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2 pointsWell.. Wow! They don't have a legal leg to stand on and yet they don't seem to care. Now I'm just concerned about what the fallout will be once they get caught and/or punished. Heck, I wouldn't be surprised if Youtube's gaming news channels are at this moment gearing up to "expose" them using that Reddit thread as evidence.
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1 point
Version 5.2
55,190 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[Updated: April 26, 2020] Greetings, fellow Jedi! Hope you all doing fine. This will be an archive-thread-miniwiki to accommodate my curiousness in some aspects from either KotOR/TSL; either with placeables, textures , models, anything- which is too valuable to lost for just a status update but is too exclusive for each of them to have a single thread, in my perspective. I have archived some past random questions with its essential responses, should their information would be useful and will be easy enough to have access to: [August 14, 2018] PlasticCrate_cylinder [August 16, 2018] LTS_Rwall01 [August 19, 2018] PLC_Statue2 [August 24, 2018] Taris' Upper City Cantina Entrance Wall Panel [August 28, 2018] Taris' Upper City South Fountains [M02ac_02b_02e] [August 30, 2018] Ebon Hawk's Unique Cubemaps [CM_eh] [September 12, 2018] Locate Area Model [September 12, 2018] Sith Soldier Bump Map Restoration [September 17, 2018] Bump-map Breaks Level Geometry Animation? [December 10, 2018] Jedi Enclave's "Unused" Bump-map [November 08, 2019] Trigger's ScriptOnEnter x GetEnteringObject [November 24, 2019] ActionJumpToLocation >= ActionJumpToObject [December 08, 2019] Rakatan "SWAG" Idle Animation VS ANIMATION_LOOPING_TALK_NORMAL [December 11, 2019] [Success] VS [Failure] [December 14, 2019] GetNearestCreature > GetPartyMemberByIndex [April 26, 2020] TSL's Hologram ____________________________________________ That was some questions-responses that I thought would need a proper archiving should they delivered any useful information for future modding attempt. Also, I'm taking this opportunity to ask to the forums too. Will it be possible to change that grey area in the center of Taris' city-walk to some kind of a mini-pool with water model/textures in it? One example in mind that could be used as a reference is this mini-pool inside Davik's estate: Many thanks for considering this!
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1 point
Version 4.2
3,275 downloads
=Alternate Revan Romances REDUX= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin ORIGINAL MOD AUTHOR: felixfelicitas FILE NAME: Alternate Revan Romances REDUX.7z LATEST VERSION: 4.2 CONTACT: E-mail to leilukin@outlook.com, or message to Leilukin on Deadly Stream PLEASE READ THROUGH THE MOD INFO ON THIS PAGE AND THE FAQ ARTICLE FOR MY KOTOR SAME-GENDER ROMANCE MODS BEFORE ASKING QUESTIONS! 1. DESCRIPTION: In KotOR II: TSL, players are given options to set Revan's gender and alignment during the first conversation with Atton on Peragus. However, the game always assumes a male Revan is romantically involved with Bastila, while female Revan is romantically involved with Carth. In March 2015, felixfelicitas released his Alternate Revan Romances mod to remedy that problem. His mod allowed players to set Revan's love interest(s), or lack thereof, and the rest of the game will have different variations of dialogue to reflect that change. Most notably, Bastila can be chosen as female Revan's love interest, and Carth can be chosen as male Revan's love interest. Unfortunately, the original mod also had multiple bugs, including game-breaking ones. After becoming a modder myself, I had been trying to fix the bugs with felixfelicitas' mod, and was eventually successful. With felixfelicitas' permission, I release this updated version of the Alternate Revan Romances mod. Changes since the 2.0 version of felixfelicitas' original mod: Many bug fixes, including fixing the game-breaking issue with the 904kreia.dlg file from the original mod The WAV files of the custom VOs have been converted to MP3 format to make this mod compatible with the Steam version of TSL Tweaked the dialogue options to choose Revan's love interest(s) Improved compatibility with the latest version of The Sith Lords Restored Content Mod (TSLRCM) Restructured the installation process of the mod by setting up TSLPatcher to patch relevant dialogue files instead of replacing dialogue files to improve compatibility with other mods. Starting from version 4.0, Alternate Revan Romances REDUX also provides an optional add-on to make Juhani actually appear in the TSL game, with fully-voiced new dialogue, if you choose her as Revan’s love interest, remedying the fact that Juhani gets zero content in the entire TSL game even in cut content. Note that Juhani is available as a romance option for female Revan only. Content from the Juhani cameo add-on: Juhani will leave hologram message to T3, with variations depending on Revan’s alignment. If Revan is light side, Juhani will appear and have a brief conversation with Carth after Carth’s meeting with the player post-Ravager. If both Juhani and Bastila are chosen as Revan’s love interests, Juhani and Bastila will show up together in this scene. Kreia will reference Juhani in the ending when the player asks Kreia about Revan. Juhani’s texture and model are ported from KotOR 1, while the voice-overs of the new dialogue from this add-on were AI-generated: Juhani’s new voice lines were generated by xVASynth, an AI speech synthesis app developed for video game character voices, while Kreia’s new voice line was generated by XTTS from Caqui AI. Special thanks to HappyPenguin from the xVASynth Discord server for helping to train Juhani and Kreia’s voice models for xVASynth, as well as generating Kreia’s voice with XTTS, so I can make all the new dialogue fully-voiced. Please note that this mod is ONLY COMPATIBLE WITH THE ENGLISH VERSION OF TSL AND TSLRCM. I do not provide support for non-English versions of TSL and TSLRCM. 2. INSTALLATION: First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed since TSLRCM is REQUIRED for this mod to work. !! ATTENTION!! STEAM USERS: If you play KotOR 2 on Steam, DO NOT USE THE STEAM WORKSHOP VERSION OF TSLRCM if you want to use this mod! Instead, use the installer (.exe) version of TSLRCM, which can be downloaded from Deadly Stream here. I recommend reading this Deadly Stream post on why Steam Workshop is NOT recommended for modding KotOR 2. Download and extract the Alternate Revan Romances REDUX.7z archive to you downloaded to anywhere you like, as long as it is not within the KoOR 2 directory. Run Install.exe, select one of the two “Main Installation” options depending on if you have installed M4-78 Enhancement Project (M4-78EP) or not. Once you have chosen the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job. JUHANI CAMEO ADD-ON: If you want to install the add-on to make Juhani appear in the game if you choose her as Revan’s love interest, after installing any of the “Main Installation” options of this mod, select one of the two “ADD-ON: Juhani Cameo” options depending on if you have installed M4-78 Enhancement Project (M4-78EP) or not, then select your KotOR 2 directory path, and click the “Install” button.Make sure you have installed the “Main Installation” component of the mod before installing this add-on. When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: Open Install.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” dropdown menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. If you have also installed the Juhani Cameo add-on, it will uninstall the add-on first. After uninstalling the add-on, you need to select Yes to delete the most recent backup folder, then select “Uninstall Mod / Restore Backup” from the dropdown menu again to uninstall the main part of the mod. 4. PLAYING INSTRUCTIONS: For the best experience with this mod, it's recommended to have a completely new TSL playthrough. During your first conversation with Atton on Peragus, after setting Revan's alignment and gender, you will be given dialogue options to set Revan's love interest(s). Regardless of Revan's gender and alignment, you can choose Bastila, Carth, or both as Revan's love interest(s). If you set Revan as female, you will also get the option to choose Juhani as Revan's love interest. If Revan is both light side and female, you can choose any combination of Juhani, Bastila and Carth as Revan’s love interests. Alternately, you can even choose to make Revan not having any love interest. If you install this mod after playing past the initial conversation with Atton, and still want to customize Revan's romance choice, you can change it by using the KotOR Savegame Editor (KSE). Create a new save after installing this mod. Open KSE, expand a save file, and look for Globals > Booleans. At the bottom of the list of global booleans, there should be three new options: llk_revrom_bast — Checks if Bastila is chosen to be Revan’s love intrest llk_revrom_carth — Checks if Carth is chosen to be Revan’s love interest llk_revrom_juh — Checks if Juhani is chosen to be Revan’s love interest Select any of these global booleans, then select “Yes” or “No”, click the “Apply” button, and click the “Commit Changes” button. NOTE: Even if you set Juhani as Revan’s love interest during your first conversation with Atton or in KSE, you must install the Juhani cameo add-on to make Juhani appear in the game. On the other hand, you will not get any of Juhani’s content if you do not set Juhani as Revan’s love interest, even if you have installed the add-on. 5. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 6. MOD COMPATIBILITY: Apart from TSLRCM, which is required for this mod to work, any other mods that modify any of the following content may conflict with this mod: T3-M4's main dialogue (t3m4.dlg) Atton's initial conversation on Peragus (101atton.dlg) Dialogue of Carth's meeting after the Ravager (carthend.dlg) Kreia's endgame dialogue (904kreia.dlg) I have set up the installer to install this mod by patching the relevant dialogue files to improve compatibility with other content mods as much as possible, but it is still not guaranteed to be compatible with every other mods that modify the same files. If you want to use M4-78 Enhancement Project (M4-78EP), you need to install M4-78EP first, then select the “M4-78EP Compatible” option(s) when you install my mod. If you want to use my Atton Rand and Male Exile Romance, you must install this mod first, then you must choose one of the “Alternate Revan Romances REDUX Compatible” option when you install Atton Rand and Male Exile Romance. you must install this mod after Atton Rand and Male Exile Romance. If you want to use DarthTyren’s PartySwap and/or my Handmaiden and Female Exile - Disciple and Male Exile Romance, you need to install this mod after PartySwap and/or my Handmaiden/Disciple same-gender romance mod. The Juhani Cameo Add-on of this mod is compatible with KotOR 1 mods that modify Juhani’s textures (in TGA, TPC or DDS format), but not compatible with KotOR 1 mods that modify Juhani’s models (in MDL and MDX format) unless they are ported to TSL. 7. PERMISSION: You may modify this mod for your personal use. However, if you want to use any files from this mod for your own mod, please ask for my permission before releasing your mod. If I give you permission for it, you must credit me and the original author felixfelicitas when you release your mod. If you want to create your own mod that makes Juhani appear in TSL, I have uploaded the ported Juhani textures and models separately as part of my Missing K1 Party Member Ports for TSL modder’s resource, which also includes a character template file (in UTC format) that allows you to spawn Juhani as an NPC. If you want to create new voice-overs for Juhani or Kreia with xVASynth, you may download their voice models from the following links, and drop the models into your xVASynth directory: Juhani's voice model Kreia's voice model I do not use nor support Steam Workshop, so I do not wish any of my mods to be uploaded to Steam Workshop. 8. CREDITS: felixfelicitas for making the original Alternate Revan Romances mod, as well as giving me the permission to use, update and re-upload his mod HappyPenguin for helping to train Juhani’s voice models for xVASynth and generating Kreia’s new voice line with XTTS Fred Tetra for the KotOR Tool Cortisol for Holocron Toolset tk102 for DLG Editor JdNoa for DeNCS KotOR Script Decompiler and KotOR Lipsynch Editor KobaltBlu for KotOR Scripting Tool bead-v for MDLedit Cortisol and th3w1zard1 for HoloPatcher THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
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1 point@JCarter426 and me were talking on Discord and we came up with this idea. We were talking about editing .pth files directly in kotormax, but since kotormax can't export binary files, we'd need a compiler to produce the actual .pth file. So the idea is that the compiler could turn any gff file (dlg, pth, git, utc, ifo, ...) into a .gff.ascii file. The ascii file would contain the information about the file type, but otherwise the files wouldn't be distinguished. The ascii file might look something like this: # GFF ASCII # Created .... type dlg version 3.2 newstruct dword DelayEntry 0 dword DelayReply 0 dword NumWords 0 resref EndConverAbort script1 resref EndConversation script2 byte Skippable 0 resref AmbientTrack mus_amb_1 byte AnimatedCut 0 resref CameraModel 003ebocam byte ComputerType 0 int ConversationType 0 list EntryList newstruct 0 cexostring Speaker "Atris" cexostring Listener "Kreia" list AnimList endlist cexolocstring Text -1 0 "This is a cexolocstring English male variant." 1 "This is a cexolocstring English female variant." 2 "This is a cexolocstring French male variant." endcexolocstring resred VO_ResRef someresref resref Script script3 dword Delay -1 ... int RecordNoVOOverri 0 endstruct newstruct 1 ... endstruct newstruct 2 ... endstruct endlist byte OldHitCheck 0 list ReplyList endlist ... cexostring EditorInfo "v2.3.2 Apr 30, 2008 LastEdit: 13-Dec-16 16:31:52" endstruct Does anyone have any objections, ideas, concerns, opinions etc... about this?
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1 pointAre any of you familiar with the game You Don't Know Jack? (NO!?! Here's a YouTube video describing one of the entries.) Why do I bring this up? I bought a Humble Bundle for it a few minutes ago and it turns out that I already own a few ofthe games. Have a Steam account? Do I know you? If so , I may give away one of the codes of the games that I already own to you. PM me if you think you qualify.
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1 pointThere is one case of this actually being okay'd, albeit not by Disney/LucasArts/Bioware/Obsidian but by Bethesda. I doubt the former mentioned parties will see it the way that Bethesda does considering none of those companies have ever supported modding, but there's that. Either way, I think anyone with half a brain knew that they can send a C&D out at any moment so I'm not sure what the surprise that the developers of Apeiron acknowledge that. In the end, who cares? Really? At this point this is a dead horse getting beat. The developers obviously do not care what any of us think.
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1 pointJust wanted to publicly thank SH for giving me You Don't Know Jack Vol. 2! Good on him to give it away rather than resell the code (He wanted you guys to know he wasn't joking about giving away games)
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1 pointYou can edit the ASCII directly in a text editor and reassign a new texture. Look for node trimesh Mesh04 (should be line #12776) and then change bitmap LTS_Bwall04 Don't change "bitmap2", which is the lightmap. After you have pointed it to a different texture, you can compile it with MDLEdiit. You can discard the WOK (which is the walkmesh), as the vanilla one is fine. It's easy enough to also split out the bottom of the grey surround if you also want to change the texture for that. In both instances though there might need to be a UV adjustment, depending on what texture/s you want to use. Edit: Oh, and you might want to try lun_water01 for the water. It's a dark blue. Probably won't need any editing of the pond bottom using that. The fountains are using PLC_FntnMtl which doesn't actually look metal at all. You could maybe try a stainless steel kind of look. Edit 2: Perhaps something like this: https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c_v2.7z
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1 pointShould have uploaded this for you earlier. Here's the model if you want to play around with it. You can load the ASCII in KOTORMax. https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c.7z
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1 point[Updated to v1.0.1: August 26, 2018] A quick heads-up to the mod's page. The mod has been updated to v1.0.1 version. So, what's new in version v1.0.1? All .WAVs has been compressed optimally, and now they are exported as Mono-channel. Resulting in a more efficient file size, and how they all sounded now will blend better with the game. This is an optional update. This aim to accommodate efficiency, but at the same time improving how the voices sounds in-game; as lately I have learnt that implementing Mono-channel [in this case; Ajunta Pall's "Legends" voice] will result in better blend with the ambient of the game. I have been using this version in my playthrough also. 😁 Anyway, v1.0- the initial release; which utilised Stereo-channel but is extra on its size, will still be available to download for you.
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1 pointView File [K1] Ajunta Pall's Voice "Legends" This mod replace the vanilla Ajunta Pall's voice with the "Legends" version. # Background # The main motivation of this mod was, for me personally; to have me enjoy VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance", to the most immerse experience I could have. So, I fiddled around with the vanilla voices to have me get that spectral feeling inside the tomb. # About this Mod # Inside this mod are 59 edited voice-overs of Ajunta Pall, using the game original files as the base voice to work with. [Updated in v1.0.1] # Final Remarks # I suggest you to install VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance" first, and then install this mod after. This mod aims to complete the Ajunta Pall's spectral ambience part. Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe]. Uninstallation: Run the "Uninstall: Vanilla Ajunta Pall's Voice" option from the installer directory. Compatibility: Will not be 100% compatible with VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance", as VP's mod also include VOs replacement upon installing. To make this mod compatible, install this mod after VP's to have the intended effect. This mod will only affect the voice of Ajunta Pall. Redistribution: You can redistribute this mod or re-release it on any website; all I'm asking was just not to take credits for it. You don't have to ask for permission, but I do appreciate all the kind intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare & LucasArts, as inside this mod are their base assets too. All said and done, credits to my name is always a welcome, welcome. Credits: [Updated in v1.0.1] DarthParametric for the past-present knowledge which allows me to create any customs for the game, and his guidance on working with the installer. DarthParametric again, for the "addheader.bat"- which tools have been proven very useful to re-compressed the .WAV files. VarsityPuppet for the permission to have "Spectral Ajunta Pall Canonical Appearance" stand-out-ly featured in the preview. VarsityPuppet again, for inspiring me with the amazing "Spectral Ajunta Pall Canonical Appearance", and later for his input which enabled me to have the .WAV files compressed to micro-sized ones in v1.0.1, and resulting in better blend with the game- all but goodness. BioWare & LucasArts for the 'Game of the 21st Century'. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss. -eb v1.0 Preview [featuring VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance"]. v1.0.1 Preview [Under Development] Submitter ebmar Submitted 08/19/2018 Category Mods K1R Compatible Yes
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1 pointIt probably needs some adjustment first. Testing of different water textures, maybe altering the textures of the fountain heads (they aren't lightmapped and are just using the placeable's texture). I'm about to head in to work for a few hours, but I'll play around with it when I get home. Plus there's the whole mod approval logjam (I think I have 3 already waiting for someone to hit the red button), so who knows when it would turn up.
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1 pointYou're a fan of this. I get this. I really do. As you've seen this argument about using the game to unlock the "not-a-mod" come up again and again, don't you think - as a fan - that they should be more forthcoming about how that might be implemented? I personally don't see how they'll be able to do it. How will they make it so KOTOR legal copies activate this "not a mod" and prevent cracked versions from also doing so? If you have faith in these developers, it seems like that's a question you or others should be asking. I have no skin in this game and you have more to lose. If you're active in their bases of operation, perhaps you'll get a concrete answer. I hope you do get a satisfactory answer! Until they're more transparent however, I remain skeptical.
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1 pointIP laws are pretty clear. This is not a mod no matter what people insinuate as it is not a modification of the original game, but a new game that is using material from the old game. Saying it will need k1 to install is very dubious to say the least. And using this to say its 100% legal is even more dubious when the dev outright states they do it to give people hope. Other, similar projects have been shut down by lucasfilm/disney in the past 2 years because they considered these projects as competition to their own titles and may have had a chance of taking players away from their own ips.
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1 pointA free version of KotOR is taking money out of the license holder's pockets. Had that not occurred to you?
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1 pointYes, you could edit the room model to add a water plane, maybe some fountain VFX nodes. That particular section of walkway would appear to be M02ac_02c. Edit: Here's a quick and dirty example. A simple plane with one of the Manaan pond water textures (not sure if it is the best option) and some emitters stolen from the metal fountain placeable and duplicated three times: I was actually thinking more in the vein of a traditional vertical type of fountain. I was sure I had seen something like that in one of the games, but it seems like there's nothing of that sort in K1 at least.
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1 pointI know there are many here who love this glorious "mod" as the devs have been telling everyone for the past 2 years. So let me post a conversation that I had with a dev on their discord chat earlier today. For those that do not know, my discord name is Winter 😂
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1 pointHi, JustABitAgroed! From what I have learnt; you would need to create a transparency using the alpha channel of the image, so the only part of the icon that will appear in the game is the intended part. I am using an icon from Darth Vhail's "Rey's Clothing" for an example, and Adobe Photoshop CC as the working program: A resolution of 128x128 to 256x256 TGA exported format would be sufficient for an icon, I believe- as it will be rescaled automatically in-game. Edit: Anyways, keep in mind that solid black in alpha will result in 100% transparency, while grey alpha will probably result in about 99% to 1% transparency [depends on how solid the grey was], and solid white will result in 0% transparency or 100% opaque.
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1 pointThat's just more art. That doesn't advance the project, if anything it pushes it even further along the wrong path. Artists are a dime a dozen. A monkey could slap together some art assets in Unreal and call it a game (as evidenced by all the asset flips on Steam). What a game needs is programmers. If you don't have any then you shouldn't even bother starting a project. If I was going to undertake a hypothetical KOTOR remake (and let's call it what it actually is and dispense with this "mod" BS) in Unreal or other 3rd party engine, I would start with a fully functional recreation of the Endar Spire level. Forget about the art assets, simple white box mockups and default Unreal characters would suffice. What matters in an RPG is the underlying systems. If you are starting KOTOR from scratch, you need to develop a multi-node branching conversation system, equipment and inventory system, stats and levelling system, party/companion system, ranged and melee combat mechanics, etc. The Endar Spire is the perfect test level for developing and testing that. You have a couple of NPCs with a few lines of dialogue, a couple of conversations, a few combat encounters, a few cutscenes, etc. all in a very small space comprised of a few small rooms linked by corridors. And if you haven't demonstrated even a fraction of any of that after 2 or 3 years of screwing around, you should just stop wasting your time.
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788 downloads
Original Review on Filefront: "Inyri Forge has brought us an updated version of Darth Malak�s jaw piece. As I stated in my previous review of this mod (just in case you don�t feel like clicking the outdated one to read about this), Darth Malak lost his mouth in a lightsaber duel. The rumor was it was Master Kavar that did the deed. Just a reminder if that it is only a rumor, nothing is factual about this rumor. The rumor started when you read the dialogue exchange between the Exile and Kavar in the Iziz cantina and it was based off of Mandalore�s comments that the speculation it was Master Kavar who chopped off Darth Malak�s jaw. What is different about this updated version is that the mesh of the model has been modified to help avoid ear clipping. This works best with Don Kain�s playable Malak�s head (link to this mod in the readme). The textures have been modified to increase blending to it. The model name has been modified to avoid conflicts with the author�s Mabari Armorweave mod. This mask is meant for male characters, however you can put them on females, just don�t except breath taking results. To get this jaw piece of Malak, you will have to use the KSE or the cheats to get it. The name file is different from the original release. To give it, type... giveitem malakmask This mod is meant for both Knights of the Old Republic, and Knights of the Old Republic II: The Sith Lords. The TSL version has a story behind it that if was taken after Malak�s death in KOTOR. The author said you�ll have to make up your own story for the K1 version. This item is restricted to the dark side of the Force. Also check out the bonus stats you'll get in the readme. The stats from the original release have upped a little to give your PC a little more of a boost. Enjoy it! Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future. -Shem" -
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