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Showing content with the highest reputation since 04/26/2019 in all areas

  1. 8 points

    Version 1.0


    This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together: Apprentice Robes: The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class. Early Jedi Robes: Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial.
  2. 4 points

    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
  3. 2 points

    Version 1.0


    I noticed two issues regarding the Zhug attack in TSLRCM: Some of the appearances were wrong, so they were all clones of Azanti Zhug. More importantly, all the Zhugs were spawned as hostile. This would cause the cutscene to break if the AI for one of the party members spotted a Zhug and attacked. This had the unfortunate consequence of removing the choice to add a third party member to team up with Atton and Bao-Dur. This mod fixes both of those things. This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested.
  4. 2 points
    I always liked how Luke was dressed in Return of the Jedi, I think it might fit well for a Grey Jedi kind of playthrough. For those who played Jedi Knight : Jedi Academy, Toshi made a really nice model of that particular outfit. Here's the one I mean, as it is in EA's Battlefront 2. Someone else made a thread about it a while ago and had the original modder's approval. I figured with the new rules and modding tools, this might be a good time to make a new request for it.
  5. 2 points
    So I'm working on a reflection for LME, should I make it a blog post? Or should I record footage of LME and talk about things? If you are not interested in LME at all, would you still give imput on which format you think would be better? Originally, I thought of doing a video and I started righting a script for it, but it's quickly devolved into a blog-like written article, so now I'm reconsidering what to do.
  6. 2 points
    Ah - so a mod has been submitted, and I hope it can be approved/released on time [May 4th] on that special day! Even though it wasn't -either sooner or later- it'll be OK, lol. Anyway, nothing fancy about the mod, here's a teaser of it: P.S. before guessing too far; it has nothing to do with making the [Taris UCN] area darker - so keep the expectations low. 😛 Update: it has been officially released! Many thanks to Admins/Mods for the approval - and May the 4th be with y'all!
  7. 2 points

    Version 1.1


    Very Nice! Load Screens for KotOR 1.1 by ajdrenter Description: This is a complete set of replacement load screens for high resolution UI scaled configurations. It includes compatibility patches for Jorak Uln's reskins, jc2's "Lehon Mandalorian Expansion", and Silveredge9's "Brotherhood of Shadow: Solomon's Revenge". So far there is a 16x9 version and 4x3 version. This mod requires a high resolution user interface mod such as "KotOR High Resolution Menus" by ndix UR. I also recommend "HD MENUS AND UI Assets" by JackInTheBox, who's mod provided the template for this mod. Installation: Just drag and drop from your desired folders to your override. FOLDER LIST kotor - All base game load screens jorak - Screens for Jorak Uln's reskins jc2mando - Load screen for jc2's "Lehon Mandalorian Expansion" bos - All screens for Silveredge9's "Brotherhood of Shadow: Solomon's Revenge" Credits: JackInTheBox for the base load screen texture which I used to do this whole mod. Thanks! Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets. If you use assets belonging to JackInTheBox you must obtain consent from him either through his release documents or personal contact.
  8. 2 points
    I'm still alive: Not very impressive, I know but at least it's something^^ The models for Malachor are done as is the terrain pretty much. The clouds are still the same placeholders as before but with a different sun position which makes them look even worse. Next up is finishing the sky and then tune the terrain color. But I like where this is going already.
  9. 1 point
    Hey everyone! Back in late summer I made this thread as I needed help porting Toshi's Luke Jedi Robes model from Jedi Academy. Well, I kind of dropped the project for a while because of school but I really want to get this done soon, preferably before Christmas. The mod is actually near completion, but I wanted to make this seriously and so I took it a step further. Here's the progress so far : The original model has been scaled and reshaped where needed be, I used the hands from the PMBAM model as that method would make it easier for the skinning process. Speaking of which, skinning is done, or at least to at satisfactory level: there seems to be a fine line between looking good and OHMYGODWHYWOULDITBENDLIKETHAT. So there's still a bit of stretching going on in certain animations, but overall I think I wouldn't be able to make it much better. I also created an alternative robe item using textures from another mod (but I do think it needs some tweaks) Naturally, I used the only unoccupied spot for the item (PMBJM) and created two quick items with descriptions. Those are, however, kind of uninspired so if you have any ideas, feel free to throw them in. Here's the cool part. I wanted this mod to feel complete and that couldn't be possible if there was no female version for this. So I went ahead and completely remodeled the robes to fit the base female body model from TSL in Blender. It was finicky, tedious and frustrating, because I suck. But I came through, as you can see: I haven't finished the skinning process for the female model yet. So that's it for now. I still don't quite know how to put these items into the world though, so I might need a bit of help on that matter further down the line. This is my very first attempt at modding and there has been a steeeep learning curve to get here. I should add that I have complete permissions from the original authors of those files, I can provide screenshots if requested. Oh and as the title suggests, I have a few other ideas for models once this will be done, but I prefer to focus on the task at hand for now.
  10. 1 point

    Version 1.6


    This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game. First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that. Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1. Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models. I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix. If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list. 
  11. 1 point
    Oopps, I forgot which was which. Let's just fix that and pretend this never happened.
  12. 1 point
    I'm looking for something like this for TSL. This mod felt really good in my kotor 1 playthrough, I used grenades and mines alot more. If you could point me in the right direction for TSL I'd greatly appreciate it
  13. 1 point

    Version 1.3


    This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic. The Darksaber comes with a custom hilt and blade effect. The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d8 Universal damage) but the item cannot be upgraded. I have integrated the item into the game, but I'll keep the how a surprise. One hint: You will have to complete a side quest that involves Mandalorians. If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber".
  14. 1 point
    Yeah traveling has a way of tiring you out, despite how little you (seemingly) end up doing.
  15. 1 point
    It already did. I had at some point in the distant past even made some clouds for an updated version of Quanons reskin, but I'm not sure if he ever finished that update. In any case, I've been playing around with the Malachor clouds for some weeks now and never got a result that I was really happy with. It wasn't bad but it never looked like a proper storm. But that changed this morning. For this latest version I created a huge cloud vortex and also learned some new stuff that allowed me to have a more interesting cloud underside while having a fully covered sky. Here's what it looked like after a first ingame test: I have since recolored the clouds green and changed some of the twisting in the clouds as well. Now I just want to get a little more contrast, i.e. darker dark parts of the clouds and then the sky might actually be finished. Oh, and I also created a new lightning texture that I wanted to show here but it didn't end up on the screenshot... I'll try to do better next time.
  16. 1 point

    Version 1.0.1


    THE SITH LORDS RESTORED CONTENT MOD ADD-ON: GenoHaradan Legacy 1.0.1 1. Description: ---------- This mod adds the GenoHaradan from the first Star Wars Knights of the Old Republic to its sequel. The GenoHaradan is an ancient secretive guild of assassins who work in the shadows operating to keep the Republic intact, however, following the Jedi Civil War something has changed the GenoHaradan, they no longer seek to kill the enemies of the Republic, instead they have focused all their energies into eliminating the once glorious Jedi Order who have stood as the guardians of peace and justice in the Republic for thousands of years for unknown reasons. While this version is complete, it is far from final. Similar to M4-78, at some point, the GenoHaradan Legacy will be improved with an improved story as an “Enhancement Project” as M4-78 did. Expect possible updates and patches to come. This mod also includes optional fixes for a few bugs and other problems not fixed by the Restored Content mod here and there but there won’t be too many of them. 2. Installation: ---------- 1. First, you will need to get the most up-to-date version of TSL Restored Content Mod (TSLRCM 1.8.5). It's available for download here: http://deadlystream.com/forum/files/file/578-tsl-restored-content-mod/ Please note that GenoHaradan Legacy will NOT work AT ALL without TSLRCM. 2. Follow TSLRCM's installation instructions. 3. Once TSLRCM is successfully installed, run the GenoHaradan Legacy Double TSLPatcher.exe. A menu will pop asking you which installation you want to install. To install the GenoHaradan Legacy, click on the ‘MAIN’ option and click install. If you wish to install the optional fixes be sure to rerun the TSLPatcher.exe and install whichever fix you like (You may need to do this several times to install all fixes) 4. While I try my best to make this mod as bug-free as possible, with the many options of KOTOR2 and my, at the moment, one man testing team it can happen that bugs, including critical ones, pass through. Please feel free to report any bugs and I will fix them. 5. Install any compatible mods you desire now. 3. FAQ / Known Issues --------- Q: When will GenoHaradan Legacy EP be released A: Not for a long time. "Release dates are for those that don't care about quality in mods"- Sith Holocron Q: Will your mod work on existing saves: A: A new game or a save before Citadel Station with the TSLRCM mod should work but I'm not too sure about Citadel Station saves and I'm sure Nar Shadda saves won't work. Q: Will your mod work on my Linux or Mac?: A: I see no reason why it shouldn't work on those OS. If you manage to either use or find an alternative to the TSLPatcher and manage to install the mod then it should work. Q: Will you upload the full mod to the Steam Workshop? A: For now, the answer is no because I'm not sure how the workshop works and if it can even support a mod like mine. In the far future, if this mod becomes popular enough, I might see if a TSLRCM+M4-78+GenoHaradan Legacy EP bundle would be possible Q: Will you update this mod again/Will you add... A: Most likely yes! This version will probably not be the last. If you find a bug please be sure to report it and leave feedback! Q: Will your mod work on my Xbox?: A: No Q: Can I play this mod in Vanilla: A: No! This mod requires TSLRCM to work Q: What makes your mod different from previous TSL GenoHaradan mods such as the unreleased The Sith Lords Restoration Project by Team Gizka and The GenoHaradan Beta by Exile007 A: The Dessicus boss fight in Exile007’s mod was inspired by the TSLRP boss fight but improved upon to make it less confusing, in my mod, I further improve upon Exile007’s work and made his work compatible with The Sith Lords Restored Content Mod 4. Credits: -------------------------------------------------- » Project Leaders -------------------------------------------------- - N-DReW25 - Project Leader, storyline/dialog writing, scripting & editing and more -------------------------------------------------- » Storyline -------------------------------------------------- - Exile007 (Original “The GenoHaradan” mod) - N-DReW25 -------------------------------------------------- » Modeling / Texturing -------------------------------------------------- -Effix -VarsityPuppet -------------------------------------------------- » Beta Testing -------------------------------------------------- N/A -------------------------------------------------- Voice Acting -------------------------------------------------- N/A -------------------------------------------------- Voice Splicing -------------------------------------------------- -danil-ch -N-DReW25 -------------------------------------------------- 5. Special Thanks -------------------------------------------------- Dashus – Project Lead of The Sith Lords Resotration Project (TSLRP), the original restored content mod which intended to restore the GenoHaradan, despite the TSLRP never being finished, its leaked betas which contained GenoHaradan content helped me understand the GenoHaradan plot in TSL a bit more. Lord of Hunger- Project Lead of the “GenoHaradan Revisioning” mod, his mod was never shown to the public thus makes his mod more of an inspiration. Exile007- Project Lead for “The GenoHaradan”, his mod was released to the public as a Beta file which was not compatible with TSLRCM. His mod and his work served as a major inspiration to the GenoHaradan Legacy mod and was used as a base for the first versions of the mod. Zybl2, Stoney, Hassat Hunter and VarsityPuppet- The main four developers of The Sith Lords Restored Content Mod (TSLRCM), the successor to the previously mentioned TSLRP. Despite not restoring the GenoHaradan, their efforts paved the way to more restoration mods such as the GenoHaradan Legacy. Danil-ch- Working on and Contribution of the Batu Rem and Goto scenes as seen in the GenoHaradan Legacy VarsityPuppet- The original creator of the “Layne Stanley PC Head” which was used for the unique GenoHaradan Assassin Effix- The original creator of the head texture for Dessicus Obsidian Entertainment- Making development on the GenoHaradan in TSL and leaving some trace of their existing for we modders to follow Bioware- For implementing the GenoHaradan into K1 Fred Tetra- Creator of Kotor Tool Stoffee- Creator of the TSLPatcher George Lucas- Creator of the beloved Star Wars Franchise 6. Distribution Notes ---------- This mod may not be modified or distributed without the explicit permission of the authors. 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.
  17. 1 point
    Very good. Give me surprised and pleased.
  18. 1 point



    ************************************** Knights of the Old Republic I & II ************************************** TITLE: Movement Animation Fix for both KOTOR and TSL AUTHOR: ZimmMaster FILENAME: zm_fixes.7z FILESIZE: 1.59 MB when unzipped -------------------------- INSTALLATION INSTRUCTIONS -------------------------- To start the install run the TSLPatcher, choose an install option and follow the on-screen instructions. To uninstall, remove the files copied to the Override folder by the TSLPatcher and then move the files from the backup folder that was created by the TSLPatcher to the Override folder. ------------ DESCRIPTION ------------ This mod fixes the movement animations for the KotOR games. What it does is alter a couple key collumn values in the appearance.2da file to remove that waddle-like walk that came with the patches to a more neutral walk. It has four different install options when the patcher is run. One is the walking animation fix for KOTOR and the other three are for TSL allowing you to install the walking, running, or both animation fixes. The changes in the KOTOR version fixes a few things I did not notice before in the previous version of this mod. The changes include; changing the values from 2.70 ---> 2.60 as the walk ended up being too slow, removed unnecessary coding in the changes.ini file, and some fixed spelling errors in the setup. The running animation fix for TSL was a bit more complicated but I eventually changed the values in the rundist and driveanimrun_pc collumns that Obsidian used to the ones BioWare used in the first game and it turned out all right. Enjoy! ----- BUGS ----- None that I’m aware of. However if you find any, you can contact me via PM at lucasforums. ------------------- DISTRIBUTION NOTES ------------------- This mod may not be altered without express consent of the author. This mod may not be re-distributed on any site without express consent of the author. -------- CREDITS -------- Fred Tetra- For creating his awesome KOTOR Tool that makes us modders job alot easier. stoffe- for making the TSLPatcher and ChangeEdit programs and helping me with a few problems I was having in the development of the mod. THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  19. 1 point
    Working on the Cantina, I have decided to create a few neon signs, inspired by some of my original attempts as well as Darth Parametric's signs for Tatooine. This is the first one I have come up with: Let me know what you think and if you have suggestions or ideas for others. Also, just for clarification, these will only be on the inside of the building. And for further viewing enjoyment, check out my old original buildings with garish neon signs: Must have been 10 years ago by now.
  20. 1 point
    EA needs to lose the SW license. I don't hate SWTOR, and don't feel that any characters were ruined. But they need to lose the license. EA is a greedy company that hasn't cared for the customer for several years now. T3 was destroyed by the Emperor in the Revan novel. The love for all the old games will never die. They were good for a reason. EA's greed keeps them from funding games that turn out to be just as good with up to date engines. The new SWBF2 had great potential, but their greed has set it back so much.
  21. 1 point
    More progress: I was originally going to do Nar Shaddaa next but my idea of getting the buildings from SWTOR proved more complicated than expected/hoped. So instead I worked some more on Dxun. I remade big parts of its landscape, added bushes etc. There's still a lot to do but here's what I have: Then I also started working on Malachor. That one turned out really well so far. The clouds are still very much a placeholder but the terrain is pretty close to being done. The green glow on the ground comes from my attempts of having a low fog that's lit from below. That's partially working but the ground glowing green is an unintended sideeffect that's maybe impossible to get rid of. In that case I'll have to find another solution or just skip the green glow from below *insert spooky music here*
  22. 1 point
    There's nothing fancy about it. I just copied the mesh from another module (Upper City South), positioned it in my Davik's Estate scene in 3ds Max and linked it to the skybox odysseybase. And since I'm lazy, I took a building mesh that already has a proper lightmap so I didn't have to add that one either. In other news: I now consider the skybox part of Taris final. I will probably go back and tweak the lightmaps some more in the future but that will be only tiny changes. And to celebrate this milestone there is the obligatory render: I also went back to the very first skybox I made when restarting this project almost two years ago: The Telos Polar Plateau. There was always something bothering me about its snow in particular, but that's now fixed. The trick was to get rid of the fancy snow shader (which had among other effects an actual displacement for piled up snow) and replace it with a very simple color shader instead. Then I lightened up the rock color to better match the ingame terrain and the skybox was done. Afterwards I just had to fix up the model and while doing that, I also added a skybox to the academy hangar similar to DarthParametrics standalone mod. And even though it's not exactly spectacular, here's a standalone render of that skybox:
  23. 1 point
    You are absolutely right about that. The colours were still a bit off and Bioware's lighting on Taris is terrible^^ So I continued iterating over the lightmap for my 2d buildings and also the lightmaps for the 3d buildings to get everything to blend together. Once I was happy with that, I enabled all the clouds in TG and rendered the skybox again. That changed the lighting of the skybox so there was a mismatch once again. That meant tweaking the skybox lighting to get it closer to where it was before, followed by tweaking the lightmaps again. And finally, I rerendered the 2d buildings with more contrast and a better cubemap. Here's the result of all that: Much better if you ask me. What's left now is to rerender the cubemap (used both when rendering the backdrop buildings and ingame for reflections) at a higher resolution and then maybe do some additional tweaking. More importantly, I still need to do the same thing (changing all the lightmaps) for the Upper City South. But I'm getting there I also noticed that I had forgotten about one skybox when going through all the models and fixing them: Davik's Estate. That was changed and Davik has a nice view from his hangar now. I decided not to add additional backdrop buildings here since I figured that his estate was probably expensive and should thus stand a little more separated from the rest of the buildings.
  24. 1 point



    Original Review on Filefront: "My my my, this is a unique mod we have today. Inyri gets definite kudos for thinking outside the box with it. In a time period where swords were brought back, why aren't there any shields? Pretty much every Sith or Republic trooper you runs into has a vibroblade on him, one would definitely come in handy. Well, now there are, and you'll get to use three different kinds of them. Stat-wise they're all useful, providing 15% resistance against melee damage and a +3 to defense. There's also some various attribute and Force-related bonuses that differ depending on the shield, but overall they're all about equally powerful so you can choose which one to use over simply aesthetics if you'd like. These items can also be found in-game on various planets, so now you won't have an excuse to cheat these onto your character while you're still on the Endar Spire. Remember to run the TSLPatcher once you've downloaded this, and enjoy! 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. -Emperor Devon"
  25. 1 point
    It was (fortunately) somewhat less work than I feared. I was able to remap the Selkath body to a scaled up version of the Human rig (Selkath are freaking huge). I had to replace their giant hands with modified Human hands so they would animate properly with the new rig. I lopped off a couple of the fingers so it was the same configuration: I also got the UVs in the wrong spot, but that's easy enough to fix. Edit: Fixed, or at least approximated as close as possible based on a completely different unwrap: Here's some combat. I edited the UTCs to give them a mix of sabers and some appropriate melee feats like power attack, flurry, critical strike: The only real problem is their giant fish head is so enormous that they have a tendency to swing their weapons right through it. There's not much I can do about that. Here's some dialogue: Naturally using a completely different rig and supermodel, they no longer have the specific conversation animations of the regular Selkath, like the stroking of the mouth flap thing (cephalic lobes, if you want to get technical). The mouth is a bit stiff and flappy at the moment as it is only using head and jaw weights. I'll have to see if the original can be more closely mimicked by including some of the other face bones. The lobes no longer have bones and specific animations, so I was thinking maybe they could be cut off and changed to dangly meshes.