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Showing content with the highest reputation on 11/01/2018 in all areas
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4 points
Version 1.0.0
2,524 downloads
Feel free to edit and reuse the textures. No need to contact me for any permissions (for distributing or editing these files). Worked on animation Sith Holocron. The resolution of the texture is 8192x2048. I tried to draw each element of the texture in accordance with the original. -
4 points
Version 1.1
334 downloads
Overview Odyssey++ is a set of user-defined languages for Notepad++. Based on Fancy Colors – NWScript support in text editors, Odyssey++ has been updated for the Odyssey Engine games Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords. It seeks to replicate the basic features you’d expect from an integrated development environment, such as syntax highlighting and autocompletion, to make scripting for these games more convenient. When you write scripts using Odyssey++, the program will color-code everything you type and make suggestions based on terms specific to the NWScript language. Features Syntax Highlighting – Words are color-coded based on their role in the NWScript language. Data types, operators, functions, constants, labels, strings, and comments are assigned different colors. This makes it clearer how the parts of your code interact, making it clearer what your code is actually doing, and also helps you make sure you typed things correctly. Code Folding – Text contained within { braces } can be folded and unfolded again. This lets you hide clutter when reading your code and helps keep track of whether you’ve closed everything you’ve opened. { Autocompletion – As you type, you’ll get suggestions for functions, constants, and other terms in the NWScript language. If you choose one of these suggestions by hitting TAB or ENTER, the program will finish typing it for you. This will save you a few precious keystrokes and ensure you don’t misspell things. Parameter Hints – When you type a NWScript function, a window will pop up showing all of the function’s parameters, their default values, and a description of the function from the developer comments in nwscript.nss. File Association – Whenever you open or save a .nss file, Notepad++ will switch to one of Odyssey++’s user-defined languages. Games Supported Star Wars: Knights of the Old Republic Star Wars: Knights of the Old Republic II – The Sith Lords -
3 points
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1 point
Version 1.2.4
35,480 downloads
Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another. Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender. For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below). Known Issues: WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility: The mod is compatible with K1CP. Make sure you install K1CP first. The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements: Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch. Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels. Thanks to @Alice Reyneke for pointing out that pathfinding for the placeables was broken by a previous update. -
1 pointView File Odyssey++ Overview Odyssey++ is a set of user-defined languages for Notepad++. Based on Fancy Colors – NWScript support in text editors, Odyssey++ has been updated for the Odyssey Engine games Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords. It seeks to replicate the basic features you’d expect from an integrated development environment, such as syntax highlighting and autocompletion, to make scripting for these games more convenient. When you write scripts using Odyssey++, the program will color-code everything you type and make suggestions based on terms specific to the NWScript language. Features Syntax Highlighting – Words are color-coded based on their role in the NWScript language. Data types, operators, functions, constants, labels, strings, and comments are assigned different colors. This makes it clearer how the parts of your code interact, making it clearer what your code is actually doing, and also helps you make sure you typed things correctly. Code Folding – Text contained within { braces } can be folded and unfolded again. This lets you hide clutter when reading your code and helps keep track of whether you’ve closed everything you’ve opened. { Autocompletion – As you type, you’ll get suggestions for functions, constants, and other terms in the NWScript language. If you choose one of these suggestions by hitting TAB or ENTER, the program will finish typing it for you. This will save you a few precious keystrokes and ensure you don’t misspell things. Parameter Hints – When you type a NWScript function, a window will pop up showing all of the function’s parameters, their default values, and a description of the function from the developer comments in nwscript.nss. File Association – Whenever you open or save a .nss file, Notepad++ will switch to one of Odyssey++’s user-defined languages. Games Supported Star Wars: Knights of the Old Republic Star Wars: Knights of the Old Republic II – The Sith Lords Submitter JCarter426 Submitted 11/01/2018 Category Modding Tools
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1 pointI agree with you. That animation is a better choice. I kept the animation chosen by the developers but the angry one (it is called TALK_FORCEFUL) seems to suit the line better. I will also have to make sure the Droids always clear the space correctly. As people could see in the video, one of the three is stuck in place. I think it depends on the action queue still being processing the moving closer command. Thanks for your feedback, mate!
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1 pointI haven't checked it properly yet, but a cursory glance over the mod's page would suggest that the added changes are all related to the M4-78 planet itself. I am assuming 1.5 continues with the added Korriban module route they went with in 1.3, so choosing the 1.3 option in the installer should be fine. If you want to be certain, check for the presence of RIM files labelled "703KOR" in your Modules folder. I'll make a proper assessment and update the instructions over the weekend.
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1 pointSounds great, Salk! Anyway, buddy- Why did I get this on my end after clicked on both the hyperlink? Edit: Move along, I have got the access to both videos by accessing via profile. Edit2: Hahah! Both the Flirt FF and Tanis Trapped Improved were awesome! Anyway, with the intro animation of Tanis Trapped Improved; what do you think about using the angry animation instead? The one that the subject clenched and swinging their fist sort of. I'm just assuming that it'll fit better with Tanis' threatening line. 🤔 Nevertheless, fantastic work on the improvement- Salk!
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1 pointI actually first mentioned it in the mod thread, so since VP never came asking for it, I assumed they were not interested in updating. If VP does want it, I'll happily send it over. [Edit]: As a followup, I just noticed I can now attatch files to posts, so have this. Stick this in the 105 folder of the peragus tweak folder, then run the TSLPatcher as normal. 105per.git
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1 pointView File Khoonda Militia Resistance Armor / Azkul Equanimity Armor - TSL Instruction: Move all the files from the archive to the override folder. Note: in future versions, the installation will be done through the installer. Description: This modification gives you a new look at the Khoonda Militia and equipment commanders of mercenaries. New types of Khoonda Militia armor and mercenaries are added, and the inventory of some NPCs is updated. * Version 1.2.0 * Added Echani. Now some commanders of mercenaries will be representatives of this race. The first meeting will take place at Telos, where Bao-Dur meets us, and the second meeting will be in the cave of crystals in the mercenary camp, where enemies are held captive by a Jedi master Vrook Lamar. Now these commanders correspond to their heavy armor Echani. I displayed everything in the screenshots. In the future, it is possible to add additional heads to different NPCs. I removed all restrictions, now the mod is free to use, more about this in the credits. * Version 1.1.0 * 1. Added installer; 2. Fixed Berun and Zherron files; 3. Added modified files for Zherron and Azkul; 4. Changed the armor commanders of mercenaries: 4.1. in the crystal cave on Dantooine; 4.2. in the recovery zone on Telos 4, armor can be removed from some mercenaries; 5. Added armor to one of the wanted TSF hired assassins. In his inventory is combat armor and 200 credits, as well as 200 credits in the inventory of his criminal counterpart. 6. Screenshots are updated in accordance with the changes. Features: 1. Khoonda Militia Armor: 1) Old armor, which will periodically appear on the NPC. She is equipped with: Saedhe, Suulru and Jorran, if the last two people, of course, join the militia; 2) New heavy armor, in which all Khoonda militia, including Dillan, will be equipped, the following type of armor is provided for officers; 3) Khoonda Militia Resistance Armor. The armor is worn by Berun, Zherron, and with Zherron it can be removed if the player chooses to join Azkul; 2. In addition, I added armor for Azkul. Now he is equipped in it and, accordingly, his indicators are increased. 3. I also added a thousand credits to his inventory. After all, he is the commander of mercenaries on the planet, and why, I wonder, he walks without money? It is not clear, now it is fixed. 4. In fact, you can get all three Khoonda Militia armor by being on either side of the force. They are sold at Adum at the lowest prices, as he himself says. The price is shown in the screenshots. 5. The properties of all the armor are shown in the screenshots. Armor is available for both male and female characters. 6. I replaced the equipment for Dopak, now he is wearing heavy armor, which is equipped with the commanders of mercenaries. The armor of the mercenary commander, who attacks Chodo Habat to make it look even more dangerous, has also been modified, I always liked this particular type of armor. 7. The mod is compatible with all mods; with a modification of 90SK's SUPER Content Mod - partially compatible. Credits: 90SK texture and icon of Khoonda Militia Heavy Armor; Silveredge9 texture and icon Azkul armor; redrob41: Echani heads. The modification can be implemented on other sites, but in this case you should indicate me as the author, as well as indicate the persons indicated in the credits and special thanks section. Depending on what element you borrow, ask permission, if not provided otherwise, from the creator of a particular material, if you use my materials, permission is not required, my material of this modification can be used when creating your modifications, however you should specify in the future me in the credits section or special thanks. Special Thanks 1. 90SK for providing materials for the modification, which served the creation of Khoonda Militia Resistance Armor; 2. TK102 for the K-GFF GFF Editor; 3. Fair Strides for the KotOR SaveGame Editor. Screenshots: A shop selling armor; old armor; Berun: Khoonda Militia Heavy Armor: Khoonda Militia Resistance Armor: Equanimity Armor: Zherron: Azkul: Mercenary Commanders: Hired assassins: Echani: Submitter todevuch Submitted 10/31/2018 Category Mods TSLRCM Compatible Yes
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1 pointPretty nice to add different armors between the NPC's, considering that the mercs and the Militia ought to look a little rag-tag on this backwater planet.
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1 point
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1 pointI haven't been doing much modding over the last couple weeks because I've been working on this instead: It's a fully-functional user-defined language for Notepad++. It has syntax highlighting and auto-completion based on all the terms found in nwscript.nss. I've done all my coding over the last ten years with Notepad - the regular one - with none of these features, so I think it's pretty cool to have now. (The code I typed is garbage, though. I was just putting stuff down to show a few of the features and I forgot to assign the command to an object.)