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Showing content with the highest reputation on 07/26/2018 in all areas
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2 pointsI... have no words for this. Don't do that. If you want to remove an item from your inventory, the easiest way would be to use the KOTOR Savegame Editor.
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1 point
Version 1.2.1
8,881 downloads
This mod changes the models for the robes you receive on the Star Forge (Darth Revan’s robes for dark side or Star Forge robes for light side) to a modified version with the cape and belts seen on the cutscene version, but without the raised hood and mask. Alternative models with different arrangements of cape/belts/folded hood are available in the mod’s OPTIONAL folder. Once you have finished installing the mod, you may copy and paste the MDL/MDXs from relevant folder to the Override folder, overwriting when prompted. This mod relies on Sithspecter’s Revan's Flowing Cape and Belt Fix mod for the animations. You can download that mod from here: http://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/ Extract n_darthrevan.mdl and n_darthrevan.mdx to your Override folder (you don’t need to install the rest of that mod’s files, but it is fine to do so). If you do not have this mod then you will not have any animations for the cloak or belts. How to Obtain: The mod retains the vanilla route to obtaining the robes, namely accessing the fabrication computer on Deck 2 of the Star Forge. However, in order to allow people to get the robes early, I have added a new fabricator on Dantooine. It is located inside the Aratech Mercantile room next to the Ebon Hawk's landing pad at the Jedi Enclave: In order to use this component of the mod, you must run the installer a second time and choose the option Dantooine fabricator from the drop-down list. Notes: This mod is not compatible with any other mod that changes/replaces the scripts for the computer on the Star Forge that grants you the robes, k_psta_replicat4 and k_psta_replicat5. The male version is a straight replacement for the PMBJ model, so it will not be compatible with any other mod that replaces/modifies that model, or changes the values for that column in appearance.2da. Because of the way animations work, the female version must be set up as a disguise, so it uses its own independent models and appearance.2da rows and is unaffected by changes to the PFBJ model or appearance.2da values. Note, however, that this means it is not compatible with custom female head models. The Darth Revan robes use the vanilla PMBJ01 texture, and is compatible with texture replacements from other mods. The vanilla texture for the Star Forge robes, PMBJ02, has no provision for the cape or belts, so I have provided a very basic replacement with those sections coloured. I suggest that you replace this with a better quality texture from another mod. I recommend ZM_StarForgeA08 from ZimmMaster's Revan's Jedi Robes mod. Download that mod here: http://deadlystream.com/forum/files/file/466-revans-jedi-robes/ Extract Zimm’s texture from his mod’s tslpatchdata folder, rename it to PMBJ02.tga, and then put it in your Override folder, overwriting when prompted. Make sure you do this after installing the current mod! Additionally, grab the TXI from the OPTIONAL folder and place that in the Override folder as well. Known Issues: There will be some clipping during certain animations. Some of this is related to the animations, some of it the meshes. If you spot something particularly egregious, then let me know in the comments and I may be able to address it if it is model-related. Currently there are no limitations on the Dantooine generator. You can fabricate either set of robes regardless of alignment, and you can make as many copies as you like. I may change this in future. If you are using the K1 Community Patch, the K1 Restoration mod, or another mod that has added danm13.mod to your Modules folder, you will get a warning from TSLPatcher that this file already exists and was skipped. This is intended behaviour and not an error. Acknowledgements: Thanks to Sithspecter for the n_darthrevan flowing robes animations, without which this mod would not be possible. Many thanks to Fair Strides and bead-v for looking over my scripts, checking for errors and streamlining syntax. Thanks to DarthTyren for his tutorial on camera placement (although I had to source the quaternion conversion elsewhere). Thanks to Salk for informing me of a missing ini config for one of the UTI files. -
1 point
Version 5.2
55,197 downloads
In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy! -
1 point
Version v1
822 downloads
This is not really a mod, but more of a modder's resource. It includes textures for the basic Combat Suit PFBC and PMBC, as well as icons and uti files to make them wearable. Anyone who has created a story mod for either game can use these suits to add some variety to the NPCs that the player interacts with. I have also included models in which I have fixed the uvw maps, so that the textures appear correctly (the original models had some polygons in the wrong places). The new models should work with any other texture mods, since they work perfectly with the in-game ones. The armour class is the same as the basic Combat Suit, so there isn't any real advantage to wearing them as a player. The real power of these files, is that a modder can create a whole army with both male and female members (and using any head model for NPC variety). Please feel free to use these files in your own mods. I'm giving my permission now, up front. All I ask is that you mention me in your own read-me. I also ask that the files remain unchanged, so that anyone who uses them will not have to worry about incompatibility. ================================================================ Includes Combat Suits for: Republic, Sith, Czerka, T.S.F., Corellian, Exchange, Black Vulkar (Orange or Blue) ================================================================ Directions: Please copy all relevant files to Override directory of whichever game you wish to use them in. I have separated them into six directories. Common files: The textures were made from original textures that appear in both games, so there is no issue of porting. >Optional Shiny Metal: These texture.tga files & PFBC01.txi & PMBC01.txi are so that parts of the armours will shine with CM_Baremetal (The downside is that the K1 "Light Exoskeleton" & TSL "Electromesh Suit" will also have a shiny metal effect rather than the original CM_Bright glow). K1 model uvw fixes: These aren't neccessary, but the new textures will look much better with them. If you have other mods that change the models, you might prefer to use those ones. Check them out to be sure which you'd prefer. K1 uti files: These are neccessary in order to wear the armours in-game. The name of the uti file is what you would use to cheat them in with the cheat console, examle: giveitem g_a_class4042 will give your player the Republic Combat suit. TSL model uvw fixes: These aren't neccessary, but the new textures will look much better with them. If you have other mods that change the models, you might prefer to use those ones. Check them out to be sure which you'd prefer. The biggest change is to Bao Dur's because the panel on the back was originally mirrored. TSL uti files: These are neccessary in order to wear the armours in-game. The name of the uti file is what you would use to cheat them in with the cheat console, examle: giveitem a_light_42 will give your player the Republic Combat suit. -
1 point
Version 1.0
4,017 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 05.7.2016 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: Davik is the Crimelord of Taris and is a member of the Exchange. During your travels you get to steal his ship the Ebon Hawke and witness his death and collect the fancy armor he wore and a few other items. Though this armor is good armor near the end of the game it becomes kinda useless but this mod should fix that. If you were to try out the game cheats you will notice there are 3 cheat codes that give davik's armor. g_a_class6007 g_a_class6008 g_a_class6009 The "g_a_class6007" is Davik's armor while the others arn't but there stats suggest Davik's armor was going to be upgradable at one point but it was likely cut due to it being to strong and it wasn't restored in K1R for probably the same reason or was overlooked since this is a minor thing. So this mod basically makes Davik's armor upgradable so it can be made more useful near the end game. Stats: Armor reinforcement: 2 Defence Bonus Mesh Underlay: Damage resistance: Cold 20% Damage resistance: Fire 20% Immunity: Mind Effecting Known Bugs: None that I know of but if their is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with anything that changes g_a_class6007 or with anything that removes Davik's armor from Davik (Than this mod wouldn't have effect) Permissions: If you want to include this in your own mod please PM me on Deadlystream first(I will likely say yes) Thanks: 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. -
1 point
Version 1.2
470 downloads
In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. The basic idea is to allow players that dislike profoundly to reload upon losing Pazaak matches to have a better chance at winning. In KotOR, the player is unfairly forced to start each round of Pazaak, favoring considerably the AI. While I could not remedy this injustice, I could work around it by redesigning the three Pazaak decks that the AI uses against the player to counterbalance the odds. Winning is still hard and mostly a luck-based matter. It is made actually more difficult because most opponents now do require the player to win more than they have (as opposed to the original fixed amount of times) in order to unlock the dialogue about running out of funds. And when they do wage their cards but end up winning, they would play for credits again. Thus the need of nerfing considerably the value of the AI's cards. In the process, a number of bugs have been corrected and improvements to the dialogues have been made. More can be read in the included Read Me file. Enjoy! -
1 pointWelcome! And no worries, this is the right place! I believe items are linked with .uti, and if they are equipped to PCs or NPCs, there would be an entry of them inside the .utc\inventory. Try deleting the .uti linked to the particular items, perhaps? 🤔 Pleasure on my side!
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1 pointYou need either MDLedit or MDLOps. With either, decompile the relevant models to ascii, then edit the ascii. Find all the nodes that make use of the texture you want to add bumpmapping for and add "tangentspace 1" anywhere in the node's parameters. Alternatively, you can tick the checkbox for the texture directly in mdledit, like DP said. One thing to note here is that if you're using the released version, you have to convert to ascii, then load that ascii and only then tick. Ticking the box when loading a binary model only works in the latest beta.
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1 pointYou'll be wasting your time with normal or bump maps for leaves/branches. Aside from the fact that you'd not notice the difference, it's not compatible with alpha transparency. But to answer your question, no, you don't need Max/GMax. The flag can be set in the ASCII, as JC said, or in MDLEdit you can just go to Edit -> Textures and tick the box next to the one you want to use a bump/normal map. Note that if using a normal map it must be converted to a TPC. A TGA will cause the game to throw an error on loading.
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1 pointYes, model cannot have a bump map unless it is set to. In KOTORMax, this is the "bumpmappable" flag, while in the ASCII file it reads "tangentspace 1".
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1 pointI was wondering: does the music from KotOR1 and KotOR2 that is included in SWTOR have a higher bit rate in SWTOR than in their original games? If so, perhaps someone should consider making a mod to to take advantage of that.
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1 pointI decided to add an option for either having the two at the side or the leading Dark Jedi become a Sith Assassin. I might add the stealth thing sometime later. Will upload soon, just need to make some screenshots.
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1 pointHello, Salk! Thanks for downloading and playing the update! Ah, glad to hear that you were satisfied with the difficulty and was amazed by the quality of the visual overhaul, very much appreciated! Haha! Wow, that thing never crossed my mind actually, to make her not dropping both her weapons. But, I believe that'd be nice to have it implemented, and I think it could be accommodated in the next update. Many thanks for the input! But as it seems it was only some minor tweaks, possibly I would hold-off the update for the meantime. Every suggestions are always a welcome, welcome! Also a nice improvisation there with changing the .utc. 😁
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1 pointI'd appreciate it if you could determine the specific source of the models. I'll probably need to add a custom Revan hologram model to prevent anyone else having the same issue, but I'm not sure why it is even crashing in the first place. You'll also presumably want to add the model back to your Override so whatever mod that added it in the first place isn't affected.
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1 pointWanted to let you know that worked, i deleted the both of them and the scene played out no more crash. Really glad its resolved and i can get back to playing, thank you again for all the help.
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1 pointThanks eNoodles, DarthParametric, and all the other modders who contributed to the work!! It's very weird that a person on the internet would freely make such a tedious job for others, thanks. And, now that the technical problems are resolved, if this isn't too difficult, I would like that the Sith Assassins replace not all three Dark Jedi but the two at the sides or the one leading (just for variety and lore reasons), maybe they could even be in stealth and appear when the leading Dark Jedi stops to talk. This are all just suggestions, it's your mod and you can do what you like most.
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1 point
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1 pointThe only thing of relevance is N_DarthRevan.mdl/mdx. If you have that model in your Override, try deleting it and seeing if the scene still crashes. Beyond that, I don't have any idea what could be the root cause.
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1 point
Version 2.0.0
426 downloads
Knights of the Old Republic mod Retexture for [K1] Vibroswords replacement pack ====================================================== Original mod by: DeadMan Original models for Jedi Academy by: RevanDark Author: IRobert Contact: PM me on the forums *********** Description *********** This is a retexture/recolor for DeadMan's [k1] Vibrosword replacement pack. It will replace the standard vibroswords with new models made by RevanDark for Jedi Academy. DeadMan converted the models for SW KotOR and he is the autor of original mod. The "new" textures looks similar to original game vibroswords. Colors match to those made by BioWare (mostly). Every blade of vibroswords looks like it was vibrating and here are more color options of this swords than in DeadMan's mod. New icons clearly shows color of blade and hilt. *********** Instalation *********** Place the content of Override folder in your SW KotOR Override folder. You don't need DeadMan's mod for working. All models and textures are inculded. **** Bugs **** I did not notice any, but if You do, please contact me. ********* Thanks to ********* DeadMan for giving me permission to use his mod. RevanDark for making original models for Jedi Academy ********* Permissions ********* You can freely use, change or modify this mod as long as you credit ME, DEADMAN and REVANDARK. You can't upload this mod anywhere, never. If you have questions just pm me on forums. Enjoy ---------------------------------------------------------------------- THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. THE AUTHOR OF THIS MOD IS NOT RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
1 point
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1 pointI focused on files that were both in there and M4-78EP. The following file wasn't, but checking it out it seems Coruscant got the same ID as M4-78 has. Which might cause the shown issues. I changed the ID from M4's to an a new unused one... Give it a try (overwriting the existing in override) galaxymap_p.rar
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0 pointsI am bumping my own topic because I am really trying to understand how bumping ( ) works within KotOR. I am satisfied with what the leaves look like but I am not happy with how flat the branches look in the game and I was thinking that maybe something could be done about it. But my ignorance is alas deep and trying to understand what the most promising topic was suggesting was difficult so I am hoping DarthParametric or some other kind and knowledgeable soul may come to my rescue. My wife (bless her soul, she is the one doing the bulk work on GIMP) has created a new texture file and called it LDA_leaf02bump. Then from what we read, it was a matter of adding extra information to the original LDA_leaf02.txi file and create a new LDA_leaf02bump.txi file to tell the game to use the additional texture. I tested it in game and I see no difference whatsoever (at least it didn't crash!) so if someone can tell me what we are doing wrong and give us some pointers, that'd be truly great. I am not sure whether or not we would even need to do something with some .mdl/.mdx files? I never worked with anything of the sort and I was hoping not to, honestly. Thanks a lot! LDA_leaf02bump.tga LDA_leaf02bump.txi LDA_leaf02.txi LDA_leaf02.tga