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Showing content with the highest reputation since 07/08/2025 in Posts

  1. 4 points
    A small informal update on restoring Carth's cut dialog after Taris crash and the Enclave Sublevel modeling. Carth's dialog restoration, and post pod crash revisions Enclave sublevel modeling I can't wait to add proper content to the sublevel, i'm really proud of the near final result
  2. 4 points
    I will do and post my work whenever possible. There is a new addition to the family. I have much less time now. I can't say anything about kotor 2.
  3. 3 points
    The awakening is very nice. How did you create the eye opening blurred effect?
  4. 2 points
    On the Wookieepedia article for Taung's I found the following quote: It appears that, during Kotor, the Taung were on the verge of extinction, not quite, but still few enough in number that their lack of an appearance makes sense.
  5. 2 points
    Oh okay! Sorry, I didn't realize it was a movie. In KOTOR, a cutscene is a dialogue file.
  6. 2 points
  7. 1 point
    that i was thinking. Also if you are the project leader for this. you can set end goal for this
  8. 1 point
    A Taung in Kashyyyk as a Mandalorian Leader/Boss would be great! Like one from the group of the Invisible-Mandalorians Quest. That would be great! So many possibilities
  9. 1 point
    Dark option is to help them to extinct; Light option is to go in peace and leave them be
  10. 1 point
    Yeah, it make sense not to see them on KotOR games 'cause a lot of them died in the Mandalorian Wars, but I think it would cool to have just a few on them during the game. Even better, fighting some of them and contributing for them to extint, and the mod could be configured for the Taung to leave some items explaining about how most of their race are already extint, and that there're just a few of them around during those days.
  11. 1 point
    Hello everybody! It's been a while since i posted anything on the forum. I decided to officially start the topic for this big work in progress project, doing something way more structured than my original topic that you can see here : Zobizob's playground. The original topic was going in every direction and was a literal mess, but now i have got a proper aim and goal. You can find the informations within the spoilers down below, have a nice read! Who am I? Why this project? What is the "Kotor Expansion Pack"? The current state and future of this project The very first small showcase from this project, shaping the environments The credit list Thank you for reading, and stay tuned for more
  12. 1 point
    If there was a mod, Taung should be extremely rare and if a boss, Taung should be a Top Tiered Boss with Mandalorian themed weapons. He could be a Mandalorian Leader for Kashyyyk
  13. 1 point
    I got some good news and some bad news: The good news is is that I fixed the issue seen here: The bad news is that I didn't see the issue here: I've just uploaded a mod called "Kebla Yurt Renovation" which fixes the armor with the boxes by moving the boxes and it also moves Kebla into the little store window. It's late at night here, so I'm going to have to update my mod to fix the armor issue that I missed.
  14. 1 point
    Good afternoon) Is it possible to fix this:
  15. 1 point
    Kebla Yurts store, I believe. I recognise the Taris textures and that’s the only place I can think of that has the armour models cut up and dotted around like that.
  16. 1 point
    The unfortunate issue here is that the Mandalorians are obviously not unmasked in the original TOTJ art you're posting, and the weird Yautja-esque designs invented later are one of the more confusing retcons of late-stage Legends.
  17. 1 point
    View File Belt icons The mod replaces the Belt icons. Thanks to DarthParametric for publishing the icons. Credit Bioware/Broadsword/EA as the original source. To Install 1. Download: Belt.rar 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. Submitter Dark Hope Submitted 07/11/2025 Category Mods K1R Compatible Yes  
  18. 1 point
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  21. 1 point
    Hello there! So basically, i have done the same thing as force camouflage, with some more steps to make everything work. Here is the detailed process if anyone wish to do the same thing. In K1, the force camouflage feat itself does not do anything and is purely cosmetic. If Juhani can go into stealth, it's because she has got a stealth belt equipped into her creature hide slot. The stealth belts are obviously not equippable on droids in vanilla, but there is a column for this in baseitems.2da (Droid can use, or usertype, something like that). You can put 3 different values in there, 0 so both humans and droids can use the item, 1 so only humans can, and finally 2 so only droids can. However, i couldnt "just" change this value for the stealth belt, because it would cause the default stealth belts to be equippable on HK/T3 in their shield slots. So what i did is that i copied the Stealth Belt row in baseitems.2da and created a new row dedicated for droids only so it would not affect the default belts. There is also an annoying limitation that i couldnt get around with K1. In vanilla you cannot select the stealth skill in the GUI. I thought i could fix this by editing the Skills.2DA file, because its possible in there to edit if a class has access to a dedicated skill. However, even after opening the skill to the combat droid class, if you you try to click on Stealth and allocate skill points there with HK, you get a message telling you that droids cannot use Stealth. However, if you specify a higher "recommanded" priority number for Stealth than the other skills, you actually get skill points invested into stealth by clicking "Recommanded" in the GUI. This was not working really as i wanted it to be. Finally, a character cannot go into stealth if they do not have at the very least 1 point in their Stealth skill (even if they have items that provides them stealth skill point bonus). So basically, i've added 2 skill points into Stealth to HK by default when he joins you, so he is able to use the thing. I've changed his hide items type for his upgrades by the newly created stealth belt row dedicated for droids, and i've made each upgrade increase his stealth skill so there is still a progression. The belts also provide the newly created feat for HK, which is the same as G0-T0 in K2 btw. Purely cosmetic, just like force camouflage, but it tells the player the new passive. Kinda convoluted, but it works and that's all i wanted Also, while we are talking about HK and his hidden items... In K1, I noticed yesterday that HK's unarmed animations were broken (just like T3). He does have 2 unique melee animation, but It's broken because he didnt have a proper "pause" animation and dodge animation inbetween his melee hits. In K2 this has been fixed by Obsidian, the only thing they removed from K1 model is an animation for poison (cohesive, as droids cannot get poisoned in the game). So i've converted K2 model and now HK has got his unarmed animations fully working (same process as T3!). I'm wondering if I should provide HK some dedicated unarmed feats with his upgrades. Seeing this big robot perform kicks is hella terryfying lmao 😄
  22. 1 point
    View File Fixed Cantina Sitters Fixed Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds Pazaak cards and drinking cups to the corresponding sitters in the cantinas. It also fixes the drinking animation for the aqualish in lower city Taris cantina. I realized that there is a bith drinking in the Tatooine cantina, so I tweaked that as well. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. ------------------------------------------------------------------------- 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 07/06/2025 Category Modder's Resources  
  23. 1 point
    Congratulations! And a huge thanks for this!
  24. 1 point
    I changed the name of it. I guess the original version was just a straight replacement for the vanilla model. Found the texture, but seems there's no DS transitions. I'm not making an installer or doing any further work on it, so you'll need to figure out the rest yourself. Handmaiden_Head_Atris_Hair_Ponytail.7z
  25. 1 point
    Hello there guys! We've seen most of the common feats in the last post. Today another small showcase, this time focusing on what i think is the most important part for a Bioware game: Companions! My problems with how companions are handled in K1 The most general changes i'm bringing Now, let's dive into each companion and what has been done until now! I won't dive into every change such as attributes modifications or base feat/skills but the biggest ones. Carth Mission Zaalbar Bastila T3-M4 Canderous Juhani Jolee HK-47 The new companions i wish to introduce... Everything in here is, as always, subject to change and evolve. But you get the ideas :) I hope you enjoyed! Hopefully we"ll see the force powers next time!
  26. 1 point
    Hi, these ones, the bastila head that you give out privately due to it containing anothers work, some of the heads you use in screenshots and your recent armors are the ones that caught my eye the most. Also, will you ever make kotor 2 mods? i would love to see what you do with kriea and kavar.
  27. 1 point
    I learnt not very long ago that skepticism is often founded. Fortunately, this time, they were indeed wrong! And even better : the compatibility version will soon be done!
  28. 1 point
    N-DReW's Mini Mod Collection is dead! Long live Kotor II Restored Content Plus! My former Mini Mod Collection, last updated in 2022, has evolved into a new mod. As the old Collection was mostly restored content, that mod has now become a restored content centric mod whilst the bug fix elements of the old Collection have since been transferred to my Bug Fix Collection mod. Whilst the format of K2RC+ is similar to my Kotor I restored content mod, the RC-K1CP, this new mod is NOT a replacement/alternative to TSLRCM like RC-K1CP is to K1R. Instead, K2RC+ is an addon FOR TSLRCM restoring cut content TSLRCM either missed, didn't know exist, or don't want to restore. This mod is also highly decentralized meaning you can choose to avoid certain restorations if you don't want them. The mod is already updated, and unlike RC-K1CP there are plenty of screenshots of the mod page of some of the restorations in-game. I'm sure some of these restorations look as if I'm really scrapping the bottom of the barrel for content restoring things I'm sure we can live without, and then there's the street dancer content that was cut from the Citadel Docks. I'm certain most of you looking at this mod will notice the restored unique appearance for the Harbinger Captain. And I know for a fact the only reason you care about this unique head is so that you can ask "Is it compatible with Fixed Hologram Models and Admiralty Redux for TSLRCM?" And the answer is... kind of. Unless DP updates his mod to give his Republic Captain this head, you won't have this captain with the fixed hologram, though if you install the Unique Appearance Restorations component of K2RC+ first and then Fixed Hologram Models and Admiralty Redux for TSLRCM afterwards you'll get Ralon's new appearance and you will get DP's own Republic Captain with the Hologram fix. Much like my RC-K1CP WIP thread, I'll be posting updates to this mod when I get around to tinkering with future restored content for this game. For a full list of restorations in this mod, please visit this link!
  29. 1 point
  30. 1 point
    K1 Speaker's Charisma modifier is added to Persuade skill checks Jedi's Charisma modifier is added to the amount of Force Points gained each level (minimum 1 per level) Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Cure and Heal Force powers K2 Speaker's Charisma modifier is added to Persuade skill checks Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Heal Force powers Caster's Charisma bonus reduces the cost of Force powers Party leader's Charisma modifier is added to attack rolls made by other party members Player's Charisma modifier affects alignment shifts of party members (except Kreia). Not really. Persuade rolls are not typical d20 skill rolls in K1 (StrategyWiki has a good explanation) and there are no Persuade rolls in K2. This is only in K2. All Force powers which involve a saving throw add the caster's Wisdom and Charisma modifiers to the Difficulty Class. This is mentioned in the description of each Force power. For example, in Whirlwind's description: