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Showing content with the highest reputation on 12/31/2018 in all areas
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2 pointsThanks! Yes, it's spawned on a new corpse. I added the script to cs_tob_1.dlg (cutscene of Colonel Tobin on board his ship), so it should be OK. Unfortunately, the animations for lightsaber forms are probably unrestoreable, and these don't come with any new animations, no. So far as I know, the lightsaber and force forms in TSL are entirely hard-coded.
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1 point
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Version 1.0.0
212 downloads
Mira Look for Visas Mod ========================================================= Description: This mod simply replaces the Visas character model with Mira in KOTOR II TSL. It has been tested and works fine. This mod is compatible with TSLRCM! This is my first mod, hope You enjoy it. ----------------------------------------------------------------------------------------------------------------- Installation: Unzip the archive, then copy the "Override" folder inside the "Mira Look for Visas" folder into your KOTOR II TSL install directory (Default: C:/Program Files/Lucas Arts/swkotor2 or C:/Program Files/Star Wars - Kotor 2 for GOG version). If the Override folder was already created earlier (by installing other mods, etc.), just overwrite the Override folder when copying the files. You should have the following files inside your swkotor2/Override folder: p_visasbb.mdl p_visasbb.mdx p_visash.mdl P_visash.mdx ----------------------------------------------------------------------------------------------------------------- Uninstallation: To uninstall the mod, just delete the following files from your Override folder: p_visasbb.mdl p_visasbb.mdx p_visash.mdl P_visash.mdx ----------------------------------------------------------------------------------------------------------------- Redistribution and Use: You may re-upload this mod on other websited or here (if you have a copy of it and it is no longer hosted online), with proper credit given. You may use this mod and associated files to include in Your own mod without asking permission, it is only required that You give credit for my mod! It is not permitted to re-upload this mod or use it as part of your mod claiming it is your work and without giving credit. ----------------------------------------------------------------------------------------------------------------- Many Thanks To: Deadlystream Community, Kotor Tool Creators, Modding Tutorials Creators TSLRCM Compatibility: Yes ========================================================= Version: 1.0.0 - Original Release -
1 point
714 downloads
Uploaded by permission of the author. Original KotORFiles review: "Yes, it's exactly as the title says. Aren't mods that make things more in-keeping with the EU lore nice to have? This specific mod addresses the inaccuracy on BioWare's part regarding the game's vibroblades/swords. Precisely, that the so-called vibroblades were swords in their own right! They were shorter than the swords, yes, but they were far from the knife-sized blade they're made out to be in the EU. Anyways, Inyri's latest mod remodels the game's deceptively-named vibroblades into something much smaller. Despite the decrease in size they're still just as deadly and do just as much damage; the difference is entirely cosmetic. (And it's not exactly unrealistic, either - in SW all vibroweapons have ultrasonic generators that cause them to vibrate at incredible speeds, so getting stabbed by one would in most cases be lethal regardless of the size.) The mod is primarily for K1 (that's the game the TSLPatcher installs it for), but if you want to keep things consistent in the series it can be make to work for K2 as well by tweaking baseitems.2da. Might we be a wee bit prejudiced in our attitude towards the 2003 game of the year's sequel, Inyri? stick out tongue Note: Please remember to give the author of the mod feedback, as the download count isn't particularly verbose. Written comments tend to be much more useful and encouraging. -Emperor Devon" Installation Instructions: Extract the contents of the 7ZIP archive with 7ZIP (http://www.7-zip.org/) or WinRAR (http://www.rarlab.com/). Run TSLPatcher.exe and follow the instructions provided. Included Files: -baseitems.2da -iw_vbroshort_001.tga -iw_vbroshort_002.tga -iw_vbroshort_003.tga -iw_vbroshort_004.tga -vibroblade_if.txi -vibroblade2_if.txi -vibroblade3_if.txi -vibroblade_if.tga -vibroblade2_if.tga -vibroblade3_if.tga -w_Vbroshort_001.mdl -w_Vbroshort_001.mdx -w_Vbroshort_002.mdl -w_Vbroshort_002.mdx -w_Vbroshort_003.mdl -w_Vbroshort_003.mdx -w_Vbroshort_004.mdl -w_Vbroshort_004.mdx -The Read-me file Uninstall Instructions: Remove the above named files from your override folder. Description: Vibroblades historically were short knives that used ultrasonic generators to cause the blade to vibrate, allowing it to be more destructive. That is... until KotOR came along. According to KotOR, there's nothing but an aesthetic difference between vibroBLADES and vibroSWORDS. A bit silly, yes? I've been meaning to correct this issue for a while, so here it is. Vibroblades are now short, knife-size, and are wielded like stun batons. These are simply model overwrites (and a small 2DA change to alter the way vibroblades behave) so the change will be applied to all existing vibroblades (as well as any other custom-content vibroblades that do not use new models). Bugs: More a warning than a bug, but if you're using a mod that adds a custom model vibroblade to the game, it may look a bit silly being wielded as a stun baton. -
1 pointView File Dxun Holocron Introduction This mod adds a new holocron to the game, which can be found on a corpse on Dxun. In addition to giving the player bonuses to their maximum Force Points, which unlock at levels 12, 14, and 16, the mod also gives the player the opportunity to learn three new Lightsaber forms: Sokan (Form VIII), Shi'en (Form IX), and Niman/Jar'Kai (Form X), which can be activated as non-medical abilities. (The vanilla lightsaber forms are hard-coded in the game). This derives from an unreleased mod of mine made in 2005, in which I made these three Lightsaber Forms work as passive Force Powers. These Lightsaber Forms become available at levels 13, 15, and 17. Their stats are as follows: Sokan: Attack +3 Damage Bonus +1 Reflex Saves +3 Defence Bonus 2 Defence Bonus vs. Piercing -2 (net bonus: 0) Shi'en: Attack +3 Damage Bonus +3 Defence Bonus -2 Blaster Deflect -2 Reflex Saves -2 Niman/Jar'Kai: Attack +2 Offhand attack bonus +3 Defence Bonus 1 Fortitude Saves -1 Installation Double click 'Install Dxun Holocron', and hit the 'Install mod' button. Uninstallation Remove the following files from your Override folder: di_d_gk1.ncs di_g_lf8.ncs di_g_lf9.ncs di_g_lf10.ncs di_gk1.utc di_jh_01.dlg di_jh_01.ncs di_jh_01.uti di_jhc.utp di_k2s_lf8.ncs di_k2s_lf9.ncs di_k2s_lf10.ncs di_k2s_lf8.uti di_k2s_lf9.uti di_k2s_lf10.uti di_s_gk1.ncs di_s_jhc.ncs ii_datapad_063.tga ii_datapad_064.tga ii_datapad_065.tga ii_datapad_066.tga Copy the files 'spells.2da' and 'globalcat.2da' from the backup folder created by TSLPatcher on installation into your Override folder. If no such folder was created on install by the game, you can (probably) safely delete these two files as well. Known Bugs The new Lightsaber Forms won't appear in the same place as the vanilla forms do on the GUI, but in the non-medical items slot (with the shields, basically). There's not a lot I can do about this; the Lightsaber forms appear to be hard-coded. Credits Thanks are to deathdisco, whose original KotOR I lightsaber forms mod inspired this one; to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script; to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work; to Holowan Labs, which was by far the best place to work on KotOR mods on the internet; and to Obsidian, Bioware, and LucasArts, for making both KotOR games. Submitter InSidious Submitted 12/31/2018 Category Mods TSLRCM Compatible Yes
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1 pointHappy New Year 2K19 from Nar Shaddaa! featuring the amazing Sharen Thrawn's "Realistic Nar Shaddaa Skybox"
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1 pointThe ‘technical’ side of things as you put it isn’t an issue, i’ve already written the code for the three different powers which make up the tree, using the Light Side Heal power tree as a base, as mentioned in the previous post. I was mainly looking for input as to how the ‘buff’ should be calculated, but realised shortly after writing the original post that there aren’t really any better options that I could think of, so I went ahead and wrote the scripts. I like the idea of a class restriction, but I’m not sure whether I’d want it restricted to just the Sith Lord class, I think I’d probably make it only available to the three Dark Side Prestige Classes, or maybe to the Sith Marauder Class. Sion always seemed more of a Marauder than a Lord to me anyway. Quite like the name ‘Sith Resurgence’ though, I may well use that. When I cobbled together a version of the mod for testing, I just called it ‘Sith Healing’, but I like your idea better. Thanks! 👊🏻
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1 pointAfraid I can't really help much with the technical side of things, but for what it's worth I'll chuck my two cents in on the creative bit. I like the idea of it being the highest option available in the Heal tree, but, I think it might be better to have it limited to the Sith Lord prestige class only. As far as I know, it's not exactly a common feat to perform such an ability, and Sion is the Sith "Lord of Pain". It could also only be available once you obtain a certain level of Dark Side points? Such an advanced power seems it would require a lot of dedication. It could even further corrupt the player, adding more DS points with each use? Sion doesn't exactly look 'refreshed' when he uses it, if that makes sense. Those are just my thoughts, not sure how easy some of them would be to implement, though. EDIT: A unique name for the power would also be neat. "Sith Resurgence", (off the top of my head), that kinda thing.
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1 pointYou have two options. Presumably this is already a custom head you have added to heads.2da, so the logical approach is to load the head model into Max/GMax and adjust the vert positions in that area of the neck to move them back half 5-10mm, enough so they no longer clip through the collar. The second option is to create a custom version of the armour model (since again I assume she has a custom row in appearance.2da) and adjust the position of the verts on the collar, pulling them out a bit. Either would be a valid approach, but editing the head is the one I would suggest.
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1 pointGreetings, Thread Master! Here to report a difference in result between Manual [load > convert > save] with Batch operate on compiling/decompiling model using the MDLedit: That is one out of few instances; as on my end there were some smoothing issues on using the Batch operate particularly with commoner's head. Most of player's head are not having any as far as the attempt goes. The issue mostly leaving some marks around their mouth area. Looking forwards to constructive response on this report- and many thanks for considering this.
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1 pointThe epilogue for The Prodigal Knight is now available!
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1 point
Version 1.0
748 downloads
This is a port of FF97s Mandalorian Reskin mod This re sizes the textures 1024x1024 and ads Markings to the armor. Original mod by FF97 all credit goes to FF97 I simply ported this over. Install into your swokotor override folder. Original mod link http://deadlystream.com/forum/files/file/515-mandalorian-reskin/ link to FF97 page http://deadlystream.com/forum/user/11682-ff97/ I did get consent from FF97 to upload this for Kotor If needed I will provide proof. -
1 point
290 downloads
By JCarter and Darth InSidious This isn't a mod so much as a modder's resource. JCarter426 discovered a "shuttle interior" in the game files area that was never used by Obsidian, and I've made up some module files so you can get to it. The "module" folder is exclusively for the use of modders, and is not needed to make the mod run; it is only if you want to edit things that you will need this folder. -
1 point
Version 2.0
343 downloads
Long, long ago, I made a mod called "Broken Bottle" for TSL. This is the very, very delayed K1 version. Darth Insidious' Broken Bottle ------------------------------ Description: ------------ Bludgeoning Damage Bonus +2 On Hit Attribute Damage Constitution DC10 Attack Penalty -1 Attribute Penalty Dexterity -10 Decreased Skill Modifier Awareness -2 Reduced Saving Throws Reflex -4 The weapon has been equipped to the drunks in the Taris Upper City. To get in game type "di_bottle1" into the console, without the quotes. A crude weapon, for a more uncivilised age, the broken bottle has been the prize weapon of drunks throughout the galaxy for millennia. The preferred weapon of the Pot-Iid Monks, who practice the ancient martial art of Drun-K'fu, in the right hands it can be a devastating weapon. Installation: ------------- Place all the files in the archive except this file into the Override folder in your SWKotOR folder. Uninstallation: --------------- Remove the aforementioned files. Contact ------- Got an issue with the mod? Object to its existence? Don't like the colour? Contact me either at www.lucasforums.com, or by emailing cringe909@hotmail.com Legal Disclaimer: ----------------- All materials and copyrights belong to LucasArts and Bioware. KotOR Tool belongs to Fred Tetra, and NWNNSSCOMP belongs to Edward T. Smith. Also, if you're going to re-use this, or any part of this mod in another mod and upload that mod somewhere, you MUST seek my permission first. In the unlikely event that I say no, don't go ahead and upload it anyway. That is a sure-fire way to annoy me. Likewise if you intend to upload this mod anywhere other than where it is now. Thanks to: ---------- Darth333 for her scripting advice and tutorials, T7Nowhere for his modelling tutorial, The kind members of Holowan Labs, LucasArts, Obsidian Entertainment and Bioware, for their truly brilliant Knights of the Old Republic franchise. -
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0 pointsAs new NPC heads from SWTOR are added the download section, I'll work on making voice packs as I've done with this. You don't need to ask me. I just won't be doing the voice files for the SWTOR Exile as there's no enough there to work with. My computer only lacks the graphics card which should be coming in the next few days. PS: Please don't bug @DarthParametric to port all of the NPC heads. That's probably not the way that he wants to spend the new year! (Besides, shouldn't more than one person be doing that?)
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