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Showing content with the highest reputation on 01/22/2019 in all areas
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2 pointsStar Wars: KOTOR Episode 3 - The Circle of Fate SPECIAL EDITION premieres THIS FRIDAY on Youtube! Complete with OVER TWENTY MINUTES of NEW scenes and footage, some deleted for the original release, and some BRAND NEW to usher in the new era of REVAN! Get that opening night feeling as you can watch it with all the other fans in attendance! Hope to see you there! https://www.youtube.com/channel/UCzZCrPXl49CzyKeUO32v15g And here's a trailer to whet your appetite: -Yce
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2 pointsCorrect. The filename must match the Odyssey/AuroraBase name. Changing the filename alone is insufficient and will potentially lead to problems. The old way used to be hex editing to change the names of both the Base and any textures. It may still be desirable to go that route due to issues both MDLEdit and MDLOps have with generating incorrect smoothing data. There are few free hex editors around, like HxD or Frhed for Windows, although it's not exactly a user-friendly approach. Your other option is to decompile to an ASCII with either MDLEdit or MDLOps, edit in a text editor, then recompile back into a binary. While MDLEdit will let you edit texture names directly in the editor, it doesn't offer Base renaming, so editing the ASCII is your only option. Once you have a custom head with a custom texture, you can add it to heads.2da, You will also need a new entry in appearance.2da that points to the head ID. You can edit the appropriate UTC to point to your new appearance.2da row ID.
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2 pointsI threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!
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2 pointsI'm glad you like it. I was close to releasing it, but I ran into technical problems with upcrystals.2da. I could go back and cut out the new crystals and finish up the rest of it, probably will one of these days. That's interesting, I didn't know about some of that. I would guess Arca's robe is among the Dxun content because it might've been placed there in an earlier version, maybe before they added it to the random loot or for the E3 demo. Although, I don't believe it's possible to even acquire it in the original game due to bugs in the loot system. The earlier Jal Shey and Zeison Sha items were probably before they had an armor model for them. I've seen the Jedi armor before, not sure why those didn't get made if they got the armor. I'm fairly certain the Baran Do Advisor robes were replaced by the Norris robes, but to add them back in properly would require some edits to the loot, so I'm not sure how to go about it.
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1 point
Version 1.3
1,049 downloads
AUTHOR: Sith Holocron ORIGINAL RELEASE: 17 APR 2018 UPDATED RELEASE: 23 MAR 2019 UPDATED RELEASE: 27 AUG 2019 GAMES: Star Wars Knights of the Old Republic 2. [This mod will not work in Star Wars Knights of the Old Republic 1.] Description: ------------------ Were you ever dissatisfied with the low-resolution loading screens when the in-game footage looks so much better? What if there was a mod that took care of that for you? Psssst…it’s this mod! This version of the mod covers the loading screens for the following mods: Azgath N'Dul's Tomb, Coruscant Jedi Temple, Curse of the Sith, Korriban Expansion, and the M4-78 Enhancement Project. If you’re looking for the loading screens that cover the areas in the normal “vanilla” game and the areas added by TSLRCM, seek out the “Replacement Loading Screens for KotOR2: Original Pack” which is also available on Deadly Stream. The texture size is 2048 by 2048 so you'll have a large sized picture for each. List of the areas covered in this mod. Code Area ------------ ------------------------------------------------------ Curse of the Sith 100CDN Curse of the Sith Azgath N'Dul's Tomb 712KOR Korriban - Azgath N'Dul's Tomb 713KOR Korriban - Tomb Antechamber M4-78 Enhancement Project 703KOR Korriban cutscene #1 for M4-78 version 1.5 705KOR Korriban cutscene #2 for M4-78 version 1.5 801DRO M4-78 - Landing Pad 802DRO M4-78 - Central Zone 803DRO M4-78 - Environmental Zone 804DRO M4-78 - Industrial Zone 805DRO M4-78 - M4-78 Archon Chamber 806DRO M4-78 - Archon I Chamber (ES-05) 807DRO M4-78 - Archon II Chamber (IS-24) 808DRO M4-78 – Central Zone (irradiated) 809DRO M4-78 - Industrial Zone (irradiated) 810DRO M4-78 - Industrial Zone - Design & Testing 811DRO M4-78 - Industrial Zone - Research & Development Coruscant Jedi Temple 952COR Coruscant - Jedi Temple 953COR Coruscant - Jedi Temple Council Chambers 954COR Coruscant - Jedi Temple Landing Pad Korriban Expansion 740KOR Valley Floor 741KOR Poxus Awakens Herrco [Cutscene] 743KOR Tomb of Darth Doom III 745KOR Poxus' Academy 746KOR Poxus' Sanctuary 747KOR Shuttle Area 748KOR Sith Ruins 749KOR Thulsa Gaul’s Outer Sanctum 750KOR Thulsa Gaul’s Inner Sanctum 910DAG Tomb of Ezer Arden Installation: ---------------- Drop the TGA files and loadscreen.2da into your Override folder. As M4-78 Enhancement Project includes its own TGA files, you’ll have to allow my TGAs to overwrite the TGAs already there in the Override folder. Uninstall: ------------- If for any reason, you don’t like one (or more) of the loading screens, consult the list above so you can determine which TGA file/s you will need to remove from your Override folder. To completely remove the loading screens, delete all the above listed TGA files. Recommendations for Coruscant TGA’s: ---------------------------------------------------------- This section won’t tell you how to install Coruscant Jedi Temple, or how fix compatibility issues with other mods. However, if you use the Jedi Temple Expansion (3.0) mod by HK-42, please install his mod first - before you put the relevant Coruscant TGAs from my mod in the Override. Allow the following files to overwrite the pre-existing ones: load_952cor.tga, load_953cor.tga, and load_954cor.tga. Legal Disclaimer: ------------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me before your use. @ndix UR and/or @newbiemodder have permission to include the Korriban Expansion loading screens in their mod if they wish. Attribution is requested. Special Thanks: ----------------------- @ndix UR for his wonderful Loading Screen Template which enabled me to offer these loading screens in a format resembling the original loading screens for you all. Thanks to @DarthParametric, @JCarter426, @N-DReW25, and @Marius Fett for their input and technical expertise. If you want to have your War Droid utilize the textures from Sithspecter's High Quality blasters, be sure to use the fix for the model created by @DarthParametric which you can find here. Thanks to @timurD2003 for testing the 23MAR2019 update to this mod. And thanks to YOU for giving this mod a chance! Won’t you leave feedback on the download page? (I'd like to see what I’ve done right, you see. That's not too needy, right?) Note: Compatible with VarsityPuppet's TOR Style Loading Screens 1.0 Video Preview: ---------------------- If you'd like a preview of all of the loading screens, check out this video below. It does show the screens without the filter and the black bars but it give you an idea what you'll be working with before you download. I recommend watching the video maximized. -
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Version 1.2
14,243 downloads
A Mod for Star Wars Knights of The Old Republic Author: Darth Vhail Release Date: 05.11.2016 ->Description: This mod changes the appearance of the fourth caucasian male head to resemble Revan from the SWTOR game. There are two variations: one with scares, and one without. They both are complete with dark side transitions and portraits. ->Installation: Choose which skin variant you prefer, then copy the files from the corresponding folder to your KotOR override folder. To uninstall, simply delete the files. The are also two alternate portraits folders. ->Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
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Version 1.1
53,327 downloads
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION High Quality Blasters By Sithspecter Description: When Knights of the Old Republic won Game of the Year in 2004, none of the awards were for the blaster models. While the storyline and gameplay are top notch, the default weapons are sadly lacking in quality. Extremely low polygon models combined with 64 px by 64 px textures make them horrendous to look at. On my last playthrough of KotOR, I had enough of the ugly blasters. Who wants to pay thousands of credits for a terrible looking grey-ish blob that's supposed to be a top notch firearm? Nobody, that's who! So I sought out to fix this problem and provide high quality models and textures. This mod completely replaces the existing blasters with newly modeled firearms, complete with high quality textures. Special care was taken to retain the form and look of the original items, but in a high quality package. Each weapon was carefully textured based on close examination of its default counterpart. It's a much improved package that I hope will be a permanent addition to your KotOR override folder for years to come. Use: Use of High Quality Blasters is extremely easy. Put all the files in your Override folder, then play the game. That's it! The new models will automatically appear when you load up your last save. However, this mod does make a couple .uti changes to avoid doubling up on weapon textures. I've applied a new model and texture to a few items that share a model and texture in the default game. The following items are affected: Baragwin Assault Gun Baragwin Disruptor-X Weapon Baragwin Heavy Repeating Blaster Baragwin Ion-X Weapon Carth's Blaster Genoharadan Blaster What this means is that if you already have one of these items, it will still show up as high quality, but it will share a texture with another high quality item. If you re-acquire one of these through cheats or KSE, it will appear properly. If you start a new game, everything will appear properly. This will not negatively affect the gameplay in anyway. A note about the Sith Sniper Rifle: I discovered that the Sith Sniper Rifle is widely used as a blaster wielded by Sith Troopers. It looks somewhat comical used by them (predominantly fired from the hip). So, I have included something of a patch that allows the Sith Troopers to use a regular looking version of it with the new texture. The Sniper version can be found at Kebla Yurt's store in the Upper City North of Taris and in a container in the Sith Academy on Korriban. If you want to cheat more Sith Sniper Rifles that look like a sniper, use the following code: giveitem g_w_blstrrfl006 Installation: 1. Run "High Quality Blasters Installer.exe" in the zip file. 2. Follow the on screen instructions, and point the Installer to your game folder (not Override folder) 3. Profit Version 1.1: If you have installed High Quality Blasters previously, you can install this version over it and it will still be fine. However, if you want to fix the bug of the blaster randomly appearing under the Ebon Hawk on Tatooine, you must remove the following files (make sure of exact filenames): w_ionrfl_004.mdl (NOT w_ionrfl_04.mdl) w_ionrfl_004.mdx (NOT w_ionrfl_04.mdx) INCOMPATIBILITY: IF YOU HAVE TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK, YOU SHOULD BE ABLE TO INSTALL THIS MOD OVER THOSE MODS WITHOUT AN ISSUE. HOWEVER: DO NOT INSTALL TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK OVER THIS MOD. IT WILL LIKELY CAUSE THE TEXTURES TO BE WRONG. Bugs: Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it. Changelog: Version 1.1: Fixed an issue where a blaster rifle randomly appeared under the Ebon Hawk on Tatooine. Fixed an issue where Bith instruments were replaced by pistols. Fixed the Assassin Droid and War Droid models to accept the high quality repeating blaster texture for their weapons. Credit: Thanks to 90SK, Fair Strides, Varsity Puppet, and Kexikus for providing feedback for this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this modafter your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 2.0
24,250 downloads
This is a restoration of the original Handmaiden sister appearance. In the original release of the game, the Handmaiden and her sisters all look alike, even even though they comment on her difference in appearance. The developers actually made a unique head for the sisters, but it was left out of the final release of the game. I took that head and merged with the body model used for the Handmaiden sisters in the game, thus restoring their intended appearance. -
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Version 1.0.1
1,236 downloads
Realistic Skybox for deathdisco's Coruscant --- Authors: Sith Holocron 90SK deathdisco --- Adds a realistic Coruscant skybox to the Coruscant landing pad and council chambers. This will change the council chamber's skybox to a realistic skybox, and if you have installed deathdisco's Coruscant, it will change those skyboxes as well. Please note that if you use Steam Workshop, you will have to install this mod to those folders as well as your main directory Override. --- To install, Copy mod files from archive to your SWKotOR/Override folder --- To Uninstall, remove mod files from your Override folder in TSL's program directory that you installed into. Mod filenames: COR_sky1 COR_sky2 COR_sky3 COR_sky4 MAL_skyBk MAL_skyFrnt MAL_skyLft MAL_skyRght MAL_skyUp load_952cor.tga load_953cor.tga load_954cor.tga --- Special Thanks: Exile007 for original mod --- Legalal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me before your use. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 pointHello! In an attempt of diversifying the look of some denizens of the KotOR world, I wanted to use some heads (created, for instance, as replacement for Player heads) for specific NPCs. From what I understand it is enough to add an entry to the heads.2da file and then there are three needed files: one .mdl, one .mdx and one .tga. I have never worked with model editors and I was wondering how I can, for example, change a PMHC01 set to instead be used for an NPC. I am pretty sure it is not enough to rename the file to whatever I want because from what I understand from loading the .mdl file into MDLEDit the model's header still calls for PMHC01, even after I changed the texture's name using EDIT -> Textures. I see there is an HEX mode but I don't seem to be able to edit the content and even if I could, I may very well mess things up. Any advice/tutorial that can be recommended for beginners? Thanks!
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1 pointIsn't it ironic that I hate the cold, and yet I really like the Snowtrooper armor from TESB?
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1 pointIf he gives permission in this thread, I'll send you a recolored version via PM.
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1 pointI won't for two reasons: 1) I'm not altering another person's mod and distributing it without their permission. 2) I don't wish to be responsible for walking you through how to install it.
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1 pointYour best bet is to grab this mod by Prime and recolor the stripes yourself.
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1 pointHello, Salk! Well, I can direct you to an instructive tutorial by DP himself which is the gate-opener for my modding journey. You should definitely check this one out: Edit: I have noticed that the information I provided bit off ahead of what you were asking but, in case you decided for an overhaul or at least continuing from this part- ; seek no further. Edit2: Ah, now I get the point, @Salk! So, if you want to change the header of PMHC01 to something like slk_npch, as seen in an image below: You can change the header to match the model/file name. You can pretty much using right-click with any mesh inside to match them with the custom texture you've made available. Let us know of the progress on your end.
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1 pointAwesome! Thank you so much bead-v for lending your time and expertise on making the fix. Very- very much appreciated. I will look into testing the new script. Got it! Edit: I didn't know that. Later I experimented with scaling the model using its ASCII by enlarging the value of 'scale' and 'setanimationscale' to a respective value, with few editing to appearance.2da. Well, the model does loaded [with no change applied apparently] and the creature moving normally, but there was some geometry issues which I decided to not using the binary afterwards. Update: The script and the compiled binary works, @bead-v! Again, can't say enough thanks to you; but this should work...
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1 pointHey all. I'm still around. I'm still working on these, chipping away as I may be. Two of them are almost done. I'm excited to announce that soon one of these projects will be open to beta-testing. I just need to tidy it up a lot. Being a full-time college student is exhausting. But I do have some progress. Many thanks to Thor 110 for his hard work with his getting modules to work with both games. Two Harbinger modules have been repurposed for the Crashed Republic Cruiser! This is a big deal because I was having trouble trying to fill in two modules in the ship, as I wasn't sure what modules I wanted to use that would've worked well. But this fixes it. Again, many thanks.
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Version 1.0
1,322 downloads
I confess. I really like how the character Malak. And I fell in love with it after reading the comic book Star Wars: Knights of the Old Republic. Especially touched when he sacrifices himself for the unfamiliar girl. Malak revealed as heroic, romantic, good-looking young man. We all know what happened to him and made the dark side of the sword Revan. And then Malak lost any hint of attraction. It is not right! I made an alternative texture for the dark lord. I have long thought, how to give it a more attractive appearance. And I'm very happy with what we got. For me it looks manly and attractive, even with the injury suffered. -
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0 pointsThere are plenty of threads on the Steam forums detailing the issues. If any intrepid soul wants to start collating such a list, this is probably a good place to start.