on. What I don't know is that modifing the quests via KSE you can be ruined your game.
  9. 2 points
    OK, thanks to @JCarter426 sharing his dark secrets, I think this should work. Start by pasting fresh copies of JC's supermodels into the Override to make sure you've cleaned out the old broken junk. Then try this. K1_Standing_Drinker_Stunt_Model_Edit_Alvar007_Version_TSL_Robes_v3.7z
  10. 2 points
    Can't say I heard of the Hayden incident but remeber Loyd was bullied by his fellow classmates (kids can be mean), and Ahmed SPECIFICALLY stated it was the media that drove him there, not the fans. But of course those same media happily omit that part and redirect it to the target audience. Much of modern backlash to the prequels seems due to RedLetterMedia, and I can't say I really agree with all of their takes. They seem to go soft on the Sequels just to keep this stance, and it gets too much credit for it's worth. They also often keep saying Star Wars just cannot be without the OT and I think all us KOTOR fans can happily laugh at that. There are a LOT of people who love the prequels even before the sequels made them look even better, and it almost makes me wonder if much of the hate is spread by the media like the narrative that fans ruined Disney Star Wars, we're the worst ever and we drove Kelly Marie (fake) and Daisy Ridley (also fake) off social media, and the often nazi, racist, sexist comparisson and in the fanbase it's not that prevelant. Or is that just me being a wishful thinker?
  11. 2 points
    @JCarter426 and I were messing around for a while in Motionbuilder trying to retarget the human anims to the Selkath rig, with a view to also retargeting anims to the TOR rig to make porting easier, but that didn't really go to plan due to our ineptitude, so we eventually shelved it and moved on to other things. But assuming you are proficient with MB, it's certainly an option if you are interested. Perhaps you can team up with @Kensei Jintaro who was also looking into creating new anims. You can, assuming you can either retarget to the KOTOR rig, or, probably more ideally, just directly set that as your target to begin with when setting up your mocap.
  12. 2 points
    Yeah I did not see it nor have I subscribed to Disney+. After TLJ and the way Disney and LucasFilms attacked and still attack longtime fans. I'm not giving them any of my money. What a waste of potential we will never see Luke, Han, and Leia onscreen. Plus the TLJ ripped the heart and soul of SW by the way they handled Luke, who is the heart and soul of SW.
  13. 1 point
    Glad yo see such a ambitious Mod still around, you can PM me whenever you need a tester. Can link this to R/kotor so people there know they can try this?
  14. 1 point
    Send me the files. I can look at fixing them after I get home from work. A 7z or RAR file will do nicely. PM them to so folks in the future won't grab the wrong package. Luckily I had time to do this before jumping in the shower. Move or delete files in the folder from the file path: \SWKotOR2\StreamVoice\802\blackmark. If you renamed if as Obi Wan Pere suggest, return the folder to the original name. Add the WAV files attached to this post to the aforementioned folder. Report back with your findings, please - and tag me when doing so and that you are telling me about this specific character. Black Market Replacement Files - Test 1.7z
  15. 1 point
    Hello there, I'm kind of new here with this being my first post but I have had this account for some years now and I also did some modding to this game back in summer 2015. Now I have been messing around with the new tools and I was interested in KotorBlender to create new animations since that's the program I recently learned for modding Jedi Academy as well and I am quite comfortable with it now. So my intention was to create new facial animations but I wasn't sure of the capabilities this plugin offered. I was quite glad when I found out that it has been recently updated and it fully supports animations as well as other models properties. But when I imported a head I was quite surprised to see that the bones in this game are not really bones like Jedi Academy for example but objects that act like such. Thus, I couldn't attach them to the mesh to see how it deformed when trying to create an animation. So I tried creating a temporary bone rig in blender that you could use and attach each bone to each object so that when you move a bone the object also moves. This may seem like it's working on paper but I had so much trouble with transforms that I almost gave up. They are a real pain in the ass. First I tried animating the bones and the objects apparently move with them but in reality they are not changing their transforms. So I tried to copy and paste them from the bones and it seemed to work in the program but in game the face was a total mess. This was because the objects were taking the absolute transforms of the bones that were in a different position that the objects are. What appears to be working in the program has nothing to do with the game and viceversa. So I just parented them and even though the objects would jump to a weird location their transforms would remain untouched as you can see in a test animation I made here: So now how do I transfer the bone movements to the objects? I tried a thing in blender called Delta transforms. This are like offset transforms that only take into consideration the relative location and rotation of an object. This was very useful in a parent/child scenario like this because now I had the original objects location/rotation + the relative transforms of the bones. Unfortunately when I tried it in game it did nothing, probably because the plugin only reads the absolute transforms, the delta transforms are stored in a different field. So I couldn't use this approach. Can the KotorBlender plugin be updated to support delta transforms? It would be really useful and nobody would have to do what I'm about to say for it to work. I needed to somehow transfer those delta transforms to the absolute transforms so that the plugin could read them. There is a function in blender called "all transforms to deltas" that transfers all the absolute transforms to the delta fields and left the absolute ones to zero which is exactly the opposite of what I need. I need to transfer this absolute+relative transforms that I have in the delta fields to the absolute fields. Luckily I found a script that did exactly this but I had to this for every single keyframe which is extremely exhausting and time-consuming. If someone here knows how to code on python can you do a script that does this automatically? It wouldn't be that bad then. So after thousands headaches I finally got it to work in-game: You can also see that the model has those wrongly shaded faces around the jaw. Anybody knows how to fix that? I saw other people having the same issue but I'm not sure how to fix it. I decompiled and compiled the model with MDLOps 1.0.0 since MDLEdit was giving a lot of problems. The point of all these is that you can make a facial animation with a dummy mesh so you can see how it looks without having to load it every single time in game. But I don't know if this is a worth approach with all these problems, if you solve one of those two though then it really is at least for me. I just wanted to share this knowledge to people who may be interested in this or don't know the extension of this plugin. Now I just need to learn animated cameras for the machinima I'm trying to make, does anyone have any tips/tools/tutorials that I could use? Would be really appreciated. Sorry for the long post. And thanks for keeping this community alive!
  16. 1 point
    Don't know if this is the right forum for this post, but does anyone have a copy of the Glow Rod Restoration mod that used to be hosted on Gamefront / Nexus mods? I know K1R restores it too but I've done a playthrough with that mod and I have...opinions about it, so I'm just getting mods that restore individual elements that I did like and I can't seem to find this mod anywhere anymore now that Nexus has set them all to Hidden.
  17. 1 point
    I have a Glow Rod restoration mod but it was made by a guy named "Sir Stroud". PM me if you want it.
  18. 1 point
    Would you consider making new types of already existing monsters, for example, maybe a "Rune Kath Hound" that uses the Albino Kath Hound model, but textured differently to give it a "Natural Force user" look, along with the ability to use Force powers in addition to its normal melee attacks? I think it would be a great way to add some variety to the planet from a gameplay standpoint. Also I figure this will be a no, but is there any chance you would consider adding a Krayt Dragon fight to the arena? I know you said you weren't going to add any new monsters to the planet, but technically the Krayt Dragon isn't new because the model already exists in the game. It would just be a matter (Yes, I realize animating 3D models is extremely time consuming.) of animating the model.
  19. 1 point
    I think that you can talk with HK-47 about the HK-50 at anytime. I don't want be wrong but I think the sequence is (keep it in mind if you have modified something with KSE and keep in mind that the valours change according the sequences): 1- Reactivate HK-47 and talk him about the source of the HK-50. You'd already must have a device -I don't remember the exact name- that HK-47 can recognize and track but you need defeat three HK teams before he can do it (I think that is here when the quest is started/updated). 2- Defeat three HK-50 teams (quest updated). 3- Talk with HK-47 again (in some of that dialog options is when shows up the dialog saying you can't go there now). I'm not sure if the quest is updated here. Even if all be OK you will not know nothing else about the secret factory until ...you will be there. If after the second visit to Telos Academy you don't start automatically the Secret Factory with HK-47 as your PC the game, at least the secret factory, is broken. This kind of glitches are over my capacity. If is not due some other MOD that you can identify try with different combinations of the video options. Sorry for not be more helpfull about that.
  20. 1 point
    So way back in 2005, there was a turn based tactics game by 2K Games called Shattered Union. It was set in alternate history version of the United States. I own this game and I've never played it to completion. I have this game for one reason and one reason only - the narration provided by Sara Kestelman. Wanna hear some more from the voice of Kreia? If so, enjoy the following... Do be a pal and like the video on YouTube too while you're at it.
  21. 1 point
    Hmm, I wouldn't be surprised if TSLPatcher has that capability, but I doubt any mod has done that because there would be no way to know which save should be edited.
  22. 1 point
    Any bugs with any mods I intend to implement will be corrected. Of course, I have no intention of using every single power in the Force Pack. (Plus, a planned "Force Re-balance" would have to be implemented first before integrating FP 2.0 features)
  23. 1 point

    Version 3.0


    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.
  24. 1 point
    I haven't a specific problem I am just curious why to use persuade that make it too easy to complete a quest when you can figure out and find a different smarter way. This is the point of side quest to search about solutions. So even if supposed that is the must skill for your exile character I feel that is not that important Thx for reply
  25. 1 point
    Wow @Kexikus these are looking so nice, I can't wait til they're available !!!
  26. 1 point
    Not sure what to tell you. That's all that's required, and the attached file should do that (though is incompatible with any other edits naturally). skills.2da
  27. 1 point
    Playing The Witcher 1 the first time before a play-through of 2&3 and...YIKES. The story is good but the gameplay is absolutely killing it for me.
  28. 1 point
    You'd only need the glass, since the other one is just a null object to allow dual wielding. But a stunt anim, even if used for a single node, would require static cameras for the entire scene. Any shots with dynamic cameras freak out if you use a stunt anim anywhere in the convo based on my prior experiments. And of course someone would actually have to make the stunt anim.
  29. 1 point
    Sure, I like to see other people's builds. Something I forgot to ask, is the reason you pick Soldier because of their high health gain, or something else? The build I was thinking of was 15/10/16/8/12/14 at CC. Then 1 in STR at level 4 to make it 16, then the rest in WIS, so by level 20 it'd be 16/10/16/8/16/16 before any items.
  30. 1 point
    Thanks so much! I was just looking for something like this.
  31. 1 point

    Version 1.0.0


    DESCRIPTION This is an HD reskin of our driven mandalorian, Mandalore. This texture is now 4096x4096, A.I. and manually-upscaled and incorporating downloaded textures. I constantly checked my work against the 3D model to ensure there were no texture seams. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Click the "Start Patching" button down below. UNINSTALLATION Move the files from the newly created "backup" folder to the KotORII "override" folder. THANKS Thanks to GIMP, wildtextures.com, Blender, KotORTool, KotORBlender, mdlops, and the KotOR Savegame editor. Special thanks to Red11BY for his Character Overhaul pack (https://www.nexusmods.com/kotor2/mods/1060?tab=files). Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  32. 1 point
    No, you can't dynamically change the LYT. What you could do though is animate the skybox change, which would let you do it all in the same module.
  33. 1 point
    At the moment, what I am seeing now looks somewhat decent. Perhaps the key issues are what I am not seeing, would love to see this played out in a Taris Cantina with the NPCs all performing this animation (But if you aren't going through with it you might as well not even bother).
  34. 1 point
    Merry Christmas to you too, Salk
  35. 1 point
    I read the Dark Empire comic after watching the first six canonical films, and thought it cheapened Anakin's sacrifice. So I did not like that comic at all.
  36. 1 point
    I haven't tried it with K2- probably because I like the prestige classes and I find the extremes interesting. The game does push you one way or another. Kreia doesn't respect you for being middle of the road, lol. I did in K1. Was actually kind of meh. Scored Dark Side points with punks and thugs and other people who probably are jerks., Light Points for companion characters and the little guy characters. Light Side for Kashyyk and Dark Side for Korriban. Then, being horrified by the revelation, my character went full Light Side. Truly neutral responses and reactions don't get a lot of experience points. Both games are set up that way. It would be interesting to have more neutral play options.
  37. 1 point
    With each passing moment your old apprentice becomes stronger, Master. We must act quickly to exact your vengeance. Malak will pay for stealing the mantle of Dark Lord from you!
  38. 1 point
    Ok so I just tried this and indeed it breaks most of their animations, only the default talking one works (the one where they scratch their lobe thingy). But it actually reads the TALK_FORCEFUL animation now, I did a quick test animation, called it tlkforce and selected it in the .dlg and it works. Still don't know how to fix the rest of them tho, or if it's actually fixable. Also, do you know why I can't get the mouth movements in a custom module? I specify the VO_ResRef in the .dlg file and the sound but it doesn't work. I even tried with the vanilla values but no luck. I remember I had this problem back when I first modded the game with humans but I got it to work with a "global" sound file which was not in any of the modules folders inside streamwaves, such as n_gmtwilek_coml2.wav. But I can't get it to work with the selkath for some reason, not even with their own sounds.
  39. 1 point
    Small bump, curious to know if there’s been any new progress over the last few months
  40. 1 point

    Version 1.1.0


    This is it. This is how Atton Rand was meant to dress. The faithfulness to his concept art is staggering Features: A coveted glimpse of Atton Rand's chest Known Issues: You're always going to see the neck seam because of cast shadows, so how obvious it is depends on the lighting. Some of the best lighting is found in the well-lit entryways of Nar Shaddaa's entertainment promenade, so if you want Atton's chest to look good while he tells you about the horrible acts he's committed, try to initiate the conversation there. If you use the vanilla textures, there's a period of time in the middle of a dark side descent in which Atton's face won't match with his chest, since there's an extra transition texture for the face but not for the body. You can avoid this somewhat by using subtler dark side face textures; I like using tiredschutta's Atton reskin. File: The file contains my edits on the vanilla texture files at 512p, and an optional file for use with tiredschutta's Atton reskin. Installation: Move P_AttonBA.tga and P_AttonBAD01.tga to Knights of the Old Republic II\override Uninstallation: Delete P_AttonBA.tga and P_AttonBAD01.tga from Knights of the Old Republic II\override
  41. 1 point
    Hey everyone! I have exciting news! A Crashed Republic Cruiser On A Nameless World is now open for beta testing! If you're interested, please send me a PM! In addition, I'm also looking for 1-2 voice actors (psst @Zhaboka ) as well as someone who's strong in dialogue writing/editing to peruse my dialogues and help clean them up and make them sound better.
  42. 1 point

    Version 1.0


    Here's another bit of scrap from my junk pile that someone may find a use for. A little while back I made some thigh-high boots for Bastila when Quanon was working on her Taris prisoner outfit. He didn't end up using them, so I tossed them into the abyss with my other rejects. The other day I was looking at the female Twi'lek body models for some reason, and I noticed that (the base version at least) has painted on thigh-high boots. On a whim, I imported my boot mesh and noted that, height-wise, they lined up almost perfectly. Even more interestingly, my UVs were very close in layout to the Twi'lek's legs, so much so that is was fairly trivial to rejig them to fit the existing textures. In practice I'm not sure how much purpose this serves, as from a distance it's basically impossible to tell the difference between painted on boots and my physically modelled boots, at least using vanilla textures, but I figured someone might find some use for it. Because the vanilla female Twi'lek model has existing animations (dancing), I have provided a hex edited copy of the original which is now used as the supermodel. That way the booted variant is a simple Override drop-in with no 2DA editing required. I have also provided some additional versions suitable for use as player bodies that use the regular S_Female03 supermodel, as well as being scaled to large, medium, and small. I've supplied modified versions for those variation textures that don't have boot textures. There is also an optional variant of the base green variation which has black boots instead of red. The intent of course, given how terrible the vanilla textures are, is that someone will release a proper high quality retextured version, but the NPC portion is useable out of the box if people so desire.
  43. 1 point

    Version 1.1.0


    Mira Romance Mod ========================================================= Description: When KOTOR II TSL came out in 2004, it was a brilliant game but lacking a feature: you could romance your party members, however sadly you could not romance the hotest girl in the game! This mod is intended to fix that, enabling the male exile to romance Mira. It has been tested and works fine. This mod is compatible with TSLRCM! It is recommended to install this mod after TSLRCM, in case it edits the mira.dlg and global.jrl files. I hope you will enjoy this mod! ----------------------------------------------------------------------------------------------------------------- Credit: The "get_close.ncs" and "kiss_mira.ncs" files were also bundled with the Bastila Romance Enhacement by Swfan28, which can be found here: Gamefront.com I believe the files are KOTOR proprietary as only the k_hbas_dialog.dlg file was altered in that mod... The Author also implies something similar in his Mod Description: PERMISSIONS: This mod may be used without the explicit permission of the author WITH ONE EXCEPTION. If you want to use the file "k_hbas_dialog.dlg" from To Override (Allronix Dlg-Pack 2.0) you have to ask Allronix for permission. Since he clearly stated that only the "k_hbas_dialog.dlg" file requires permission, and he is nowhere to be found anyway since this is a 2008 mod that was reuploaded to other sites several times, i believe it is ok to include the files even if they were mod-proprietary (which they appear not to be!)... Anyway, in all eventuality and just to be on the safe side, I hereby give full credit to Swfan28 / Allronix for the "get_close.ncs" and "kiss_bastila.ncs" (that has been renamed to "kiss_mira.ncs" for this mod) files and menetion that they are only used in my mod as auxiliary / aiding files with this mod and should no be considered mod content or my work! As a matter of fact, thay do not even work as intended and produce a very different effect from the original, intended effect! In the eventuality of any sort of issues these files will be removed from the mod! ----------------------------------------------------------------------------------------------------------------- Installation: - TSLPatcher Install (recommended): Run TSLPatcher.exe, click the “Install Mod” button, then point it to your KOTOR II TSL install directory and wait for the mod to install. - Manual Install: Unzip the archive, then copy the "Override" folder inside the "Mira Romance Mod" folder into your KOTOR II TSL install directory (Default: C:/Program Files/Lucas Arts/swkotor2 or C:/Program Files/Star Wars - Kotor 2 for GOG version). If the Override folder was already created earlier (by installing other mods, etc.), just overwrite the Override folder when copying the files. You should have the following files inside your swkotor2/Override folder: mira.dlg global.jrl get_close.ncs kiss_mira.ncs ----------------------------------------------------------------------------------------------------------------- Uninstallation: To uninstall the mod, just delete the following files from your Override folder: mira.dlg global.jrl get_close.ncs kiss_mira.ncs ----------------------------------------------------------------------------------------------------------------- Redistribution and Use: You may re-upload this mod on other websited or here (if you have a copy of it and it is no longer hosted online), with proper credit given. You may use this mod and associated files to include in Your own mod without asking permission, it is only required that You give credit for my mod! It is not permitted to re-upload this mod or use it as part of your mod claiming it is your work and without giving credit. ----------------------------------------------------------------------------------------------------------------- Many Thanks To: JCarter426, JC2, DarthParametric for the great advice and support! Deadlystream Community, Kotor Tool Creators, K-GIFF Creators, Modding Tutorials Creators ========================================================= TSLRCM Compatibility: Yes Version: 1.1.0 - Original Release, First Update
  44. 1 point

    Version 0.1.5


    Just a little 2DA Editor I've been working on for a few months. Has a few neat features that the Kotor Tool one doesn't have like: - copying/pasting cells - search/filter - backup format in case of catastrophic file write failure Credit to @JCarter426 for an awesome logo 👍
  45. 1 point

    Version 1.5


    In this overhaul all major panels, workbenches and the computer panel background are remade from the scratch and animated. I tried very hard to merge the sophisticated ME3 look with original Kotor - and used only 4k/64 pics animations/uncompressed files to get a proper look - so yes - the mod size is indeed ~500MB. To get the most out of it i suggest that you guys download Xarwarz OTE series first, then override everything with my mod. Install: 1.DragMANUALLYintoOverride.rar files into TSL\Override folder. 2.Install the 8 part files via XnView into TSL\Override as shown in HowtoInstall.rar. Compatibility: 100% compatible with TSLRCM & M478. As pure texture replacer it should be compatible with everything else. IF you want to install Xarwarz OTE texture PLC files, then install them FIRST, then override everything with my mod. Enjoy!
  46. 1 point

    Version 4.0


    In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!
  47. 1 point
    I've been quite busy with all of my AP classes, I apologize for the delay. Finally got this working. I'll probably tweak it a bit. Made a little error here. I thought it was funny.
  48. 0 points
    That would be the weaponsize. I don't know if there's a way to do what you want, though, because 2 and 3 are used to distinguish balanced/not balanced single-bladed weapons, but all double-bladed weapons are set to 4.
  49. 0 points
    Thank you for TSLRCM 1.8.5! It must have been over 12 years ago when I bought the game. I never really played it because I heard about the unfinished ending. Then I was reading about a mod that was supposed to restore cut content (I believe it was a predecessor of this mod) and I chose to wait. Mainly I play games to experience good stories so starting sth. that I knew was unfinished was not sth. I liked to do. In December 2019 I finally started playing the game with your mod (and many more) installed. I have to say it was a very complete and satisfying experience. Sure, here and there it is still noticeable that content got cut, however it didn't bother me. The best part: it was impossible to tell apart the restored content from the original game. I thank you for all of your hard work and making this experience possible 🙂
  50. 0 points
    Reverting the 208TEL.mod file to the backup created by TSLPatcher fixed it for me, so I believe NPC Overhaul is the culprit.