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Showing content with the highest reputation since 07/25/2019 in all areas

  1. 7 points
  2. 5 points
    Getting back in the swing of things after being gone a week on vacation. The street module is all walkmeshed, blocks cameras, has aurora lights, and a minimap. All that's left is the path file, which are still proving a bit finnicky. Most of those are dynamic things that are difficult to see in a screenshot, so I'll try to do a video in the next few weeks to showcase some of the improvements. Also I will try to add in NPCs and such before then. Next I will be switching gears, working on the Arena Hall/entrance area and attempting to setup some gladiator fights.
  3. 2 points

    Version 1.1


    A basic mod to allow you to choose starting feats at character creation. All classes keep the following starting feats: Armor Proficiency: Light Weapon Proficiency: Melee Weapons Jedi Defence Jedi Sense Each class will also start with their class feat and x number of feats to allocate, where x is the number of starting feats removed. Guardian: Force Jump + 11 Feats Sentinel: Force Immunity: Fear + 10 Feats Consular: Force Focus + 10 Feats Installation: Drag files to your Override folder.
  4. 2 points
    Late to the party here as usual, but WOW WOW WOW!!! It is looking so good. Cracking the lightmapping REALLY makes it feel like an original game asset. Amazing work. Love the variegated arenas, too.
  5. 1 point
    Hi guys!!! I've decided start a new (which I think different of all I've seen) topic and I believe it can be interesting. In this, my next Playthrough with TSL, my intention is indicate the MODs I'm installing at each time of gameplay and, as far as possible, the results. It's basically for three main reasons. First, the combination of several MODs can help somebody to choose/confirm an election due some compatibility doubts or simply for a nice gameplay. Second, usually I install the MODs just before they're involved (although there is a large list of them that must be installed before start a Playthrough and others that the timeline/storyline is indifferent) and due the enormous quantity of MODs available, the Community can help me to choose my next MODs to install according with my storyline in the game, within a previous selection, compatibility issues, recomendations, warnings and opinions. All will be welcome. Third reason, because I like the idea. My choices are absolutly mine with no other consideration that enjoy and (a MUST) try to keep the compatibility along the game, so, please, let no one be offended if I use one MOD and not other. Anyway, several times my final choice change from one day to another. Of course this "in Real Time" (more or less) selection will not be a guarantee to finish succesfuly the game and/or see a MOD in all its grandeur due the complexity of a lot of MODs working together. It's a risk that I am prepared to run. And you? Anyway it can be funny. How can it be otherwise all the credits are for the authors of the MODs who deserve a very well recognized tribute. Well, finished my 'statement of intentions' I'll say that the Playthrough is based on TSLRCM 1.8.5 + M4-78EP ---------------------------------------------------------------- Let's start After a fresh installation of KotOR 2 - TSL and before start the Playthrough Order of Installation 01 - Patch 1.0b (I think that my recently recovered english version of TSL is the US version and the Patch 1.0a can't be applied. Anyway you can found all Patches and versions here at DS). 02 - HQ Movies Update Patch (all 6 parts) 1.0 By Sith Holocron (according to the description it must be installed before than TSLRCM) https://deadlystream.com/files/file/813-hq-movies-update-patch-all-6-parts/ Statement: I wanted install HQ Music Update Patch 1.0 By Sith Holocron but I realize too late I had to do it before install TSLRCM and obviously other MODs. I'm sorry. Next time. https://deadlystream.com/files/file/814-hq-music-update-patch/ 03 - TSL Restored Content Mod 1.8.5 By zbyl2 https://deadlystream.com/files/file/578-tsl-restored-content-mod/ 04 - M4-78 Enhancement Project 1.5 By zbyl2 https://deadlystream.com/files/file/277-m4-78-enhancement-project/ 05 - KOTOR 2 Community Patch 1.4 By A Future Pilot https://deadlystream.com/files/file/1280-kotor-2-community-patch/ -------------------------------------------------------------------- BTW!!!!!!!!!!!! I don't like NOTHING that now the Posts merge itselfs. In any case, give that option to the users would be nice enough. -------------------------------------------------------------------- (Ara ve quan el pengen) Well, this a combination of three MODs that reskin the interior of the Ebon Hawk and all of them are 'Drag and Drop' files. Some files coincide the name so you have to choose wich file you like. If someone is interested I can upload the list I made. 04a - hi-res Ebon Hawk By FF97 https://deadlystream.com/files/file/500-hi-res-ebon-hawk/?tab=comments 04b - The EbonHawk-HDTP R1 By desmasic https://deadlystream.com/files/file/442-the-ebonhawk-hdtp/?tab=comments#comment-6942 04c - Ebon Hawk Texture Enhancement 1.0 By Fallen Guardian https://deadlystream.com/files/file/282-ebon-hawk-texture-enhancement/ Statement: As I am still testing things and I'm still at the Prologue (no real Playthrough yet) with the damaged surrounds of the EH, I'll wait to install MODs in which I am very interested as 'KOTOR2 Animated Ebon Hawk Monitors (not including Galaxy Map) 1.1' by Sith Holocron and Xarwarz, or 'KOTOR2 More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map) 1.2' by Sith Holocron and Dark Hope (they are not complementary as I thought the first time). -------------------------------------------------------------------------- NOTE / Add-on about reskin of the Ebon Hawk. I've included some files of the MOD 'KOTOR2 Animated Ebon Hawk Monitors (not including Galaxy Map) 1.1' although I want to see the REAL effect with the Hawk repaired and, as all are Drag and Drop files MODs I still can change some things easyly. I don't want overload the thread with unnecessary screenshots so I'll wait until later to upload them. ------------------------------------------------------------------------- I've made some adjustments at my combination of files. I've removed 'CM_Baremetal.tga', changed some files related with screens and added some '.txi' files that @ebmar uploaded some time ago (you can find them within the posts of https://deadlystream.com/files/file/442-the-ebonhawk-hdtp/?tab=comments#comment-6942). This is the result, the screenshots disminishes the effect, you'd HAVE to see it in game!!!!! ! ---------------------------------------------------------------------- 05 - Prologue sensor droids fix By danil-ch https://deadlystream.com/files/file/430-prologue-sensor-droids-fix/?tab=comments A funny MOD. I like a lot. 06 - Improved Peragus Asteroid Fields 1.2 By Vasilii Zaytsev https://deadlystream.com/files/file/321-improved-peragus-asteroid-fields/ 07 - [TSL] High Quality Starfields and Nebulas 1.3 By Kexikus https://deadlystream.com/files/file/492-tsl-high-quality-starfields-and-nebulas/?tab=comments Statement: I've found different files related with Peragus so I've installed both MODs 08 - Darth Sapien's Presents T3M4 HD 2k 1.00 By Darth_Sapiens https://deadlystream.com/files/file/514-darth-sapiens-presents-t3m4-hd-2k/?tab=comments Really a very nice, nice, nice work with T3-M4. Statement: I tried to combine it with 'Effixian's T3-M4 Blue & Red' By Effix but I couldn't. https://deadlystream.com/files/file/959-effixians-t3-m4-blue-red/?tab=comments 09 - TSL Improved Party Outfits 1.0.1 By Leilukin https://deadlystream.com/files/file/1012-tsl-improved-party-outfits/ Statement: The description says: "For the best experience with this mod, it's recommended to have a completely new TSL playthrough." So, here it is but for obvious reasons I can't see nothing yet. EDIT / Add on: A very useful and necessary improvement. 10 - Badass Bastila 1.0 By Medragor-des https://deadlystream.com/files/file/510-badass-bastila/?tab=comments What can I say? I fell in love with Bastila in the first KotOR and this a great work. 11 - Effixian's Alternative Female Underwear By Effix https://deadlystream.com/files/file/960-effixians-alternative-female-underwear/?tab=comments I had the alternative of 'Handmaiden-style Undies For Female PCs' By Shem https://deadlystream.com/files/file/730-handmaiden-style-undies-for-female-pcs/?tab=comments But I liked more the first. 12 - Custom Starting Feats 1.1 By rkr87 https://deadlystream.com/files/file/1419-custom-starting-feats/ A very good start of the game. 13 - Implant Feat Restoration 1.1 By N-DReW25 https://deadlystream.com/files/file/1047-implant-feat-restoration/?tab=comments Statement: The idea of to save precious Attributes Points destined to increase the Constitution only for wear powerful implants is just great. 14 - High-Level Force Powers 2.0 + Update By Stoffe https://deadlystream.com/files/file/832-high-level-force-powers/ Pending to see what can I do with my new Powers. -----------------------------------------------
  6. 1 point

    Version 2.0 + Update


    Warning: ========== Both the 2.0 and the 2.1 update are available from the download button. You MUST download the 2.0 and install that BEFORE the 2.1 is installed. So, download "stlhforcep2.rar", install that, then come back and grab "sthlforcepowerv2u1.rar" and install that. ========== 2.0 Original Review on Filefront: 2.1 Update Original Review on Filefront:
  7. 1 point
    This seems very interesting! I'll have to check it out, is there any way to hear the lines without installing them or did you compress them so only the game (Miles Studio software) can access them?
  8. 1 point

    Version 1.61


    This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself. Additionally, because their interactions are primarily via hologram, this mod includes a revised version of Jinger/Kreia’s Admiralty Mod, which changes the appearance of Admirals Cede and Onasi to give them outfits more fitting of their rank. And while I was at it, I also revised certain appearances with head swaps and custom model merges (hair, etc.) to try and reduce overuse of the same heads and make NPCs a little more distinct. N.B.: TSLRCM is a requirement for this mod. It is not compatible with the vanilla version of the game. Specific Changes: Ebon Hawk: Bastila hologram (Light Side male Revan) Ebon Hawk: Bastila hologram (Dark Side male Revan) Ebon Hawk: Carth hologram (Dark Side female Revan) Ebon Hawk: Carth (Admiral Onasi) hologram (Light Side female Revan) Ebon Hawk: Canderous hologram Ebon Hawk: Jedi Master Atris hologram Ebon Hawk: Jedi Master Kavar hologram Ebon Hawk: Jedi Master Vash hologram Ebon Hawk: Jedi Master Vrook hologram Ebon Hawk: Jedi Master Zez-Kai Ell hologram Peragus: Administration Officer hologram Peragus: Dock Officer hologram Peragus: Maintenance Officer hologram Peragus: Medical Officer hologram Peragus: Security Officer hologram Peragus: Coorta hologram Peragus: Coorta thug #1 hologram Peragus: Coorta thug #2 hologram Harbinger: Republic Captain hologram Harbinger: Republic Navigation Officer hologram Harbinger: Republic Doctor/Med Officer hologram Harbinger: Republic Soldier hologram (partial) Harbinger: Admiral Cede hologram Harbinger: Admiral Onasi hologram Telos: Admiral Cede hologram Telos: Admiral Onasi hologram Telos: Admiral Onasi physical appearance Dantooine: Jedi Master Vandar hologram Dantooine: Jedi Master Vrook hologram Dantooine: Admiral Cede hologram Dantooine: Admiral Onasi hologram Nar Shaddaa (Goto's Yacht): Goto hologram/projector VFX Korriban: Bastila hologram (Dark Side male Revan) Korriban: Jedi Master Vash hologram (M4-78) Korriban: Jedi Kaah hologram (M4-78) Malachor V: Bao-Dur hologram Known Issues: There are still visual artefacts from overlapping sections of individual meshes, particularly noticeable in the case of the neck being visible through the jaw which occurs with certain animations and/or camera angles. This is not addressable by model edits. The problem is the way in which the engine renders overlapping transparency within a single mesh. The Republic soldier on the Harbinger has been replaced as of v1.3, however the helmet is still somewhat problematic. I'm not sure that is addressable without completely remodelling it, and perhaps not even then given its shape. Hair planes with alpha transparency don't function as intended as holograms, so typically look pretty terrible (e.g. Peragus Maintenance Officer). There's not much that can be done about those, other than completely remodelling the hair to rely on geometry rather than texture transparency. Dangly meshes used for hair bangs tend to look conspicuous due the requirement of placing them under the head mesh in the hierarchy. Particularly egregious examples may warrant having these elements being turned into skinned meshes in a future update. No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.). Compatibility: I've edited UTCs to point to custom appearance.2da entries, so the mod should be compatible with any other mod that only edits the vanilla 2DA entries. However, it will not be compatible with any mod that forcibly overwrites the module files this mod edits, that outright replaces the UTCs in question, or that also edits the UTC appearance values. Install any such mods first, then this mod afterwards. To make it clear, do not use this in conjunction with Jinger/Kreia’s Admiralty Mod or Darth Hayze's TSLRCM Compatibility Patch for said mod. They are superseded by this mod. A separate patch is provided for M4-78 to handle its version of the Korriban academy module. After installing the main content of the mod, run the installer a second time and select the "Additional Patch" option from the drop down menu. Acknowledgements: Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes, which made this mod practical. Thanks to Jinger/Kreia for permission to release a revised version of the Admiralty mod's content, the textures from which (with modification) are used in this mod. Thanks to zbyl2 for permission to redistribute TSLRCM's module files to ensure compatibility for Steam Workshop users Thanks to JCarter426 for permission to use the female Republic soldier body model from "JC's Republic Soldier Fix for K2" and his adjusted N_CommM04 texture from "JC's Minor Fixes for K2". Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for TGA2TPC Thanks to Malkior for providing the impetus for the mod via this thread. Thanks to L0ki194 for offering input on the case of the Harbinger's "Doctor" vs "Medical Officer".
  9. 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 ---------------------------------------------------------
  10. 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. -----------------------------------------------------------------------------
  11. 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?
  12. 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.
  13. 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.
  14. 1 point

    Version 1.0.0


    This contains UI elements that are found so far there are 25 PNG images.
  15. 1 point
  16. 1 point


    ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's Miner Uniforms AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Unzip, copy the files from one of the folders to your override folder. ************ DESCRIPTION ************ Two simple reskins of the Miner Uniform. This mod should not conflict with any other mod, except mods that also change this armor. ************* UNINSTALLING ************* Remove from the Override folder: ia_class4_009.tga PFBC09.tga PMBC09.tga ********* THANKS TO ********* Fred Tetra for KotOR Tool ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  17. 1 point
    View File [K1] Saber Throw Knockdown Effect Description This mod adds a climactic Knock Down effect to a lightsaber throw (DC 5 + character level + WIS/CHA modifier against reflex save). Only Adv. Lightsaber Throw can knockdown its primary target; Normal lightsaber throw will NOT have this effect. (Which makes sense, “Advanced” implies more fancy effects) Installation Make sure override folder exists at game root directory Run TSLPatcher to install (Not recommended: if you really want to install manually, I’m sure you could figure out the procedure by looking at tslpatchdata/changes.ini file) Compatibility This mod shouldn’t cause any conflict. (It adds completely new function and modifies an existing line of spells.2da that no normal mod would touch.) 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 08/02/2019 Category Mods K1R Compatible No  
  18. 1 point

    Version 1.0


    Recently, I was inspired by a desktop wallpaper that I saw posted up at LucasForums. It was created by a LF member named Trench. I was quite taken with it so I asked Trench if he could render the planet on a transparent background so I could release it as a mod - which he was happy to do. Through the efforts of Darth_Sapiens and Quanon, I discovered the location of the other appearance of this planet in the game files. You see, one texture (named PER_Plnt01) only shows the exposed core planet inside the administration level. The other texture - EBO_Per - shows up both when you're on the walkway outside the station. (See below) Trench's texture came with some extra asteroids so I'm providing two versions of Peragus II . . . Original and With Extra Asteroids As an added bonus, I've included a interior screen replacement for my own previously released mod that utilizes Trench's version of Peragus II. If you use that mod, I suggest using this bonus texture as an upgrade. Installation: ------------- Extract the TGA files you wish into the Star Wars Knights of the Old Republic 2/Override folder. You can only choose one variety to use at a time, of course. Uninstallation: ------------- Take the textures out again. Known Bugs: ------------- None known at this time. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Special Thanks: -------------------- To Trench: For making the original artwork in the first place and for extract the portions for use in this mod. To Darth_Sapiens: For finding location of the texture I was missing. To Quanon: Research into Peragus models and also for finding the location of the texture I was missing. To Insanity_Sorrow: Research into Peragus models and beta-testing.
  19. 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.
  20. 1 point

    Version 1.1


    AUTHOR: Sith Holocron ORIGINAL RELEASE: 01 MAY 2018 GAMES: Star Wars Knights of the Old Republic 2. [This mod will not work in Star Wars Knights of the Old Republic 1.] REQUIRED ADDITIONAL MOD: M4-78 Enhancement Project (either EP version 1.2, EP version 1.3 (the one on Steam), or EP version 1.5) Description: ------------------ I was dissatisfied with the textures that I made for the Droid Testing Consoles. The Droid Testing Consoles are seen near the end of the Industrial Zone on M4-78, just before you get to the Industrial Zone Archon Chamber. One of the textures had a Galaxy as the background and the other had a game map on it. In addition, I thought I could come up with better animations in the smaller boxes. I decided to take action and change that. The previous backgrounds have been replaced with a new background from an droid assembly line on M4-78. It's actually a loop of the HK Factory with a new War Droid texture swapped in to replace the HK droids usually seen in there. (No, you hadn't missed an area.) Some of the other texture enhancements can been seen in these example GIFs. This version of the mod is compatible with both version 1.2 (available on MODDB) and the 1.3 version (only available on Steam) or version 1.5 (available here on Deadly Stream.) Each frame size is 1024 by 1024 and there are 11 frames in total. Installation: ----------------- Drop the TGA and TXI files into your Override folder. Uninstall: -------------- To completely remove the loading screens, delete all the TGA and TXI files that were included in this mod from your Override folder. Legal Disclaimer: ------------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me before your use. Special Thanks: ----------------------- JCarter426 for his replacement textures so I could swap in the Sith War Droids into the HK Factory animation. I used High Quality Blasters version 1.0 by SithSpecter in the animation with the rotating blaster. Highly recommended! Corrections made to TXI files thanks to ndix UR. Thanks to Canderis, JCarter426, and Malkior for their input. And thanks to YOU for giving this mod a gander! Would you kindly leave feedback on the download page? (I would like to know if you've liked it . . . )
  21. 1 point
    48 - K2TSLR - The Sith Lords Remastered WIP Alpha 1-1 By @sELFiNDUCEDcOMA https://deadlystream.com/files/file/300-k2tslr-the-sith-lords-remastered/?tab=comments I've found transparencies in the walls but keeping in mind that I had removed the 'CM_Baremetal.tga' file (due the shining in the Ebon Hawk), I've restored it and now runs perfectly. I'll see if I can live with this file when I be inside the Hawk or it becomes a "flying" file traveling once and again from the Override folder to the Backup folder and viceversa. Anyway, in my Playthrough, by now I'm far to see again the Ebon Hawk. I have to say that this MOD is really, really, really, pretty nice. Excelent work. You have the alternative of 'TSL ORIGINS - Telos Overhaul 1.1.1' By @Jorak Uln https://deadlystream.com/files/file/759-tsl-origins-telos-overhaul/ and others (as backdrops MODs) as 'Telos Citadel Station Skybox 1.0 by @Quanon https://deadlystream.com/files/file/311-telos-citadel-station-skybox-by-quanon/?tab=comments or 'JC's Citadel Station Backdrop 1.0' By @JCarter426 https://deadlystream.com/files/file/1217-jcs-citadel-station-backdrop/?tab=comments
  22. 1 point
    @Sithspecter, why not add screen 1 to the Sleheyron mod, and add screen 2 to your Loadscreens in Color mod? That way, everyone is happy.
  23. 1 point
    Not at the moment, but the Option A textures would probably work in K2 (copy over the TGA files except for ip_pltuseitm_011.tga and ip_pltuseitm_111.tga).
  24. 1 point
    Sucks to be you then. The source is right there. If you are that paranoid (even after using something like VirusTotal), compile it yourself.
  25. 1 point
    In the old days when mods used to be pumped out thick and fast my Override folder tended to become quite messy. These days I know exactly what mods are installed and in what order I installed them so I can track any incompatibilities. I have it all filed away in a little green book
  26. 1 point
    I can recommend these... (This also works for TSL.)
  27. 1 point
    Not likely. Equipping a lightsaber before you have been trained as a Jedi will break your game. Hardcoded issues IIRC.
  28. 1 point
    So, you have disc version. Verify that the keys exist, and that their path is correct. If you need help finding that, let us know.
  29. 1 point

    Version 1.3


    Knights of the old Republic: Operation kill Bastila remade. As the original site that hosted the mod went down so I decided to recreate the mod operation kill Bastila. This mod will turn the sith troopers patrolling on taris hostile unless Bastila has a disguise on. Bastila must be in the party for this to happen. It is recommended that you start a new game. INSTALLATION: There are two options Roleplay and Gameplay: 1. Select the option roleplay if you don’t mind the disguise giving a -1 to wisdom. The reason for this is in the item’s description. 2. Select the option gameplay if you don’t want a -1 wisdom decrease. 3.OPTIONAL- If you have the Kotor Restoration Patch installed place the file from the compatibility\K1R folder into the override. Replace as needed. UNINSTALLATION: That may not be a good idea but if you insist: 1. Delete the following files from override- appearance.2da, bast_des.mdl\mdx, bast_desh.mdl\mdx, bast_des.uti, feat.2da, heads.2da, kill_bast.ncs, kill_bastsg.ncs, p_bastila.utc, tar02_sithguard.utc, tar02_sithpat22.utc, tar02_sithpat023.utc, tar02_canttroope.utc, cowl.tpc, mask.tpc. 2. Go to the mods folder and find the folder marked backup. Copy appearance.2da, feat.2da, heads.2da from the backup folder to the override folder. Copy dialog.tlk to your knights of the old republic root folder (the folder that has the game). INCOMPATIBILITIES UPDATED: Any mod that modifies the following files will be incompatible: P_Bastila.utc tar02_sithguard.utc tar02_sithpat22.utc tar02_sithpat023.utc tar02_canttroope.utc k_ptar_alertsith.ncs k_ptar_strgrd_en.ncs KNOWN ISSUES: If you turn the sith guard at the cantina hostile then run away and equip a disguise, the guard will stand at his location and not be accessible for dialog. PERMISSIONS: You may not upload this mod to any other websites. You may use this mod in your mod as long as you credit me and you upload it to either deadlystream, nexusmods, or both. Do note that if you include it in your mod you are now responsible for maintaining your fork of the mod (in other words don’t come to me with user issues). The only exception of course is adding updated versions of this mod (if any) to your mod. FOR MODDERS: Look in the folder marked source. I organized the folders for each thing modified. The idea behind this is compatibility.
  30. 1 point

    Version 1.1


    A KNIGHTS OF THE OLD REPUBLIC MODIFICATION High Quality Blasters By Sithspecter Description: When Knights of the Old Republic won Game of the Year in 2004, none of the awards were for the blaster models. While the storyline and gameplay are top notch, the default weapons are sadly lacking in quality. Extremely low polygon models combined with 64 px by 64 px textures make them horrendous to look at. On my last playthrough of KotOR, I had enough of the ugly blasters. Who wants to pay thousands of credits for a terrible looking grey-ish blob that's supposed to be a top notch firearm? Nobody, that's who! So I sought out to fix this problem and provide high quality models and textures. This mod completely replaces the existing blasters with newly modeled firearms, complete with high quality textures. Special care was taken to retain the form and look of the original items, but in a high quality package. Each weapon was carefully textured based on close examination of its default counterpart. It's a much improved package that I hope will be a permanent addition to your KotOR override folder for years to come. Use: Use of High Quality Blasters is extremely easy. Put all the files in your Override folder, then play the game. That's it! The new models will automatically appear when you load up your last save. However, this mod does make a couple .uti changes to avoid doubling up on weapon textures. I've applied a new model and texture to a few items that share a model and texture in the default game. The following items are affected: Baragwin Assault Gun Baragwin Disruptor-X Weapon Baragwin Heavy Repeating Blaster Baragwin Ion-X Weapon Carth's Blaster Genoharadan Blaster What this means is that if you already have one of these items, it will still show up as high quality, but it will share a texture with another high quality item. If you re-acquire one of these through cheats or KSE, it will appear properly. If you start a new game, everything will appear properly. This will not negatively affect the gameplay in anyway. A note about the Sith Sniper Rifle: I discovered that the Sith Sniper Rifle is widely used as a blaster wielded by Sith Troopers. It looks somewhat comical used by them (predominantly fired from the hip). So, I have included something of a patch that allows the Sith Troopers to use a regular looking version of it with the new texture. The Sniper version can be found at Kebla Yurt's store in the Upper City North of Taris and in a container in the Sith Academy on Korriban. If you want to cheat more Sith Sniper Rifles that look like a sniper, use the following code: giveitem g_w_blstrrfl006 Installation: 1. Run "High Quality Blasters Installer.exe" in the zip file. 2. Follow the on screen instructions, and point the Installer to your game folder (not Override folder) 3. Profit Version 1.1: If you have installed High Quality Blasters previously, you can install this version over it and it will still be fine. However, if you want to fix the bug of the blaster randomly appearing under the Ebon Hawk on Tatooine, you must remove the following files (make sure of exact filenames): w_ionrfl_004.mdl (NOT w_ionrfl_04.mdl) w_ionrfl_004.mdx (NOT w_ionrfl_04.mdx) INCOMPATIBILITY: IF YOU HAVE TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK, YOU SHOULD BE ABLE TO INSTALL THIS MOD OVER THOSE MODS WITHOUT AN ISSUE. HOWEVER: DO NOT INSTALL TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK OVER THIS MOD. IT WILL LIKELY CAUSE THE TEXTURES TO BE WRONG. Bugs: Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it. Changelog: Version 1.1: Fixed an issue where a blaster rifle randomly appeared under the Ebon Hawk on Tatooine. Fixed an issue where Bith instruments were replaced by pistols. Fixed the Assassin Droid and War Droid models to accept the high quality repeating blaster texture for their weapons. Credit: Thanks to 90SK, Fair Strides, Varsity Puppet, and Kexikus for providing feedback for this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this modafter your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  31. 1 point
    Here's a screenshot of the "king-of-the-hill" arena. The mound really dominates the center.
  32. 1 point

    Version v2.5


    About This File Knights Of The Old Republic II: [THE SITH LORDS] ================================================ Author: MetaBee Name: K2 Improved Gameplay Mod v2.5 Description: This mod aims to improve the game play, as well as to fix incorrect parameters within certain 2da file rows. For example, the saving throws of all the Prestige Classes are actually incorrect, or either unfinished. This mod will fix that. It also aims to balance out combat, influence - skills ect. This mod makes it possible, to now reach higher LvL's in the game before you finish. Its possible to reach LvL 40 now, and maybe 50," Provided one does all bonus quests as well as take all advantages off XP opportunities. In the OG game, even if you do so, you will only make it to 30 -32 "Without Exploiting". Bearing in mind i'm including TSLRCM. How does this work ? Simple, you will accumulate more XP from killing hostiles, as well as require less XP to Lvl up. The balance to this, is that your enemies will now be stronger, have more HP, and will be overall better to combat with. Note: Lvl's will appear to be fast, especially in the beginning - however a grand total of 880 000 XP is Required to reach Lvl 50. For more details, see ReadMeDetails.txt located in the mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- I highly recommend getting Stoffe's Improved Ai Mod, In conjunction With My Mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- Compatible: This Mod, is compatible with TSLRCM 1.8.5 Incompatible: With any files that conflicts with these files. ------------------------------------------------------------------------------------------------------------------------------------------------------- Install: Run the Tslpatcher, and point it to your Knights of The Old Republic II Games Directory. Uninstall: Simply delete the files, and copy the backup files to where they were. "For specific instructions, please refer to the ReadMeInstall.txt - that comes with the mod" ------------------------------------------------------------------------------------------------------------------------------------------------------- Bugs: None known, let me know if you encounter any. Permission: This mod is not permitted to be uploaded, other than by the author. Credits: *Deadlystream *Modders for Tools Needed. *All Kotor 1 & Tsl Participants
  33. 1 point
    Assuming you stop yourself before you kill your dad for talking crap about your sister!
  34. 1 point
    The cynicism sounds like Luke from TLJ talking here 😆 I'm enjoying the ride for the most part. To each their own!
  35. 1 point

    Version 1.0


    HQ Movies Update Patch Here we have a fairly massive patch that comes in 6 parts. What this patch does is make all your kotor2 pre-rendered cut scenes a slightly higher quality. So no more squinting at the screen trying to make out details - or at least a little less squinting. Warning: These movies weren't re-shot in high-res; they were just up-scaled to 1600x1200, which is why they they won't be leaps and bounds over what you already have. Steam and GOG KOTOR2 Users: This patch is already included in Steam and GOG versions of the game. Do not install this with Steam and GOG versions. Installation: Install this patch before you install TSLRCM. TSLRCM has a few movie fixes that will override some of the movies in this patch and that is completely intended. NOTE: You must have at least 2 Gigs of free Hard Drive space to run this patch. - Copy the K2_HQ_PATCH_Movies executable into the root game directory (default C:\Program Files\LucasArts\SWKotOR2) - Double-click on the K2_HQ_PATCH\Movies executable to run the program. - Wait while the files copy to the game folder. When the window disappears, you're done! Uninstall: There is no uninstall method. Reinstall the game if for some reason you don't wish to use this patch. Legalese: This asset patch is supplied for use AS IS and is not officially supported by LucasArts or Obsidian Entertainment. LucasArts and Obsidian Entertainment will not offer customer support in the installation or application of these assets and are not responsible for any problems which may arise from their use. Although we have tested these assets, they are offered AS IS. Use this patch AT YOUR OWN RISK LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. © 2004, 2005 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. All rights reserved.
  36. 1 point
  37. 1 point

    Version 2.0


    Original Review on Filefront: "Please, Shem," said InSidious, "what do you call good?" "I call all mods good," said Shem; and instantly he vanished away and InSidious was alone with Inyri...' And lo, it came to pass that InSidious, of the tribe of Holowan was elevated unto the Filefront. And a voice, liken unto an voice cried out unto the wilderness: "You're in trouble now, folks!" Meanwhile (and on a more serious note ), Shem graces us with another of his mods. More specifically, it's a re-do of the Dark Side transitions - that is, with the increasingly zombie-like appearance - pale flesh, cracked, almost varicose skin and glowy yellow eyes. Now, a lot of people think these look a bit rubbish, and would rather that just the eyes changed, and so Shem has given us a mod that does just that for the default heads for KotOR. But not just that! Shem has gone a step further, and, given Inyri's go-ahead, has made his subtler Dark Side transitions for Inyri Forge's KotOR Male Head Pack! How do you like them apples?! 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. - Darth InSidious
  38. 1 point

    Version 1.000001


    Saber&Melee Weapon Sound Mod Author: DeadMan 1. What is this? This mod will change sounds of lightsabers and other melee weapons. Lightsaber sounds are replaced with more movie-like versions. The mod will not only replace ingame sounds, but also will add some variety. For example, all lightsaber types (normal, doublebladed and short) now have unique set of sounds (not only on/off and ‘hum’ sounds, but also swing, parry and hit sounds). Vibroblades, vibroswords, long swords, doublebladed swords and quarterstaffs also have updated soundsets. Vanilla game had only 2 (!) swing sounds for ALL melee weapons. With my mod it’s 3-4 unique sounds for a weapon type. 2. Why should I install it? Why not? 3. How to install? Just run TSL Patcher, it will do everything for you. 4. Compatibility. The mod is not compatible with other mods which alter saber sounds. 5. Credits. Shem – I used some sound files from his Ultimate Sound Mod. 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.
  39. 1 point
    I’m conflicted about this because I dislike JavaScript but this is amazing work! Great job @Blue!
  40. 1 point

    Version 2.0


    New HD texture for Malek. Resolution of the texture of the head 1024X1024. Resolution of the body texture 2048x2048. The texture is made from scratch. You can choose between blue eyes and red. Really easy to install: copy all the files to your override. Look at the comparison picture to get a better idea:
  41. 1 point
    Someone should tell the First Order when they put their GIGANTIC ship with 12 anti-fighter guns. 12! TLJ literally spawns plotholes out of thin air, and facepalms are inevitable. 12 man. TWELVE. Who DESIGNED that thing? Rogue One did something new, loved it. TLJ didn't do "new" as much as it just crapped all over Star Wars as we know it, and *literally* added in Earth at one point. Expectations where CREATED by TFA, actual plotpoints we expected resolution. If toying with their own setup we expected resolution to is "playing with everyone's expectations" I just call it what it is; Writing a story and then just throwing it away. Did you think KOTOR2 would be better if it went, oh well, KOTOR1 was all about Revan, now we're 5 years later... Bastila stabbed him, the end. Well, here's our new story, 18 hours of Malachor V slogfest would you also go "This is great!" Cause that's how it feels like. So... it's a good thing the guy the prophecies tell of for THOUSANDS of years is outclassed in every way 2 generations later by a nobody literally tenfold. Without any training. And that's... good? Why did they even prophecise the Skywalkers if within 2 generations their power was peanuts. They should have made a prophecy about the power of Rey. I would be fine with a new powerful Jedi out of thin air if it took like 4000 years after the original trilogy. Not when the original Skywalkers weren't even dead and literally made of Force, literally Jesus, and this girl just stamps all on Jesus. I don't think Jesus got surpassed these 2017 years right? Now imagine 40-50 years, and you got Rey. But tell me... what is left for IX. Why should I care about the next movie. Cause... I don't. The First Order only exist out of immature teennage rageboys who are about as threatening as an Ewok. Heck Ewoks are more treatening. It would be like the Empire run by Gungans. Yeah, that's scary right? On the other hand the Rebellion consists out of... well; Finn and Rose who are literally pointless after VII (Here's a prediction; In IX Finn runs, gets stopped and turns a hero. Cause we haven't seen that arch twice yet). Rey is literally the boring super woman who there is no interest to watch since she wont fail anyway, she can't. Such tension *yawn*. Leia dies offscreen. And I feel Poe literally should have died off in VII already to not cheapen Finn's arch. And he was kind of a pointless tool in VIII too. Only character making any progression in the 18h slogfest race, but a character I never liked throughout either. So... Chewie. Watch IX only for Chewie. Eeeeh... no? The ending here really felt like an ending. First Order is a joke. They all resolved what ridicilous plotpoints this movie had, everyone interesting is dead. What literally should IX tell? Doesn't feel like there's another movie left there from the non-existent plot left. All got killed. All that's left is facing Kylo. And that sounds terribly dull since he's a horrible antagonist. Lackey, okay. Antagonist... No, nope. Nuhu. No way. There is literally ZERO incentive to watch IX from this movie. Even if it didn't crush your Star Wars soul.
  42. 1 point
    Believe it or not there are still people in this galaxy who want to find out if certain mods are compatible with the k1 or tslrcm restoration mods. I am simply here to inform those who are lurking and want to find out if it is compatible and where to download.
  43. 1 point
    Yeah I don't deny it, I was just remarking that his not-so-subtle approach in someone else's backyard wasn't rallying a lot of support to his cause. Not that I, of all people, should be lecturing others about subtlety.
  44. 1 point
    It's hard looking at the other t units after installing this mod, nice work!
  45. 0 points
    They were updates for mod's screenshots. Before this some mods were missing their screenshots, so Mods/Admins doing some BTS stuff to make them back; hence the notification. Though some are doing actual update to their content, and one might look at the changelog to see what's going on with them.
  46. 0 points
    Misread your original post.
  47. 0 points

    Version beta


    Hello everyone! This mod aims to make our well-known and beloved Old Republic era spaceship, also known as the Ebon Hawk, look much more detailed and realistic. The resolution of the textures is now 4096x4096 (in contrast to the usual resolution, which was 512x512 or in rare cases 1024x1024), the format I have converted to .DDS. In addition, the mod uses custom cube maps. (Many thanks to Darth_Sapiens, who created the Cube Map Pack!)
  48. 0 points
    Texture editing. Simultaneously the easiest and hardest modding. Doing simple markings on a robe is child's play. Making something look good in-game is harder than I ever enjoyed doing, but we all are unique and it might be your skills are suited for this. The link SH gave you is the perfect place to start. You will need a photo editor, I use Paint.NET but there are many other options. Then you'll need to extract textures from the game using KotOR Tool or however the kids do it these days (I still do all of this old school, because old dog no new tricks), then edit with PDN, PhotoShop, or perhaps the link provides a new tool. That will cover the basic texture modding. Then the stuff I know nothing about, comes from shaders and things you set up using the corresponding .2da, to make things nice. That's the blood and guts. Do your homework, it is easy to make simple edits to items and see your work in-game quickly. Be prepared for weirdness.
  49. 0 points
  50. 0 points
    So, I fixed my melee weapons problem: Turns out it was a conversion problem of sorts. When I wrote the code, I stuffed up the file header .mdl byte length entry correction. Essentially it didn't update at all, which I fixed, however, I had already exported a bunch of models. I decided to manually fix this for them. It just so happens that for the vibroswords, I got one of the entries wrong, it was 164999 instead of 16499. Funny thing is that this is actually important. I initially realised that I had stuffed up the correction of these entries when I realised certain models were not being rendered in-game. Oddly some were, however, I hadn't played long enough for these to cause a game crash. I found that out with the vibroswords later. So far it seems like it was only the vibroswords that were affected; all of them, as Toasty made a different style of model for each, and I opted to use the one style for all variants. So, they were all copies of the same model file with the bad entry. I think it won't be an issue for any of the rest, so, I should be able to release with updated models / textures for the sword melee weapons. However, on my numerous playtests of the Dxun Tomb to test for the above issue, I got very used to playing this part of the game so much so that I started to notice things I hadn't before. Like this issue with the fixed lightsaber models: So the problem is that particle effects -- those with blending mode additive -- are blending over the top (as it were) with the lightsabers particle effect -- the blades. I'll need to test some things, including seeing if this was an issue with the original saber models. But hopefully I can fix this or at least modify some of the particle effects (that use dark textures) so that this won't be an issue -- though, there will likely be a trade off. I also need to load and check each area of the game, as I found I had some left over temp textures used for finding out how certain textures were being used in areas: Can't release a mod with such a glaring oversight. Not sure what this means for time-frame...