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Showing content with the highest reputation on 01/01/2019 in all areas

  1. 4 points

    Version 1.1.1

    3,199 downloads

    This mod overhauls the appearance of Janice Nall and her Incomplete Droids in her store. # Background # I was in a playthrough and looking to overhauls things that're necessary; this is one of them. # About this Mod # This modification makes Janice Nall more like an expert droid technician; with those flashy looks of hi-tech armor she's wearing and her Incomplete Droids will looked like they're meant to be; an unfinished paint jobs with missing parts in their anatomy. Updated in v1.1.0: Adds an additional texture option for Incomplete Droid; which texture now immensely have the look of C8-42-GE3 [Elise Montagne's personal-assistant droid] with unfinished paint jobs. Updated in v1.1.1: An additional installation targeted to earlier version user; which is a fix for Janice Nall's model provided by @DarthParametric [Female Armour Collar Fix]. # Final Remarks # I have plan to change T3-H8 appearance to something more unique in the future update; to make it different from common utility droids spreads around the game. We'll see. 🤞 Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me, write them on my feed or leave any on the mod's page as you please. 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] To install Incomplete Droids' alternative texture; simply run its option, or you could also drop the included file to the 'Override' folder. Overwrite when prompted Uninstallation: Replace the installed files with what is stored inside the generated 'Backup' folder. Particularly the tar_m02ab.mod, put back the file to the 'modules' folder; overwrite when prompted. Compatibility: This mod works either with vanilla or modded state of the game. Will be compatible with Kainzorus Prime's "[KotOR] NPC Overhaul Mod"- make sure to install this mod after the said mod has. Will not be compatible with any mods that overrides the tar02_brokedroid.utc and tar02_janice021.utc or anything that force-overrides the contents of tar_m02ab.mod. For this mod to be effective you should at least load a saved game before entering the Upper City North [tar_m02ab] module Redistribution: You can redistribute this mod or re-release it to any website as long it fits their policies; just don't claim it as your own. And be advised that I will not provide support to any technical problems there. If you are to re-use the assets to a mod you will be releasing, you don't have to ask for permission- but your generosity is very much welcome. Also, make sure to give credits to SpaceAlex, DarthParametric, BioWare & LucasArts with the release; as inside this mod are theirs. An appreciation to yours truly is also a warm welcome, welcome. Credits: DarthParametric for the past-and-present knowledge which allows me to create customs for the game, and also for granting my request on having his "Female Armour Collar Fix" included with this mod SpaceAlex for the Modder's Resource: K1 Enhancement Pack which its Twi'lek's head texture and Protocol Droid's texture as the primary base to work on to jc2 - whom recent release of Lehon Mandalorian Expansion triggered me on running a playthrough which resulting on this project Rece for the Animated Texture Tutorial which very helpful back then for me to understand how an animated clothing works ROTNR for the Creating Module Files in KotOR tutorial which helps me on creating the custom tar_m02ab.mod included with the mod Dark Hope, VarsityPuppet, JCarter426, redrob41, CarthOnasty, Sithspecter, DeadMan, Salk, Quanon, Kexikus, Silveredge9, Logan23 and N-DReW25 for an inspiration to most of the creation Fred Tetra for the 'amazing' KotOR Tool bead-v for MDLedit and KOTORmax Werner Rumpeltesz for PlainEdit.NET ndix UR for tga2tpc All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout and to discuss -eb
  2. 2 points

    Version 1.0.0

    1,255 downloads

    This mod edits the models for the the female Class 7 (PFBF) and Class 9 (PFBH) armours. Along with Class 8 (PFBG), these three armours all feature a fabric collar. However, in the case of the F and H models this collar lacks any weighting to the neck bone, and due to its shape and height is prone to experiencing clipping of the neck with some head models. As the G armour apparently doesn't appear to suffer these issues, the collar from this armour (with some adjustment) was grafted onto the F/H bodies. The amount of clipping is somewhat variable depending on the head. It also seems far more prevalent on the small body size, but I have provided fixed models for all three body sizes. Compatibility: The UVs of the armours are unchanged, so they are still fully compatible with all vanilla textures and any retexture mods that stick to that layout Obviously the mod will not be compatible with any other mod that replaces the same models Permissions: This is intended as a half enduser mod, half modder's resource. People are free to include this content as part of other mods as long as credit is given. Acknowledgements: Thanks to @ebmar for making me aware of the issue via a screenshot for his Janice Nall mod Thanks to @bead-v for MDLEdit and KOTORMax
  3. 2 points

    Version 1.0.1

    1,098 downloads

    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.
  4. 2 points
    The female Class 8 / G (PFBG) model has a much shorter collar than either the Class 7 / F (PFBF) or Class 9 / H (PFBH) models. Additionally, the collar in the G model has skin weights for the neck bone (neck_g). These two factors mean it doesn't appear to suffer any clipping, or at least nothing notable. The collar in the F/H models is completely weighted to the upper torso bone (torsoupr_g), which is equivalent to the lower neck bone in head models (necklwr_g). That makes the collar entirely rigid in regards to head movement. The male G and H models have neck weights on their collars, although the F models still lack them. The general shape and proportions though in relation to the male heads seems like it precludes them from the same clipping issues. I've uploaded a fix for it here: @ebmar, if you are interested in learning how to go about it, I can post some step-by-step details.
  5. 2 points
    Happy New Year 2K19 from Nar Shaddaa! featuring the amazing Sharen Thrawn's "Realistic Nar Shaddaa Skybox"
  6. 1 point
    Star Wars : Knights of the Old Republic II : The Sith Lords : The Expanded Galaxy Project The Expanded Galaxy Project aims to combine both games into one installation utilizing the second games engine and allowing the player to select whether to choose the first, or the second game, as well as the bonus option of Brotherhood of Shadow : Solomon's Revenge, an excellent mod for the first game which I have also ported over to the second game. All three parts of the project now have an installer! Which handles everything. The project is still very much a work in progress, I suggest just trying out the main project for most users as the port and brotherhood are likely to have a lot more bugs! Brotherhood Of Shadow : Solomon's Revenge! This is a short trailer for the KotOR Port, a part of the Expanded Galaxy Project, the trailer was made for me by CatDaddy407, so a big thanks to them for that! I thought I would drop a link to the video here for people to see, though it doesn't show anything special, but it does highlight the state of the project quite well. NOTE : The port is currently not available on DeadlyStream and is only available on ModDB or from the GitHub repository. NOTE : The port is an add-on for the Expanded Galaxy Project. Expanded Galaxy Project The goal of the Expanded Galaxy Project is to provide as much additional content for both games as possible utilising the second games engine. Please join the Discord to find out more about the project and to get access to the latest patches. ( Link at the bottom of this post ) Install Instructions Progress & Plans Current progress for the Expanded Galaxy Project overall is as follows : 1 : Expanded Galaxy Project : Main : Demo (Complete) <-- 100% --> The base of the project is complete. ( Early Demo ) 2 : Expanded Galaxy Project : Port : Demo (Complete) <-- 100% --> The base of the port is complete. 3 : Expanded Galaxy Project : Brotherhood Of Shadow : Solomon's Revenge : Demo (Complete) <--- 100% ---> Brotherhood Of Shadow : Solomon's Revenge has been ported in it's entirety and seems to work almost flawlessly. ( Early Demo ) There is still a lot left to be done, much of which is not documented anywhere currently. Mod Compatibility Overall I have heard that people generally have success installing other mods alongside this but not always or entirely, there are also still many issues remaining in the project on it's own. Currently I do not know what mods do or do not work with my project but I do plan to try and provide compatibility for as many mods as possible in the future. Note : texture, model, item and many other simple mods should work if installed after the rest of the required or optional files for the project. KotOR Modding Tools Here is a list of tools that made this project possible. Included Mods Below is a list of all mods that are included with the Expanded Galaxy Project. Contributions Here is a list of contributors that helped early on with advice on KotOR modding or who contribute to the project heavily. I wanted to say a big thank you to all the creators of the tools that made this project possible and I wanted to provide an accurate list of the tools I used to make this project possible here, I also want to say thank you to everybody that has supported or contributed ideas to the project, if your name is not found anywhere above please feel free to let me know and I will make sure to include you and your contribution above. Thor110 Rate (ModDB), Like (Facebook & DeadlyStream), Watch & Follow (Twitch & Twitter), Watch, Like & Subscribe (YouTube) and get involved on or join the Discord to get the latest updates!
  7. 1 point
    "Don't forget my store motto: if you need droid parts, Janice Nall is your gal!" Get the mod here:

    © BioWare & LucasArts

  8. 1 point
    View File [K1] Janice Nall "Legends" and the Incomplete Droids This mod overhauls the appearance of Janice Nall and her Incomplete Droids in her store. # Background # I was in a playthrough and looking to overhauls things that're necessary; this is one of them. # About this Mod # This modification makes Janice Nall more like an expert droid technician; with those flashy looks of hi-tech armor she's wearing and her Incomplete Droids will looked like they're meant to be; an unfinished paint jobs with missing parts in their anatomy. Updated in v1.1.0: Adds an additional texture option for Incomplete Droid; which texture now immensely have the look of C8-42-GE3 [Elise Montagne's personal-assistant droid] with unfinished paint jobs. Updated in v1.1.1: An additional installation targeted to earlier version user; which is a fix for Janice Nall's model provided by @DarthParametric [Female Armour Collar Fix]. # Final Remarks # I have plan to change T3-H8 appearance to something more unique in the future update; to make it different from common utility droids spreads around the game. We'll see. 🤞 Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me, write them on my feed or leave any on the mod's page as you please. 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] To install Incomplete Droids' alternative texture; simply run its option, or you could also drop the included file to the 'Override' folder. Overwrite when prompted Uninstallation: Replace the installed files with what is stored inside the generated 'Backup' folder. Particularly the tar_m02ab.mod, put back the file to the 'modules' folder; overwrite when prompted. Compatibility: This mod works either with vanilla or modded state of the game. Will be compatible with Kainzorus Prime's "[KotOR] NPC Overhaul Mod"- make sure to install this mod after the said mod has. Will not be compatible with any mods that overrides the tar02_brokedroid.utc and tar02_janice021.utc or anything that force-overrides the contents of tar_m02ab.mod. For this mod to be effective you should at least load a saved game before entering the Upper City North [tar_m02ab] module Redistribution: You can redistribute this mod or re-release it to any website as long it fits their policies; just don't claim it as your own. And be advised that I will not provide support to any technical problems there. If you are to re-use the assets to a mod you will be releasing, you don't have to ask for permission- but your generosity is very much welcome. Also, make sure to give credits to SpaceAlex, DarthParametric, BioWare & LucasArts with the release; as inside this mod are theirs. An appreciation to yours truly is also a warm welcome, welcome. Credits: DarthParametric for the past-and-present knowledge which allows me to create customs for the game, and also for granting my request on having his "Female Armour Collar Fix" included with this mod SpaceAlex for the Modder's Resource: K1 Enhancement Pack which its Twi'lek's head texture and Protocol Droid's texture as the primary base to work on to jc2 - whom recent release of Lehon Mandalorian Expansion triggered me on running a playthrough which resulting on this project Rece for the Animated Texture Tutorial which very helpful back then for me to understand how an animated clothing works ROTNR for the Creating Module Files in KotOR tutorial which helps me on creating the custom tar_m02ab.mod included with the mod Dark Hope, VarsityPuppet, JCarter426, redrob41, CarthOnasty, Sithspecter, DeadMan, Salk, Quanon, Kexikus, Silveredge9, Logan23 and N-DReW25 for an inspiration to most of the creation Fred Tetra for the 'amazing' KotOR Tool bead-v for MDLedit and KOTORmax Werner Rumpeltesz for PlainEdit.NET ndix UR for tga2tpc All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout and to discuss -eb Submitter ebmar Submitted 01/01/2019 Category Mods K1R Compatible Yes  
  9. 1 point
    KotOR 2 - Patch 1.0b (UK, SP, GER, FR, ITA versions) View File DESCRIPTION This is the Patch for update the 4 CD's version (English, Spanish - Español, German - Deutsch, French - Française, Italian - Italiano) from 201.420 to 210.427 (211.427 UK) version (1.0a to 1.0b) ----------------------------------------------------------------------------------------------------------------------------- DOWNLOAD Click the Download button of this page and choose the Download Language File desired (UK, SP, DE, FR, IT) ------------------------------------------------------------------------------------------------------------------------------ INSTALLATION Just double click on the "KotOR2 Patch from 201420 to (...)(...).exe" file. The Patch finds automatically the KotOR 2 The Sith Lords directory. ------------------------------------------------------------------------------------------------------------------------------ NOTES If you don't know your version game, start the game and click "UPDATE" option at the launcher. It tells you which version of KotOR 2 TSL is installed. I'm not sure if this Patch works with the GOG, STEAM or COLLECTION versions. As far as I know, some of these versions are already updated. Before install the Patch 1.0b you need to install the Patch 1.0a. Can be found here: https://deadlystream.com/files/file/1384-kotor-2-patch-10a-for-spanish-version/ (for the spanish version) https://deadlystream.com/files/file/1391-kotor-2-patch-10a-uk-ger-fr-ita-versions/ (for the english, german, french and italian versions) There is another Patch 1.0b file but I'm almost sure it's only for the US version of TSL. Can be found here: https://deadlystream.com/files/file/812-official-10b-patch/ Submitter Obi Wan Pere Submitted 11/09/2018 Category Mods  
  10. 1 point
    No I mean I need to unlock every door in the game for the sake of being able to test it easily, currently a lot are locked by default, high level to unlock, require keys or characters to unlock them from the storyline, so I need to go through every .utd script in the game and make sure they are all blank/default in their settings so that all doors can be opened in-game until I need to change them, but that will be for my project which I will not be starting until the base of every module has been ported and opened up. I am currently constructing module files for all the odd maps / extra mdl files that don't appear to have corresponding levels, there have been a few interesting maps so far, but I am not sure where some of them appear in the original game at the moment due to it being so long since I played them. Thor110
  11. 1 point
    I've uploaded a fix, at least for the female body models (not sure if males also need a fix). Just needs a kindly admin/mod to approve it.
  12. 1 point
    I wish you the best of luck! I honestly can't wait to see how it all looks in the end!
  13. 1 point
    Thanks, UP! I could probably add Djem So as a separate form, but I don't really know what distinguishes it particularly; also I'm not clear what you mean by a passive saber form. However, I'm not sure I'm going to update this again for a while - it was only possible to do something over Christmas, unfortunately.
  14. 1 point
    Finally got around to playing kotor 1 again and tested Mutilator57's theory out for myself and it also worked for me. The mod that had the 'n_darkjedim001'' in my case was from the mod Jorn's Saber Mod https://www.nexusmods.com/kotor/mods/240/ Thanks Mutilator57 for sharing your solution!
  15. 1 point
    I see you have released your mod. A note for future endeavours: as a general rule you never want to touch the bottom row of neck verts on a head, as they are positioned so that they properly mate with bodies that don't have a hidden join. If you give that head a different body, like clothes or a robe, you'll see a massive gap at the front now because of the change you made to the position of that front vert. It's not a problem in this case, but something to bear in mind for player heads especially. As I said above, this looks like an issue with the body model, with the way the collar verts on the front part come in too far, Presumably this is also a problem with other heads. It may warrant a more general fix. Regarding the clipping at the back, that is presumably because the collar on the body is weighted entirely to torsoupr_g, while that area of the neck on the head has a reasonable amount of influence from neck_g. This is again something that could possibly be a more general problem, or maybe it only affects Twi'lek female heads, since they were never intended to be used on other bodies. The solution would likely again be to edit the body model, this time adjusting the skin weights of the collar. This may necessitate adding bones to the rig, as body models typically stop at torsoupr_g and don't have the neck_g bone. Alternatively, the head could be edited to set the weights on that area of the neck to necklwr_g (which is functionally identical to torsoupr_g). Either way should stop the clipping. Edit: Here's Mission demonstrating that the problem is at least partially with the amour models:
  16. 1 point
    Not a lot as I never worked with creating new modules. I know that missing textures don't matter while missing models crash the game (maybe not always though). The game stores the .txi information inside its textures, that is, in the .tpc as ebmar mentioned. It's only when using the converted .tga files that you need the extra .txi file to keep this information. I'm not 100% sure about how KotOR Tool handles txi information when doing batch extraction (as I assume you did that). I know that it shows the txi information when you use it to open (not extract!) a texture. And since the batch extraction gives you .tpcs IIRC, the information should also still be there. But depending on how you continued from there, the information might no longer be there.
  17. 1 point
    As an addition to Kexikus' insight- for testing purpose [and if you're not using custom textures], the best option would probably go with using the vanilla TPC format; as TXI data are efficiently stored there. By then, you will not misses any relevant shader for the textures.
  18. 1 point
    Sorry to bump this but . . . ^ _ ^ lots more photos but chose one here that shows the nice shadows against the wall and a few others. It appears the lightmaps / txi / vis files were just hard to find. P.S. Big Thanks to JCarter426 for answering some questions and helping me fix the door for this map, for some reason I was not making the link between GenericType and the list in GenericDoors.2da. You can check out progress by following the link in my signature, for now I have removed the yavin files as I have fixed more since. Thor110
  19. 1 point
    Very detailed post, would be good if someone could get a solution for you as i am also troubled with the same error.
  20. 1 point
    If this mod is truly dead (I really hope this is not the case, but many fans fear that the mod actually is dead), then please, at least, if Logan is reading this or You were actively involved in its development and still have the files You were working on, release the files with what You worked on so far! I understand it must be hard to let go, but let's face it: is it better for all the hard work to just "rot away", forgotten on some hard drive in an old PC, that is collecting dust in an attic, or would You prefer that people would be able to enjoy at least a part of Your hard work and creativity, with proper credit being given to Your effort! I am absolutely sure that all content made so far should be released, so that we could enjoy what has been made so far, and other young, dedicated modders could pick up the pace and continue Your excellent work! It could be uploaded to GitHub or even here and given "as is", and I bet lots of people would be much happier to play an incomplete mod than no mod at all! I know it must be hard to let years of work go, but it would be a pity to let pride completly lose and destroy the very work You spent so much of your youths on! Let's face it, it's been 10 years, it is a mod for a 15-year old game, it might not even run on the operating systems we will have 5-10 years from now :(( I know it is sad, but this is the reality, I am sure everyone will really appreciate being able to just play the mod as is right now, with all its missing content and bugs! Some of us are in their mid 30s to their 50s, we might not even live long enough to get to see the full mod released, if it ever gets finished...
  21. 1 point
    Ok, again sorry to revive the same dead thread... BUT! I bring good news! After some playing around, I managed to isolate the issue due to a file in the Override folder; don't know how I missed it all this time. Removing n_darkjedim001 from my Override seems to have done the trick. I still don't know from which mod the file came from or the nature of the incompatibility, but at this point, who cares? Anyway, thanks to everyone in this thread for the help!
  22. 0 points
    [TUTORIAL] - KotOR Modding Tutorial Series These tutorials should be enough to get anybody started making levels for the game using the available resources and tutorials / tools etc IMPORTANT NOTE : A lot of the tools I use are outdated now that Holocron Toolset is out, however I still prefer working with each filetype as I am use to the programs that edit them directly that I use throughout this tutorial. So if you are using Holocron Toolset or KotOR Level Editor, things will be different, but the general idea should be the same. I suggest trying out Holocron Toolset if you want an all in one program for editing levels, it does everything KotOR Level Editor does and most of what all the tools I have below do, except perhaps findrefs, dencs, kotor gui editor, walkswitch, anicam, ptheditor and lip synch editor, but it does everything the rest of the programs do and it might even do some of the things from the programs I just mentioned, I am not sure! Available Source Material & Tools These are the tools I use for modding the game. Lots of source material is available on DeadlyStream as well as many tutorials, some old, some new and very detailed information on the filetypes and the game itself, so make sure to have a good look around. .nss scripts for every script I have been able to access from both games are available in the GitHub repositories for my project. Some scripts from KotOR1 require the files to be trimmed of some excess bytes, there is some information on it around here somewhere and I will post a link to it when I next find it, the scripts in question are some of those from Tatooine, Manaan, Kashyyyk and the Unknown World. Actually Decompiling Scripts Steam KotOR Tool Issues KotOR2 Expanded Galaxy Thor110/Expanded-Galaxy-Main: Expanded Galaxy Main (github.com) KotOR1 in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Port: Expanded Galaxy Port (github.com) Brotherhood of Shadow : Solomon's Revenge in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Hood: Expanded Galaxy Hood (github.com) PLEASE do not redistribute the entire project anywhere without my express permission, but feel free to learn from the source material to make as many modifications to the game as you wish. If you wish to work on the project or contribute by offering or allowing your mod to be included with the project feel free to contact me on here or elsewhere. In future I might go beyond these basic scripting tutorials and add other types of tutorials such as texturing and modelling that are focused around KotOR2 TSL or working with others towards making a comprehensive KotOR modding guide. Most material I write will be aimed at KotOR 2 TSL, though a lot of the structure of the game is very similar between them both if not almost identical. For now here are some really basic written tutorials for getting setup with Blender and modding for KotOR or just messing around with the models from the game. I will continue to work on these providing screenshots and more as necessary. The first two blender tutorials here are a little outdated, there is a new version of KotORBlender for example which can import MDL files without the need for them to be converted to ASCII. I advise having a folder with all of the games model files ( mdl/mdx/wok/dwk/pwk ) and related files ( .lyt/.vis ) as well as textures ( swpc_tex_tpa/swpc_tex_gui ) And even all of the .gui files, this way you can use that folder to instantly import an entire level as well as properly display .gui files in the KotOR GUI Editor. Blender Tutorial 00 - Getting Blender Setup ( OUTDATED ) Blender Tutorial 01 - Asset Editing ( OUTDATED ) Blender Tutorial 02 - Creating A Placeable Blender Tutorial 03 - Character Editing Blender Tutorial 04 - Level Editing Outdated Tutorials & Intro Individually written and quite specific tutorials, mostly scripts and guidance towards achieving specific goals or tasks. 01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map! The first tutorial should be a great guide for porting a level from the first game into the second game as well as that it shouldn't be too difficult to work out how to do it the other way around from there on out! These are some useful links that I have found around that might guide you towards making mods for the game. Useful Links for learning to mod TSL & KotOR Thor110 In the following post in this topic are many more tutorials that I am working on to guide people through the process of making mods for KotOR.
  23. 0 points
    Have you seen it already? I REALLY like how it turned out.
  24. 0 points
    Check out the post in my Signature :) I have ported every single map from K1 over to K2 now and am now re-creating module files for maps that appear to go un-used. Yavin Station was also one of my favourite locations and I always wondered why it wasn't in the second game or didn't have more of a purpose. But so far only 3 Korriban modules don't work, funnily enough three of the last Tombs, not sure why but I am sure I can fix it. Thor110