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Showing content with the highest reputation since 04/25/2019 in all areas

  1. 8 points

    Version 1.0

    72 downloads

    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. 5 points
    This turned out better than I expected: The video shows a test for an animated Malachor skybox and surprisingly it actually looks good. What you see are basically three layers: A skybox that has only terrain. A second skybox that shows the closest clouds including the "ceiling" and rotates around its axis. And a cylinder that has the distant clouds and rotates slower than the close clouds. And the video also shows my new lightning animation. The skybox is still not done though. I want to have more cloud contrast (all attempts for that were unsuccessful so far) which should also help with distinguishing the two cloud layers, the terrain color is not quite right and it needs to be lowered a bit as well. And then there are the lightning strikes coming directly from mountains that I need to move somewhere else. Oh and there's a rendering error where part of the terrain is cut off for some reason. Also not quite sure about the animation speed. I might have to make that faster. I might work on another skybox first though just to get a fresh perspective on Malachor afterwards.
  3. 4 points

    Version 1.0.0

    28 downloads

    [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
  4. 2 points

    Version 1.0

    1,629 downloads

    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.
  5. 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.
  6. 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.
  7. 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!
  8. 2 points

    Version 1.1

    90 downloads

    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.
  9. 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.
  10. 1 point

    Version v2

    309 downloads

    ************************************** Knights of the Old Republic - The Sith Lords ************************************** TITLE: Effixian's Bao-Dur Reskins 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 ************ This mod includes reskins of: - Bao-Dur's head - The lightning in his mechanical arm (more red) - His mechanical arm when wearing armor (red details) - His default clothing (a lot of black) - His Remote (and with it also other Sensor Balls). The Remote gets a more Imperial look. There's 3 variations included that you can choose from, version A has different looks for light side, half way dark and fully dark side. Version B is for the Darth Maul fans who want the look inspired by him from the start. Version C is based on the Nightbrothers from Dathomir. This mod is not compatible with other mods that change Bao-Dur's appearance. TSLRCM: A few files that change Bao-Dur's default clothing to a darker version are also included in TSLRCM, so you will need to overwrite those files if you're using TSLRCM. If you like you can make backups of those files before replacing them (P_Bao_DurA.tga, p_bao_dura.txi, P_Bao_DurAD01.tga, p_bao_durad01.txi). ***** BUGS ***** None. ************* UNINSTALLING ************* Remove the following files from your Override folder: C_SenBall01D.tga fx_Baodur.tga P_Bao_DurA.tga p_bao_dura.txi P_Bao_DurAD01.tga p_bao_durad01.txi P_Bao_DurH.tga P_Bao_DurHD1.tga P_Bao_DurHD2.tga P_BaoDur_Arm.tga PO_PBaoDur.tga po_pBaoDurd1.tga po_pBaoDurd2.tga ******************* DISTRIBUTION NOTES ******************* You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if simply you ask me. ******** 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.
  11. 1 point
    ^ You have to start a new game to play it.
  12. 1 point

    Version 1.20

    2,897 downloads

    JC2 Improved Grenades The idea has been around for a while, but I haven't seen a mod, other than FairStrides [TSL] Fumble Grenade mod, attempt to edit the effects of grenades. So by editing the k_sup_grenade.nss, I've reworked the grenades to increase their potency. Beware! This works both ways! Demolitions now affects how much damage a grenade can do, the more demolitions a character has the more damage they can cause with a grenade. This was originally GGT89 idea from this thread > http://deadlystream.com/forum/topic/5678-need-help-to-modify-game-mechanics-in-kotor2/?hl=grenade#entry59186 Special Thanks to Bead-v for the advice on another thread about editing the k_sup_grenade script. Thanks to FS for teaching me most of the script I know! This mod improves the potency of grenades to a higher and more effective but possibly game-altering level. I lost the .nss for the normal install, which is annoying decompiling did not work.. However, a full documented change list is included so that will make it somewhat doable to replicate for future bug fixes or updates. Second option for hardcore enthusiasts, the grenades instantly kill groups of people and are quite lethal! I recommend only installing this with JediShemL's Super Enhancement Mod or other realistic lightsaber/blaster mods. Source script is included for the second option Third option is for vanilla lovers, that only adds demolitions skill as a damage bonus and increases the explosion radius slightly. Like before, a detailed log of the changes exist inside the folder! INSTALLATION: Copy and paste the k_sup_grenade.ncs file into the override. You will have to decide which one you want. There are two folders, each with a different version. It will take effect immediately, and can be removed, at any time, without causing any issues. Copy and paste grenade UTI files if and only if you want to, it only affects their description to match/remind the PC of what I've changed. However, the Hardcore Version doesn't have corresponding UTI's. As always, this mod may update pending feedback. Hope you enjoy! -jc2
  13. 1 point
    only now i could try this. excellent work, fits better that helmet visor as supposed to be. Permanent install on my end.
  14. 1 point

    Version 2.0

    14,703 downloads

    This mod replaces the Force Drain, Force Lightning, Death Field, cold ray, ion, and neural pacifier beam effects with new, higher-res ones.
  15. 1 point
    Very nice reskin! Reminds me of the white sith trooper reskin
  16. 1 point

    Version 1.0.1

    619 downloads

    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
    Be well Logan, that's all any of us care about now
  18. 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*
  19. 1 point
  20. 1 point

    Version 1.0.0

    291 downloads

    This mod is a small fix for a couple of wall panels in the entranceway of the Taris Upper City cantina. For some reason the mesh for this particular pair of panels was split off into a different model from the rest of the room. More importantly, it was assigned a lightmap that doesn't exist, thus it appears black in-game. To solve this, a duplicate of the adjoining panels was added to the entranceway room model in the appropriate position and the original mesh removed. To install, simply drop the MDL/MDX files into your Override. Compatibility: Won't be compatible with any other mods that edit those two room models, but the likelihood of that is low. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ebmar for bringing the issue to my attention
  21. 1 point

    Version 4.0

    310 downloads

    In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!
  22. 1 point

    Version 1.1

    216 downloads

    This mod does several things: It makes all texture variations of the commoner clothing available to the player, with all the items - 11 total outfits - placed in various locations throughout the game. I've placed them where those outfits seemed to be the most popular, so if you see an NPC wearing an outfit you haven't seen before, the item can probably be found nearby. It changes which clothing item the player receives on Telos, based on class as seen in the character creation menu. Only the first clothing item the player receives will be based on their class; players of all classes will still be able to find the other variants elsewhere in the game. It adds a male variant of the Czerka uniform to match the existing female texture. For whatever reason there wasn't a male variant, so I've cobbled together one from the female variant and the other male textures. It shuffles around some of the textures so the male and female variants match each other more closely, primarily based on color. I've made sure to patch any affected characters to revert their outfits to their original appearances. It adds unique icons and names to all the items, so you can tell them apart. (They were all just called "Clothing" before.) I've named them based on who in the game wears them; for example, two of the outfits popular on Dantooine I've named "Settler Clothing" and "Fringer Clothing". The icons display both the male and female variants of each item, due to the differing appearances. It adds custom icons for Atton's Ribbed Jacket and Mira's Ballistic Mesh Jacket. They originally used the same icon as commoner variant #1, and since I changed that to look like the commoner clothing I saw it fit to give the unique items their own icons as well. It touches up several of the male textures to fix some discoloration and bad seams. I have also included an option to give the commoner clothing some upgrade capabilities. If you choose this option, you'll be able to upgrade the clothing items with some underlays, the same upgrades available to the miner uniform.
  23. 1 point
    If the mere presence of a console off in a side room that you never have to visit offends you, then don't use the mod.
  24. 1 point
    I don't really have any time for testing. Try this and see how it goes. https://www.darthparametric.com/files/kotor/tsl/[TSL]_DP_Armoured_Jedi_Robes.7z
  25. 1 point
    This is something original! This shields are very well designed and are a fine addition to the game. The stats are well thought and balanced giving some small benefits specially to one-handed weapon players. They look really cool while equipped, but some combat animations may seem a bit strange and out of place because, well, the game wasn't designed with shields in mind. The shields work as an off-hand melee weapon, so you will hit your targets with it, even having a corresponding sound effect. Also they provide a blaster bolt deflection bonus except one, which I think should have it too. Beautiful well designed and balanced items it's what we want in a mod, right? So I strongly recommend this one. I give this mod 4/5.