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Showing content with the highest reputation on 02/09/2019 in all areas

  1. 2 points
    Working on the Cantina, I have decided to create a few neon signs, inspired by some of my original attempts as well as Darth Parametric's signs for Tatooine. This is the first one I have come up with: Let me know what you think and if you have suggestions or ideas for others. Also, just for clarification, these will only be on the inside of the building. And for further viewing enjoyment, check out my old original buildings with garish neon signs: Must have been 10 years ago by now.
  2. 1 point

    Version 1.0.0

    939 downloads

    A friend suggested that I upload these here since finding these darn things is quite a chore, and because the difference is honestly quite dramatic. It really is what it says on the tin. I took a bunch of Kotor 1 files and collected those that were downgraded for Kotor 2 (Obsidian literally saved them at a smaller resolution for no adequately explained reason other than perhaps to save resources for console release or because the engine was lagging) So, it's a quick texture swap. I've included a far more in-depth explanation for installing in the readme, but the gist is, you drop these in your override to install them and remove them from your override to uninstall them. I obviously take no credit for these nor do I claim any rights/give permissions in their usage. If you wish, I can provide a TXT document listing all of the textures for using your own Kotor 1 files instead of these.
  3. 1 point

    Version 1.4

    26,454 downloads

    This mod aims to improve the space scenes in Knights of the Old Republic II: The Sith Lords. This is done both to improve the visual quality as well as the continuity between cutscenes and playable areas. The changes made to achieve this are thus also twofold: First there are new high resolution textures provided for almost all space backdrops and then there are model changes to create more extensive edits. For a full list of what has been changed, see below (contains spoilers). Additionally there is an optional part of the mod that brings the galaxy map appearance of some planets in line with the new backdrops. See below for installation instructions. There are some mods by other authors that already do an amazing job at improving certain backdrops, so I did not see the need to imitate their work. Instead, I highly recommend you install those mods as well. I will list them below. COMPABILITY This mod is not compatible with other mods that edit the same textures or models. Notable exceptions are TSLRCM and M4-78 EP: - This mod overrides 222TEL15.mdl and 222TEL15.mdx provided by TSLRCM. This will replace some VISUAL ONLY! changes by TSLRCM with my version. Check the screenshots to see which one you prefer. - Also, this mod will override 003EBOq.mdl and 003EBOq.mdx from M4-78EP. In this case my mod includes the changes done by M4-78 EP, so you can safely override those files (make a backup though). INSTALLATION If you have TSLRCM and/or M4-78 EP installed, go to your Override folder and make backups of 222TEL15.mdl, 222TEL15.mdx, 003EBOq.mdl and 003EBOq.mdx just in case. Then copy all files from the "To Override" folder into your Override folder. If you want to install the galaxy map changes as well, also copy the files from the "Optional Galaxy Map Changes" folder to your Override folder. And finally I highly recommend you install the other backdrop improvement mods listed below. UNINSTALLATION Delete this mod's files from your Override folder and restore the backups of 222TEL15.mdl, 222TEL15.mdx, 003EBOq.mdl and 003EBOq.mdx (if you have TSLRCM and/or M4-78 EP installed). RECOMMENDED MODS - Improved Peragus Asteroid Fields by Vasilii Zaytsev - Replacement Peragus II Artwork by Trench - Telos Citadel Station Skybox by Quanon - Alternatively you can use the TEL_Bdrp.tga and TEL_Bdrp.txi from TSL Remastered by sELFiNDUCEDcOMA KNOWN BUGS - The asteroids during the Peragus escape sequence appear out of nowhere. This is either due to my limited knowledge or due to limitations in our tools but I haven't been able to fix it yet. Should that bother you, remove 003EBOs.mdl and 003EBOs.mdx from your Override folder. Note however that you will also loose the Dxun backdrop for the Arrival at Dxun scene. LIST OF CHANGES (SPOILERS!!!) CREDITS This mod was created by Kexikus. With contributions by: - Jeroenimo (http://www.moddb.com/members/jeroenimo😞 Several ship models used for backdrop textures - Kreia: Interdictor class (Leviathan) ship models - Malkior: Additional damage detail on Ravager backdrop The starfields were created using spacescape. The nebula photos are taken from NASA and hubblesite.org The planet backdrops were created with the help of the following tutorials: - http://the-prototype92.deviantart.com/art/Realistic-Earthly-Planet-Texture-Tutorial-V3-414190291?q=gallery%3Aphotoshop-tutorials%2F3518842&qo=3 - http://rodrigogua.deviantart.com/art/City-Lights-Tutorial-9161677 - Make a Planet by Greg Martin (link no longer available) Using cloudmaps from: http://www.shadedrelief.com/natural3/pages/clouds.html A big thank you to Sithspecter, Quanon and Fair Strides who helped me to get into world of 3d modelling for KotOR and also thank you everyone who answered my never ending questions^^ THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  4. 1 point

    Version 1.01

    4,744 downloads

    Author: Kainzorus Prime Mod Name: Peragus Mining Gear 1.01 ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod changes the miner uniform found in the Peragus tunnels into gear that both looks fitting for space mining, as well as slightly boosting its stats. However, it also requires proficiency in light armors to be used now. 2. Installation: ========= Copy the files into the Override folder. Overwrite existing if necessary. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  5. 1 point

    Version 2.0

    7,220 downloads

    SLM 2.0 ------------- for TSLRCM 1.8.4/M4-78EP 1.2 For mod compatibilty with TSLRCM and M4-78EP using the STEAM VERSION of the game, you will need to install this mod into the directory of the base game, just as you would with TSLRCM. Do not use the workshop version of TSLRCM!! C:/Program Files(x86)/Steam/SteamApps/common/Knights Of The Old Republic II IMPORTANT: Upon installation of this mod you must also open the file called "swkotor.ini" found in the main swkotor folder and under graphics options, you must edit the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Options=1", simply putting spaces between words. If this is not done you will see lightsaber hilt textures disappear depending on camera angle. Author: Kaidon Jorn (formerly Qui-Don Jorn) Date: Summer 2015 This is a large scale lightsaber mod which was designed to work with TSLRCM 1.8.4 with the option for M4-78EP compatibilty (1.2). This lightsaber mod will not work properly without the latest version of TSLRCM (1.8.4) installed. In this mod, each party member that is trainable as Jedi will have a lightsaber to build on the workbench through new dialog options after they have become a Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have the crystals. These lightsabers can be used by anyone. In version 2.0, lightsaber schematics have been redesigned so that they are usable items that you click on to learn. They are destroyed upon use and will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. There are now NINE additional lightsabers rewarded as 'boss loot' drops depending on the planet you are on, and perhaps multiple ones on the same planet. These lightsabers have very small bonus stats tied to them and most have unique TOR inspired blade colors. The training sabers from the TOR Saber Mod I did have been integrated and are buildable on the workbench and come in three types for three models - ion, electrical and energy damage. There are minor skill checks to create them. With the M4-78 compatibilty files installed, Master Vash and Kaah Otohk will brandish thier own unique lightsabers which are not available in normal SLM gameplay. This is the final lightsaber mod I will make and it uses lightsaber models from different mods I've made over the last several years, though most come from what was going to be HotOR 1.7 before that mod was abandoned. Install by running the .exe file called "SLM 2.0" If also using M4-78EP, apply the compatibilty patch. Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .mdl's, .mdx's, uti's, and also Zez.utc) Notes: *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Apostle's) or vice versa because it will crash your game. *Kaah's lightsaber will be the standard yellow, not "gold" as originally planned. Although yellow blades look a little more "gold" now. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibilty patch installed. *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to pathfind. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the one you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) Credits: Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed. Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off. Thanks to DeadlyStream for hosting my mods. Permissions: This mod and all my mods here on Deadlystream are all now up for grabs. Change them, fix them, do what you want. You do not need my permission nor consent and you may rerelease it whereever/however you like. I do however, expect to be credited as the original author in the readme. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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 THESE FILES.
  6. 1 point

    22,913 downloads

    Original Review on Filefront: This mod works very well for what it is intended to do. When I was playing Knights Of the Old Republic II I always found it strange that the sith assassins did not use lightsabers as their weapons. This mod fixes that, and it does it without any errors as far as I can see. Nice work, keep on fixing the game for us. - Enterprise2002
  7. 1 point

    Version 1.0.0

    27,243 downloads

    The main purpose of this mod is to fix many of the party models that have uvw errors. Some of these errors may be too small to see in-game, but most become glaring when using some of the HD texture mods here on this site. The only HD texture that I have included here, is for Bastila Shan's head model (P_BastilaH04) which is now 2048x2048 pixels. I have tried to remain true to her original look. The models that I have fixed, and are included, are: default clothes models for Bastila Shan Canderous Ordo Carth Onasi Jolee Bindo Juhani Mission Vao HK-47's whole body model head models for Bastila and Carth HD head texture for Bastila head texture for Jolee (to fix the mustache) two additional clothes textures for Carth Each of these character's files can be used separately, so that the user has the option of mixing and matching with other mods. Many of the screenshots are animated with before/after scenes that flip every 7 seconds. There are included text files with much more detail as to what has been fixed in each. There are also a few files included that other modders can use for helping their own texture mods (some uvw maps and a few Photoshop psd files with multiple layers already separated).
  8. 1 point

    Version 1.0.0

    4,332 downloads

    The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  9. 1 point

    11,326 downloads

    Original Review on Filefront: Masks are as much a part of Star Wars as Wookiees or the Sith. The only problem with those masks like I said in my review of Shem's KotOR I version of this mod is that they look a bit... silly. Very few masks have the certain something needed to make the wearer look cool. Now if you're like me and of course my good friend Shem you think the same thing. So how do we get rid of the eyesores that give us enhanced feats, attributes, and skills without giving up the bonuses that come along with them? Well that is where Shem comes in. He has devised an ingenious way to get rid of them without giving up those certain bonuses. The solution is just to make them invisible. By using the "Null" model in the game and renaming it to portray all of the default masks in the game he has successfully made them invisible. So no more of the "should I wear this mask or does it make my character look stupid" dilemma. You can just get an invisible mask on and wear it with pride. So I really have to say awesome job Shem. Not only did you make all of those fashion statements you did it for both games! So really GOOD JOB. Now to all of you TSL freaks who have been itching to get your hands on this... Enjoy! Also, sorry for the long delay everybody. 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. -SithRevan
  10. 1 point

    31,284 downloads

    Original Review on Filefront: As promised, the KotOR II version of Shem's Realistic Visual Effects mod is up! Because I'm lazy, I'll quote parts of the KotOR I review... All those nasty visual effects are gone with this mod. There are too many to count, and you'll probably want to see for yourself anyway, but here are the basics: As far as I can tell, this mod is identical to the KotOR I version, because in essence there weren't more annoying visuals in KotOR II, just more of the same. For those of you who are as annoyed by the special effects as I am, this mod is just for you! Also, it should come in handy for those fan film makers out there. Enjoy! The mod does use the TSL Patcher, of course, since this is a major edit of the visualeffects.2da file. But you'll need WinRAR or 7Zip to extract the files in the first place. NOTE: Please leave comments/feedback for the author, especially if you download and use this mod; usually it's the only reward modders receive for their efforts. ~JC
  11. 1 point

    Version 1.4

    11,466 downloads

    Even though I walk through the valley of the shadow of death, I fear no evil, for You are with me. Your rod and Your staff, they comfort me. You prepare a table before me in the presence of my enemies; You have anointed my head with oil My cup overflows Psalm 23: 4-5 Peragus Tweak 1.4 DESCRIPTION: I was playing through Peragus and wondering why so many people want to skip through it and forget it. It's really a nice place, and it's too bad that some consider it to be quite a chore. I set out to make a mod that would remedy this problem. I don't know if I've succeeded quite yet at this point, but I think ultimately this is a good start This mod adds a bit of content to the collection of modules you currently know as Peragus. The changes are as follows: - Random tan corpses have been replaced with actual dead miners. + Non important characters have randomized appearances. + Security, Administrator, Med, Dock officers have individual corpses. + Coorta and thugs have individual corpses + Miners in the dormitories now match their appearances in the holorecords. INSTALLATION: Use the TSLPatcher. I'm sorry for the awkward installation procedure, but it's the best way I could figure out to make it work without... you know, redoing EVERYTHING. That will come for the next version of course. As it turns out, it'd just be easier to patch the .git... sigh. UNINSTALLATION: navigate to the backup folder and place the contents into the Modules folder. This should overwrite the modded .rims with the originals CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved.
  12. 1 point

    Version 1.1

    29,536 downloads

    Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1. The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options. Option A Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields). When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus. Option B Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed.
  13. 1 point

    16,957 downloads

    Uploaded by permission of the author. "Ten years ago in 1997, we first saw the planet of Coruscant in the Special Edition of Return of the Jedi. It was only a brief appearance. In 1999, The Phantom Menace came out and we really got a good look at Coruscant and especially the Jedi Temple and the Senate Chambers. It was a city planet and the capital planet of the Republic in Star Wars. Then in the sequel of 2003�s game of the year, Knights of the Old Republic II: The Sith Lords, we saw a brief appearance of Coruscant when your PC, the Jedi Exile, watches a video of his/her trial and exile from the Jedi Order that happened ten years earlier. We only got to see the Jedi Council chambers and a brief look outside the windows. Over the last two plus years since TSL came out, people wished that the KOTOR had already included Coruscant in one of their releases, or will include it if there is to be a KOTOR III. DeathDisco makes his FileFront debut bringing us that wish and he does it for TSL. The author is a veteran KOTOR modder at Holowan Labs who has made his way to putting up his first and his newest KOTOR mod here at FileFront. Hopefully he�ll send in his older mods to us in the future for some new KOTOR gamers to enjoy! This mod will definitely be a welcome addition because of the hard work and detail put into it. Since your character is a Jedi, the author has you go to the Jedi Temple on Coruscant. There you can receive extra Jedi training, Force Forms, Lightsaber Forms, and practice your blaster bolt deflection skills. There are also new items for you to collect only on Coruscant. Lots of features and surprises the author wants you to figure out by playing the mod. This mod uses the TSL Patcher for easy installation and possible .2da file merging depending on what mods you have in your personal override folder. You should notice the new planet on the galaxy map on the Ebon Hawk. There is a screenshot showing a visual of that if you need it. Enjoy the mod. -Shem" (Original KotORFiles mod review) This mod adds a new planet to the galaxy map. The Jedi Temple on Coruscant. Features his mods create three new areas re-using exiting modules. 1.The Jedi Temple Landing pad. 2.The Jedi Temple itself. 3.The Jedi Council chambers. You can learn a handful of Jedi power. (Depends on skill/attribute checks) Learn a bonus Lightsaber form. (Prestige class required) Learn a bonus Force form. (Prestige class required, excluding Jedi Master/Sith Lord) Practice your blaster bolt deflection skills. Acquire high level Jedi related items/upgrades. Dark Side items also available. I've added a couple of items I created for previous mods. I created some new Jedi/Sith items for this mod. I re-created some K1 items (.uti's only) not available for TSL for this mod. Some surprises. Uninstallation Extract the contents of tsljeditemple.rar. Run the installer and select your game directory. IE: e:\Program Files\Lucasarts\SWKotOR2 The installer will create backups of files it modified. Save these for un-installation. Notes This mod is not currently compatible with any other mods that edit the galaxy map. This mod adds a lighsaber hilt reskin using model w_lghtsbr_151, which is compatible with USM and The Masters of the Force Hilt pack. All source files included in the NSS folder. Author Contact I can be reached at Lucas Forums: http://www.lucasforums.com/forumdisplay.php?f=321
  14. 1 point

    Version v3

    2,231 downloads

    ************************************** Knights of the Old Republic - The Sith Lords ************************************** TITLE: Effixian's Bao-Dur Reskins AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam. ************* INSTALLATION ************* Unzip, copy the files from one of the folders to your override folder. ************ DESCRIPTION ************ This mod includes reskins of: - Bao-Dur's head - The lightning in his mechanical arm (more red) - His mechanical arm when wearing armor (red details) - His default clothing (a lot of black) - His Remote (and with it also other Sensor Balls). The Remote gets a more Imperial look. There's 3 variations included that you can choose from, version A has different looks for light side, half way dark and fully dark side. Version B is for the Darth Maul fans who want the look inspired by him from the start. Version C is based on the Nightbrothers from Dathomir. This mod is not compatible with other mods that change Bao-Dur's appearance. TSLRCM: A few files that change Bao-Dur's default clothing to a darker version are also included in TSLRCM, so you will need to overwrite those files if you're using TSLRCM. If you like you can make backups of those files before replacing them (P_Bao_DurA.tga, p_bao_dura.txi, P_Bao_DurAD01.tga, p_bao_durad01.txi). ***** BUGS ***** None. ************* UNINSTALLING ************* Remove the following files from your Override folder: C_SenBall01D.tga fx_Baodur.tga P_Bao_DurA.tga p_bao_dura.txi P_Bao_DurAD01.tga p_bao_durad01.txi P_Bao_DurH.tga P_Bao_DurHD1.tga P_Bao_DurHD2.tga P_BaoDur_Arm.tga PO_PBaoDur.tga po_pBaoDurd1.tga po_pBaoDurd2.tga ******************* DISTRIBUTION NOTES ******************* You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if simply you ask me. ******** Thanks to ******** Fred Tetra for KotOR Tool ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. --------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
  15. 1 point

    Version 1.0.0

    3,798 downloads

    This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway. Installation: Simply copy and paste the included model files into your Override folder Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces room models 101PERI.mdl/mdx, 104PERA.mdl/mdx, or 104PERF.mdl/mdx Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit Thanks to Snigaroo for bringing the two ceiling gap issues to my attention
  16. 1 point

    Version 1.1

    1,522 downloads

    The Harbinger is apparently the Swiss cheese of spacecraft. It has more holes in it than a damn sieve. This mod is a combination and extension of my previous separate mods fixing various geometry and model issues with the Harbinger. Geometry has been tweaked or added, UVs adjusted, model hierarchies re-ordered, etc. where appropriate to remove gaps, fix incorrect lightmaps, or address other problems. The previous individual mods rolled into this mod: Harbinger Escape Pod Room Hole Fix Harbinger Broom Closet Wall Lights Fix Harbinger Command Deck Corridor Wall Gaps Fix Those mods are now considered deprecated and have been removed from the site. N.B. I recommend the use of @Kexikus' TSL Backdrop Improvements mod for an enhanced view out of the Harbinger's windows. Specific Changes: 151HAR (Harbinger Command Deck) - Plugged a large gap in the wall of the escape pod room (151HAR09) 151HAR (Harbinger Command Deck) - Closes some small gaps in the exit airlock and inaccessible cutscene room that are visible during the hologram cutscenes (151HAR14, 151HAR17) 151HAR (Harbinger Command Deck) - Replaces the asteroid exterior visible through the windows with the more detailed version used during the space suit sequence (151HARSB) and tweaks its lightmap to fix a couple of visible shading errors (104pera_lm0) 152HAR (Harbinger Crew Deck) - Fixes the non-functional wall lights in the storage room (152HAR33) 152HAR (Harbinger Crew Deck) - Repositions an offset panel in one of the doorways outside the medbay (152HAR30) Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces the same room models, listed above Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition Thanks to @ndix UR for bringing the "broom closet" light issue to my attention Thanks to @Deltm for bringing the hologram cutscene room issues to my attention Thanks to @DarthRaindrops for bringing the medbay corridor issue to my attention Thanks to @134340Goat for bringing the asteroid exterior issue to my attention
  17. 1 point
    I have had more than a few requests to have as a sound set. Now, the lines from SWTOR wouldn't enable me to create a full sound set for SWTOR's but I had come up with a alternate way of creating a sound set. Now I haven't received the lines from these folks yet but I have been promised to have them eventually. Don't bug these people by asking them when they're going to hand in the lines. That will annoy them and you won't get the sound set... Spoilers follow... And this Revan voice actor - which admittedly was a long shot - didn't get back to me but at least you get to see what the artwork would've looked like.
  18. 1 point
    Wow, you really upped the game for audio mods. Looking forward for an update/s!
  19. 1 point
    It only applies once, when picking the lock it's used on. It's not on a timer like Force powers and shields.
  20. 1 point
    This is a very interesting niche you've found in kotor modding. Despite the unlikelihood of downloading these myself, I find these publications and potential publications oddly alluring to follow and enjoyable to see accomplished. I am most definitely looking forward to seeing these released!
  21. 1 point

    5,676 downloads

    TSL version only! Original Review on Filefront: The ear is impressively good at distinguishing the most minute of differences between sounds, however without a context or direct comparison it can do an amazingly poor job at just that. This is why judging a sound mod just from listening to the sounds won't give you a clear picture of how good (or bad) the mod really is. From listening to the sound files from this mod out of game, they didn't sound all that impressive. However from experience I know these findings are generally inaccurate. Testing this mod in-game proved just that. Just from the saber ignite sounds I knew this was going to be a very popular sound mod. Try it out and you'll see what I mean. Shem has taken some of the sound effects from the recent (as well as older) films and put them into KotOR and KotOR2. This not only adds a wider variety of sound variation, since the styles between the two trilogies are actually quite distinct, but it also simply improves the sounds, making them all the more impressive. Of course not only the saber ignition sounds have been changed. All the saber sounds, basically, have been enhanced, as well as several of the blaster sounds, using familiar sounds such as those from Han Solo's DL-44 pistol. Several Force sounds have also been changed, and luckily changing the Force saber throw sound to something that actually sounds like a saber has been a key change! This is definitely a mod to look into if you're either disappointed with KotOR or KotOR2's original sounds, or if you just enjoy hearing new sound variations added to the game. I'd certainly recommend it. Note: If I didn't make it clear in the review, this mod is compatible with both KotOR1 and KotOR2, so you can use it with either. Simply make sure to read the read-me before installing. ~Inyri
  22. 1 point

    Version 1.0

    8,187 downloads

    Author: Kainzorus Prime Mod Name: Sion's Arrival at Peragus - High Resolution Movies ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod replaces the low-res pre-rendered scenes of Harbinger arriving at Peragus found in Zbyl2's 'Sion's arrival at Peragus Fix' mod and TSLRCM. The new scenes were made using Obsidian's High Quality Movie Patch files. 2. Installation: ========= Place the two files in the Movies folder, in the game's directory. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  23. 1 point

    Version 1.1

    1,615 downloads

    ======================================================== A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION TSLRCM Compatibility Patch for jinger's Admiralty Mod ======================================================== Author: Darth Hayze PM: Contact me at the Deadly Stream Forums or on MODDB Name: TSLRCM Compatibility Patch for jinger's Admiralty Mod Filename: admiralty-patch.rar Original Release Date: 8/17/2012 ModDB Release Date: 9/21/2012 Update Realease: 1/6/2014 1. Description: ---------- This is simply an edit of the install instructions for jinger's Admiralty mod, nothing has been altered except the patcher will now install the files in a way that works with TSLRCM. 2. Install: ---------- (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) Also, TLSRCM is needed for the TSLRCM version to work, otherwise it will abort. Extract jinger's "admiralty" mod, taking care to insure that both the "setup.exe" file and "tslpatchdata" folder are extracted to the same folder, which can be anywhere, as long it isn't the main 'SWKotOR2' folder. Now extract "TSLRCM Compatibility Patch for jinger's Admiralty Mod" mod to the same folder you extracted "Admiralty" to. You should now have a folder called 'patch files' as well as the previously mentioned "setup.exe" file and "tslpatchdata" folder. Open "tslpatchdata" and delete the 'changes.ini" file. Now open "patch files" and copy "admiraltslrcm.ini", "admiralvanilla.ini", "info2.rtf", and "namespaces.ini" to the "tslpatchdata" folder. Run setup.exe, and you should be given the option of choosing between two versions of the mod, the TSLRCM version and the Vanilla version. Choose one, and install. Note: a new folder named "backup" will be created during insanitation within the folder the installer was run from. If you plan on uninstalling this mod this folder and the files therein must not be deleted as they are used during the uninstall process. 3. Uninstall: ---------- The files listed below were placed in override during the installation of this mod: Within "...SWKotOR2\Override" brfmcon.dlg n_admrlcede.mdl n_admrlonasi.mdl n_admrlcede.mdx n_admrlonasi.mdx 151spawnholos.ncs a_spawn_admiral.ncs N_AdmrlCede01.tga N_AdmrlOnasi01.tga N_Dodonna_H2.tga N_AdmrlCede01.txi N_AdmrlOnasi01.txi N_Dodonna_H2.txi a_createk1cnpcs.ncs a_t3disc.ncs 201_carth.utc 201_cede.utc 151_carth.utc 151_cede.utc appearance.2da The files listed below may have been modified during the installation of this mod: Within "...SWKotOR2\Modules" 222TEL.mod 205TEL.mod 003EBO.mod Backups of any file that was altered were made during installation and placed in a folder called "backup" within the folder the installer was run from. To uninstall; 1) Open the "backup" folder that was created during installation and replace the .mod files listed above and appearance.2da with the files contained within, delete the other files from your override. 4. Changelog: ------------- Fixed a bug where the wrong file was being installed Updated the patcher to modify more files in the moules folder instead of override. Updated the readme. 5. Bugs: ---------- Let me know if you find any. 6. Distribution Notes: ---------- This mod may not be modified or distributed without the explicit permission of the author. 7. Thanks: ---------- My thanks go out to modders everywhere And to Hunters Run, for catching my mistake in setting up the patcher. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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. Below is the original readme provided by jinger. Special thanks to Holowan Laboratories (starwarsknights.com) Overview ================== If you found Carth's cameo to be a little weak, and the minute you saw Cede you were thinking "I know that face," or if you expected an Admiral of the Republic to look better than that, you might appreciate this mod. It's a new appearance for both of them, an Admiral's uniform, like the one we saw on Dodonna in Knights of the Old Republic. Carth shows up in the logs of the Harbinger, in a trasmission to Citadel Station, then later in the game, during the battle of Telos. He also appears in a trasmission from Khoonda, if the Disciple does not join your party. Cede only shows up if you select the dark side ending for KotOR during the first conversation with Atton. If you see a medal on Carth's uniform, that's the Cross of Glory. It was given to him by Admiral Dodonna, for his part in the defeat of Darth Malak and the Sith. Installation ================== TSLPatcher (by Stoffe) will know what to do. Just run the executable and follow the instructions. The mod consists of a few files that will be installed in the override folder, and one module file. It adds two rows to appearance.2da Permission ================== This can be used as long as credit is given.
  24. 1 point

    Version 2.0

    6,946 downloads

    This is an update of my previous Darth Nihilus Animation Fix. It includes two new features. First, the cape bug is fixed fixed and it is fully animated. Secondly, Nihilus' popular unique animations are still on him, like his lightsaber flourish and special attacks. It still gives Darth Nihilus all the animations for all combinations of ranged and melee weapons, as well as all other mundane animations. I also fixed a small typo in the item description, if anyone cares. You can again access the robe that allows you to disguise yourself as Nihilus as a replacement of the mask you can get from Visas after you kill him on the Ravager.