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Showing content with the highest reputation since 08/13/2019 in all areas

  1. 3 points
    @Sith Holocron @DarthParametric There is now compact header theme available (you can change the theme at the bottom of the page)
  2. 2 points
    That is because I haven't added it in yet. The Zhug utc files are "n_duro01.utc" for example and those are spread across the entire game meaning putting them in the override as I did for testing would break many Duro NPCs and putting the utc inside a .mod file wouldn't work because a 401dxn.mod file doesn't exist (Almost every module in TSLRCM is a .mod file except for this dxun module and the Korriban academy, because it crashes as a .mod) Considering GenoHaradan Legacy doesn't touch Dxun this bug is something else you've installed.
  3. 2 points
    If you haven't already, you can disable checking for updates under Tools -> Options.
  4. 2 points
    Thanks for the feedback! Yes, in the latest progress I have been implementing your input. I have been planning on doing that actually, by taking a step-by-step approach. Thanks for the feedback! Yes, that's just my imagination assuming that Sherruk's had been wounded during the last war and need a mask which helps him to breath. In fact in the latest progress I have him takes off the mask as I found some trouble with NPCs that is wearing mask. Further details below. Yes, the idea was like that; he's a combat wounded veteran which forces him to use a mask to help him breath. But as I found a bug which sometimes makes the mask removed from the NPCs [the same issue faced with the Helmless-Starkiller attempt], I decided to remove the mask. And thanks- for the support! Yes, I believe it will be accommodated in the next-update. Thanks for the input! Thanks; you too, buddy! Keep up the excellent work! Awesome! It is an interesting idea, N-DRew25; but it seems it is not the path that I'm willing to take. Thanks for the idea, very much appreciated the thoughts! Hahah- wow, to make him a Taung itself is just out of my league man. Anyway, thanks for the suggestion! I'll take the less-difficult path- as always. 😁 ____________________________________________ [Updated: October 07, 2018] I take this opportunity as a quick heads-up to the project: The mask is removed now. As a change he will have some implants on his neck, which is the Nerve Enhancement Packages equipped on him. The extended use of the implant somehow affecting his larynx, which makes his voice sounds distorted. Here's a quick preview of how he'd appear in-game: His personalized melee weapons has been decided; they are using ndix UR's "Traditional Mandalorian Blades" amazing resource as the base. A backstory will be added to the blades in conjunction to their new appearance. One thing for sure, it has an Alignment Limitation implemented. Here's a quick preview of the blades: As Salk suggested too, his armor also had some touches which makes it looks weary [and tells a lot about him]. I am comfortable with the latest concept, and is confidence with it. It could be near the final stage of the development but not closing the possibility of further changes. Many thanks for taking your time here; all the best! Any updates of current development will also be posted in thread's introduction post.
  5. 1 point
    Thanks for the advice man it helped me a bunch I ended up working it out thanks to you! Just for anyone else who may want to use this mod and encounterd the same problems as me what I did was using kotor tool I opened both the heads.2da and portraits.2da from the mod and opened up the same files from my override folder and copied the changes from the mod .2da files to my .2da files and saved.
  6. 1 point
    Uh oh, looks like a certain mod author didn't use TSLPatcher to patch 2da files, BADNESS! (Yeah, I know it was uploaded in 2006 😛) Anyhow, per the author's instruction, use Kotor Tool to manually modify certain 2da entries. Since the author did not indicate which lines were modified, the only way I can think of is to download TSLPatcher and use its compare 2da function to figure out exactly which lines are changed by the Author, then make the corresponding changes manually. Alternatively, you could reinstall the game completely for a fresh mod install. This time install the darkside bastila mod first before all other mod that uses TSLPatcher. This could save a lot of headache. There might be better ways to do this but they're beyond my knowledge.
  7. 1 point
    ------------------------------------------------ Let's go to Coruscant!!!!!!!!!!! ----------------------------------------------- Order of installation. Installed when I was still at Telos ---------------------------------------------- - 74a Coruscant Jedi Temple By @deathdisco https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/ - 74b Coruscant - Jedi Temple Compatibility 1.1 By @Hassat Hunter https://deadlystream.com/files/file/394-coruscant-jedi-temple-compatibility/ - 74c Jedi Temple Expansion (3.0) By @HK-42 NOTE: I'm sorry but long time ago I had this file (as the others related with Coruscant Deathdisco's MOD) and I don't know where I got it from. I see that the author is not active in DS. 74d - TSL Galaxy Map Fix Pack 1.0 By @bead-v @Sith Holocron and @Kexikus https://deadlystream.com/files/file/1057-tsl-galaxy-map-fix-pack/ - 75 Realistic Skybox for deathdisco's Coruscant 1.0.0 By @90SK @Sith Holocron and @deathdisco https://deadlystream.com/files/file/1277-realistic-skybox-for-deathdiscos-coruscant/ Statement: It's the second time that I've played Coruscant and is so great as I remembered. It still needs to correct some minor graphic glitches and some improvements would be welcome but they do not diminish the experience nor the story. --------------------------------------------------------------- - 76 - Master Class Robes v3 By @DarthTyren (Installed before reach Level 15 and talk with Kreia for to get the Master Class) https://deadlystream.com/files/file/517-master-class-robes/?tab=comments - 77 Jedi Master Robes Improved By @90SK https://deadlystream.com/files/file/658-jedi-master-robes-improved/?tab=comments - 78 Achilles TSL Robe Mod (TSLRCM Edition) By @Achilles https://deadlystream.com/files/file/339-achilles-tsl-robe-mod-tslrcm-edition/?tab=comments ---------------------------------------------------------
  8. 1 point
    @A Future Pilot Last year I sent some possible changes to be added, were you able to implement the below changes (a lot are entirely subjective of course ) ----------------------------------------------------------------------------- Statistic Changes: HK's statistics: - I've changed HK's Strength from 16 to 10, as it's a useless attribute for him. I've then added what I've taken onto his Dexterity so it was originally 14 but now it is 20. ----------------------------------------------------------------------------- Reward / Loot Changes: Upper Shadowlands Captain loot change: - He carries a Sith Tremor Sword but it doesn't drop, I have now changed this. Korriban Sith Torturer loot change: - He originally drops a green crystal, which made no sense, so I have changed this to red. Jedi Masters loot change: - The jedi corpse in the last module on Tatooine originally has a Jedi Master Robe and a Blaster Rifle, I've changed the Blaster Rifle to a Blue Lightsaber. Unknown World Footlocker credit swap: - In the Temple you get 5000 credits in one of the placeables, I believe this was a joke by the developers as it's not needed at that point. I've changed the credit drop to one of the Leviathan placeables instead. Manaan Republic Representative reward change: - In the vanilla reward script after you complete the main quest on Manaan you are provided with 500 credits, Cardio Power System and the line: g_w_sonicrfl003, which isn't an item template in the game. So I've changed it to the Arkanian Sonic Rifle's UTI (g_w_sonicrfl03). Yavin Merchant item change: - You can now buy the Advanced Agent Interface mask a lot earlier as it becomes obsolete later in the game. -----------------------------------------------------------------------------
  9. 1 point
    Two factor is now working too @DarthParametric
  10. 1 point
    Here again. In order to keep playing I was forced to make the most direct, effective ...time-intensive approach to solve the problem: reinstall one by one all the MODs from the start (because I had no idea which of them could cause the problem and the backups of my Override folder weren't so old to solve it) and check almost every time "warping" to another planet if the HK-50 squads attacks or not. I've found the fault with the MOD 'Restored equipment for HK-47 GO-TO - TSL 1.1.0', installed in Peragus before the encounter with the first HK-50. After doing that I have continued reinstalling MODs, using the Saves made before install them the first time for check that the game was not broken (avoiding start a new Playthrough) and "warping" for check the attacks. In that way, I have reached the final part of Atris' Secret Academy in Telos and continued doing the Playthrough. I flew to Citadel Station, where I had the first problem with the HK-50 ...et voila!!!!!!!!!! Now they are scrap.
  11. 1 point
    No problem I enjoy strategy games also, and I especially know how addicting the Civilization games are. I too wish SWTOR was a single player game. I do not know why LucasArts canceled development of the third game. But I read an old interview with Chris Avellone lead designer and writer for KOTOR II. He said Obsidian at the time as well as BioWare were interested in making a 3rd game. But even he did not know why LucasArts canceled it's development. The only theory I have is the original game was a massive hit, and the sequel was not due to the game being rushed and incomplete. Maybe LA figured no one would be interested in a 3rd game? Even though the reason why the second game was rushed and incomplete was because LA had set an impossible deadline for K2. This is well documented and can be found using google. So with that play the sequel with the TSLRCM it restores most of the cut content to the game, and fixes many bugs that were not fixed. I say most of the content was restored, because there was a planet that was not restored due to the fact that Obsidian had barely started work on it. So there was no cut data in the game files, like the other restored content. But they make no mention of the planet in game so you won't be missing anything. So yeah with TSLRCM you pretty much have the complete game. Lastly I'm not an mmo fan but I did buy and subscribe to SWTOR, and despite my reservations it's not as bad as most KOTOR fans would have you believe. Even though I do not like what they did canon wise with the main characters from the original games, and how it pretty much ignores what K2 accomplished. The Exile plays a very important role in the KOTOR games but as far as I can tell is never mentioned or their companions. The only thing I know that is K2 related is some of the music tracks. With that said I did like that every class had it's own storyline. For example the Jedi Knight storyline (my favorite) is completely different from the Jedi Consular storyline. Also like I said I am not an mmo fan, but SWTOR plays mainly as a singleplayer game. I just thought of the other players as intelligent npc's running around. But I never finished any of the storylines, because the game got too repetitive for me and it bored me. But I did enjoy the Jedi Knight story even though I did not complete it. Take care and have fun!
  12. 1 point
    My only comment would be that several mods use the tslpatcher to modify the Modules, Streamwaves, Sounds, VoiceOvers folders as well as the override folder, such as BOS:SR, K1R, LME, etc... Those mods (u have shown installing with KMI) are just override folder mods that are fairly easy to install, either unzip +copy and paste into override or unzip + run tslpatcher. Unzipping might be helpful, but other than that I'm not sure what the usefulness of your KMI installer will be, especially if the user is less involved in the process, which in my experience has lead to many user errors. (I could explain this point further if needed. ) I don't mean to rain on your parade, and I am not familiar with modding those games, nor am I familiar with those tools, so maybe I don't have the full picture of what that installer can do. Just to clarify, besides unzipping and sending to the override folder, do you plan on implementing anything else?
  13. 1 point
    Yeah. ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceJump(oTarget, 1), OBJECT_SELF); makes you jump from your current location to oTarget, without the jump animation 😢 I'm guessing they used Power Attack animation (c4a3?) with this effect.
  14. 1 point
    These are all the animations that exist on the player supermodels: Plus the combat animations b9a3 and f2p1a don't exist but are supposed to (and are fixed by my Supermodel Fix) and TSLRCM adds a couple animations to S_Male02 for Atton's leaning.
  15. 1 point

    Version 1.0


    This download actually includes two mods, the TSL Galaxy Map Fix Coruscant AddOn and the Coruscant New Icon and Planet Texture mod, both done by me. The first is a small add-on mod for bead-v's TSL Galaxy Map Fix that moves the planet Coruscant added by deathdisco's Jedi Temple mod to its canonic location on the galaxy map. The second one is a new icon and a new texture for the 3d preview of the planet seen on the galaxy map. When installing this mod you will be able to choose which one you want to install (see Installation section). Requirements: In order for this mod to work, you need to have deathdisco's Coruscant Jedi Temple installed, that can be found here: http://deadlystream.com/forum/files/file/585-coruscant-jedi-temple-by-deathdisco/ You'll also need HK-42s Jedi Temple Expansion mod for the New Icon and Planet Texture mod to work. You can find it here: http://www.nexusmods.com/kotor2/mods/210/? If you have M4-78 EP installed as well, you'll also need to install the compability patch before installing this mod: http://deadlystream.com/forum/files/file/394-coruscant-jedi-temple-compatibility/ And last but not least, you'll want to install bead-v's TSL Galaxy Map Fix, or installing the Coruscant AddOn would be pretty pointless: http://deadlystream.com/forum/files/file/28-tsl-galaxy-map-fix/ Installation: Install all of the required mods before proceeding! Then run TSLPatcher.exe and choose the option you want. It should then find your KotOR 2 TSL installation automatically and install the mod. If it doesn't and you have to select it manually, choose the folder that includes swkotor2.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. Uninstallation: Replace galaxymap_p.gui, gal_cor_2.tga and Gui_coruscnt.tga in your override with those versions found in the backup folder created during the installation of this mod. Then delete Gui_coruscnt.txi, CM_coruscant.tga and CM_coruscant.txi from your override folder. If some of those files don't exist in your override or backup folder, that's because you didn't install the mod that would've added them, so don't worry about those. Compabilitiy: This mod is compatible with everything that does not change Coruscants position, icon or planet texture. Credits: Mod by Kexikus TSL Patcher by stoffe THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. 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.
  16. 1 point
    I played TSL first. You bought 'em, play 'em any order you wish. But prepared for folks to spoil you on K1 once you tell people you've finished TSL.
  17. 1 point

    Version 2.2.0


    This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there. Summary This mod will allow you to start the game as a Jedi Apprentice. All of the dialogue on the Endar Spire has been rewritten, and shortened significantly, to make it a quicker, more fun opening to the game. The primary goal of the mod was to reduce the horrid boredom that sets in during the Taris section of the game (by letting the player hit things with a lightsaber), and allowing the player to get more Jedi abilities throughout the game, without the limits that waiting until Dantooine enforced on the player. This is the common element between this mods, and all other padawan mods and Jedi start mods. The secondary aim was to make the story mesh with the players newfound Jedi status. Dialogues have been edited to reflect the player's class (to the best of my ability, I can't record new VO). Conversations have been reordered, and pieces removed, in an attempt to preserve the illusion that the player is a Jedi. This was done very extensively in the dialogue of NPC's on the Endar Spire, Taris, and Dantooine. Party Member dialogues have also been edited, though not as extensively, in order to maintain compatibility. Finally, and most successfully, this mod removes all of the fourth wall breaks and tutorial sections that crop up at the beginning of the game. If you turn off tutorial pop-ups, you will not receive a single tutorial message or informative instruction, designed to take you out of the game, and teach you something that you already found out in your other dozen playthroughs of the Endar Spire. Trask is completely gone (though you might find the aftermath of his fight with Darth Bandon), and the player now escapes the Endar Spire without his nagging instructions. You can now power through the intro of the game if you like. Doors have been unlocked, allowing the player to progress through the level without being forced to using battle droids or melee weapons to approach combat situations. These features are also available in my Tutorial Remover mod Features All tutorial elements removed from the Endar Spire Start the game as a Jedi, at second level Adjusts dialogue throughout the game to conform to the new story Requirements & Compatibility Installation Read the Readme file, it will give you instructions on how to use the "Installer.exe" file to install the mod There is a "Manual Installation" option available for anyone who cannot use the Installer for whatever reason You must uninstall all version older than 2.0.0 before installing version 2.0.0. Jedi from the Start should be installed on a new installation, with KotOR 1 Restoration already installed if you plan to use it [*]Compatibility The mod is fully compatible with KotOR 1 Restoration (with the included patch) The mod is fully compatible with Carth's Republic Uniform and Flight Suit (no patch required anymore) SWToR Style Training Sabers will overwrite my changes to the Dantooine Lightsaber Training, but will not cause any actual issues Most mods should be compatible, unless they edit the Endar Spire, or the Dantooine Jedi Training Tutorial Remover is not compatible Recommended Mods Appearance Standardizer (coming soon) is recommended if you would like Jedi clothing options Consular Sentinel Class Skill Swap is recommended if you want the Sentinel class to be somewhat meaningful Tutorial Remover is recommended if you do not want to be a Jedi, but still want a better Endar Spire Other Links If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile. If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com. Thank you for reading, enjoy!
  18. 1 point
    TSL can script any of the animations in animations.2da (unlike K1).
  19. 1 point
  20. 1 point
    I've noticed that after I had turned on V-Sync in-game that the mouse sensitivity went up high enough to be bearable for me. If you turn it off, it might slow way down for you.
  21. 1 point
    View File Muur Talisman Description Designed by Karness Muur, the Talisman is a dark side artifact that is capable of turning other beings into mindless rakghouls. A few things to note: This item is going to spawn somewhere on Korriban and is hard to miss (in case you do miss it, the cheat code is g_i_frarmbnds25). It does not work on other Force sensitive beings (as stated in the lore). Transformed rakghouls receives bonus to their STR, CON, and receives significant penalties to their WIS, CHA, INT. Their tough hide grants resistance to physical and ion attacks. The rest is for you to discover. Welcome to the dark side, my children... your one chance at true greatness lies here. Demo Installation Make sure override folder exists at game root directory Run TSLPatcher to automatically install Compatibility Most definitely compatible with other mods. Permissions Do not claim credit for this mod and do not use assets from this mod without my permission Special Thanks Fred Tetra for Kotor Tool Stoffe for TSLPatcher Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter uwadmin12 Submitted 08/11/2019 Category Mods K1R Compatible No  
  22. 1 point
    Just to add to my position further, and I understand if you don't make these changes, just my feedback that's all, having the PC or PM use the dark force talisman and not lose FP seems wrong. On top of that, using it only once in a fight is completely wrong, as seen in the video the very first fight, the PC uses it twice. Also, I'd have to play it to know if the balance of losing their weapons countered by increasing their str and con, so making them "stronger" may not actually result in making them "harder to fight." Take it is as you will, simply my thoughts on the matter. Another thing you may have tested is if the talisman works on droids, if you haven't tested that out, I would recommend testing it.
  23. 1 point
    It's the second time I've played Coruscant and is so great as I remembered. It still needs correcting of some minor graphic glitches but they do not diminish the experience nor the story. I've recalled one thing that the first time I played I did not care too much about. It's a weapon left on the ground in the meditation fountain but nothing can be done with it. Is it some kind of easter egg or an error? It's jst curiosity. And a thing that I don't remember, the dialogs with Kreia and with the Sith, there is no voice over. It's just text. Is that correct or a bug?
  24. 1 point
    Let's hope this is the right place to discuss. I just ran into a rare bug with Canderous' personal quest, where the final conversation wouldn't trigger (the "I'm not happy with the way my life has turned." one). It has to do with the mechanism which triggers these(where you need to level up to trigger the next), and it makes me think this is not a bug unique to this conversation, but based on the mechanism. The triggers for these convos often include the following condition (i.e. check some global against your level): (GetHitDice(GetFirstPC()) > GetGlobalNumber("T_LEVC")) Which fails if that global number is 20. It should probably be changed to something like: ((GetHitDice(GetFirstPC()) > GetGlobalNumber("T_LEVC")) || GetHitDice(GetFirstPC()) == 20) The fix is simple, but tracking down all instances might be tricky.
  25. 1 point
    [Updated: October 14, 2018] # 00. Disclaimer # As the current development is reaching above 30% marks and somehow it looks like it needed its own development thread observed by its potential; I have the confidence to provide this "Legends" series addition a "Work in Progress" thread. # 01. Background # "I'll add your head to those of the other Jedi I have killed, and take yet another lightsaber for my own." Dang. Another blabber-mouthed dudes here aside of Selven previously; said me to myself while facing this cruel-and-evil Mandalorian straight from the now crumbled Taris. And I'm not disappointed; actually he's tough as hell and I even had to load my saved-game for about 5 to 6 times before finally beat him. He fights hard, but as a Mandalorian Rally Master who had fought in the Mandalorian Wars, he looks too basic which convinced me that this metal-head needs a unique-menacing appearance that distinguish him from the rest of the packs. So, hence the mod's development. Vanilla Sherruk's appearance preview: Image is a courtesy of Wookieepedia. # 02. Planning # Change his overall appearance; his head and armor including the melee weapons that he was using. But I'm not going to overdo his looks it as I would still reserves his original colour scheme [dominant-red]. Alters his VOs effect so he would sound different compared to other Mandalorians, as he will using a custom-mask according to the plan. New inventories meaning new challenge. I'm not going to overdid it too because in vanilla he's already OP; maybe kind of tweak his feats and his equipment would be sufficient. Custom weapons means custom names. Haven't actually decided what they'd be and what they are called. # 03. Work in Progress # [Updated: October 14, 2018] [Outdated] Already have the latest concept of his appearance and just to start building from there: I am using SpaceAlex's "Unfinished K1 Enhancement Pack - PC Head Reskins" for the base texture of his head. Also featured is xander2077's "Vanilla Masks Overhaul - Breath Mask" which in-fact I haven't got the permission to have it released along with the planned release. The backup-plan is to have him wearing the vanilla Breath Mask just in case I did not have the permission for it. [Outdated] The mask is removed now. The reason is; I have encountered the same problem similar to the Helmless-Starkiller attempt, which bug makes the mask removed from NPC's head occasionally- and I don't have an actual cure on that. I thought the bug was only happened exclusively to the UC Cantina, but it seems it could happen anywhere. I decided to take the less-difficult path with removing the mask then. As a change, Sherruk will have some implants on both side of his neck, which backstory is; the extended use of Nerve Enhancement Packages defaultly-equipped on him somehow affecting his larynx, which makes his voice sounds distorted. Here's a quick preview of how he'd appear in-game more or less with the recent update: [Update] As Salk suggested, the color of the beard and brows are more similar to that greyish part of the hair now: His personalized melee weapons has been decided; they are using ndix UR's "Traditional Mandalorian Blades" amazing resource as the base [props to Deltm for the assist which directs me to the said mod; for without it, this content wouldn't be a possibility then]. A backstory will be added to the blades in conjunction to their new appearance. Little fun fact, it will have an Alignment Limitation implemented. Here's a quick preview of the blades: As Salk suggested too, his armor also had some touches which makes it looks weary [and tells a lot about him]. [Outdated] A quick preview of the Voice Overs Replacement: [Update] Latest preview of the Voice Overs Replacement: I am comfortable with the latest concept, and is confident with it. It could be near the final stage of the development but not closing the possibility of further changes. # 04. Next Steps # [Updated: October 07, 2018] Adding description to weapon's description tab. # 05. Future Plans # [To be decided] 😁 # 06. Final Remarks # Critiques, comments, suggestions, questions and any feedbacks are very much appreciated. Thank you, for taking your time here.
  26. 1 point
    TSL ORIGINS - Telos Overhaul View File Unlike its predecessor, the Complete Overhaul for K1, the purpose of this texture mod is to preserve the original look of the game, while using different texturing techniques to give the old game engine a modern look, emulating shine & vector based animations from the Mass Effect series. EMERGENCY Update: Some files were missing: Please download Part 10 and extract manually. Then download Part 11 and install via XnView. Im sorry guys that i cant provide screenshots at the moment, my graphics card is malfunctioning, watch the videos instead (although there are a lot of other features not shown like solar-panels as well...) Installation: is simple, just: 1. Download XnView 2. extract "EXTRACT MANUALLY" (2files) per hand into TSL\Override. 3. create a new folder on your Desktop 4. extract all other Parts 2-9 & 11 into that new folder. 5. double-click on one of the tgas 6. click on file-> Viewer 7. select all Strg+A then left click batch processing 8. select output folder TSL\Override select format TGA, Override file 9. hit "Go". Enjoy! Submitter Jorak Uln Submitted 12/12/2015 Category Skins TSLRCM Compatible  
  27. 1 point

    Version 1.0.0


    This contains UI elements that are found so far there are 25 PNG images.
  28. 1 point
    We are several months down the track from the last update where I said we were close to releasing v1.8, but we are super close for realsies this time. @Snigaroo is getting fidgety waiting for it, so we'll soon be doing what will essentially be the final beta test before public release. To that end, I thought I would post an updated changelog of everything that has been added since v1.7. CHANGELOG v1.8 - TBA 2019 Additions Added a fix to the skin weights of the male player head PMHC01 Added a fix for the commoner Asian male head comm_a_m to restore eye animation Added a fix for clipping collars on female Class 7 (PFBF) and Class 9 (PFBH) armours Added a fix for the credits incorrectly scaling during the Dark Side ending Added a number of model fixes for the Endar Spire to address various geometry issues Added a fix for a stray blaster appearing in the middle of a hallway in the Sith Base on Taris Added a fix for missing lightmaps in the entrance of the Taris Upper City cantina Added a fix for the positioning of the Council on Dantooine to prevent floating Added a fix for the hanging ivy on the walls of the Dantooine enclave landing pad Added a fix for an inaccessible container in The One's compound Added higher poly replacements for the placeable human "sitters" (cantina Pazaak players/drinkers) Added a fix for some female non-dancer Twi'leks wearing armour instead of plain clothes Added a fix for some female non-dancer Twi'leks in default stripper garb instead of plain clothes Added a fix for Helena wearing Jedi robes instead of regular clothes Added a fix for Carth prematurely complaining about being out of the loop Added a workaround/partial fix for the post-Leviathan escape stealth bug Added a fix for Dak respawning in the Korriban cantina Replaced broken injection-based Manaan DLGs in previous release with JC's pre-patched ones (TSLPatcher can't delete nodes) Added a fix for Jedi being visible in the back of a Malak cutscene on Deck 1 of the Star Forge Added a fix for a droid with the wrong soundset in the Taris Upper Sewers Added several fixes to the Dantooine training montage Added a fix for the player freezing during the pre-swoop race scene when racing for the Hidden Beks Added a fix for Carth not facing Kandon when interjecting during the pre-swoop race dialogue Added a fix for one of Canderous' goons in the Undercity having the wrong soundset Added a fix for Sand People disguises not working after the player used the rapid transit system or loaded from a save while disguised Added a fix for certain NPC soundsets with wrong or missing sounds Added new soundset for Trandoshans, ported from TSL Added a fix for the exit in the Sith Base on Taris having the wrong label Added a fix for Bastila not showing the fourth vision (K1R's fix) Added a fix for the Twi'lek Czerka Liaison Officers on Kashyyyk not resuming their patrols after dialogue Adjusted the post-Leviathan scene so the player is forced to talk to HK and therefore doesn't miss his content there Added missing landing gear and ramp to the Ebon Hawk in the Leviathan hangar Added more triggers for the second Xor encounter because he would refuse to show unless the player used the rapid transit system Incorporated some of JC's Minor Fixes Added a fix for two female Jedi background NPCs in the Dantooine enclave that would stop walking after being talked to Fixed some bugs in the Dead Settler quest Changed Casus Sandral's appearance from a generic corpse to something more suitable Added a fix for an NPC in the Leviathan bridge cutscenes that had some deformation issues Added improved commoner clothes textures (variants 01 and 07) ported from TSL Added a fix for Calo's Rodian prey in the Taris Undercity Apartments not properly drawing their weapons Added a fix for one of the Sith female NPCs on the Leviathan bridge having a drawn blaster during a cutscene Added an interjection for Carth in the pre-swoop race scene for the Beks to match his one in the Vulkar version Added a creature-based replacement for the corpse in the Dantooine Murder Mystery quest for improved visual quality Added/edited scripts in the Dantooine Murder Mystery quest to have Handon appear injured and for NPCs to exit when appropriate, plus removed some extraneous fades to black Added melee proficiency and/or weapons for some Duros on Dantooine that were lacking them Added a fix for the blade of Bacca's sword not being properly removed from the player's inventory when giving it to Freyyr in the Lower Shadowlands Switched the appearance for guards in the Sith Academy on Korriban to Sith Soldiers rather than Sith Officers Increased the walking speed of the diving suit on Manaan and the space suit on the Leviathan Added JC's Dense Aliens Added a fix for War Droid racetex variants having their blaster texture overridden by the body texture by swapping out integrated blaster mesh for external reference Added a fix for a non-functional trigger script for the Sharina conversation on Tatooine Changed Jagi to wear armour instead of clothes, swapped out his Rodian goons for Mando warriors, and address some dialogue facing issues Fixed the fade in at the start of the game so the player wouldn't be visible before they were meant to be Made Dia equip her melee weapon before attacking Made the slave girl in Davik's estate that's supposed to run away run away Fixed the raidii of the gas vents in Davik's estate Forcibly set the camera angle for a line of dialogue by the janitor in the Taris Upper City South Apartments to fix a line being spoken off-screen Forcibly set the camera angle for a line of dialogue by the Bastila in the Zelka Forn conversation (Taris Upper City South) to fix a line being spoken off-screen Fixed some companion facing issues during Canderous' recruitment conversation in the Taris Upper City Cantina Fixed and incorrect soundset for the Sandpeople Storyteller Changed the clothes variation the three drunks in Taris Upper City North wear and tweaked the DLG to reduce facing issues Changed the appearance of one of the Taris Upper City Cantina patrons that had an identical twin standing just a few meters away Made an attempt to get Carth to stop looking longingly at the PC for 30 seconds and face Mission while talking to her in the Undercity Tweaked some geometry in the Manaan cantina level model to patch some gaps Adjusted Canderous' dialogue in the Lower City cantina to prevent him from repeating lines if you talk to him again after keeping him waiting Repositioned two invisible placeables for security terminals in the Taris Sith Base to a more suitable height Fixed placeable heights on the Ebon Hawk to reduce floor clipping & floating Fixed the height of the workbench on Dantooine Raised the height of the invisible placeable for the Garage Head's desk in the Vulkar base Fixed the position of the strongbox in the Taris Lower City apartments Changed Bolook's skin color from orange to green on account of VO saying so After much wailing and gnashing of teeth, finally got Zhar to face the player post-montage, and stop throwing a tantrum afterwards (thanks to JC) Switched the order of the Taris to Dantooine sequence so the landing movie is played before the conversation, and the EH skybox is Dantooine instead of space Fixed the upper teeth mesh clipping through the cheeks on the male Twi'lek head Brought Ahlan Matale back down to earth during his rant in the Council chambers Adjusted Vandar's dialogue to prevent him from repeating himself if you talk to him again before investigating the ruins Added a trigger for the scene with Vandar after the player completes the trials to prevent positional wonkiness Fixed player facing during the Taris duel introductions Fixed a possible freeze during dialogue with Ajuur in the Taris Upper City cantina Fixed some animations being out of sync with VO during the introduction of opponents in the Taris duels Fixed some monitor placeables not being properly attached to walls in the Taris Upper City Cantina Rejigged party positioning during the Black Vulkar pre-swoop race conversation, making the scene a bit nicer Changed Elise's initial flirting animation to pleading to better suit the mood Changed the appearance of the guard droids in Davik's estate to Rodians, as they could be gassed, sounded like Rodians, and were generally not droids Made some skin weight adjustments to the fat rolls under the Hutt's chin to reduce clipping issues Forced Gadon Thek's conversation to directly follow on from Zaerdra's triggered "Hold it right there" outburst to eliminate poor positioning and facing issues Made a replacement for the unused fat commoner male model by editing the regular commoner male body to bypass UV issues Shunted one of the Gamorreans in the Taris sewers out of the corner he was skulking in Unequipped the surviving Hrakert scientists' weapons and made them only equip them in the event of combat Improved Bek reaction time following security alert in the base Made Redros equip his weapon for the swoop race brawl Added new dialogue trees for Vandar so the player could continue speaking to him about the usual topics after completing the trials Gave the repairable Vulkar bar droid a blaster rifle Made various changes to the initial Davik conversation to resolve the usual facing and positional crimes Fixed some bad lightmaping on the dais in Davik's throne room Fixed some bad lightmaping on the walls of the Vulkar base's lower level Forced some mooks in the Vulkar base to equip their stored weapons to prevent unarmed attacks Changed some Twi'lek male appearances in Javyar's cantina to diversify things a bit. Added a new orange Twi'lek male appearance using the unused Twi'lek male body orange handed texture variant Added a new blue Twi'lek male head, ported from TSL Raised the height of the selection icon for the torture cage release in Davik's estate Added/edited some scripts to prevent certain guests and guards in Davik's estate attacking with their fists Diversified the outfits of civilians in Davik's estate Cleaned up some texture blurring and distortion around the mouth of the Krayt Dragon cave on Tatooine Fixed a gap in the surrounds of the forcefield in the Upper Shadowlands and pushed the grass back from the ramp to prevent clipping Shuffled the boxes behind HK in the Anchorhead droid shop further apart to stop the swaying cable from clipping into them Clamped down on the Viper Kinrath in the Lower Shadowlands dropping unnecessary corpse items Removed some green patches in the lightmaps of the Manaan hotel's entrance hallway that didn't match the scene's lighting Tweaked the Griff conversation in the Sandpeople enclave to fix some facing issues Doubled the duration the Kashyyyk Star Map stayed open Gave the comm_a_f/comm_a_f2/N_TatComW_F heads a makeover to fix the worst of their shading/clipping/texture issues Added preemptive fix for a Mando bringing a knife to a gunfight Pushed the Leviathan's skybox further back and added new Sith fighter animations to stop them clipping through the skybox Fixed a gap in the floor and some bad UVs in the entrance of Manaan West Central Added missing K_EXIT / SW_EXIT waypoints to Tatooine docking bay to allow messengers to properly exit the area Plugged a couple of gaps in adjoining walkmeshes in the Leviathan Prison Block that were allowing targeting/shooting of enemies through walls Moved a swoop fan minor NPC on Manaan that was blocking a triggered conversation with a Sith on module entry Merged the cutscene of the shark attack victim into a single animation and added additional keyframes to move shark and victim off-screen at the end Added a generic OnSpawn to have an NPC equip a ranged weapon (or melee weapon if no ranged) from their inventory Made a few Sith technicians on the Leviathan equip their weapons on spawning to prevent the attacking with fists issue Made a raft of changes to the Sith prisoner interrogation in the Manaan Republic Embassy, fixing facing, skipping lines, camera angle issues, etc. Curtailed the patrol route of the Selkath security droid in the entrance of the Manaan Republic Embassy to stop it freaking out companions during conversation with Roland Turned off the force cage the Sith prisoner in the Manaan Republic Embassy was in once he is no longer present Moved a crate in the back of the Hidden Bek base that was clipping into a wall Moved the swoop records computer panel in Manaan Ahto East to stop it clipping into a wall Set the DLG for a bounty hunter in Javyar's cantina to human instead of computer Added a party jump and static camera to fix the issue with the Hrakert Station merc going out of frame when playing the Horror animation Replaced almost all the soundsets for Hrakert Station UTCs, mostly Selkath using droid soundsets Set Bandon's Dark Jedi offsiders to neutral to prevent them getting twitchy before their boss is ready to fight Switched previous hard overwrite of Hrakert Station GIT to patcher setup Added a conditional script for one player response during the Sandral-Matale Feud so it's only available if the player spoke to Ahlan Matale about a reward Made a transformer in the Sith base on Taris non-interactable Removed an infinite DS point exploit from the Sasha encounter Removed an infinite DS point exploit from Roland Wann post-Hrakert Rift Added a check to remove the Czerka miners in the Dune Sea once they have been talked to and the Sandpeople enclave is done Tweaked Elora's dialogue to remove some lines if the player already heard about Sunry's situation from Davin Fixed some bad lightmap UVs on the floor of the training room in the Manaan Sith Base Tweaked the script that adds Jolee to the party in the Upper Shadowlands to hide the switch between NPC and Party versions Made some alterations to make Trask stay in the same spot when he joins the party instead of jumping behind the player Replaced an incorrect supermodel reference in one of Vandar's cutscene stunt models that was causing some animation issues Moved the patrol waypoints of one of the Czerka guards in the Tatooine docking bay to prevent him walking through the middle of messenger conversations Nudged the camera position sideways in the jawless Malak cutscene to keep the reveal from being spoiled early in widescreen resolutions Changed the Rakatan Temple turret soundsets from Bith to none Fixed a typo that prevented various NPCs from commenting on the Kashyyyk situation Edited the stunt model for the admiral in the jawless Malak cutscene to reduce clipping issues with his left arm and eyeballs Corrected the final wager value of pazaak player Kudos (the guy in Fazza's hunting lodge on Tatooine) from 50 to 500 credits Fixed a positional offset in the stunt model for a seated officer on Dodonna's ship causing them to float in mid-air Added additional script from the v1.1 update of Markus Ramikin's Bastila Romance Scriptfix mod Wrangled party when entering the Elder's compound on Lehon Prevented some characters in the Elder's compound on Lehon from attacking with their fists Adjusted party positioning and facing when activating the Rakatan computer in the Elder's compound on Lehon Fixed the party bumping into each other like drunk teens during the cutscene after giving the sacred tome to The One on Lehon Added missing sound Event to Malak's taunt animation for his saber flourish Gated off asking HK about restoring memories post-Leviathan after the first time Disabled screen blurring effect for Force/Knight/Master Speed Added new soundset for DS Juhani in the Grove, removing her Republic/Jedi-related barks Switched some Sith Elite Troopers in Manaan hangar bay to the proper appearances Moved some troopers in the Manaan Sith Base so they would see the party entering the room properly Made a host of edits to the stunt animations for the LS ending cutscene to improve it for widescreen resolutions Tweaked the initial scene when boarding the Star Forge to account for widescreen framing Forced the party to turn around before the droids burst in on Deck 1 of the Star Forge Changed listener tags in Thalia May's DLG in the Korriban Shyrack Caves to prevent her turning her back on the party Fixed global generic droid templates to use the proper soundsets for their type instead of the Bantha soundset Fixed an off-screen line by the Mysterious Man on Manaan and prevented him being visible after the conversation finished Remapped distorted UVs for a section of cliff edge in Korriban's Valley of the Dark Lords Swapped incorrect script reference in Korriban Academy duel scene causing endless combat music Gave Saul Karath an on-screen death on the bridge of the Leviathan and stopped Carth talking over his death cry Made changes to the exploding pillar scene in the Tomb of Ajunta Pall on Korriban to prevent AI and UI issues Jumped the party for Yuthura's conversation in the Dreshdae cantina and forced companions to face her on their interjections Edited Dustil's conversation in the Korriban Academy to jump the party and fix some facing issues with Carth and the player Added a new OnDeath script for Dustil to account for killing him at different stages of Carth's personal quest Set the DLG for the ancient computer in the Korriban Tomb of Tulak Hord to skippable and fixed the door opening animation playing too fast Made numerous edits to the DLG and scripts for the Jorak Uln scenes in the Korriban Tomb of Tulak Hord to improve aesthetics and fix minor issues Reduced the Tach sound effect by -10dB to make it more bearable Purged the two pre-training conversations with the Jedi Council on Dantooine of facing issues Fixed some non-visible subtitles by Canderous and Jolee due to a Delay value of 0 on those nodes in the relevant DLGs Edited the conversation with the overseer droid in the Dantooine Ruins to improve facing and camera angles Merged the two separate Star Map cutscenes in the Dantooine Ruins into a single scene Edited the post-Ruins conversation with the Dantooine Jedi Council to fix various issues Switched an invalid animation number in Chuundar's DLG Locked the door to the Tomb of Naga Sadow in the Korriban Valley of the Dark Lords Edited the OnUserDefine of the Tuk'ata Mother in the Korriban Valley of the Dark Lords to remove an incorrect placeable reference Fixed Elise’s walking pace when she exits so she runs away when upset and walks away otherwise Wrangled Tuk'ata mother and friends in the Korriban Valley of the Dark Lords to stop them running into each other like drunken teenagers Fixed facing and camera issues in the dialogue with the surviving scientists Kono and Sami Gave the Sith student Tariga gender reassignment therapy Prevented Lashowe from accidentally burning her own face off with her saber in the post-Tuk'ata mother conversation in the Korriban Valley of the Dark Lords Reinstated some incorrectly applied starting conditionals for Tyvark's DLG on Manaan Wrangled the party for the first conversation with Yuthura inside the Korriban Academy Resolved some issues trying to give a datapad to Adrenas in the Korriban Academy Added some listener tags to Uthar's DLG in the Korriban Academy to prevent facing issues during the Shaardan handing in a fake sword cutscene Checked for (and removed) Shaardan's corpse in the pre-final trial conversation with Uthar in the Korriban Academy Edited Uthar's conversation in the Korriban Academy to remove the salute, swap the party leaving for a fade-out, and change the running for the back door to a walk Moved the party out of the way during Uthar's introductory cutscene in the Korriban Academy and stopped him bowing to the students Jumped wandering NPCs in the Korriban Academy to the edge of the room whenever a conversation with Uthar commences Swapped the clothing variation on one of the two pilots in the Korriban Dreshdae cantina Changed the Twi'lek females in Dreshdae on Korriban from stripper to clothed appearances Wrangled the party for the confrontation with Lashowe in Dreshdae on Korriban Swapped Lashowe's dark uniform in Dreshdae on Korriban to the light one to match her other appearances Gave Yuthura and Uthar dark uniforms in the Korriban Sith Academy to match their other appearances By my count that's almost four times what I posted back in March. That's some healthy scope creep. As before, you can check out the readme on the Github repo for a full breakdown of the changes and attribution to their various authors. There's also the issue list, which has further detail on specific problems that have been addressed (and remaining outstanding ones). Oh, and it would be remiss of me not to give special thanks to @ebmar and @Salk for providing a number of bug reports and suggestions/contributions. Thanks also to various other forum and Discord members for providing reports as well over the last 6 months.
  29. 1 point
    For anyone who stumbles on this thread(it is pretty high in google search results): For me it was annoying having to recast everything, so I wanted to do the same thing. This won't be an exhaustive tutorial, just the high-level steps. First, obviously you need the NWScript compiler. The code for the powers is in "k_inc_force.nss". Use kotortool to get it. Syntax is C-like, so you can use any C syntax highlighting you want. This is just an include file. The actual script called is listed in "spells.2da", impactscript column. This is what you will be compiling. After making all changes to code you want, put the base script, and all includes it calls in a folder and compile. The result should be a .ncs and .ndb files. You only need the .ncs file. Put the .ncs file in your Override. These instructions are valid for for all games. Including Kotor 1/2 and even Neverwinter Nights (apart from any filename differences). Misc note: Some force powers just apply poisons. Those are configurable in "poison.2da", not the script itself. Misc note 2: If you want to preserve balance, you can adjust cost in "spells.2da" and damage appropriately.
  30. 1 point
    Either one of the load screens can be desaturated. I was planning on doing desaturated versions for the default mod, but I’m so in love with the colored versions that it makes it hard. I am not sure why people think the first one matches the style better. They are both just screenshots of the area like everywhere else in the game 🤷‍♂️ But maybe it does match better. The first screenshot is very similar to one angle from an original screenshot. The second is from a section of the street that I created from scratch with no real template to base it on. I’ll post up desaturated versions of both and maybe that will help decide. Here's both desaturated: I agree that the Option 1 looks much better than Option 2 when desaturated. I'm thinking the best course is, as others have suggested, Option 1 for default loadscreen, and Option 2 for Loadscreens With Color Add-on.
  31. 1 point
    (Oh, there's more info here, I also replied on Steam) p_attonbb is for the body. The head needs P_AttnH1, P_AttnH1D1 and P_AttnH1D2. But.. in kotor 2 the "D2" is max dark side, in K1 just "D" is max dark side. In K1 the order is: no D, D1, D2, D3, D. So in K1 there's 2 more states. In an image editor you can make textures for those in between states by doing a 50% opacity mix of a layer above another layer.
  32. 1 point
    The amount of attribute points to assign at custom character creation is hardcoded, but you can modify the Recommended build for each class via the Classes.2da file. Put whatever values you want in the Str/Dex/Con/Wis/Int/Cha columns and you're good to go. If you're modding Skills.2da, I'd also recommend adjusting the SkillPoinBase column in Classes.2da to reflect your changes. Admittedly much less of an issue with the second game, but still.
  33. 1 point

    Version 1.0


    TFU Lightsaber pikes for TSL Author: DeadMan Description: This mod adds lightsaber pikes which Shadow Guards used in The Force Unleashed. You can build them at workbench when your character reaches level 8. They deal same damage as doublebladed lightsabers, but not upgradable. Also you can optionally install them for sith assassins. Installation: Step 1: Just run the installer. Step 2 (optional): If you want sith assassins to use these pikesabers instead of the quarterstaffs, copy files from included "sith_assassins" folder to your override. Known Issues: There are currently no known issues or problems with this mod. If you do encounter any issues or problems, please let me know. Conditions of Use: Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me. Special thanks to my brother for providing me a lot of hi-res TFU screenshots. No pixels were harmed during creation of this MOD... well, maybe one or two... but they were bad pixels anyway! THIS MOD IS NOT SUPPORTED BY LUCASARTS, BIOWARE OR OBSIDIAN.
  34. 1 point

    Version 1.0.0


    [K1] Sith Armor - Freelook Filter Mod This mod made readjustments to freelook effect of Sith Armor when used by the party members -particularly on Taris- to made it look like they see things from Sith trooper/armored soldier POV - or closer to what I can imagine of. ------------------------------------------------------------------------------------------------------------------- There's always room for an improvement so - critiques, comments, suggestions, questions and feedbacks for the next update 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 playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] and then hit the [Install Mod ->] button Uninstallation: run the Uninstall option from the installation menu Compatibility: will be compatible with mostly anything - except any that alters the same 2DA entries Suggestion: this mod can be finely paired with Arctrooper209's "Sith Armory" with no particular install order and which I strongly suggest to have this work in conjunction with them This mod will have direct effect anytime and anywhere it had been installed This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them Redistribution: if you wish to redistribute the mod or release a mod/project that is based on this mod implementation you won't have to ask for permission; though all I ask is a simple appreciation to my work on the modulation value that's being core of this mod - it takes some time and effort on getting this all to work Credits: LucasArts and BioWare for developing one of the best RPGs I've ever played! DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method Fred Tetra for the 'amazing' KotOR Tool stoffe and Fair Strides for the most useful TSLPatcher and ERFEdit Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - I can't make it without you! 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 Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb
  35. 1 point
    Assuming you stop yourself before you kill your dad for talking crap about your sister!
  36. 1 point
    The cynicism sounds like Luke from TLJ talking here 😆 I'm enjoying the ride for the most part. To each their own!
  37. 1 point
    You might make him a wounded Taung of some sort. It's sad we hardly ever see him unmasked.
  38. 1 point
    Nah, I don't think that cut audio is in the folder I have for Carth. I'll double check.
  39. 1 point
    I’m conflicted about this because I dislike JavaScript but this is amazing work! Great job @Blue!
  40. 1 point
    Well, I've finished another playthrough with KotOR1, this time with Restoration version and I would like share in its page with all of you the -long- list of the MODs used, the vast most of them working fine and several of them without K1R compatibility officially confirmed. Installed step by step, planet to planet (or module to module of the game) for avoid as much as possible conflicts between them or possible bugs. In strict order of installation: - Brotherhood of Shadow: Solomon's Revenge 1.5 https://deadlystream.com/files/file/761-brotherhood-of-shadow-solomons-revenge (Installed after a fresh KotOR installation before start the Playthrough). Aside its own bugs I found some problems with it later on in my Playthrough with Shadow already recruited but reinstalling the entire MOD solved it. - KotOR 1 Restoration 1.2 https://deadlystream.com/files/file/558-kotor-1-restoration (Installed before starts the Playthrough). With a lot of problems in Taris Vulkar Base Second Level. - KOTOR 1 Community Patch 1.7 https://deadlystream.com/files/file/1258-kotor-1-community-patch (Installed before start the Playthrough). - Jedi From The Start 2.2.0 by darthbdaman https://deadlystream.com/files/file/174-jedi-from-the-start (Installed before start the Playthrough). - Sith Stalker 0.9 by jonathan7 https://deadlystream.com/files/file/350-sith-stalker (Installed before starts the Playthrough). Working fine but with the odd issue that the Stalker takes the skin and robes of Akirakon Sin from BoS SR. - Character Start Up Change 1 by jonathan7 https://deadlystream.com/files/file/349-character-start-up-change (Installed before start the Playthrough). - Health Regeneration by MVacc224 https://deadlystream.com/files/file/458-health-regeneration (Installed before start the Playthrough). A small issue, every time I enter a new area the Health Points and the Force Points are a little decreased for automatically start to refill. - Carth's Republic Uniform and Flight Suit by Marius Fett https://deadlystream.com/files/file/231-carths-republic-uniform-and-flight-suit (Installed before meet with Carth in the Endar's Spiral). - Enhanced Merchants by Shem https://deadlystream.com/files/file/697-enhanced-merchants (Installed before reach Taris, at the end of Endar's Spiral. I suppose it can be installed while in the Hideout before exit to South Apartments for the first time, where you find the first merchant of the game. I didn't remember that the Hide and SA are different modules). - Recruitable Maxis 1.5 by DarthRevan101 https://deadlystream.com/files/file/831-recruitable-maxis (Installed before reach Taris, at the end of Endar's Spiral). - Rece's Upgradeable Vanilla Robes 1.0 by Rece https://deadlystream.com/files/file/562-reces-upgradeable-vanilla-robes (Installed while in Taris) - Weapon Base Stats Re-balance (K1) by TK-664 https://deadlystream.com/files/file/1248-weapon-base-stats-re-balance-k1 (Installed while in Taris South Apartments). - Effixian's T3-M4 Blue & Red by Effix https://deadlystream.com/files/file/1013-effixians-t3-m4-blue-red (Installed while in Taris Upper City South before enter to Upper City North where is located the Droids Shop). - Animated Cantina Sign for KotOR 1 1.0 by Sith Holocron https://deadlystream.com/files/file/1129-animated-cantina-sign-for-kotor-1 (Installed while in Taris Upper City South). - Revan Items 1.1 by ChAiNz.2da https://deadlystream.com/files/file/85-revan-items (Installed while in Taris Lower City before enter Undercity for the first time). This MOD hasn't installer, just drag'n'drop files, it had a conflict -using the same file- with "upcrystals.2da" file from Recruitable Maxis 1.5. I decided merge both files and it seems has worked fine. I'm not sure when or why (I suspect due BoS SR) but at some point of the Playthrough, whatever clothes/armor you wear is always seen Revan's Armor. - Zaalbar's Items by Shem https://deadlystream.com/files/file/696-zaalbars-items (Installed while in Undercity before enter Lower Sewers for the first time). It didn't work (just found the normal items) but the files of the MOD were in my override folder so I tried with KSE and I got them. - Davik's Upgradable Armor Mod 1.0 by N-DReW25 https://deadlystream.com/files/file/890-daviks-upgradable-armor-mod (Installed before talk with Canderous to gain access to Davik's State). - Canderous Overhaul 1.0 by djh269 https://deadlystream.com/files/file/1065-canderous-overhaul (Installed before talk with Canderous to gain access to Davik's State). I think it can be installed before enter Lower City to see Canderous in the previous cutscenes with the new outfit. - Revan's HoodlessMaskless Flowing Robes For K1 1.1 by DarthParametric https://deadlystream.com/files/file/1099-revans-hoodlessmaskless-flowing-robes-for-k1 (Installed before board the Ebon Hawk for the first time at the end of Taris Davik's State). Besides I installed Revan's Flowing Cape and Belt Fix 1.1 by Sithspecter https://deadlystream.com/files/file/709-revans-flowing-cape-and-belt-fix as is recommended and the result was that the Starforge Robes stay static while the robes from Revan Items 1.1 MOD, before static, now had movement. - Lightsaber Forms by deathdisco https://deadlystream.com/files/file/586-lightsaber-forms-by-deathdisco (Installed before board the Ebon Hawk for the first time at the end of Taris Davik's State). - Dantooine Training Lightsabers 1.0 by Kexikus https://deadlystream.com/files/file/704-dantooine-training-lightsabers (Installed before board the Ebon Hawk for the first time at the end of Taris Davik's State). The reason of install these lasts MODs while in Taris is that when we board the Ebon Hawk the game place us directly in the landing zone, Jedi Enclave module, in Dantooine, a game module involved in these MODs. - Sherruk - Attacks With Lightsabers by Shem https://deadlystream.com/files/file/693-sherruk-attacks-with-lightsabers (Installed while in Dantooine before leave Jedi Enclave for the first time). - Juhani Real Cathar Head by miro42 https://deadlystream.com/files/file/702-juhani-real-cathar-head (Installed while in Dantooine before leave Jedi Enclave for the first time). - Bug Juhani's Quest (Installed while in Dantooine before leave Jedi Enclave for the first time). I'm sorry but I've lost the link and I have no idea where I got the file, so no link and no credits. - Junkyard ebon hawk rar by zane https://deadlystream.com/files/file/929-junkyard-ebon-hawk (Installed while in Dantooine before re enter to Jedi Enclave from the Courtyard for the first time). - Ebon Hawk Camera Replacement 1.0 by LDR https://deadlystream.com/files/file/827-ebon-hawk-camera-replacement (Installed while in Dantooine before board the Hawk for the first "normal" time). - High Quality Cockpit Skyboxes 1.0 by Sithspecter https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes (Installed while in Dantooine before board the Hawk for the first "normal" time). - The EbonHawk-HDTP R1 by desmasic https://deadlystream.com/files/file/442-the-ebonhawk-hdtp (Installed while in Dantooine before board the Hawk for the first "normal" time). This is a drag'n'drop files MOD and I've combined it with the files of Ebon Hawk Texture Enhancement 1.0 by Fallen Guardian https://deadlystream.com/files/file/282-ebon-hawk-texture-enhancement (drag'n'drop too) and some .txi files provided by ebmar . The result is excelent. - K1 Galaxy Map Fix Pack 1.1 by Kexikus https://deadlystream.com/files/file/1068-k1-galaxy-map-fix-pack (Installed while in Dantooine before board the Hawk for the first "normal" time). - Crystal Cave redux and upgradeable crystal 1.2 by djh269 https://deadlystream.com/files/file/1070-crystal-cave-redux-and-upgradeable-crystal (Installed while in Dantooine inside the Ebon Hawk). During installation I had 115 warnings although it has been working fine until find some troubles with the personal Crystal and dialogs later on. - Emperor Turnip's HD Gizka 1.0 by Emperor Turnip https://deadlystream.com/files/file/1190-emperor-turnips-hd-gizka (Installed in Dantooine while in the Ebon Hawk before reach Yavin Station for the first time). - Exar Kun Battle-suit 2.0 by xavier1985 https://deadlystream.com/files/file/286-exar-kun-battle-suit (Installed in Dantooine while in the Ebon Hawk before reach Yavin Station for the first time). - Tomb of Exar Kun by deathdisco https://deadlystream.com/files/file/587-tomb-of-exar-kun-by-deathdisco (Installed in Dantooine while in the Ebon Hawk before reach Yavin Station for the first time). - Kill Marlena 3.0 by jc2 https://deadlystream.com/files/file/1056-kill-marlena (Installed while in the Ebon Hawk before disembark on Tatooine for the first time). It worked fine except the very end part of the dialog that was not shown. - Easy Swoop Racing mod (sorry, I'm not found the author) http://www.geocities.ws/d333mods/minig.html (Installed while in Tatooine before enter Swoop Registration for the first time, although I think it can be installed anytime). Ok, ok... I admit I 'm not a good Swoop pilot... - Helena Shan Improvement by VarsityPuppet https://deadlystream.com/files/file/1218-helena-shan-improvement (Installed while in Tatooine before enter Anchorhead Cantina for the first time). - Quanons HK-47 Reskin 1.0 by Quanon https://deadlystream.com/files/file/1001-quanons-hk-47-reskin (Installed while in Tatooine before enter Droid Shop for the first time). - Desert Wraid & Shyrack Texture Fix by Red Hessian https://deadlystream.com/files/file/323-desert-wraid-shyrack-texture-fix (Installed while in Tatooine Anchorhead, before enter Dune Sea for the first time). - Emperor Turnip's HD Dewback 1.0 by Emperor Turnip https://deadlystream.com/files/file/1189-emperor-turnips-hd-dewback (Installed while in Tatooine Anchorhead, before enter Dune Sea for the first time). - Sandpeople Disguise Drop Fix 1.0 by Kexikus https://deadlystream.com/files/file/540-sandpeople-disguise-drop-fix (Installed while in Tatooine, Anchorhead, before enter Dune Sea for the first time). It hasn't worked to me and after some failed tests I uninstalled it. - Korriban Academy Workbench 2.0 by InSidious https://deadlystream.com/files/file/375-korriban-academy-workbench (Installed while in Korriban, Dreshdae, before talk with Yuthura to gain access to Sith Academy). - No Random Fighter Battles v1.0 by Antonia https://deadlystream.com/files/file/807-no-random-fighter-battles (Well, no many words needed, I'm a better gunner that a Swoop pilot but it's more a no waste time matter than enjoy playing the mini-game). - Day Kashyyyk HD 1 by Dark Hope https://deadlystream.com/files/file/981-day-kashyyyk-hd (Installed while in the Ebon Hawk before disembark on Kashyyyk for the first time). - Remove Force Alignment Restriction 1.1 by N-DReW25 https://deadlystream.com/files/file/894-remove-force-alignment-restriction (Installed -partially- while in Kashyyyk, Great Walkway, before go down to Upper Shadowlands). This is another drag'n'drop files MOD and the partial installation is due another MOD I want install later on in Korriban's Tombs. Drag and drop files system permits it very easily. - Give Kinrath to Nubassa 1.0.0 by LDR https://deadlystream.com/files/file/1287-give-kinrath-to-nubassa (Installed while in the Ebon Hawk before disembark on Manaan for the first time). Really I don't know if the MOD works because talking with Nubassa the dialog option wasn't shown. After he leaves, checking my inventory I hadn't any Kinrath corpse and I'm not sure if I had sold before and, no corpses, no dialog option. - Revenge On The Sith (Lady) 1.50a by jc2 https://deadlystream.com/files/file/1178-revenge-on-the-sith-lady (Installed while in the Ebon Hawk before disembark on Manaan for the first time). - Shanilia 1.6ab by jc2 https://deadlystream.com/files/file/1044-shanilia (Installed while in the Ebon Hawk before disembark on Manaan for the first time). The MOD has been working fine but at the final cutscenes of the Pazaak Tournament in Manaan the game always crashes. I had to use a Savegame made before sign up for the tournament and avoid this part. Aside this problem the MOD has worked fine until the end of the game. - Genoharadan - Light Side by DarthRevan101 https://deadlystream.com/files/file/1031-genoharadan-light-side (Installed while in Manaan, Docking Bay, before enter West Central for the first time). - Animated Manaan Cantina Sign for KotOR1 1.0 by Sith Holocron https://deadlystream.com/files/file/1135-animated-manaan-cantina-sign-for-kotor1 (Installed while in Manaan, Docking Bay, before enter West Central for the first time). - Kylo Ren's Lightsaber by Sithspecter https://deadlystream.com/files/file/766-kylo-rens-lightsaber (Installed while in Manaan, Docking Bay, before go to Sith Base). - K1 Faster Scuba 1.0 by Future Pilot https://deadlystream.com/files/file/1297-k1-faster-scuba (Installed while in Manaan, Hrakert Station, before reach Sea Floor). - Leviathan Differentiated Dialogue 1.1 by Revanator https://deadlystream.com/files/file/895-leviathan-differentiated-dialogue (Installed while in the Ebon Hawk before leave Manaan -that was my case- and be captured by the Leviathan). - Party on the Leviathan! 1.1 by Fair Strides https://deadlystream.com/files/file/567-party-on-the-leviathan (Installed while in the Ebon Hawk before leave Manaan -that was my case- and be captured by the Leviathan). - Saul Karath's Pistol 1.0 by Revanator https://deadlystream.com/files/file/884-saul-karaths-pistol (Installed while in the Leviathan before reach the Bridge). - Spectral Ajunta Pall Canonical Appearance 1.0.0 by VarsityPuppet https://deadlystream.com/files/file/1276-spectral-ajunta-pall-canonical-appearance (Installed while in Korriban, Valley of the Dark Lords, before enter Ajunta Pall's tomb). - Improved Korriban Tomb Loot 1.0 by Revanator https://deadlystream.com/files/file/913-improved-korriban-tomb-loot (Installed while in Korriban, Valley of the Dark Lords, before enter any tomb). - Upgradable Sith Lightsaber 1.0 by GhostlyBreadbin https://deadlystream.com/files/file/910-upgradable-sith-lightsaber (Installed while in Korriban, Sith Academy, before talk with Uthar to gain access to Naga Sadow's tomb). - Juhani Romance Enhancement 1.0 by Kexikus https://deadlystream.com/files/file/772-juhani-romance-enhancement (Installed before reach the Unknown World). Another MOD that I don't really know if works. Playing with a female PC something must be happened that I couldn't get the romance with Juhani with the talk options, so I couldn't see the MOD working. Maybe I broke the romance somehow with the talks (really it would surprise me, and I don't know how or when) or simply the romance has been bugged some manner. - BK2's Recruitable Luo 1.0 1.0 by BK2-Modder https://deadlystream.com/files/file/765-bk2s-recruitable-luo-10 (Installed before reach the Unknown World). - Star Forge Door Fix 1.50 by jc2 https://deadlystream.com/files/file/1195-star-forge-door-fix (Installed while in the Ebon Hawk before leave the Unknown World and reach the Starforge). Surely I have overpassed some issues without realize, but I've passed most of the time enjoying KotOR and all these MODs and I've finished my Playthrough with no major problems. Thanks to BoS SR team, to K1R team and all of you who spend your time and effort to make KotOR greatest and making happy all those of us that like videogames and love the Star Wars Universe. Do not loosen.
  41. 1 point
    Greetings, fellow Jedi! I am in an attempt to do Darth Revan's voice filter like the one heard on SW:ToR- this one in particular: Republic Shadow of Revan Ending; and I would like to share with you how the progress going- along with this tutorial. The program I am using is FL Studio 12 Producer Edition and I assume that every filters I am using on said attempt is possibly available and/or close-to-similar with every audio-editing program out there. I also attached some screen caps to help clear things up. So, let's start then! You would need two (2) layers of voices to work on to. In my attempt, both voices are un-pitched. The purple layer goes to Mixer channel 1, and then the red layer goes to Mixer Channel 2, like this- I am sure you were all aware about Mixer already; "All audio in FL Studio passes through the Mixer. Unless specifically directed, newly added Channels are routed to the Master Mixer Track" - support. Mixer in FL Studio would looked like this- Now- with the 1st layer, you would want a Multiband Compressor, a Hardcore Modulator and a Stereo Shaper. Theoretically, what you wanted to do with Multiband Compressor is to cut the high and middle frequencies. Hardcore modulating is much effortless, turn the rate level to its fullest until you hear the voice "rattling". Stereo Shaper was only to set the output to Mono [Yes- if there's a "set to mid" mix preset available, choose that!]. Assuming you're done with the 1st layer- goes to the 2nd then. With the 2nd, you would want a Multiband Compressor, a Chorus filter and a Wave Shaper [This one is important]. Theoretically, what you wanted to do with Multiband Compressor is cut the low frequencies and keep some high frequencies as you like [You could say the 2nd layer EQ setup is an anomaly to the 1st layer]. With Chorus filter on, set the speed and intensity level as much as possible [I kept width level to zero]. Goes to the essential part; Wave Shaping. This one is pretty cosmetic, but essential for Darth Revan's voice [imagine Gal Gadot; she's pretty, but without make-up she no Wonder Woman] - and I can't guarantee you a clean and clear instruction here because the plug-in is just a wave form. What you would wanted to do with it is to have the voice to produce some kind of noises; like a clipping sounds [when the level of a sound reach above 5db- that "broken" sound which we were searching for]. Done with both layers, and we are done with everything. No plug-in added to the Master channel there so.. considered it is a wrap then! The very last phase is to exporting the project; either to .WAV, .MP3, .OGG, .FLAC or etc. Your choice! But assuming you want to use it in-game, you would want to export the project either to .WAV or .MP3- mandatorily to .WAV just to be safe. Can't guarantee we have the same result here- as different program could means different result [even using the same one didn't have its warranty]. But hey, who knows your result is better right? And it should be! If you have any questions- just ask, PM me, or anything. I'd be glad to assist! Also, any constructive feedbacks is very much appreciated- as I am still and will always be in learning process too! Good luck with the attempt, may the Force be with you! Attached below is an end-result of this attempt. Keep in mind both the tutorial and/or the result is far from perfect, but self-assured; They are on the right track.
  42. 1 point


    Original Review on Filefront: Masks are as much a part of Star Wars as Wookiees or the Sith. The only problem with those masks like I said in my review of Shem's KotOR I version of this mod is that they look a bit... silly. Very few masks have the certain something needed to make the wearer look cool. Now if you're like me and of course my good friend Shem you think the same thing. So how do we get rid of the eyesores that give us enhanced feats, attributes, and skills without giving up the bonuses that come along with them? Well that is where Shem comes in. He has devised an ingenious way to get rid of them without giving up those certain bonuses. The solution is just to make them invisible. By using the "Null" model in the game and renaming it to portray all of the default masks in the game he has successfully made them invisible. So no more of the "should I wear this mask or does it make my character look stupid" dilemma. You can just get an invisible mask on and wear it with pride. So I really have to say awesome job Shem. Not only did you make all of those fashion statements you did it for both games! So really GOOD JOB. Now to all of you TSL freaks who have been itching to get your hands on this... Enjoy! Also, sorry for the long delay everybody. Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future. -SithRevan
  43. 1 point
    As much as I would've liked to enjoy this mod more, I felt it was rushed. For example: 1) The Skybox is of poor quality 2) The voices didn't work for me (i.e. Kreia, Sith Lord, Republic Trooper, etc.) 3) Textures seem of rather low quality and lack in variety 4) Far too many empty rooms -- Would've been better if some were just blocked off/locked 5) Would've like to see more of a resemblance to Coruscant rather than Nar Shaddaa and Dantooine (Council Chambers are alright) Overall a lovely mod but it could've been cleaned up a bit more for a better Coruscant experience.
  44. 1 point
    This is a repost of an old tutorial I did on LucasForums. Original posts can be found HERE. The combat animations are in fact in the regular old animations.2da; combatanimations.2da is more like a seating arrangement. It lists all the attacks and then states which animation goes with it - hit, parry, dodge, and so on. It's entirely numbers so it can be a mess. animations.2da gives you more of a clue, but the naming scheme can seem a bit weird at first glance. The animation name is an alphanumeric code with four parts, alternating letters and numbers. The first part corresponds to the attack type - a generic attack, a feat, or a monster attack. There also seems to be some attempt to divide it into ranged and melee, but I can't discern it entirely. b - ranged c- melee f - feat g - generic m - monsterNext, it's divided into weapon type as well as whether the character wielding one or two. These are given abbreviations for K2 only. 0 - N/A - droid 1 - SB - stun baton 2 - SS - single saber 3 - 2HS - two-handed saber (double-bladed) 4 - DS - dual sabers 5 - SB - single blaster 6 - DB - dual blasters 7 - RF - rifle 8 - NT - natural attack (unarmed, I believe) 9 - HC - heavy carbine 10 - UC - unarmed, complex (K2 only) 11 - N/A - wrist launcher (K2 only)Next, what the character is doing. a - attack d - damage f - appears unused g - dodge n - deflection p - parry r - ready w - wieldAnd finally, another number. In most cases this is simply a variation number; some in K2 have an additional letter, for even more variation. So, for example, if you want a character wielding a blaster rifle to dodge, the animation would be g7g1. g: generic 7: rifle g: dodge 1: variation (in this case there's only one) In the original thread, Fallen Guardian asked about power blast. This is where it gets complicated. Some of these variables are limited by other variables. Parry, for instance, is only a melee occurrence. I believe this is the reason for the distinction between ranged and melee that I mentioned above. Let's look at the first part again. 1:b - ranged 1:c - melee, complex 1:f - melee, feats 1:m - melee, monster 1:g - both, genericAnd now let's look at the third part. 3:a - both, attack 3:d - both, damage 3:g - ranged, dodge 3:n - melee, deflection 3:p - melee, parry(Putting this in code because of the emoticon.) 1:b is used for [i]all[/i] blaster attack animations. 1:c covers complex melee animations such as parries and clashes. 1:f is reserved for melee feats - critical strike, flurry, and power attack, as well as Force Jump. 1:m is for engaging a monster in melee. 1:g is anything else. 3:a is used for any attack. 3:d is used for any damage. 3:g is used for dodging ranged attacks. 3:n is used for deflecting ranged attacks with a lightsaber. 3:p is used for parrying melee attacks.Because of these specifications, certain ones do not belong with certain other ones. If that's not confusing enough, the final number is not always a simple variation; what it is depends on both of the above letter slots. I'll go over the feats for you. MELEE (f***) 1 - critical strike 2 - flurry 3 - power 4 - jump RANGED (b***) 1 - attack 2 - attack 2 3 - sniper shot 4 - power blast So, finally, a power blast animation is b*a4. The asterisk is either 5, 6, 7, or 9, depending on whether you are dealing with a single blaster, dual blasters, a rifle, or a heavy carbine. To make things even more confusing, there are a couple other animations that use the same scheme, in a way. The knocked down animations, for instance, are g1x1, g1y1, and g1z1. And in K2, there are multiple ready animations for lightsabers, the final number corresponding to the saber form, but I don't know if they ever finished the animations for them. If you're still confused, the 2DA for K2 has a description column that might help. The format is virtually the same as K1's, but of course K2 has more animations so you shouldn't go by it entirely.
  45. 1 point
    What a piece of crap that guy is. Hassat Hunter, I would just upload a version of the mod. Make it crash. EDIT: Also, the continued upload of stolen mods on Steam I see is really starting to make me angry... What a piece of trash community.
  46. 1 point
    http://steamcommunity.com/sharedfiles/filedetails/?id=488427853 Seriously, wtf Steam community? Read the comments. I want it down now more than ever so please help me by reporting the crap out of it?
  47. 0 points
    I first played both games when they were first released individually on the original Xbox in 2003 and 2004. Then I bought the retail versions for PC. Then years later the Steam and GoG versions. As you can tell I am a KOTOR super fan. I beat the original game over 15 times on Xbox and it was the game that got me into Star Wars in general. Before it I never watched a SW movie or played a SW game. Fast forward to 2019 and I have 30 hours on the GoG version of KOTOR and over 150 hours on TSL. As you can see I am a big fan of TSL , Chris Avellone, and Obsidian in general. With TSLRCM the mod has made it better to play. Sorry I have a tendency to ramble on and lose focus. But my point is both games are great imo, and your favorite might be different from mine. I love TSL mainly for Kreia (my favorite SW character ever), Darth Sion, and the various companions like Atton. I think they are a vast improvement over the originals. Although I still love most of them except maybe for Carth. But Canderous is one of my top faves in the series. Love his war stories or as I used to call it story time with uncle Canderous.lol There I go again rambling. Uh what was my point again? Oh yeah. No. You are not a herectic for not finishing TSL. Maybe you were working at the time? Maybe you had school work or a family to take care of? The reasons are many and vary. At first I thought the original KOTOR was the better game cause I got into the story flow easily. With the sequel once you get past Peragus and really get to know your companions and their backstories like Kreia and Atton. You may like it as much as I do. For me what made the game was the well written characters like Kreia who I keep mentioning. The story is good and I like that the past ten years of the Exile's life are a mystery so you can make up your own story for it. Also I know the games are not canon anymore to the movie saga, but they do have a set canon for the game series. For example DO NOT look up information on SWTOR the mmo. Although it takes place 300 years later both main characters of the games have been given a gender and name, and both of their fates are revealed. Being a fan of both characters I hate what EA BioWare has done to them, and refuse to accept it as game canon. Like how most fans of the original movie trilogy hate what Disney has done to the original characters (Luke, Han, and Leia.) So yeah play K2 after the original, because TSL contains many spoilers to the original, and the main character of the original game is referenced a lot. I know you said you played the original before, but that may have been some time ago and you probably forgot certain things. TSL will most likely spoil that game for you. So like I said play them in order. If you don't care about spoilers play them in whatever order you want. Lastly the most important thing is have fun.
  48. 0 points
  49. 0 points
    I don't know much about it, but Polish version of K1 had dialogF.tlk so they're definitely supported, but I don't know if you need to take any additional steps for the game to read it. TLK files have language ID in them, so it might be that it only checks for dialogF for certain languages.
  50. 0 points