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Showing content with the highest reputation on 02/15/2019 in all areas

  1. 1 point

    Version 1.3

    44,063 downloads

    I became so very tired of the low resolution textures for female Republic soldiers. So I made a new model for them, using the male version as a template. While I was at it, I noticed errors on the male model, so I've corrected those as well.
  2. 1 point

    Version 1.0

    40,618 downloads

    ANIMATED CANTINA SIGN FOR KOTOR 1 ========================================== MOD AUTHOR: Sith Holocron ORIGINAL RELEASE DATE: 18 JUL 2017 GAMES: Star Wars Knights of the Old Republic Description: -------------------- Remember my "NPC Portraits for KotOR 1" mod? I used this little animated texture for the background of Mission's portrait. This is a minimal effort mod but if you want it, it's yours to use. (If you wanted to use this in TSL, you would have to rename both the TGA and the TXI file to "TEL_BBrds4".) Installation: ------------------- Put the TGA file and TXI file into your Override folder. Uninstall: --------------- Remove the TGA file and TXI file from the Override folder. Xuul recorded a review for this mod back in 2018 if you'd like to see this mod in action. Thanks Xuul! Enjoy! 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. Ever. 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. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
  3. 1 point

    Version 1.2

    25,219 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2.0 Release Date: 13.06.2024 Installation: Please install the K1 Community Patch (K1CP) first and, if you intend to use it, install the Restored Content for the K1 Community Patch (RC-K1CP) after K1CP and before this mod. Simply click on the HoloPatcher.exe, select your option (read about this below!), click install and sit back and watch the installer do its magic. Description: After you kill Calo Nord, a messenger named Senni Vek will deliver you a datapad telling you to meet Hulas on Manaan. In the vanilla game, that's the last you ever heard from Senni. But whilst searching through the game files, I discovered during the final fight with Hulas our good old friend Senni was supposed to fight along Hulas against you, however, his NPC was replaced with the appearance and nametag of a generic yellow Rodian who, oddly enoug, still used the Twi'lek soundset. As of version 1.2 of this mod, this mods has two different versions to choose from. These versions are... Senni Vek Restoration: This mod restores Senni Vek to the fight by replacing the generic yellow Rodian, exactly how Bioware originally intended. Senni Vek's Ambush: This mod replaces Hulas with Senni Vek. Senni Vek will now take Hulas' place as the big bad boss fight with Hulas' original Rodian audio being replaced with Twi'lek audio and his dialogue rewritten so that it's from the perspective of Senni Vek and not Hulas. This alternative version is for those who believe it was stupid for Hulas to decide to fight the player right after gaining control of the GenoHaradan Guild. In this version, it is heavily implied that Hulas sent Senni Vek and the other hunters to kill the player, and when the player defeats them Hulas will then disappear for the duration of the game as he consolidates his power in the shadows. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Please report any incompatibilities! Senni Vek Restoration is already part of RC-K1CP, so there's no point installing that option. Senni Vek's Ambush is designed with RC-K1CP in mind, if you already have RC-K1CP or Senni Vek Restoration installed the Senni Vek's Ambush mod will convert the tat_senni.utc file from Senni Vek into the generic yellow Rodian whilst also changing Hulas into Senni Vek, it should be impossible to have two Senni Vek's if you install the mod correctly! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Leilukin: For prompting me to update this mod! Sniggles: For requesting Senni Vek's Ambush and for maintaining the Kotor Mod Builds! DarthParametric: For assisting me with replacing the Journal Entries! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! 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.
  4. 1 point

    Version 2.0

    50,753 downloads

    New HD texture for Malek. Resolution of the texture of the head 1024X1024. Resolution of the body texture 2048x2048. The texture is made from scratch. You can choose between blue eyes and red. Really easy to install: copy all the files to your override. Look at the comparison picture to get a better idea:
  5. 1 point

    Version 1.0

    39,922 downloads

    Here's another bit of scrap from my junk pile that someone may find a use for. A little while back I made some thigh-high boots for Bastila when Quanon was working on her Taris prisoner outfit. He didn't end up using them, so I tossed them into the abyss with my other rejects. The other day I was looking at the female Twi'lek body models for some reason, and I noticed that (the base version at least) has painted on thigh-high boots. On a whim, I imported my boot mesh and noted that, height-wise, they lined up almost perfectly. Even more interestingly, my UVs were very close in layout to the Twi'lek's legs, so much so that is was fairly trivial to rejig them to fit the existing textures. In practice I'm not sure how much purpose this serves, as from a distance it's basically impossible to tell the difference between painted on boots and my physically modelled boots, at least using vanilla textures, but I figured someone might find some use for it. Because the vanilla female Twi'lek model has existing animations (dancing), I have provided a hex edited copy of the original which is now used as the supermodel. That way the booted variant is a simple Override drop-in with no 2DA editing required. I have also provided some additional versions suitable for use as player bodies that use the regular S_Female03 supermodel, as well as being scaled to large, medium, and small. I've supplied modified versions for those variation textures that don't have boot textures. There is also an optional variant of the base green variation which has black boots instead of red. The intent of course, given how terrible the vanilla textures are, is that someone will release a proper high quality retextured version, but the NPC portion is useable out of the box if people so desire. You are free to incorporate the contents of this mod into your own work, as long as proper credit is provided. Do not redistribute the mod by itself.
  6. 1 point

    Version 1

    51,469 downloads

    HD texture for Twi'lek female. Files posted after 2023 are used with K1 Thigh-High Boots For Female Twi'lek Body (Modder's Resource) 1.0.
  7. 1 point

    Version 1.0

    36,548 downloads

    Hello again! This is a greatly updated reskin of the Rakghoul creatures. Featuring an updated 2k texture and 1k working bump map. Simply copy the files into your Override.
  8. 1 point

    Version 1.0

    36,191 downloads

    Yet another HD retexture. May just do the rest as one big release! As usual, drop in override
  9. 1 point

    Version 1.0.0

    783 downloads

    AUTHOR: Sith Holocron ORIGINAL RELEASE: 03 FEB 2019 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: Now your PC character in KotOR1 can sound like the female Smuggler from SWTOR! Hopefully, I've found suitable lines for the PC various scenarios. You'll have to let me know in the review section below. (Details are better than just leaving stars, you see.) Feel free to link videos of the lines in use if your review. I would've done it myself but my computer has not been brought to repair shop yet. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - that game doesn't have them activated, rendering the Exile mute. In order to use this mod in Knights of the Old Republic 2, you must install JC's Player Soundset Restoration for K2 in KotOR2 before this mod. That being said: As this mod is strictly designed for KotOR1 and not for KotOR2, any sounds that do not end of playing what you expected should not be reported to me. Installation: ----------------- You'll not be dropping these into your Override like my usual mods. This time you have new steps to follow. 1) Move the original KotOR1 files that share the file names in this mod to a place you can find them. (I recommend a folder on your desktop but you do you!) Those files will be located in the "Streamsounds" folder. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. Uninstall: -------------- Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder. 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 notified in writing of permission granted by 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 in writing before your use.
  10. 1 point

    3,489 downloads

    This is a fairly simple reskin of Bastila, to make her textures look a bit better quality. There are lots of great people that make amazing HD reskins of KOTOR models, but Bastila hasn't been done yet, so I figured I'd make a temporary skin for people to use until someone makes a better one. This isn't really "HD" in my opinion. It's not perfect, at all. Maybe I'll work on it more in the future. Credits: Bioware, Fred, etc etc etc. Installation: Put in the Override folder of your KOTOR install folder
  11. 1 point

    Version 1.0

    42,630 downloads

    Quanons Gammoreans Reskin Pack: This little mod will update all the Gammorean skins. All of them had their size increased to 1024x1024. I've been able to put in some extra details, on the faces; better looking eyes. Leather look to their armors. Tweaked the contrast/ brightness; etc... A good overall polish to make them their best, even though they are pigs Installing: Copy and paste all 5 files from my pack. That's it!
  12. 1 point
    Thanks for the information. I think earlier we had decided to mostly leave it to be pretty ambiguous (as you won't encounter any real terrain on Sleheyron) as to not upset the original intent nor anything established since then. So expect a vague description that could either be barren or volcanic.
  13. 1 point
    Edge of the Empire described Sleheyron as volcanic, actually: I'm not sure what is up with the galaxy map description of Korriban, though. It's usually depicted more like space Egypt in other material, and it's not even particularly volcanic in KOTOR.
  14. 1 point
    I've been following this mod on and off since I was a kid lurking around Lucasforums. Although it is sad to hear you're not working on it anymore, we are all glad you're doing OK and that it has come this far. Looking forward to what the community can do with the files as a resource.
  15. 1 point
    Local man discovers the Telos Military variants of Military and Sentry droids, after years of tinkering with appearances. Man is amazed the game can still toss him a curveball and surprise him with its inner workings.
  16. 1 point
    Glad to hear that you are getting better Logan, that is the only thing that matters! We thank you deeply for all your hard work, dedication and contribution to the community and for your wise decision to share what you worked on with all of us! So, did anyone pick the project up to continue work on it?
  17. 1 point
    Could I have permission to include these fixes in the K1 Community Patch? Thanks!
  18. 1 point
    The best I can tell you is that neverblender is outdated for kotor and that you should try this instead: Kotor Blender
  19. 1 point

    Version 1.0

    36,563 downloads

    It is a truth universally yadda yadda: the lady Scoundrel's starting gear looks uncomfortable. Put bluntly, F!Scoundrel has a stupendous wedgie. Her butt crack is alarmingly defined through her leggings AND underwear--which should not be happening unless those leggings are, like, industrial-vacuum-sealed. Which would be painful. And impractical. And also painful. Overall, not conducive to running around an exploding starship while fighting Sith troopers. So I fixed it. I gave the female Scoundrel basic clothing a bit of a tune-up, making the butt crack less egregious and tweaking the texture to match. May these new and improved trousers bear your Scoundrels to a comfortable and aesthetically pleasing victory! Effusive burbling gratitude to forgetcanon, for extracting those pesky .mdl and .mdx files and for being a source of endless support and patience during my first foray into modding.
  20. 0 points
    All of my blogs now have one of those pictures that (usually) indicates the title of the blog. I’ve numbered all of my blogs since I’ve started creating them and I’ve finally reached 100 of these things. Wow. 100 blogs. Someone, please call a doctor! Instead of me rambling on yet another niche topic, I’ll now invite you to go through the previous 99 blogs and see if there’s something you may have missed from me. I’d like you to have opportunity to consider if there’s something you might add to the conversations I’ve previously started. Yes, I do realize that many of the blogs are locked. You’ll be able to tell because it has this picture as the blog’s title picture. If you encounter one of these locked blogs and you still want to acknowledge it, I believe you can still drop either a “like”, or “light side” icon, or a “thanks” icon on the blog. If you’re going to comment on M4-78 stuff, I would recommend you limit the comments on the “like/love” blog on M4-78 EP version 1.5, the “disappointed/hate” blog on M4-78 EP version 1.5, or the “M4-78: Set Decoration” blog covering all of Zbyl2 and Hassat Hunters versions of M4-78 EP. Having detailed reviews of version 1.5 – split in the pro and con blogs – will help me work on another chapter on the documentary if at some point I decide to resume working on it. Note that as of this date: version 1.5 is only available on Deadly Stream. Version 1.3 is only on the Steam Workshop, and MODDB has version 1.2. As I’m preparing to move across the country relatively soon, I’ll be holding off making any new blogs until I am settled in a new place. I haven’t even figured out where on the east coast that my wife and I are moving to so I can’t offer any estimates. And let’s be honest, time estimates aren’t one of those things that I like doing any way. (Have you ever seen my signature? LOL) If you do decide to comment on my blogs, I want to read your comments and not look at one of these . . . This . . . is less helpful to me than something like this . . . or this With the last two pictures, I know what you're trying to say and have more information to use when replying to the comment and/or making new mods. (In the above example, I corrected the mod by putting the missing file.) The likes and thanks icons don't give me any hook to work with. So my faithful reader: Keep safe, keep modding, leave some comments (on my blogs, my mods, and my videos), and I’ll see you at some point on the other side.
  21. 0 points
    Thanks for the ping @Qui-Gon Glenn. You want the honest to goodness truth, the answer is just a lot of trial-and-error. Before I reached my first stable build release I had to play the games through, shifting order and switching mods out, 4-5 times before I could even complete one. That was back before I was more familiar with what I was doing, but the moral of the story, if you will, is still the same--depending on what you're trying to get to work together, it might just come down to a lot of tinkering. That said, JC is absolutely correct that incompatibilities are pretty rare. The most common type you'll have are obvious straight file overwrites, which are disproportionately texture or model changes. In those cases it's as simple as installing what you want last. More rarely you have file overwrites that involve more important files, which you can sometimes get away with overwriting if you know that the file from one mod is just minor changes (a rebalance of values in spells.2da, let's say) while another makes additions. Obviously in that case you keep the one that makes the additions, if you're dead-set on both mods, and either manually re-implement the balance changes or just eat the loss. Properly major file overwrites, like two loose appearance.2da files, can still be made to work if you've got the know-how and patience to merge the data from both files. Otherwise it's a matter of deciding which mod you prefer. TSLPatcher mods are more stable, but whether you'll encounter stability issues as a result of them is often less obvious, as they tend to do more (just by the nature of what mods benefit from using the TSLPatcher) and warnings the patcher spits out can sometimes be intentional, or benign even when unintentional. You don't always know which is which, and even if you go through everything with no errors thrown at all, you can still get a conflict at the end of the day. There's nothing you can do for that, though, except try to structure your install order logically and be smart about what mods you want to integrate. The more you add, and the more that anything you add edits, the more risk you inherently run. Determining a provisional load order is where you're going to be doing most of your legwork, and it's the step that will most directly impact the stability of your final build. This is probably the one thing I might be able to give some useful advice on. For the builds, the install order favors installing loose-file mods first, then larger TSLPatcher mods descending down to those with the most minor changes. The order of importance thus goes from the most trivial loose-file mods to the most important loose-files, then shifts to the most important TSLPatcher/.exe content down to the most trivial. In addition, mods of similar styles (texture replacers, model edits, mechanics changes, etc.) and those with similar thematic foci (Dantooine, let's say) are also grouped somewhat closely together. I've found that this is helpful in determining where you're likely to have conflicts, because by starting with the smallest mods first you'll have less stuff to go through in your override when/if you have a direct file conflict so you can easily determine what mods you're going to be forced to select between, and by grouping themes you're more likely to run into those potential conflicts back-to-back. From the TSLPatcher side of things, installing the largest mods first lets you know right away whether or not your most important mods are throwing any errors in their install phase, and also allows for mods with more specific changes (which are generally smaller) to overwrite the changes made by your larger, broad-stroke mods. Your final functional order might not be similar to that, but installing a test run in this way is the best way I've found to quickly diagnose problem areas or potential issues in what you intend to install, which will let you fine-tune what you're using and when you're installing it to get better results. Once you've cleaned up the obvious issues, though, there's nothing for it but to do a run and make sure everything works. Sometimes it won't--most times it doesn't, for me. A little over half the time I have to restart or modify a test partway through due to unforeseen issues that didn't crop up during the install phase. If you're bound and determined to use a bunch of mods, that's just how it goes.