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Showing content with the highest reputation since 10/18/2019 in all areas

  1. 5 points

    Version 1.0.0


    DESCRIPTION This is an HD reskin of our fierce assassin droid HK-47, as well as HK-50 and HK-51. Their textures are now each 2048x2048, each manually-upscaled and incorporating downloaded textures. I constantly checked my work against the 3D model to ensure there were no texture seams. I even added an environment map to enhance the look of the brushed metal. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. If you're looking for an HD reskin for the KotOR I version of HK-47, check out "Quanons HK-47 Reskin" (https://deadlystream.com/files/file/1001-quanons-hk-47-reskin/). INSTALLATION Run TSLPatcher.exe. UNINSTALLATION Move the files from the newly created "backup" folder to the KotORII "override" folder. THANKS Thanks to GIMP, wildtextures.com, Blender, KotORTool, KotORBlender, mdlops, and the KotOR Savegame editor. Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  2. 4 points
  3. 4 points
    Hello there, I'm kind of new here with this being my first post but I have had this account for some years now and I also did some modding to this game back in summer 2015. Now I have been messing around with the new tools and I was interested in KotorBlender to create new animations since that's the program I recently learned for modding Jedi Academy as well and I am quite comfortable with it now. So my intention was to create new facial animations but I wasn't sure of the capabilities this plugin offered. I was quite glad when I found out that it has been recently updated and it fully supports animations as well as other models properties. But when I imported a head I was quite surprised to see that the bones in this game are not really bones like Jedi Academy for example but objects that act like such. Thus, I couldn't attach them to the mesh to see how it deformed when trying to create an animation. So I tried creating a temporary bone rig in blender that you could use and attach each bone to each object so that when you move a bone the object also moves. This may seem like it's working on paper but I had so much trouble with transforms that I almost gave up. They are a real pain in the ass. First I tried animating the bones and the objects apparently move with them but in reality they are not changing their transforms. So I tried to copy and paste them from the bones and it seemed to work in the program but in game the face was a total mess. This was because the objects were taking the absolute transforms of the bones that were in a different position that the objects are. What appears to be working in the program has nothing to do with the game and viceversa. So I just parented them and even though the objects would jump to a weird location their transforms would remain untouched as you can see in a test animation I made here: So now how do I transfer the bone movements to the objects? I tried a thing in blender called Delta transforms. This are like offset transforms that only take into consideration the relative location and rotation of an object. This was very useful in a parent/child scenario like this because now I had the original objects location/rotation + the relative transforms of the bones. Unfortunately when I tried it in game it did nothing, probably because the plugin only reads the absolute transforms, the delta transforms are stored in a different field. So I couldn't use this approach. Can the KotorBlender plugin be updated to support delta transforms? It would be really useful and nobody would have to do what I'm about to say for it to work. I needed to somehow transfer those delta transforms to the absolute transforms so that the plugin could read them. There is a function in blender called "all transforms to deltas" that transfers all the absolute transforms to the delta fields and left the absolute ones to zero which is exactly the opposite of what I need. I need to transfer this absolute+relative transforms that I have in the delta fields to the absolute fields. Luckily I found a script that did exactly this but I had to this for every single keyframe which is extremely exhausting and time-consuming. If someone here knows how to code on python can you do a script that does this automatically? It wouldn't be that bad then. So after thousands headaches I finally got it to work in-game: You can also see that the model has those wrongly shaded faces around the jaw. Anybody knows how to fix that? I saw other people having the same issue but I'm not sure how to fix it. I decompiled and compiled the model with MDLOps 1.0.0 since MDLEdit was giving a lot of problems. The point of all these is that you can make a facial animation with a dummy mesh so you can see how it looks without having to load it every single time in game. But I don't know if this is a worth approach with all these problems, if you solve one of those two though then it really is at least for me. I just wanted to share this knowledge to people who may be interested in this or don't know the extension of this plugin. Now I just need to learn animated cameras for the machinima I'm trying to make, does anyone have any tips/tools/tutorials that I could use? Would be really appreciated. Sorry for the long post. And thanks for keeping this community alive!
  4. 3 points
    Looking closely at his question, I understood that he was more asking for a roadmap (knowing more or less where we're at, and where we're going - aka what's the scope of the release and the remaining tickets that needs to be done) than asking (or even "demanding" - come on guys!) for an actual "deadline" to be met by developers (and certainly not asking to "rush" for the release to happen...). Maybe at the most, he asked for a rough time estimate (for which a sentence like "one to three month" would have probably been more than enough for his curiosity, even if it's not accurate in the end). Having worked for a decade as a software developer and team lead, I find roadmaps to be really valuable tools both to communicate with your customers (or here, fellow community members) and to help with motivation for the developers on their journey through a release (looking back at what has been done already can alleviate frustration, for example - the same when looking at the backlog of tickets shrinking when you get things done). If you only have an infinite backlog and no scope for a release, it can get difficult for everyone to ever "see the end of it". So if the questions "what's the progress?" (scope) or "when will it be done?" (time estimate) comes too often and irritate developers, maybe a roadmap (using GitHub's "Milestones" or "Project board" for example?) is a way to answer that... It's about finding ways to achieve clear, transparent communication and expectations. Not about lowering the quality of the releases nor rushing out the developers. #foodforthoughts #loveyouguys #keeprocking
  5. 3 points
    Sure. I just wanted to give you an idea of the work that would be involved. Thank you, I can hardly take any credit for the original model and texture, which were made by DT85 and Toshi over at JKHub. The female model is the result of some heavy editing on my part though. Now that the cloaked version has been released, here's a sneak peek at what I'm working on next: This is a brand new model that I've created from scratch by using the female underwear model as a reference for the shape and proportions. The basic design is heavily inspired by this artwork by Jan-Wah Li. The idea I had for this mod was to create a set of simple robes that the Jedi Exile would wear once his/her training with Kreia begins and that would evolve with the player just like the way the Exile's Crystal works: the higher the light side (or dark side) stat of the player, the better the buffs. The outfit will also get a new color scheme as the player evolves: as the player tends to the dark side, the robes will get closer to black. Inversely, for light side players the robe will get a more colorful texture. I'm not decided on the colors yet but I might include a few versions as an option to chose from during installation (I'm open to suggestions). All of that will of course involve a bunch of scripting which is really not my thing, but that's a problem for later.
  6. 3 points
    Had an awesome dream. Korriban is settled by miners and others seeking their fortune. The ancient Sith are returning from the depths of the planet with plans of conquest. The colonists have to kill some monstrous creatures they had captured because the Sith could control the creatures from afar. One man sacrificed himself to kill one creature- a huge white spider like thing- that could not be killed otherwise. Who knows what other and how many other creatures there are in the depths of Korriban. The Jedi are long in coming. Korriban was settled by the colonists against all advice of Jedi and Republic alike. No one wants to risk great loss by coming to the planet. The Sith themselves are very mysterious. Of the old bloodlines, and unknown what powers they have and what they can do and what they will do. Very dark, of course. Very realistic. As if KOTOR was brought to real life. The atmosphere and feeling was incredible. Probably inspired my old head canon of Sith still living deep within Korriban. All pre-TOR.
  7. 3 points
  8. 2 points
    No need to get so angry. I never asked you about it before so it was enough to just say "its done when its done" if you don't won't to answer and I wouldn't ask again. Your "policy" was not written anywhere I could see either. I'm just surprised why you wrote that its very close to release if giving time frames is something you hate. Btw, it is meant to be just a hobby and not a chore. If you feel too much pressure by doing it within a decided timeframe then nothing stops you from extending said timeframe as much as you want. You can even delay it by a decade or drop it altogether if you want. Take care.
  9. 2 points

    Version 1.0.0


    This is it. This is how Atton Rand was meant to dress. The faithfulness to his concept art is staggering Features: A coveted glimpse of Atton Rand's chest Known Issues: You're always going to see the neck seam because of cast shadows, so how obvious it is depends on the lighting. Some of the best lighting is found in the well-lit entryways of Nar Shaddaa's entertainment promenade, so if you want Atton's chest to look good while he tells you about the horrible acts he's committed, try to initiate the conversation there. If you use the vanilla textures, there's a period of time in the middle of a dark side descent in which Atton's face won't match with his chest, since there's an extra transition texture for the face but not for the body. You can avoid this somewhat by using subtler dark side face textures; I like using tiredschutta's Atton reskin. File: The file contains my edits on the vanilla texture files at 512p, and an optional file for use with tiredschutta's Atton reskin. Installation: Move P_AttonBA.tga and P_AttonBAD01.tga to Knights of the Old Republic II\override Uninstallation: Delete P_AttonBA.tga and P_AttonBAD01.tga from Knights of the Old Republic II\override
  10. 2 points
    Just updated my TSL HD Cockpit Skybox mod to v3.0
  11. 2 points
    The saga already ended , Disney made sure to kill it two movies ago.😋
  12. 2 points
    Just copy any TXI data from the end of the TPC. It is stored as simple ASCII strings.
  13. 2 points

    Version 1.0.0


    This is a companion to my K1 Main Menu Widescreen Fix mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). But of course the major feature is that it swaps out Darth Malak for Darth Revan. There are four versions included: Version A uses the vanilla Revan N_DarthRevan01 texture, upscaled to 2048x2048. This texture will override the original and be used by the Revan stunt model (or flowing robes mods) during the game. Alternatively, the menu model will make use of any third party texture of the same name, should you prefer those. Version B uses a uniquely named texture, so it will not override the one used in-game, and the menu model will not make use of third party textures. Additionally, the envmap mask on this texture was adjusted to tone down the shininess of the chest and arms, as I found that a bit too overpowering. Version C uses a further modified version of B's texture to also adjust the colour of the helmet/mask visor to make it a little more apparent. Version D takes this a step further and adds a slight glow (self-illumination) to the visor. Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model (including my own - although the replacement KOTOR logos are compatible). As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod. N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS. Installation Instructions Extract the archive, navigate to the folder that contains your desired version, copy and paste the files into your Override folder, overwriting if prompted. If you are using version A and wish to use someone else's texture, don't copy N_DarthRevan01.tpc. Known Issues The crossed over belts lack a proper animation, so they are basically static. Even scaled up the Revan model lacks the shoulder width of the Malak model, so crossing the arms was a bit difficult to replicate. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for TGA2TPC. Thanks to @ebmar for enquiring about the feasibility of the Malak/Revan swap, leading me down the rabbit hole of actually making the mod.
  14. 2 points

    Version 2.0


    New HD texture for Malek. Resolution of the texture of the head 1024X1024. Resolution of the body texture 2048x2048. The texture is made from scratch. You can choose between blue eyes and red. Really easy to install: copy all the files to your override. Look at the comparison picture to get a better idea:
  15. 1 point
    View File TSL HD Cockpit Skyboxes HD Cockpit Skyboxes DESCRIPTION When you land the Ebon Hawk on a planet, you are able to look out of the cockpit and view the landing platform. This is achieved by a cylindrical texture. Since the vanilla textures were low res, inaccurate, and desaturated, I recreated the platforms in Maya and rendered them to look as they do in-game. The main planets, including M4-78, are all remastered in 4096x1024. I also include a version of the Nar Shaddaa cockpit texture that utilizes the Realistic Nar Shaddaa Skybox mod by Sharen Thrawn. Additionally, I've upscaled and retouched the outer hull of the ship as seen from the cockpit. If you need downscaled versions, the Medium Resolution option provides 2048x512 resolution skyboxes while the Low Resolution option provides 1024x256 resolution skyboxes (the size from the vanilla game). I'm also offering these textures in TPC format, which tends to be 1/4th the size and download time of the uncompressed files. INSTALLATION -Drop all of the files from the main mod folder into your override folder. -If you want the cockpit texture that uses the Realistic Nar Shaddaa Skybox mod, replace the EBO_Sky01.tga file with the one from the folder labeled With Nar Shaddaa Realistic Skybox. UNINSTALLATION -Delete the aforementioned files from your override folder. THANX Thanks to Photoshop, Maya, MDLOps, Gmax, KotORmax, GIMP, Blender, KotORBlender, and ESRGAN. Special Thanks to Sharen Thrawn for making the Realistic Nar Shaddaa Skybox mod. Please don't repost this on other sites unless as part of a mod pack (with proper credit to me) Submitter tjsase Submitted 10/28/2016 Category Skins TSLRCM Compatible Yes  
  16. 1 point
    Not by default in K1 I don't believe. However, you could script it using a custom token object oPC = GetFirstPC(); int nSex = GetGender(oPC); if (nSex == GENDER_FEMALE) { SetCustomToken(666, "her"); } else { SetCustomToken(666, "him"); } Then your TLK line would be something like I am no longer <CUSTOM666> now. I'm not sure what the upper bound of custom tokens is though. You can check k_con_tokens for vanilla ones. Look like they go up to at least 45, so you'd need to be above that.
  17. 1 point
    Should I even bother putting my two cents in on the K1CP drama?
  18. 1 point
    But when is it comin- *dodges thrown projectiles*.
  19. 1 point
    Presumably you were right on the cusp of folder depth with the first one, and the extra length of M4-78 put it over the edge. Google "Windows MAX_PATH" if you want to know more.
  20. 1 point
    You'll typically also want to set a boolean on the trigger, or destroy it after it has triggered, assuming it is intended to be a one-and-done event. Alternative options include checking the creature or object that is assigned the conversation for a boolean, or checking a global boolean/number, as appropriate. Here's one example: #include "k_inc_utility" int HasNeverTriggered() { int bReturn; if (UT_GetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01) == FALSE) { bReturn = TRUE; UT_SetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01, TRUE); } return bReturn; } void Main() { object oDLGOwner = GetObjectByTag("DLGOwner"); object oEntering = GetEnteringObject(); if (GetIsPC(oEntering) && HasNeverTriggered()) { AssignCommand(oDLGOwner, ActionStartConversation(GetFirstPC(), "DLGString")); } } You can also cut out the middle-man and just do it like this: void Main() { object oDLGOwner = GetObjectByTag("DLGOwner"); object oEntering = GetEnteringObject(); int SW_PLOT_BOOLEAN_01 = 0; if (GetIsPC(oEntering) && !GetLocalBoolean(OBJECT_SELF, SW_PLOT_BOOLEAN_01)) { SetLocalBoolean(oTarget, OBJECT_SELF, SW_PLOT_BOOLEAN_01); AssignCommand(oDLGOwner, ActionStartConversation(GetFirstPC(), "DLGString")); } }
  21. 1 point
    We used to call those pigeons and seagulls.
  22. 1 point

    Version 1.0.2


    DESCRIPTION Something that always bothered me in TSL is that your character is supposed to be one of the last Jedi knights of the galaxy, hunted by Sith assassins and the Exchange's bounty hunters at the same time, yet you run around fully dressed in what are unmistakably Jedi robes, swinging your lightsabers left and right. Not the best example of discretion. Thinking back to ROTJ, I noticed how Luke's new attire was elegant, simple and discreet, while still keeping a flair of the Jedi order with the purple tunic over his black jumpsuit. This mods add's Toshi's and DT85's excellent model of that outfit which I ported over from Jedi Knight: Jedi Academy. But this mod isn't restricted to male characters: I've also modified the model heavily to adapt it to female characters. The tunic comes in two main variations: 1. Jedi Journeyman Tunic 2. Master Jedi Journeyman Tunic The latter uses Circa's Luke Jedi Master retexture, and gives a small boost in Wisdom and Force regeneration. HOW TO FIND The first varation (Jedi Journeyman Tunic) is sold by Dendis Dobo, the honest one of the twin Duros merchants on Telos. The item is added via a script when you ask him to see his wares. The second variation (Master Jedi Journeyman Tunic) is sold by Daraala, at the scavenger camp on Dantooine. IMPORTANT: The items are added via a script which only fires up the second time you talk to her. COMPATIBILITY This mod is compatible with (and was only tested using) TSLRCM which I heavily recommend if you still haven't installed it. This mod will be incompatible with any mod that alters the PMBJ and PFBJ models, as well the .DLG files of the conversations with Dendis Dobo (dendis.dlg) and (daraala.dlg) IMPORTANT: APPEARANCE.2DA As I was testing this mod, I noticed that the Model J and Tex J columns in appearance.2da had some inconsistensies. Most female character appearances would be assigned PMBJ as a texture for the PFBJ model, except for the handmaiden. Atton had no entry at all, making the game crash each time he'd equip the robes. This TSLPatcher will modify your appearance.2da to edit the Model J and Tex J columns to solve those inconsistensies. INSTALLATION Simply execute the TSLPatcher.exe in the "Luke Tunic Mod" folder and let it do its magic. Give it a hand if it can't find its way into your TSL folder by its own. To uninstall, delete all the files that are included in the "tslpatchdata" folder from your Override folder (excepted for changes.ini and info.rtf which you won't find in your Override folder). NEW: Download the BaoFix.rar file and extract its contents in your Override folder. This is a fix created by DarthParametric to fix an issue that occured when training Bao-Dur (see below). KNOWN ISSUES May cause a crash or turn the PC invisible when training Bao-Dur to become a Jedi. Please refer to the new install instruction above to fix this issue. CREDITS All credits for the original model and textures go to DT85 and Toshi who created it for Jedi Academy. All credits for the Master Jedi texture variant go to Circa from JKHub SPECIAL THANKS to @JCarter426 and @bead-v for helping me with getting the model to work properly in game and with the appopriate textures @DarthParametric for providing the script that injects the items into the merchants' inventories, as well as fixing several issues with the models and creating a fix to CTD/invisibility glitch that occured while training Bao-Dur to become a jedi This is with first mod ever and it was a hell of a learning curve. I wouldn't have been able to make it without their help. Also to the creators of KoTORTool, MDLEdit, KoTORMax, KSE, DLGEditor and Kotor Scripting tool
  23. 1 point
    Hello ebmar! A friend of mine could upscale the low resolution textures that come with the mod as a personal favor to me but he can do it only if you haven't embedded into the .tpc files any custom .txi file because he needs to convert them to .tga and that information would be lost. Of course, it would be alright to have the .txi file you may have created but if you didn't do anything of the sort, he will proceed with the upscaling and if you like, you could release a new version of the mod with HD textures. Cheers!
  24. 1 point
    It's possible, although requires a fair bit of screwing around to mate to the KOTOR heads. I did experiment with a mirrored Arcann mask at one point though: And various other ones. But nothing was ever put into a releasable state fit for public consumption, and I have no time to spare for it at the moment. Maybe over Xmas I'll release a modder's resource pack of models and someone else can deal with turning it into an actual mod.
  25. 1 point
    I absolutely love this mod. I've been using it all throughout my latest playthrough. It really suits the Exile. I have noticed one bug, though. I'm not sure if it's just me, but when I go to train Bao Dur, during the training animation sequence, the game will crash if the exile is wearing this outfit. If I take it off right before I go to train him though, it won't crash. It appears to have something to do with the outfit change that happens during that sequence. That's the only instance I've found, and I've been consistently wearing it throughout my entire playthrough. It could also be my mod collection causing problems. Someone else will need to confirm. But other than that, it works perfectly. Thank you for all your work on this. It came out looking fantastic in-game and I love wearing it. It feels like you added something that should have been there all along.
  26. 1 point
    I very much like the merging of the kotor Mandalorian color style with the "modern" mando'a beskar'gam. Well done!
  27. 1 point
    Well glad you like it! Things like wind & vegetation effects would be certainly cool but probably not possible... However, filling the skyboxes with numerous objects would simluate variety to some degree. Dantooine btw. is done with Naboo in mind: Mod: For the Crystal cave im still thinking about emulating the shimmering effect on the rocks here: Still WIP:
  28. 1 point
    Despite the sparse updates recently, the texture production is going pretty well actually. For the upcoming K1 Overhaul I will open a thread soon, but I can assure you guys it's a massive, epic mod that blows any of my previous mods out of the water. Literally. For instance all textures (already > 7 GB) have been remade over the years from scratch, and it doesnt use repetitve tex either - e.g. some computer panels using the same vanilla texture like the Sithbase ones are now divided into at least 6 totally different animated panels with original designs from the movies. original vanilla panel: Ep VII: Mod: Panel EP VII: Mod: Or this lock mechanism inspired by BF2 is only used for a tiny texture to make the SB door panels feel more realistic: To get an appropriate feel to Taris Lower City i also made some cyberpunkish Light tech and such: But there's much more to come!
  29. 1 point
    View File Black for Silver Crystal & Saber Colors Black for Silver Crystal and Saber Colors by 90SK Info: Actually also available in the "Bleach Skin Pack" on filefront Kotor2 mod archive, I made this as part of a mod by request a number of years ago, and it was fairly successful, the blade has a unique, vibrating energy look and is generally very dark black blade. It replaces the silver crystal, although I believe if Atton asks you about your old saber, you say silver but then the Exile had a black blade instead. Mod permissions: Please do not release this mod without my permissions. Installation: Place files in Override folder, in your SWKotOR2 directory. Uninstallation: remove mod files from Override Special thanks: LucasForums, Filefront, DeadlyStream ---- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter 90SK Submitted 10/02/2019 Category Skins TSLRCM Compatible Yes  
  30. 1 point

    Version 1.0.0


    Re-texture of Vrook, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. To Install 1. Download: Vrook HD International Global mod 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)
  31. 1 point

    Version 1.61


    This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself. Additionally, because their interactions are primarily via hologram, this mod includes a revised version of Jinger/Kreia’s Admiralty Mod, which changes the appearance of Admirals Cede and Onasi to give them outfits more fitting of their rank. And while I was at it, I also revised certain appearances with head swaps and custom model merges (hair, etc.) to try and reduce overuse of the same heads and make NPCs a little more distinct. N.B.: TSLRCM is a requirement for this mod. It is not compatible with the vanilla version of the game. Specific Changes: Ebon Hawk: Bastila hologram (Light Side male Revan) Ebon Hawk: Bastila hologram (Dark Side male Revan) Ebon Hawk: Carth hologram (Dark Side female Revan) Ebon Hawk: Carth (Admiral Onasi) hologram (Light Side female Revan) Ebon Hawk: Canderous hologram Ebon Hawk: Jedi Master Atris hologram Ebon Hawk: Jedi Master Kavar hologram Ebon Hawk: Jedi Master Vash hologram Ebon Hawk: Jedi Master Vrook hologram Ebon Hawk: Jedi Master Zez-Kai Ell hologram Peragus: Administration Officer hologram Peragus: Dock Officer hologram Peragus: Maintenance Officer hologram Peragus: Medical Officer hologram Peragus: Security Officer hologram Peragus: Coorta hologram Peragus: Coorta thug #1 hologram Peragus: Coorta thug #2 hologram Harbinger: Republic Captain hologram Harbinger: Republic Navigation Officer hologram Harbinger: Republic Doctor/Med Officer hologram Harbinger: Republic Soldier hologram (partial) Harbinger: Admiral Cede hologram Harbinger: Admiral Onasi hologram Telos: Admiral Cede hologram Telos: Admiral Onasi hologram Telos: Admiral Onasi physical appearance Dantooine: Jedi Master Vandar hologram Dantooine: Jedi Master Vrook hologram Dantooine: Admiral Cede hologram Dantooine: Admiral Onasi hologram Nar Shaddaa (Goto's Yacht): Goto hologram/projector VFX Korriban: Bastila hologram (Dark Side male Revan) Korriban: Jedi Master Vash hologram (M4-78) Korriban: Jedi Kaah hologram (M4-78) Malachor V: Bao-Dur hologram Known Issues: There are still visual artefacts from overlapping sections of individual meshes, particularly noticeable in the case of the neck being visible through the jaw which occurs with certain animations and/or camera angles. This is not addressable by model edits. The problem is the way in which the engine renders overlapping transparency within a single mesh. The Republic soldier on the Harbinger has been replaced as of v1.3, however the helmet is still somewhat problematic. I'm not sure that is addressable without completely remodelling it, and perhaps not even then given its shape. Hair planes with alpha transparency don't function as intended as holograms, so typically look pretty terrible (e.g. Peragus Maintenance Officer). There's not much that can be done about those, other than completely remodelling the hair to rely on geometry rather than texture transparency. Dangly meshes used for hair bangs tend to look conspicuous due the requirement of placing them under the head mesh in the hierarchy. Particularly egregious examples may warrant having these elements being turned into skinned meshes in a future update. No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.). Compatibility: I've edited UTCs to point to custom appearance.2da entries, so the mod should be compatible with any other mod that only edits the vanilla 2DA entries. However, it will not be compatible with any mod that forcibly overwrites the module files this mod edits, that outright replaces the UTCs in question, or that also edits the UTC appearance values. Install any such mods first, then this mod afterwards. To make it clear, do not use this in conjunction with Jinger/Kreia’s Admiralty Mod or Darth Hayze's TSLRCM Compatibility Patch for said mod. They are superseded by this mod. A separate patch is provided for M4-78 to handle its version of the Korriban academy module. After installing the main content of the mod, run the installer a second time and select the "Additional Patch" option from the drop down menu. Acknowledgements: Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes, which made this mod practical. Thanks to Jinger/Kreia for permission to release a revised version of the Admiralty mod's content, the textures from which (with modification) are used in this mod. Thanks to zbyl2 for permission to redistribute TSLRCM's module files to ensure compatibility for Steam Workshop users Thanks to JCarter426 for permission to use the female Republic soldier body model from "JC's Republic Soldier Fix for K2" and his adjusted N_CommM04 texture from "JC's Minor Fixes for K2". Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for TGA2TPC Thanks to Malkior for providing the impetus for the mod via this thread. Thanks to L0ki194 for offering input on the case of the Harbinger's "Doctor" vs "Medical Officer".
  32. 1 point
    I think I'll start rendering the vanilla skyboxes once they're all done and while that's in progress I will work on the third party skyboxes (which are not that many so it shouldn't take too long I hope). Then I'll see how far I got with those once the vanilla renders are all done. Actually it's been only about 2.5 years since I started with V2. Terragens v4 came out a few months earlier and while it has seen some improvements since that major release, there are no big new features or anything like that. At least none that I know of. Also, while I'm here: I'm not dead and work on those Nar Shaddaa buildings is continuing very slowly. My focus in the last months simply was on other personal projects and my masters thesis. That might/should change in a few weeks however.
  33. 1 point

    Version v2


    ************************************** 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.
  34. 1 point
    If anyone wants to use them for that you're very welcome.
  35. 1 point
  36. 1 point
    I am not afraid to admit when I was wrong or being an idiot. I was wrong. I was an idiot... ... I thought they could do no worse than TLJ. So foolish of me. They sure showed me up with this teaser. This is going to be something else. Good thing all care got sucked out of me already. Do tell me how story #1, recton #1, retcon #2 is in any instance "coherent"? Me? I'll be waiting for the MauLer cut. Let's atleast be a little entertained watching our favorite franchise burn down in flames.
  37. 1 point

    Version 1.0.0


    AUTHOR: Sith Holocron ORIGINAL RELEASE: 01 APR 2019 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: If you’ve played Half Life 1 or 2, perhaps you might have considered making your character sound like Gordon Freeman. With this mod for KotOR1, now you can! Installation: You'll not be dropping these into your Override like my usual mods. This time you have new steps to follow. 1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game to a place you can find them. (I recommend a folder on your desktop but you do you!) Those files will be located in the "Streamsounds" folder. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. 3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there. Note: If you're using the mod on Steam, this quote may prove helpful. “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!” Uninstall: Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless notified in writing of permission granted by me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me in writing before your use. Special Thanks: You – my faithful fans!
  38. 1 point

    Version 1.2


    KOTOR2 More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map) (version 1.2) ============================================================= ORIGINAL RELEASE: 25 MAR 2017 UPDATED RELEASE: 31 MAR 2017 LATEST RELEASE: 03 NOV 2018 GAMES: Star Wars Knights of the Old Republic 1 & 2 Description: ============ When Xarwarz was working on a sample of a monitor texture for the Ebon Hawk, I had suggested to him that it could use a bit of animation to liven it up. The led to the original animated monitor mod called "KOTOR2 Animated Ebon Hawk Monitors (not including Galaxy Map)". The screen in this separate version are much closer to the original screens included with the game. They are still animated though. (See animated picture below.) I have updated the fourth screen with a new picture - using one of the screens usually seen on the bridge of the Harbinger but recolored to the Ebon Hawk monitor color scheme. (Besides the old version of that section was static before and something about that irked me.) Recently, Dark Hope has recently Animated Ebon Hawk's Screen HD, which adjusts many of the other panels seen in the cockpit and throughout the Ebon Hawk. With permission granted to me to adjust the credit, I decided to bring to the monitors in her textures in line with my other monitors. (Size reduced for screenshot purposes. Texture is sized at it's original 2048 x 2048.) Though I've placed this in the Knights of the Old Republic 2 section, this mod is compatible with both games. Installation: ------------- Decide whether you want the monitors to have glass-like overlay or not and copy the TGA files and the TXI files from the appropriate folder. Place those files in the Override folder. Uninstallation: =============== Take them out again. Known Bugs: =========== None known at this time. Legal Disclaimer: ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me. I hereby state that I specifically do NOT wish this mod to be uploaded to Stream Workshop. Credits: ======= LSaberDuelist and OldFlash (of LucasForums) for their instructive discussion and tutorial at LucasForums. (http://www.lucasforums.com/showthread.php?t=153502) Special Thanks: =============== Xarwarz: For putting together the original texture the monitors surrounding the galaxy map! Dark Hope: Regarding her new cockpit texture, both releasing her version to Deadly Stream and allowing me to adjust it as I see fit. Ebmar: For adjusting Dark Hope's new texture by adding a little depth to it and adding the overlay over the monitors shown in the “With Glass Overlays” folder. BTW: Looking for something a little more vibrant? Check this mod for an alternate look.
  39. 1 point
    i saw this amazing hood mod on a thread from 2016 was wondering if anyone can release it or is working on it?
  40. 1 point

    Version 1.0.0


    Dak's Endar Spire Retexture - A KotOR I Mod Description: This is a retexture of the Endar Spire. All maps are 2k. Bugs/Known Issues: I didn't include a replacement for every texture in the area, so you will still see a few vanilla textures. Installation: Unzip the folder and drop the files into your Override. If you don't have one, make one! Permissions: -You may use these textures in your own mods, so long as you give proper credit. -You may upload this mod to modding sites if there is no other download link. -You may NOT use these textures for any other projects. -The above permissions are applicable to any of my old mods too, regardless of what their readMe's say. Enjoy! -Dak
  41. 1 point
    Mods/Tools featured in the wallpaper are: multiple's "Old Republic Skin Overhaul: Taris' clear sky" Fred Tetra's "KotOR Tool" ndix UR's "tga2tpc" bead-v's "MDLedit" bead-v's "KOTORmax"

    © BioWare & LucasArts

  42. 1 point

    Version 1.0


    There are so-called "lite" alien models that are of lesser quality than most other models in the game. These include the Quarren and Gran species. Both aliens feature more prominently in the sequel and their models were given an overhaul. This mod ports the K2 versions of the models back to K1, improving the quality of models and creating a more consistent aesthetic.
  43. 1 point
    I've beaten impossible difficulty quite easily. The main difference with this difficulty as compared to others is that you need to work harder on your team as compared to the other difficulties for success. I found myself relying heavily on my team in many fights. In my case, I enjoy mage characters so I made a pure caster Consular which means 18 wisdom, 16 charisma, 12 constitution, and the rest 8. With these stats, you can even just stand there and Choke/Kill Malak after Force Breach. The last fight was incredibly easy as I used destroy droid for the stasis Jedi with master speed while Force Immunity was on. Then do a force breach and spam choke Malak to death! You need to compose a diverse party with the traditional mage who crowd controls and damages, rogue who has high damage output, and tank. I also did not level up my scout levels; only the initial required level 2 I did but otherwise I saved the levels for Jedi Consular levels (this did make Taris difficulty as I relied on Carth as melee and Mission as a sniper a lot while abusing grenades). The main force powers I used (even though I was a LS Consular, still used dark side powers with impunity as the extra cost is negligible for a pure caster especially after getting some items like Qel-Droma robes and Circlet of Saresh): Destroy Droid Stasis Force Lightning Choke/Kill (this I probably used the most for its damage and crowd control) Force Breach (pesky force users) Force Immunity (survive pesky force users) 1-Rank of Speed to run from enemies if needed Plague* (didn't use this in my first playthrough, still testing it but it cripples big bad guys like Malak. However, this may not be necessary with breach and kill). Heal My star companion was Mission because her sneak attack triggers with stunned enemies. So as a Consular, I would stasis them and she would plow them down very quickly as a dual pistol wielder. She was also my skill bot. If I used my force powers only to kill them such as lightning, I found myself running out of FP which is why I often used her for damage and saved my FP if needed. I did use offensive force powers often but relied on Mission a lot to finish them off. The tank can be one from many options. I used Carth and Canderous as melee on Taris and Bastila with defensive powers and full toughness. Later on I used Juhani. The tank is there for those cases when force powers don't work such as on Korriban with those beasts that are immune to it (that's about it though), and if my Consular were to fall, I needed someone to take damage while Mission would finish them off. If your main character is not a Consular, then try to get Jolee as soon as possible as the crowd controller. You have to often give commands to your entire party to avoid wipes especially Consulars as AI just misuses them even with jedi support script. I also tried two consulars with Jolee and while that made many fights easy, the few where force powers don't work as well got difficult so I needed a diverse team. With this strategy and focus on developing my team, I found impossible very easy as a pure LS caster who has very high wisdom from items where not many enemies can resist the force powers. It is imperative to crowd control the enemies as your first move or a wipe may happen very quickly especially if there are grenadiers! The early game in Dantooine involved Force Choke as crowd control until stasis field was available. So basically I would rotate force choke to keep everyone controlled while my party finished them off. With stasis field you just need to hit one power and lightning them to death! Force choke/kill was always useful though especially for single enemies as it is percentage based damage so it doesn't matter how much health the enemy has. Cheers!
  44. 1 point
    This is a guide I started a few years back. I remember there were other things I wanted to add to it, but I don't remember what those things were anymore. It also doesn't seem like I'll be delving into this again any time soon, so I thought I'd just post it the way it is. The stats are determined from four sources: 1) Base stats 2) Class 3) Attributes 4) Levelup The character’s base stats [1] define the value of the stats without the application of the other sources. They do not change through levels; they remain static. They are defined in GFF files. The character's class [2] determines how some of the character’s stats progress through levels without the player doing anything. They are defined in 2DA files. The attributes [3] affect the character’s stats through levels and are affected by the player. Thus, the player can affect his character’s stats through attributes. The attributes are also defined in the GFF files, but they can be modified on level up. Levelup [4] is the only way to affect some of the stats. The actual level does not matter. What are characters for the game? Characters are defined in so called .utc files. Each character has their own .utc file, which contains all information about this character: their name, appearance, base stats, class, equipment, powers, feats, skills ... However, the stats of the character are also modified by other files, namely the .2da files. These files are basically spreadsheets that define at what rate the stats of the characters change. The stats change at different rates for different characters, depending on their CLASS. These rates do not change during the course of the game, so the character class defines at what rates the character’s stats will change. The possible classes in TSL are: Non-Jedi - soldier – SLD - scout – SCT - scoundrel – SND - tech specialist – TEC - minion – MIN, not available for players Droid - expert droid – XPD - combat droid – CBD Jedi - jedi guardian – JGD - jedi sentinel – JSN - jedi consular – JCS - jedi weapon master – JWM - jedi watchman – JWA - jedi master – JMA Sith - sith marauder – SMA - sith assassin – SAS - sith lord – SLD However, there are still way to affect your stats during the course of the game. The way of doing this is via the attributes [3]. I will list them here just for reference, and only at the end of this tutorial will I describe fully what each of the attributes does specifically for the character. Strength – STR Dexterity – DEX Constitution – CON Intelligence – INT Wisdom – WIS Charisma – CHA The attributes themselves are also a kind of stat. They have a base value [1], to which the player adds points every four levels during level up. One thing to keep in mind is that the actual value of the attribute never matters. It’s always the modifier that you get out of it that matters. The conversion formula is the same for all attributes: a value of 8 translates to a modifier of -1, and for every 2 attribute points the modifier increases by 1. That is: Modifier = (Attribute – 10) / 2 Thus, 12 points equal a modifier of +1. Auto Balance The game uses a system to automatically adjust the stats of enemies when they are spawned according to the player character. Exactly to what extent they are modified is defined in autobalance.2da. All values depend on the player level, which is determined from experience. This means that if you have enough experience for level 33, the game will consider that level even if you haven't levelled up yet. List of stats Vitality points Force points Fortitude saving throw Reflex saving throw Will saving throw Attack Defense Damage Attributes Skill points Level The character's level is also a stat, though it is used mainly to calculate other stat's. Here is the formula. Level = Level(Class I) + Level(Class II) + (PlayerLevel * levelmult(autobalance.2da) - 1) (only if mult > 0) Vitality Points - VP This is your health bar. The number is based on the “Base Hit Points” field in the .utc. This value is modified by autobalance. At levelup, you gain: 6-12 points depending on your class + CON. VP = BaseHitPoints * (PlayerLevel * vpmult(autobalance.2da) - 1)(only if mult > 0) + HitDie(classes.2da)/Levelup + CON * Level Mira’s max VP is 54. She is at level 6 when you meet her. When you level up, she is going to have 63 HP. She got +8 because she is a scout [2] and +1 because her CON is 12 [3]. Force Points - FP This is the force bar. This stat works just like the health stat. “Max Force Points” is defined with the character [1]. On level up, you gain: 4-10 points depending on your class [2] + WIS [3]. FP = Max Force Points + ForceDie(classes.2da)/Levelup + WIS * Level Defense - DEF This characterizes how hard the character is to hit. This is basically evasion. The calculation of this stat is a bit more complicated. Like with the previous stats, there is one part of it that is defined with the character (in the .utc). This is called the Natural AC [1]. Most characters have the natural AC at 0. (G0-T0 has 2, for example.) DEF = 10 + Natural AC [1] + Class AC (acbonus.2da) [2] + DEX [3] + (PlayerLevel * armormult(autobalance.2da) +2) (only if mult > 0) Class AC depends on the class AND on level. The party members actually have feats that describe the class AC (Jedi: Jedi Sense, Prestige Sense, Greater Prestige Sense; Droids: Droid Upgrade; Soldiers: Mandalorian Courage), but it is not actually provided by these feats but by acbonus.2da. Originally, the plan was to make these class AC bonuses as actual feats, meaning that a level 1 feat would mean DEF+2, level 2 DEF+4 and level 3 DEF+6. This can be seen in that there exist two further levels of Atton’s feat and the droids’ feat. Their descriptions are still intact, but the effects are obsolete. The level 2 droid feat has actually been left with HK-47 even though it has no effect. This might be a leftover from K1. The Handmaiden and the Disciple are currently the only ones who lack a feat describing their defense bonuses. Attack - ATT Attack is the opposite of DEF. When someone performs an attack, first the ATT of the attacker is compared to the DEF of the attackee, to see whether the attack HIT. Only after it has been established that the attack hit is the damage calculated. The ATT is not constant however. It does have a constant part that is added to the roll of a 20-sided die (D20). If the total ATT is greater than the DEF of the attackee, then the attack succeeds, otherwise it misses. ATT = D20 + Level(Class I) + Level(Class II) + (PlayerLevel * tohitmult(autobalance.2da)) (only if mult > 0) + STR/DEX [3] There are a few special cases though. If the roll of D20 is 1, then this is an AUTOMATIC MISS. This means that it misses even if the total ATT of the character is greater than the DEF of the attackee. Similarly, if the roll is 20, this is an AUTOMATIC HIT. You may have noticed that ALL weapons have critical hit numbers in their descriptions, something like 20-20/x2. If the roll of D20 is in the critical hit scope of the weapon, and if the attack would hit (ATT > DEF), then the ATT is calculated again. This is the THREAT ROLL. If the ATT with the threat roll is greater than the opposing creature’s DEF, then the damage is doubled or even tripled in some cases, according to the weapon. Otherwise the damage is dealt normally. The STR modifier is added if the attacker is using a melee weapon, the DEX modifier is added if the attacker is using a ranged weapon. With Finesse feats, the attacker can add the DEX modifier instead of the STR modifier if their DEX is higher than STR. With two-handed weapons or two weapons one in each hand the situation is the following: each hand performs its own attack. The attacks are calculated in much the same way, except for the penalties: ATT -6 in the main hand, ATT -10 in the off hand. In the case of a balanced second weapon or a two-handed weapon, the main hand attack penalty is reduced by 2. The Two-Weapon Fighting feats further reduce the penalties. Damage - DAM Damage calculation. DAM = WeaponDie * (PlayerLevel * damagemult(autobalance.2da) + 1) (only if mult > 0) + (1.5(if single weapon) * STR)(if melee) The Saves Saves characterize how good a character is at shrugging off effects. All hostile force powers can be “saved”, as well as effects such as poison, and possibly others, by the three saving throws: Fortitude, Reflex, Will. Fortitude - FOR With a high fortitude you are physically able to endure attacks. FOR = Class dependent(cls_st_*.2da) + character bonus(*.utc) + (PlayerLevel * savemult) (only if mult > 0) + CON Saves against: - Stun, Stasis, Stasis Field - Stun Droid, Disable Droid, Destroy Droid - Wound, Choke, Kill - Affliction - Drain Life, Death Field - Crush - Critical Strike/Sniper Shot Stun Effect - Power Attack/Power Blast Knockback Effect Reflex - REF With a high reflex you are quick enough to evade attacks. REF = Class dependent(cls_st_*.2da) + character bonus(*.utc) + (PlayerLevel * savemult) (only if mult > 0) + DEX Saves against: - Push, Whirlwind, Wave Will - WIL With a high will your mind is powerful enough to shrug off attacks. WIL = Class dependent(cls_st_*.2da) + character bonus(*.utc) + (PlayerLevel * savemult) (only if mult > 0) + WIS Saves against: - Slow - Fear, Horror, Insanity - Shock, Lightning, Storm - Drain Force, Improved Drain Force, Master Drain Force - Scream, Improved Scream, Master Scream - Mind Trick, Confusion - Beast Trick, Beast Confusion - Droid Trick, Droid Confusion - Crush Opposition Skill points The amount of skill points you get to spend on your skills when you level up. The amount is: skillpointbase(classes.2da) + INT (Any bonuses to Intelligence from items are not taken into account.) Skills Computer use = base(*.utc)+ INT + LEVELUP Demolitions = base(*.utc) + INT + LEVELUP Stealth = base(*.utc) + DEX + LEVELUP Awareness = base(*.utc) + WIS + LEVELUP Persuade = base(*.utc) + CHA + LEVELUP Repair = base(*.utc) + INT + LEVELUP Security = base(*.utc) + INT + LEVELUP Treat Injury = base(*.utc) + WIS + LEVELUP Attributes Attributes can be modified on every fourth level (check!), no matter what the character's class is. They affect a lot of the stats described above. I will show a list below, which shows what each attribute is good for. Strength Adds to ATT of characters with melee weapons. Improves POWER ATTACK's KICKBACK and CRITICAL STRIKE's STUN. Adds to DAMAGE of characters with melee weapons. (When wielding a single one-handed weapon, a character's Strength bonus to damage is 50% greater!) Dexterity Adds to DEF. Adds to ATT of characters with ranged weapons. Improves POWER BLAST's KICKBACK and SNIPER SHOT's STUN. Adds to STEALTH. Adds to REF. Constitution Adds to FOR. Adds to VP. Determines IMPLANT. Intelligence Adds to COMPUTER USE, DEMOLITIONS, REPAIR and SECURITY. Adds to number of skill points to be distributed on each level-up. Wisdom Adds to AWARENESS and TREAT INJURY. Adds to WIL. Adds to FP. Charisma Adds to the PERSUADE skill. Reduces ALIGNMENT PENALTY for force powers. Determines POTENCY of force powers. Lighsaber Forms Form I - Shii Cho - Determination Attack Modifier: +1 Defense: +3 Defense vs. Current Target: -3 Form II - Makashi - Contention Attack Modifier: +3 (vs Lighstaber) Damage: +3 Blaster Bolt Deflection: -5 Saves vs. Force Powers: +2 Form III - Soresu - Resilience Defense vs. Current Target: +2 Blaster Bolt Deflection: +4 Weapon Threat Range: -1 Form IV - Ataru - Aggression Defense: -2 Defense vs. Current Target: +5 Blaster Bolt Deflection: -4 Weapon Threat Range: +1 Form V - Shien - Perseverance Attack Modifier: +2 Defense vs. Current Target: -5 Blaster Bolt Deflection: +2 Critical Multiplier: +1 Form VI - Niman - Moderation Attack Modifier: +1 Defense: +1 Blaster Bolt Deflection: +1 Saves vs. Force Powers: +1 Form VII - Juyo - Ferocity Defense: -4 Defense vs. Current Target: +2 Saves vs. Force Powers: -4 Attacks per Round: +1 Critical Hit Attack Modifier: +4 Force Forms Force Channel FP Regeneration: +50% (non-combat) Force Power Damage: +3 Saves vs. Force Powers: +2 Force Affinity FP regenerate during combat Force Potency Force Power Damage: + 30% FP Cost: + 20% Force Mastery Force Power Duration: +50% Opponents' Saves vs Force Powers: -2 Saves vs Force Powers: -4 FP Cost: +20%
  45. 1 point
    Mods that require attention to get working with TSLRCM Game Balance Mod by Achilles - ONLY use Autobalance.2da, don't use any of the other files with the mod!!! Improved AI by Stoffe (AKA RevanAnt) - While this mod mostly works, it cause some problems with one scene on Nar Shaddaa (you might be unable to select a third teammember during a cutscene so have to do some hard battles with just Bao-Dur and Atton). Enhanced Merchants by Shem - We've modified many of the merchants, for the modified loot drops and other fixes, which will most likely be undone by using this mod. So be aware of that! Floating Lightsabers by Darth333 (The mod itself needs a small fix to work as intended though. First of all, install the mod as usual. Then open Spells.2da from your Override folder and find the lines FORCE_POWER_D3_SABER_1 to _3. Remember their line numbers or simply keep the 2da file open. Next, go to the d3_saber_source folder found in the mod file and copy the d3_saber_force.nss somewhere else to edit. (You can also edit the one in the source folder, but I prefer keeping the mod files intact.) Open it using Kotor Tool's text editor or any other editor of your choice and replace 997 with the row number of FORCE_POWER_D3_SABER_1, the two instances of 998 with the row number of FORCE_POWER_D3_SABER_2 and the two instances of 999 with the row number of FORCE_POWER_D3_SABER_3. Once that's done, compile the script and place it in your Override, replacing the script already there.) Mods requiring compatibility patches Handmaiden Choice for Females by Stoffe (AKA RevanAnt) - Completely replaced by another installation: Handmaiden4Females,Disciple4Males for TSLRCM 1.8.3 Admiralty Mod by Jinger (AKA Kreia) - Use this compatibility mod: TSLRCM Compatibility Patch for jinger's Admiralty Mod Slender Body for Females by Taina - Use this compatibility mod: Slenderbodied Females Comp. Patch Mods that are definitely incompatible with TSLRCM Ultimate Saber Mod - No longer supported. Skip Peragus (by SuperSquall) - New material added to TSLRCM now makes this incompatible. Skip Telos (by obiwan3001) - New material added to TSLRCM now makes this incompatible. TSL Un-Restored Content (TSL:URC) - Final Version - This mod is basically what the TSLRCM evolved from. All the bells and whistles you see in this mod are already in the TSLRCM. Ravager Rewrite 2.0 - There are changes to numerous files modified by TSLRCM as well. Peragus-Harbringer-Prologue Correction Mod by Ulic - This mod will not work with TSLRCM 1.7 onwards, due to our own fixes to Peragus. Battle of Telos mod by Jinger - It has already been included in TSLRCM 1.7 onwards. Mira/Hanharr choice by Tupac Amaru - Too many of the same files are modified. VP's module tweak pack - There is reported incompatibility with our Peragus changes. Trayus Academy Clothing Fix by SithRevan - Incompatible with TSLRCM's Malachor modules. Dark Apprentice Holowan Consortium - Developed by The Source (AKA MacLeodCorp), Jae Onasi, Darth InSidious, T7nowhere, Commas, Darth Moeller, & the LucasForums Community - There are too many conflicting files. Lonna Vash Mod by Sikon - It is incompatible due to TSLRCM 1.8's changes in the Korriban modules. Force Fashion II by jonathan7, Marius Fett and Ender Wiggin - There are conflicting dialog files. Nar Shaddaa Hidden Complex by FrantFire - There are changes to numerous files modified by TSLRCM as well. Get your Lightsaber Back from Atris by Lit Ridl - Atris' dialog modified in TSLRCM as well. Darth Sion vs Master Vash by zbyl2 - Won't work due to changes in 701KOR. Khoonda Lost rooms by Darth_Tartarus - Won't work with our changes to Dantooine. 90SK's SUPER Content Mod - Too many files are modified by this mod that are already modified by TSLRCM. Sion's Arrival to Peragus Fix 2.0 by Zbyl2 - Already included in TSLRCM 1.8 (and all later versions as well) Goto's Window Fix by Darth Insidious - Already included in TSLRCM 1.8 (and all later versions as well) Lightsaber Parts Icon Fix by DrGhent - Already included in TSLRCM 1.8 (and all later versions as well) Weapon Finesse Icon Fix by Mrmarb - Already included in TSLRCM 1.8 (and all later versions as well) Bao-Dur Shader Fix by darth_shan - Already included in TSLRCM 1.8 (and all later versions as well) Telos Shuttle Crash Movie Fix by Zbyl2 & DarthParametric - Would conflict with the in-game crash-cutscenes in between added in TSLRCM 1.8 Telos Polar Sidequest by FrantFire - Modifies too many files that we also modify. HOTOR 1.6 by Qui Don Jorn - From the modder himself "You are overwriting the new stuff that RCM 1.8 restored when you put HotOR 1.6 on top of it? HotOR hasnt been made compatible yet." GenoHaradan 0.9 beta by Exile007 - According to Exile007: "Do not use with TSLCRM, it's not compatible. Frankly, I wouldn't chance it with many content mods" Knights of the Old Republic III : The Jedi Masters 2.0 (beta) by Trex - As TJM 2.0 is a total conversion mod for TSL, it is completely incompatible with TSLRCM. Andrei's Dynamic Jedi Classes (ADJEC) - There are changes to numerous files modified by TSLRCM as well. Cyan Lightsaber Fix by Marius Fett[/url] - Already fixed in TSLRCM 1.8.3. (and all later versions as well) Kreia's Assorted Robe Collection - Not compatible. Trailer Force Crush Sound by Don Kain - Included in TSLRCM 1.8.3 (and all later versions as well) Kolto Tank on Ebon Hawk by Lit Ridl - Puts a very commonly named trigger used in many modules in override, breaking pretty much all of them. Incompatible with TSL itself thus, not merely TSLRCM. Alternate Revan Romances by felixfelicitas - According to Bookman230, this mod has a conflict with a 904Kriea.dlg file.
  46. 0 points
    Yes, a decompiled NCS will never exactly match the original source. That's impossible. The more extensive and complex the code, the greater the difference will be. What you will also be seeing is a heap of stuff from the includes that are only referenced in the source, but have to be pulled in for the binary script. A single function in the original source like GN_DetermineCombatRound(); will probably result in several hundred lines of added code in the decompiled source. Giving the 3rd party script a cursory once-over, it looks like he has completely removed events KOTOR_HENCH_EVENT_ON_PERCEPTION (2002), KOTOR_HENCH_EVENT_ON_COMBAT_ROUND_END (2003), KOTOR_HENCH_EVENT_ON_ATTACKED (2005), and KOTOR_HENCH_EVENT_ON_DAMAGE (2006).
  47. 0 points
    To open and read ncs files, you'll be needing DeNCS. It de-compiles scripts them back to nss format which is readable and editable. Then, you can use either KOTOR Scripting Tool or the "TXT" button within the menu of KOTOR Tool to open them. Once you've written your own script, make sure you export/compile it as an ncs otherwise the game can't read it. Afraid I can't be of any help with your AI scripts specific questions, but I hope that helps get the ball rolling.
  48. 0 points
    Would it be possible (that is, much much easier than actually finishing the mod) just to salvage some of the already working parts of this and release them? I'm thinking of the opening sequence with T3 on the crashed Ebon Hawk, which based on the post-mortem videos looks great, and the Remote-as-party-member bit, which would clean up that portion of the game. Maybe some other little things could be included as well. I'm not much of a modder though, so forgive me if this is an unfeasible idea.
  49. 0 points
    He's fine. He posted yesterday on Facebook. BTW: How did you expect him to see your message? He's not following this thread and you didn't tag him. Finally, he said to PM him if you needed to reach him. (Reread the OP.)
  50. 0 points

    Version 1.0


    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!