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Showing content with the highest reputation since 06/25/2020 in all areas

  1. 2 points
    View File New Force Power: Retribution New Force Power: Retribution By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new Force Power to the game: Retribution. It is based on the ability Anakin has in Battlefront 2 from EA. The Power does not check for any saving throws, and it's accessible at any level with any class. But as a counter to this it will consume most of your force points if you are low level. The Power works for both games, just be sure to select the appropriate directory in each case. Includes: · Custom animations. · Custom sounds. · Custom icon and description. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: Keep in mind this mod changes both the throw and choke animations (making this last one fireforget instead of looping), so it will not be compatible with any mod that changes the supermodels within those animations. BUGS: Sometimes not all the enemies will be affected by the Power if they are behind you or really far but inside the Power radius. ------------------------------------------------------------------------- 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. Submitter Alvar007 Submitted 06/14/2020 Category Mods TSLRCM Compatible Yes  
  2. 2 points
    The pillar facing changes were already implemented alongside adding the missing lamps.
  3. 2 points
    So here is a weird moment for me today. I am currently cutting up a large MP3 file to turn each sentence into separate mono WAV files so they can be animated. I'm also removing dead space and removing hemming and hawing. The contributor's subject is splicing. So I'm splicing a splicer talking about splicing. Is that too meta or what?
  4. 2 points
    The problem lies in Angelus6 texture pack. File "C_Gammorean01.tga" is unfinished (comparing to C_Gammorean02.tga and others). Delete it or copy "C_Gammorean_Low" (or other Gammorean texture) and rename it as "C_Gammorean01.tga".
  5. 2 points

    Version 1.0

    37 downloads

    In KOTOR 2, Mira is a companion with hair that falls nothing short of a blocky mop. Whether the style's a relic from the early 2000s or due to graphical limitations at the time, this mod aims to tone down her excessive volume. Now, you can make Mira look just the right amount of edgy. Installation To install this mod, drag the "Override" files to the override folder located in your game's directory. If prompted, select replace, though you may want to back up duplicates beforehand. To uninstall this mod, delete p_mirah.mdl and p_mirah.mdx from your game's override folder. Compatibility & Known Issues There shouldn't be any issues for compatibility with retextures, with other mods, or otherwise with this mod. Credits Fred Tetra, Kotor Tool bead-v, MDLedit & KOTORmax Autodesk, 3ds Max Thanks to DarthParametric for help troubleshooting. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please ask for my permission first. This mod should only be found on Deadly Stream, no other user may upload it to another modding site.
  6. 2 points

    2,463 downloads

    This modification changes the default Mandalore appearance to that of a canonical Mandalore, complete with tribal facemask and Portrait icon. To install, copy the "Mandalore" folder into the Override folder within the SWKotor2 directory. To uninstall, remove the "Mandalore" folder from Override.
  7. 2 points
    I did just that. Tweaked th column some more. It's only that one particular direction where I have a lot of smoke and that's the direction of the Industrial Zone. As you can see in the video below, there's much less smoke in the other directions and I might even reduce it further for the other modules.
  8. 2 points
    Hi, I had a look at those files today and from what I saw they looked really great. Hopefully someone will use them in the future to make a bigger Coruscant expansion for either game. However, I was hoping to find the full Jedi temple model shown in the preview image. Unfortunately that one doesn't seem to be included. Is there a way to get this model?
  9. 1 point
    I was going back through some older discussions on Discord trying to find something and along the way I found this half-finished hilt that I slapped a simple texture on to for an example of how to generate various baked maps. It wasn't really meant for endusers, but I figured it might be of interest to someone. It's only set up as a an override of the blue single hilt, so you'll need to edit it yourself if you want it in different colours or as a unique option. https://www.darthparametric.com/files/kotor/k1/[K1]_Ki-Adi-Mundi_Clan_Saber.7z https://www.darthparametric.com/files/kotor/tsl/[TSL]_Ki-Adi-Mundi_Clan_Saber.7z
  10. 1 point
    I haven't tested with the community patch so it's unlikely, I am hoping to include compatibility for as many fixes as possible or if the authors will permit it include the fixes with the project as a whole. Will reach out to the authors at some point as well as examine the mod and check if it will be compatible or what I can do to make it compatible. So far it requires TSLRCM 1.8.5, M478EP 1.5.1 and Coruscant, anything beyond that I haven't tested.
  11. 1 point
    I really don't know how the oneliners work so all I can do is guess but have you tried making a copy of a vanilla TSL module and check if they work in there? If so you can then maybe start checking for differences in the modules as it's obviously not the dlg file that's the issue.
  12. 1 point
    With regards to the Miles files, I've messed around with them before trying to solve legacypc fullscreen crashing (only ever been able to play cutscenes when disabling sound drivers). The files aren't exactly interchangeable between the two versions of the game. The Aspyr version uses two Miles DLL files while legacypc uses one, the contents of the Miles folders aren't the same, and we can't change how either exe initializes Miles. You've probably gotten the DLL entry point errors on startup. The Aspyr version's bug with lightsaber hilt textures is hard-coded. If nothing else works, then your dialogue issue likely is too.
  13. 1 point
    @aneeryrlue Is the fixed version still unavailable? Have you lost the fight to Windows 10? Please, return, there is still interest in this mod.
  14. 1 point
    You can extract the binary supermodels from the game files yourself using KOTOR Tool.
  15. 1 point
    I can teach you how to do it, if nobody volunteers. You'll need Kotor Tool and Gimp installed.
  16. 1 point
    VP's mod is concerned with changing corpse placeables. This mod is concerned with replacing hologram creatures. There's no overlap that I am aware of.
  17. 1 point
    It's always been one of my main goals to stay true to the vanilla look. Whether I've been successfull in that endeavour you can judge for yourself by looking at the screenshots posted in this thread.
  18. 1 point

    34 downloads

    Tunics for ZS Armors by 90SK --- This will swap the JS/ZS armors into tunics. There are eight total including the Dark Jedi Armor and Sun Guard Armor, as well as skins for the remainder of defaults. I have included MVacc224's placement of Darth Malak's Armor in the Korriban Academy There is also a replacement of the Sith Tomb sarcophagus, it will contain a Kaiburr crystal upgrade item, and a Sith Assassin tunic (Dark Jedi Armor). The Dxun Puzzle reward is replaced with a Old Republic Jedi Guard tunic. The skins are for the old items, and they all have female/male skins and new icons. These are some old skins I had floating around. I remade the icons for this release. To Install, copy mod files from archive into Override To Uninstall, delete mod files from Override This is a segment of other mods I have done, it will potentially conflict with my other mods. Explicitly do not install this with Loot and Immersion Upgrade Installed. This mod is also included in Jedi Items + 4.0.4 This is not compatible with other JS/ZS mods and must be removed if they are to work. This is fully compatible with the default game, TSLRCM, and M4-78EP. If you have questions or comments, PM 90SK here on DeadlyStream THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR 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.
  19. 1 point
    I use both mods and I never encountered any issues.
  20. 1 point

    Version 1.2.1

    246 downloads

    N-DReW's Mini Mod Collection for TSL A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.2.0 Release Date: 23.06.2020 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic Uninstallation: Depends on what you've chosen to install Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: Over the years, I have developed a lot of restoration and fix mods for TSL though many of my mods don't necessarily stand out as much as others mainly because the mod is so small and insignificant. This mod is designed to make your life easier, from now on I will post small and insignificant mods inside this mod pack so that you, the player, can only need to install the mod once. As of version 1.2, the following restoration is avaliable: Female Bounty Hunter Restoration: Restores a cut Bounty Hunter to the first Bounty Hunter Ambush on Onderon along side the Rodian, she has a restored VO. Peragus Voice/Kreia Know's Restoration: During the Harbinger arrival scene, restores cut VO from the computer about docking and revamps the TSLRCM restored "Kreia acknowledges Sion arrival" Lt. Grenn Interrogates the Exile: Restores cut Grenn lines during your house arrest scene, also restores alternative lines for Kreia and Atton during house arrest Attack of the Civillian: If you decide to spare the civillian in 203tel in the apartments, you can never get the chance to kill him again. This changes it so that you can kill him whenever you like D-Package Implant Icon Restoration (Vanilla) D-Package Implant Icon Restoration (Feat) Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: JCarter426 for contributing to the Grenn dialogue 134340Goat for bringing up the Grenn dialogue on Discord and Beta testing the Grenn dialogue Bioware for such an amazing game Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  21. 1 point
    We also made a tiny glorious appearance on Steam. ( :
  22. 1 point
    Russian translation update.(for rcm too)
  23. 1 point
    View File Modder's Resource - HARIII's Coruscant Level Models Modder's Resource - HARIII's Coruscant Level Models by HARIII These models are thematically of Coruscant, there is documentation of what has been done and they are not fully finished into modules, they need walkmesh, uvmapping for the majority, lightmaps, etc. The model work for 29 levels has been completed. This includes in depth the Jedi Temple interior and exterior. This is a developer's resource for modelers and level designers. If used, credit HARIII; additional modeling by Darth Tyren and Hunters Run, and the textures in the archive were created by 90SK Submitter 90SK Submitted 05/30/2020 Category Modder's Resources  
  24. 1 point
  25. 1 point
    No/I don't know. That was a stock image, a placeholder. I have updated the page to have a picture of the directory, so it's a bit more accurate. I didn't have any photos of the models, they are mainly interior. There is extensive model work done on the interior of the temple, a model of the entire temple is something you can probably find online. There is a model of the outside entrance of the temple, the steps. No model of the whole temple though.
  26. 1 point
    @La Ingobernable I'll consider that. If I get around to it I'd probably release that as a separate mod though, due to different intention.
  27. 1 point
    When you post error report for KotOR1 now and in the future, you might want to start it off answering the following questions. 1) During the game, when did the problem begin to occur? 2) Did you install the latest version of the mod (if using K1R or K1CP)? 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) 4) What region is the game designed for if it's the 4 CD version? 5) Did you update your game as required by your game's region? (4-CD version ONLY) 6) Did you use the TSLPatcher for your mods, if provided? 7) Were there any errors in the TSLPatcher installation? 8} What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) 9) Can you be more specific about the error? At what point did it happen? 10) Have you tried re-downloading the mod? 11) Have you tried using a different save game? 12) Have you tried starting a new game? 13) What Operating System do you use? (List Virtual Machines as well if you are using them.) All of that being said, check this thread on Reddit to see if it may prove relevant.
  28. 1 point

    Version 1.0.0

    33 downloads

    Re-texture of PFHC02, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHC02 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  29. 1 point

    Version 1.0.0

    33 downloads

    Re-texture of PFHA01, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHA01 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  30. 1 point
    Uhm, not to disappoint you but there's actually more smoke in the second version. It might look like less because I recorded the second one from a different location but it's actually four plumes now where it was three before (two of which were still static in the video).
  31. 1 point
    Thanks for the reply guys. Upon checking the skybox again after a good night of sleep I agree with you. The static smoke doesn't work. However, I found a way to get animated smoke instead: Particles Below you can see a video demonstration with the vanilla particle smoke in the foreground and both the old static smoke on the skybox in the background and the new animated background smoke. I'll tweak the particle settings some more and remove the static smoke of course but I think this is already going in a very nice direction. You can also see the changed fog color that blends much better with the skybox now (Look for that round building in the middle of the screen and compare it to the screenshot in my last post.)
  32. 1 point

    Version 1.0.0

    44 downloads

    Re-texture of PFHA02, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHA02 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  33. 1 point
    Hmmm. if it's not animated, it might stand out a bit. I may be an outlier on this so let's hear more opinions.
  34. 1 point

    Version 1.0.0

    84 downloads

    This mod replaces the 2D billboard holograms used in the Twisted Rancor Trio puzzle in the Taris Lower City Apartments with full 3D holograms, coloured blue like in the movies (and TSL). Also fixes some missing sound effects that were intended to play when activating each hologram. You may also be interested in my Movie-Style Rakatan Holograms and Movie-Style Holograms for Endgame Cutscenes mods. Changes: Replaces Bith 2D sprite with four separate animated 3D Bith models, each with a different instrument Replaces singer 2D sprite with animated 3D model (two different anims) with semi-custom texture to look like the original Adds emitter VFX Only switch emitter light on when activated instead of always on Repairs broken activation sound effects Known Issues: Because meshes do not self-occlude, there are some artefacts when viewing from certain angles. Requires a save before entering the Taris Lower City Apartments (East) for the first time due to GIT changes. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to @CarthOnasty for the original idea, which I shamelessly stole (I did wait 2 years though)
  35. 1 point
    A perfect fit for JC's Biromantic Bastila mod.
  36. 1 point

    Version 1.0.0

    42 downloads

    About This File Re-texture of PFHB01, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHB01HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  37. 1 point
    It was time to get a larger hard drive to have all of the raw footage for the EP documentary. Hopefully, this should be enough.
  38. 1 point

    Version 1.0.0

    57 downloads

    Re-texture of PFHB05, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 1 .txi. To Install 1. Download: PFHB05HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  39. 1 point
    I wanted to say a big thank you to all of the Mod Authors that have let me include their Mods in the Expanded Galaxy Project. While continuuing to work on the Port and the main Project I will continue looking for decent mods / fixes for the second game to include. Also still looking for testers, suggestions and modders to get involved with the project, if you would like your mod included or would like to get involved then please message me on here or on Discord.
  40. 1 point
    Was working on a little mod and came across "namefilter.2da"... lol
  41. 1 point
    I removed the Cortosis Armor from the Jedi Items mod after someone commented on a glitch in the installer. Now, the mod can be copied to Override without the need for tslpatcher. Once the mod is good to go with screenshots and some more beta testing, I will release it.
  42. 1 point

    Version 1.0.0

    327 downloads

    A Mod for Star Wars Knights of The Old Republic 2 Authors: Sith Holocron Requirements: Obviously, you’ll have to use a version of M4-78. Pretty much any version will do. Background: This is a new texture for some of the buildings that can be seen from the landing pad. (Please see pictures to make it clear which buildings I’m talking about.) Installation: Put the TGA file in your Override folder. Uninstallation: Remove the TGA file from your Override folder. Known Bugs: This mod shouldn't have bugs but if you encounter any, just leave a message in the comments section of the mod’s Download page. Legal: I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me before your use. THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES AND/OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  43. 1 point
    Another great mod in my collection, thanks! For people who love some canonical things it is brilliant, but unlike the screenshot in game mask is gold-brown.
  44. 1 point
    And another one is done! It may not be the best render but here is Dxun: The vegetation is very uniform and the mountains don't really look that great on a render like that but they work great when seen in the game. At some point I also had low clouds/haze in the valleys which looked pretty cool in a render such as that one but they didn't match the game look at all and took forever to render so I took them out again. Anyway, here are some screenshots of what it looks like ingame: I have one weird problem with my skybox model however: These fire and smoke emitters in the distance are from another part of the level (crashed ship) and are usually not visible from the landing zone. However when I use my skybox model, they suddenly show up and I have no idea why. They are not part of this model and the skybox has the same size as the vanilla one so it's not like they were previously hidden behind the skybox geometry or something like that. I have not edited the vis file either. If anyone has any idea what might cause this, please let me know. I'll attach the ascii and compiled model to this post. 401dxnk.zip Having finished the Dxun skybox leaves me with only one skybox to make: The secondary Dxun one. Apart from that I still want to experiment with the lightning and maybe cloud movement for Telos and I want to improve the Manaan underwater skybox model. And then there are some skyboxes that I still want to tweak a little (mainly Nar Shaddaa and Tatooine). Maybe some more will show up when I go through the levels again to check for any mistakes before starting the final renders. But I'm slowing reaching the finish line
  45. 1 point
    Thanks for the response, Mephiles550! Once everything is working correctly I will try to make a video of this. I can say the black Vulkar module works great on Xbox! No issues at all! There is only one last thing to fix, and that is why do any new .mod or .rim files never work?, pretty much any new area on Xbox will not work. I have full faith it will be figured out.
  46. 1 point

    Version 1.0.0

    568 downloads

    This mod adds the head model of a Pureblood Sith from The Old Republic MMO as a selectable player head for male characters. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. A unique underwear model is included, but the join line between the body and head is very apparent. I gather TOR is doing something to blend the join seamlessly, but I’m not able to replicate it. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  47. 1 point
    Great idea! Havent thought about that. No adequate Picture to represent Telos though; but here you go:
  48. 1 point
    No, it's not intended. Just one of the many minor issues that escaped the notice of QA (or exceeded the post-release patching budget). Fun fact: all the ivy in the landing bay is one single mesh. I did a quick test and everything seems ok. https://www.darthparametric.com/files/kotor/k1/[K1]_Dantooine_Enclave_Landing_Pad_Ivy_Fix.7z
  49. 1 point

    From the album: The Playthrough

    A reskin attempt of Juhani; based on "Artistic Fanart Portraits [K1] 1.1"- a mod which edited, curated & uploaded by Mutilator57. [Do some edits to the portrait too- specifically the color & tone; all for personal playthrough]. The vanilla portrait itself is extracted from "Juhani (kotor)", an amazing airbrushing art by CorbinHunter. For base head texture of this attempt I am using Keeper_DP's "Juhani 'Pretty' Reskin" with miro42's "Juhani Real Cathar Head" .mdl & .mdx. For body texture I am using Marius Fett's "Juhani's Dark Side Clothing" vanilla default clothes. Juhani; was a Cathar female & a Knight in the Jedi Order during the Jedi Civil War.
  50. 1 point
    This baby right here Sith Holocron made a video and shared some info about this mod on the r/kotor subreddit a few days back, so I decided to try it out. I did both a DS and LS playthrough and have quite a few thoughts on this and things I'd personally like to see changed Before that, though, I'll point out that Sikon has given permission for anyone to take this mod and further modify it, with a couple conditions. From the readme: As for my thoughts - this mod is great for players who want more Vash but don't really care for M4-78. It involves finding Kaah dead in the cage instead of her, with a datapad mentioning Vash was captured and taken into the cave for some ritual. Once in the secret tomb, you'll find her after completing the trials within and speak to her to either ask your questions or kill her. If you yourself don't kill her, Sion finds his way in and does the deed for you, so no conflicts with the enclave sequence later on. It's a great way to turn the tomb from an optional side quest into something woven into the main story, which I think it certainly deserves to be. It also clears a small gripe of mine - if you're running for your life from Sion out of the academy, going into the mysterious cave you were told houses a dark power hardly seems like the ideal thing to do. Now, you've got no choice if you wanna get to Vash Now, as for the things I think this mod needs if it's to find a permanent home in a player's mod list: Full TSLRCM compatibility. This won't cause the game to break or lock up at any point, but it will basically revert Korriban to vanilla. This mostly amounts to no HK-50 squad, the return of the infinite Hssiss bug, and losing some restored lines - most notably "Apathy is death" from the full party, but that's still an unfortunate loss. An installer would also be nice A G-wing was added to the valley right in front of the Hawk. I guess it's supposed to show that it was what Vash and Kaah arrived in, but I never questioned it beforehand, and it really just gets in the way As for Vash herself, she has a few oddities which may be related to lack of restorable content. The conversation with her is a bit awkward. For one, the questions you ask the other masters are mostly all the same, while what you ask Vash is worded differently. At least some uniformity in dialogue options would do well. She also for some reason knows Kreia's name without you ever mentioning it when discussing Force bonds. The weirdest thing, however, is if you decide to fight her - for whatever reason, she has a -100 modifier to all her saves, so no matter what effect you try to apply to her, it'll always hit. And again, this might also be related to lack of restorable content, but you will not learn a saber/Force form from her if you fight or let her go. Also, when you kill her, she just drops dead and you walk away, no Force draining. Even if lines for her saber/Force form can't be restored, it should be simple enough to add in a scene of draining her Force and having your own FP increased So anyways, bit of a long post. This is sort of half review, half suggestions for improving the mod, among whatever other changes might bring it up to the high standards we have now, but after trying this out, I find myself a pretty big fan!