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Showing content with the highest reputation since 03/12/2024 in all areas

  1. 2 points
    I'm back & I'm once again sharing some more restored content that I've added to the RC-K1CP. I've now restored the 4th Black Vulkar who was suppose to threaten Calo Nord in Javyar's Cantina. The most important thing about this restoration is that the 4th Black Vulkar actually has an English speaking line. In-game you will have this Black Vulkar speak English during this scene. Some minor changes have been made to this scene, so instead of having one English speaking Twi'lek and two non-English speaking Twi'leks you'll have one English speaking Twi'lek (using the restored orange appearance), one non-English speaking Twi'lek who's green and a Nikto. Other than the presence of the 4th Vulkar and a restored English speaking line, there's not really much difference as to the outcome of this scene. Please be sure to let me know what you think of this small little restorations, and if there's any bugs you encounter in regards to this scene feel free to report it to me on the mod's page found here.
  2. 2 points
    I don't recall anything in regards to TSLRCM in the old Demo, though when ROR was in its infancy so was TSLRCM so I can understand if something like this was hinted at... it was a different time back then. We treat ROR like this: the base game is the "core content" that cannot be disputed (akin to how the Expanded Universe under both Disney and Lucas treats the Movies) whereas TSLRCM is secondary canon and other mods are third canon. And as you've said, there aren't a lot of differences between the vanilla and base game when you really think about it. By our own rules, Fassa should be a Twi'lek instead of a Toydarian in ROR because that's what he was in the base game... but instead Fassa outright doesn't appear on Nar Shaddaa. Is Fassa a Twi'lek or is he a Toydarian? That's up to you, the player, to decide. If it's has the potential to cause problems but is minor enough to be ignored it simply won't be referenced. Is Batu Rem a GenoHaradan Agent? Did Jorran steal Suulru's farming equipment or was it Kaevee? Did B4-D4 end up in Vogga's warehouse? Did the party get their asses kicked by Kreia? That's up to you, the player, to decide... ROR won't directly conflict with either vanilla or TSLRCM where it can be avoided. Other mods might be referenced as cameos, an NPC might make reference to a Sith holdout on a "legendary droid planet" or make reference to a pirate named "Daemon Drexl" but ROR will never outright say the Exile or Master Vash went to M4-78 or that Solomon's Revenge actually happened as were depicted in M4-78EP & BOSSR. When Revan appears in ROR, he will have a set pre-determined appearance for both male & female which cannot be changed in-game, however, our pre-set appearance can actually be changed via a ROR addon which will act very similar to the Revan Unmasked mod where you'd download our addon, overwrite the ROR Revan head with a K1 player head from the addon and you can have mullet man, Logan Star or however as your Revan. The same could apply to the Exile, though that all depends on their role in the story (A Force Ghost Exile looks more likely, though take that claim with a grain of salt). As I believe I mentioned before, you can choose the alignments of both Revan and Exile alongside their genders. This will change how NPCs view each former protagonist and can allow for some unique things to happen that didn't in TOR, such as Revan and Carth having a child instead of Bastila and such. You could pick the canonical LS male Revan and LS female Exile and not end up in the TOR timeline if you pick the "wrong" choices in ROR or you could do the "right" choices in ROR that should lead to the TOR timeline but still not end up in that timeline as you can choose to not follow the Revan novel, have a DS female Revan and an LS male Exile. Unlike TOR, ROR will have customization & whilst it is possible to do a faithful TOR playthrough it would be encouraged to do whatever you wish. Though do know the non-canonical version of ROR, with a Revan who "escaped" Dromuund Kaas, is the ROR in development with the canonical version being slated for development after the non-canonical version is made.
  3. 2 points
    I just received a lifetime Premium membership on Nexus Mods for free as a reward of my mods hosted on Nexus Mods reaching 30,000 unique downloads: https://leilukin.neocities.org/blog/posts/2024-03-06-I-Received-a-Lifetime-Premium-Membership-on-Nexus-Mods-for-Free
  4. 1 point
    I dunno, that looks kind of weird to me just being on the glass. Maybe I should make you a version of the room model where the tanks have an external control panel/display. Something like what the TOR kolto tanks have:
  5. 1 point
  6. 1 point
    What is the Blade & Sorcery mod? Update: Is this what you're talking about? https://www.nexusmods.com/bladeandsorcery/mods/7802?tab=description
  7. 1 point
    First thing first: There was no way I could have possibly known you have a terminal illness involving a brain tumor. If you've publicly spoken about this before, I certainly wasn't privy to it. It is unfortunate and I'm sorry you've had to deal with that, @Grisham4life. With the certain knowledge of your mortality in front of you, I'm not the one to decide what your legacy is. That's on you. However, I might suggest filling in your "About Me" section on the Nexus so folks might see how you want others to see your legacy. Plan ahead, and let those that read the page know you before you are gone. I should hope your legacy is more than an old large scale KotOR mod (and assorted ancillary mods) - especially as you haven't created any of them. You are not defined by your illness. You might want to talk about that book, for example. As for my mod, if you had asked me for permission beforehand, I not only would have given you permission but also thanked you in the process. However with all that's now gone now, that window has closed. And if it isn't too snobby of me to mention: for someone that liked my mod enough to appropriate it, I haven't seen a review of the mod on the page. I accept your apology and consider this matter closed. Best of health moving forward.
  8. 1 point
    I want to agree with N-DReW25 with most of the above, though I'd likely not have the last three paragraphs were I writing it. Granted, people know I tend to err on the side of nice and overly-cautious with my wordings.
  9. 1 point

    Version 1.0.0

    331 downloads

    --------------------------------------------- Knights of the Old Republic --------------------------------------------- TITLE: Effixian's Cassus Fett's Battle Armor AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- Cassus Fett's Battle Armor uses the same texture as the Mandalorian Armor, this mod changes that so that the armour gets a unique texture and accompanying HD icon. The look is inspired by his appearance in the comics. There's other mods that do the same, but this is my take on it. This mod won't change the item if you've already acquired it (from Adum Larp, Dantooine Courtyard). You need a fresh one (if needed you can simply cheat one in; giveitem g_a_class9009). ------------------------- INSTALLATION ------------------------- Unzip, copy the files in the subfolder to your Override folder. --------- BUGS --------- None known. -------------------------- COMPATIBILITY -------------------------- Not compatible with other mods that change or include the same files. ------------------------- UNINSTALLING ------------------------- Remove from the Override folder: g_a_class9009.uti ia_Class9_077.tga PFBH77.tga PMBH77.tga ------------------------------------- DISTRIBUTION NOTES ------------------------------------- You can use the files from this mod in your own mod if you simply credit me. -------------------- THANKS TO -------------------- - Sdub for inspiring me to work on this armour - Fred Tetra for KotOR Tool ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- 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.
  10. 1 point

    Version 1.2.3

    29,902 downloads

    Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another. Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender. For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below). Known Issues: WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility: The mod is compatible with K1CP. Make sure you install K1CP first. The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements: Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch. Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels.
  11. 1 point
    There's no way SH would've known that, if he did I'm sure he wouldn't have made a snarky remark. That's debatable. Also debatable, and as if that doesn't happen in other modding communities. Modding isn't a quick or easy task, and modding Kotor isn't easy to learn. The dwindling number (also debatable) of modders doesn't mean the Kotor community is dying as a whole. The modder's work would be in vain if not for the hundreds of non-modders who download and play our mods, and with YouTubers and Gaming websites claiming Kotor is one of the best Star Wars game ever made, the lackluster progress of the Kotor remake, the controversy of the TSLRCM DLC cancellation and the release of Kotor to modern gaming systems like Android, iOS, Xbox Series X and the Switch the number of people flocking our community will only increase as these old games are introduced to a younger audience. If an entire decade is taken into account then yes, NexusMods has skyrocketed thanks to the hundreds of Gamefront archive mods which were added and later removed within the past decade. Calling Kotor a "late state in it's shelf life" is very much debatable, considering what I mentioned earlier about it being released on modern gaming systems + the Kotor Remake. In this case, the opinion of the guy who made the mod in question outweighs the opinions of the Nexus users I'm afraid. Do your gamer friends play Kotor? Nexus hosts mods for many different video games whilst Deadlystream almost exclusively caters to the Kotor games, and with the Deadlystream forum for the discussion of Kotor mods and the Deadlystream Staff being associated with the Kotor community Reddit and Discord (just checked right now and there's over a 1000 users active in that Discord) it makes sense why many Kotor mods are dominated by Deadlystream and not Nexus. Not to mention the controversy with NexusMods a few years back with their updated terms & conditions, I'm sure another user can chip in on that as some users of Deadlystream really didn't like that change. And with me, I don't care where I get my mods from. I'll download K1CP from Deadlystream and some HD graphic mods from Nexus, and I don't care... because at the end of the day it isn't about "brand loyalty". If you want to play a mod from Nexus, do it... if you want to play a mod from Deadlystream, do it. But I would never expect Kotor modders on Nexus to migrate to Deadlystream just because I want to download all my mods from the same place. Now you're opening a can of worms with that proposal. That proposal has been proposed time & time again on Deadlystream, Reddit, Nexus, Discord and beyond and each time these proposals for a unified mod pack falls flat on its face for a variety of reasons. Let's say a mod I've made, Heart of Beskar for example, is added to this mod pack. What if I update my mod and change things? What if I update my mod and fix things? What if I totally revamp my mod from the ground up? Can I trust the author behind the mod pack to update the pack accordingly? And even if they do why should *I* have to ensure that they do this, why should I have to worry about making my mod compatible for someone else's mod pack? Now you're concerned about modders leaving the community and abandoning their mods, how would I know if the author behind the mod pack doesn't also leave the community? If that happens that means this mod pack can't be updated, so if there's any bugs in the pack it *can't* be fixed. A major problem with Kotor mod packs is *what* exactly is included in this pack? What if you decide to add all the popular HD texture packs, DarkHope's character texture and HQ models and the overall mod pack size is several terabytes? Why on earth would I want to download that when I can pick exactly what I want if I download them individually? What if your pack contains K1R? I don't want to play K1R, I want to play the K1CP + RC-K1CP. What if your pack contains K1CP + RC-K1CP, I don't want to play those mods... I want to play K1R. What if your pack contains BOSSR? I don't want to play BOSSR. What if your pack doesn't contain BOSSR? I want to play BOSSR. As with the example above, you'll inevitably get a problem where people will just keep proposing and proposing new mods to be added to the project which fundamentally change the style and the flow of the overall pack, leading to conflicts that'll need to be meshed out and a lot of hard work to be done to maintain this gigantic Frankenstein of a mod pack. Let's say for example there are 5 of my mods in this mod pack, why should I then debug and bug fix my 5 mods when 50 radically different and incompatible mods are causing the problems. Why would I want to deal with other people's work and why would other people want to deal with mine? Mods are constantly updating, either because of new content or bug fixes. By making a mod pack, you need to keep track of these updates and ensure that these mods aren't conflicting. The closest thing the Kotor Modding Community has ever gotten to a mod pack is the Kotor 1 and 2 Community Patches, and whilst these mods have become dominant behemoths in the Modding Community standing side by side with TSLRCM and eclipsing K1R in terms of popularity, these mods have somewhat "ruined" bug fix mods. Why would other modders now make bug fix mods when you can simply report it on the K1CP github and have DarthParametric fix the bug for you and add it to the K1CP instead. Many of my old mods are part of the K1CP, and now since K1CP has become the "must have" mod my old mods are now obsolete from a certain point of view. Now, K1CP *does* have its benefits... it's ONLY a bug fix mod pack and general improvements mod and it's really strict in that regard, now if you have a mod pack of a bunch of different popular mods this same effect could happen to many more mods then just bug fix mods. Why would I want to make a Jedi Robe reskin when JC's Cloaked Robes is included in the popular mod pack everyone plays? Why would I want to make more mods if it's just going to get added to the mod pack? Why would I want to update my mods when this can cause problems for the big mod pack? If anything, an all encompassing mod pack of textures and bug fixes and restorations and BOSSR and whatever else could harm the modding community instead of saving it. People are making their mods and releasing them today just fine without a mod pack, and the continuously updated Mod Builds serves as both a list and as a guide for compatible mods which could all be used together. Why have an all encompassing mod pack when you can have an all encompassing mod build that players can pick and choose what they want, they can install mods based on their system requirements and their own tastes. Install all the mod build mods, or don't, it doesn't really matter... and that's the point! In your opinion. Tell me... what projects are you referring to? Modding is a hobby, it doesn't matter if the mod is TSLRCM or the Brutal Carth mod. TSLRCM was made and finished because Zbyl2 and the TSLRCM dev team pushed through, BOSSR was made and finished because SilverEdge9 and his contributors pushed through, K1R was made and abandoned because ZM90 left the community, ROR was made and was abandoned for some time because Logan had medical issues. At the end of the day, modding is a hobby and all modders have the right to step away from the community if we wish. Modding isn't a job, we don't get paid, this is our passion and our hobby... if more pressing matters pop up we have every right to leave the community. Not only that, we have every right to work, or not to work, on the mods we want to make. Many modders don't want to drop their own mods and their irl plans to work on some greater project. I don't want to work on K1CP and DarthParametric probably doesn't want to work on something I'm working on. And you're not the only one who shares this opinion, but the others who wish everyone could unite to make some epic big Kotor mod has also come to learn that modders want to do their own thing, and that's just the way it is. From my own interpretation, SH only gave a vague sense of permission if you included it in another mod with credit. You just reuploaded it to NexusMods first as is and only afterwards did you ask him for permission. If you had contacted him before you uploaded the mod he would've told you no and you wouldn't have had to remove it. This is the lesson to be learned from all of this. Ok, bringing porting into this as a sort of gotcha is like pointing a gun at every single modder and user in the Kotor Community who has ever ported, or has ever used, a ported content mod. Modding as a whole is a legal gray area, I can think of no better way of getting Deadlystream and its mods banned then contacting the mega game dev corporations with armies of lawyers at their disposal... and that includes BOSSR, and subsequently, the so-called "legacy" you are trying to build. You chose to upload SH's mod to NexusMods first and then asked him for permission after the fact, he told you "no, remove it". That's it, end of story. And his permission clearly stated it had to be included IN another mod, not reuploaded. And no offense, BOSSR is just another mod in our eyes. It isn't the end of the world if you can't download the legal screen mod from Nexus. SH's work is preserved... on Deadlystream, if he wants to upload it to Nexus he'll upload it himself if he wanted to. Now, what do you mean by "compilations"? If that's just a fancy word for "mod pack" then I'm sure that, with my previous wall of text, you should already have a good idea of why a mod pack on different websites isn't going to work. I have no idea what any of those things are or what significance they may have. Now... why can't we preserve our own mods how we wish? Why should I give permission for someone else to upload my mod to Nexus when I can do it myself? Now, I really want you to know that I'm not trying to belittle you for your views. You're a very passionate person when it comes to Kotor mods, I too used to adore BOSSR when I was younger, it's why I became a modder in the first place. But I need you to understand that many modders don't share your view on things. The majority of Kotor mods are on Deadlystream and the major Kotor communities like Reddit and Discord would all agree that Deadlystream outclasses NexusMods in many metrics when it comes to the Kotor games. Your odd beliefs where the Kotor Community is somehow "dying" whilst the NexusMods Kotor section is simultaneously growing and how it is "so necessary" to migrate our mods to Nexus for the sake of archiving them is either a sign of severe bias to NexusMods or a sign of delusion. And I need to make this last point clear, the internet is an anonymous place (not really, but my point still stands). If I walk past SH in the streets, I wouldn't know it, and he wouldn't know it was me... because we're "anonymous". I'm just "N-DReW25" with the Scout profile and SH is just "Sith Holocron" with a Sith Holocron profile. He doesn't really know me just as I don't really know him. Just as we don't really know you, how can SH and I know what you've just told me is the truth? How do we know you haven't written up a sob story in hopes SH will change his mind & go "Oh, I'll let you upload it to NexusMods". So as I said earlier, Sith Holocron is a hard-liner when it comes to mod rules... and I doubt it'll ever change.
  12. 1 point

    Version 1.0.0

    42 downloads

    Created textures for non-game weapons based on two mods (Weapon Model Overhaul Texture Rework and High Quality Blasters for Modders). To Install 1. Download: Non-game weapon 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  13. 1 point

    Version 1.0.0

    60 downloads

    New textures for Escape Pod. Resolution 2048x2048. To Install 1. Download: LTS_EscapePod HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  14. 1 point
    I don't know what was in the full original description of your mod, so I'm assuming the permission consisted only of what was written in the post. You're right in saying that 'using the work in a mod' does not mean that 'uploading the work unchanged by itself' is okay, and that the person in question misinterpreted your permissions. But speaking generally about permissions, I think there may be a flaw in your logic, SH. Since there are no universal written rules and explanations about what proper modding etiquette is, different people may understand it differently. For example, my experience with permissions comes mostly from using models from Sketchfab and similar sites. Many models are licensed under a Creative Commons Attribution (CCA). In the Comments section under models, in addition to discussions, advices and screenshots of a model ported into the game, sometimes polite people also ask about permission to use the model in video, games, etc. And I noticed that some authors responded with something like “Yes, that’s why I specifically published the model with a free license. Why are you still asking? Just use it already however you like". And it’s easy to understand why: the authors release dozens of models, hundreds of people download them, even if every 100th asks for obvious things (about permissions when they are written on the page), it will become annoying. At the same time, I've seen some modders (retired and active) respond that they don't care/are not interested in what people do with their old mods as they move on. Some authors ask to inform them about the use of their work in other mods because they are interested, but others do not specify anything at all and I wonder if they will be bothered if I write to them about some years-old model? Since then, I've taken a stance: if the modder has allowed everyone to use the mod/model, then be grateful, respect the author and their time, and don't bother them unless you have something to say/to show. In my opinion, it would be better to thank the modder and show them how their work helped create a great new mod, than to ask for permissions (which are already given in the Readme), waste the person's time, create expectations and then fail to produce anything. Modders in the KOTOR community usually don't publish mods under licenses, but the terms 'You can use/modify the mod, just credit the author' written on the mod page or in the Readme file can be considered the equivalent of CCA license. It does not impose any obligations other than “attribution.” If the mod author does not specify additional requirements/wishes, then the user (especially if he is not an active member of the community) may not be able to know their preferences and will have to rely on his own inner judgment. Whether he contact the mod author before or after the release, or not at all, depends on the user. To avoid misunderstandings about 'permissions', modders should write their requirements as clearly as possible, so that there is no potential ambiguity, and expect users to do only what is written in the permissions.
  15. 1 point
    In the politest way possible, we wouldn't be making a mod for you to play if we'd instead just tell you everything from the get-go. We actually can't say, just like with K1 & K2 the mod isn't a linear experience... there are plans to revisit the different planets and these revisits to the same planet could act as an Episode in their own right. Similar to what TSLRCM does with the Atton/Bao-Dur VS Bounty Hunters sequence, ROR will use "cloned" modules to our advantage. In-game, you'll think you're in the same place but at a later date when behind the scenes the same module has been cloned. This can allow us to have a different set of commoner NPCs to give the impression that time is moving forward and the background people are moving on and you're encountering new people in their wake. This sort of thing is being saved for later, as right now there's an internal controversy where the RPG elements are somewhat nerfed because it'd look dumb to have the player commit all sorts of evil and actively fall to the Dark Side with Drayen in the party. I'd expect these sort of major decision influences to take place once Drayen dies and the player is now alone, it'd make sense this way from a story perspective too! I know I wouldn't want a repeat of the K2 influence system as the influence system sort of represented how the player was impacting the party via their Force Bonds. Internal testing would have to be done with different party members to see if the Influence System can work with modded party members & how much of it we can actually touch as I'd assume much of it is hard coded (assuming we just rename influence as trust that is). How ever we chose to implement the trust system, do know that multiple "success" and "fail" states are written for many of the party members so that at the end of the mod, based on the players choices, alignment, faction loyalty, interactions with said party members, trust/influence and other factors the party members can chose to remain loyal to your chosen cause or defect in some way or another... very similar to how influence works in K2. It's planned to have a Canon & Non-Canon path for ROR, this is chosen at the start of the mod alongside Revan & Exile's gender & alignment. If you chose Canon, it'll follow the events of the book with the Exile being dead with the only possibility of an appearance being through a Force Ghost and Revan being locked away for 300 years and would only appear via dialogue mentions & maybe a brief cameo in some capacity. You could argue that this doesn't make sense considering it's "Revenge of Revan", to which I say this mod was in development before TOR came out so we simply have to accept ROR as a fan fiction mod that can bridge K2 to TOR depending on the correct path. But the Canon version isn't being developed at this time, instead the Non-Canon path is. It is loosely based on the book, so characters like Scourge & Vitiate might exist but the Exile may or may not be dead and Revan will make a physical appearance. As you can imagine, there'd be a point where you'd meet Revan and this "point" in the mod would change dramatically depending on the Canon VS Non-Canon choice.
  16. 1 point

    Version 1.0.0

    20 downloads

    Ravager Rapid Transit Author: Emperor Devon Version: 1.00 File Name: Ravager Rapid Transit.zip Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 1. DESCRIPTION This mod lets your PC immediately leave the Ravager after killing Nihilus and placing the last proton core. There is no longer any long walk back to your shuttle. The cutscene of the Ravager exploding simply loads once your PC says it's time to leave. If you kill Nihilus after placing the last proton core, you will leave the Ravager following the conversation between Visas and Mandalore (if you spare Visas) or Visas' final words (if you sacrifice her). If you place the last proton core after killing Nihilus, you will leave the Ravager after doing so. Why make this mod? Because running through the gigantic empty ship back to the docking area was tedious. Plus, TSL's endgame has you run through more than enough empty or combat-filled areas with minimal dialogue. The less of that, the better. 2. COMPATIBILITY This mod is designed for use alongside the TSLRCM. If you don't have the TSLRCM, installing this mod won't break your game, but you will only instantly leave the Ravager if you place the last proton core after killing Nihilus. (Since the dialogue files which trigger that script come from the TSLRCM.) This mod is compatible with all other mods. 3. INSTALLATION Copy the files to your override folder. 4. UNINSTALLATION Delete the files from your override folder. 5. USAGE AND PERMISSIONS You have my blessing to do whatever you want with these files. If you use them in another mod, or upload them to another website, please give me attribution for my work. 6. CREDITS • Cortisol for developing the Holocron Toolset • Deadly Stream for providing a continued home to KotOR modding • tk102 for his dialogue editor • The TSLRCM team for restoring so much of the game's cut content • Wine's developers for letting me run Windows tools over Ubuntu • Wizard for continuing to maintain the Holocron Toolset • BioWare and Obsidian for making great games that people still play 20+ years later. 7. LEGAL DISCLAIMER THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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

    Version 1.8.6

    117,080 downloads

    Experience famous restored content mod on your mobile device. Install instructions: Both iOS and Android place all files in a folder called ‘mods_english’ (or ‘mods_italian’, etc.) within a folder called ‘dlc’. So /dlc/mods_english/[all files]/. 1. Unzip mtslrcm.zip 2. dlc folder contains five subfolders, for each language version; feel free to delete ones you don't use. 3. Paste it in the install location: iOS: On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes. ANDROID: On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/ As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal."
  18. 1 point

    Version 1.0.0

    868 downloads

    This mod will replace and update texture files. To Install 1. Download: Duros HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  19. 1 point

    Version 1.0.0

    163 downloads

    Non Silhouette TSL Style Portraits by Sdub Version: 1.0 Description: This was a personal mod I made to use with the Stylized portraits. I was inspired by TSL which does not have the silhouette portraits that are used before you recruit a party member. It instead uses a blank design and a border. I am no artist so I made this very quickly. Feel free to consider it a modder resource to expand and make better. Installation: Extract files to override Uninstallation: Delete files placed in override Compatibility: This mod is compatible with any mod as long as it doesn't already replace these files. K1R Compatible: Yes Tools Used: paint.net Big thanks to the KOTOR Modding Discord & Deadlystream Discord
  20. 1 point

    Version 1.0

    393 downloads

    Quanons Mission Color Pack Hello, everyone, Here follows a small mod, well more a variation on a mod I did earlier. A reskin for Mission Vao. Though this time I altered her skin color. You can pick any of 5 I made. Red, Green, Yellow, Purple and White/ Cream. Have a look at the screenshots and the row of portrait shots. Those will show you just how colorful I made it. As before, nothing changed much to her vanilla look, besides the color. To install, copy all the TGA files, each color has it's own folder, to your Override. That's it! The mod is installed. Enjoy!
  21. 1 point

    Version 1.0

    812 downloads

    This mod replaces Yuthura Ban's head texture to give her Sith eyes as seen in the Star Wars movies. But if you manage to turn her back to the light and meet her again later she'll have her original eye colour again. Installation: Run YuthuraInstaller.exe and let TSL Patcher do its magic. It should find your KotOR installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.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: Delete N_UthuraH.tga, N_UthuraH_Light.tga and dan13_yuthura.utc from your Override folder. Then copy heads.2da from this mods backup folder and place it inside your Override folder, replacing the one already there. If there is no heads.2da in your backup folder, you can simply delete heads.2da from your Override folder (unless you installed other mods editing this file afterwards). Compabilitiy: This mod is obviously incompatible with any mod that alters Yuthuras head texture, you can however replace my version with another one if you like it better. It is also incompatible with any mod that alters Yuthuras .utc file on Dantooine and with any mod that alters her dark side transition skin in heads.2da. I made it that way - this way meaning that I made Yuthura a dark side character on Dantooine and giving her a light side skin while she's dark - because that way it was possible to leave her Korriban .utcs untouched and since it's more common to have them modded that's probably a good idea. And it doesn't matter if the game thinks she's on the dark side on Dantooine anyway. Credits: Mod by Kexikus TSL Patcher by stoffe THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. 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.
  22. 0 points
    I don't know how things are in other modding communities, but even as far back as Lucasforums, we had a general good faith policy of communicating with the mod authors. A form of common courtesy to reach out and check in with them. This allowed for open communication, everyone being aware (as they could be) of what was going on, and even assisting in refining the work or helping to avoid pitfalls. And that was a wonderful system. The point was the common courtesy and being able to have evidence of a good-faith attempt to update the mod author on things. Even with KotOR's Filefront died, we as staff discussed and agreed on a process using the community's historical precedent of good-faith contacts. We checked each author's permissions and when necessary, we reached out to those authors through any channels we had. Then we waited a respectable time for a response (I can't recall how long that time was, but I believe it was at least a month). This was well-received by many, and a key point was that we reached out before we went and did a thing. Now, I realize that was years ago and cultural norms shift, especially online, but this has usually never been an issue in this community. I can well understand SH's response to getting told about `proper modding etiquette`; SH has been a stable pillar when it comes to that very concept for well over a decade. The seeming lack of perspective to realize that is surprising. I don't know if the person frequents NexusMods more than here, or how knew they might be, but I foresee this problem could come up more and more over time with the sheer size of an outlet like NexusMods.