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Showing content with the highest reputation on 03/18/2019 in all areas

  1. 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.
  2. 1 point

    Version 1.0

    711 downloads

    This mod alters Canderous' appearance, porting the unused texture from K2 to be used in K1.
  3. 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.
  4. 1 point

    Version 1.0.0

    1,613 downloads

    Juhani Lightsaber Fix 1.0 A Mod for Knights of the Old Republic Author- Mellowtron11 Release Date-3/4/2019 Why does Juhani have a red lightsaber in the Dantooine Grove? Going off the older EU canon from back in the day, most red lightsaber crystals were made through the use of making synthetic crystals. So how did Juhani make her lightsaber red, especially in a hostile environment filled with Kath Hounds and Mandalorians?? Since this game was made before the idea of making a lightsaber crystal bleed was canon, this mod aims to fix that. Installation Notes- Drop the Folder’s dan14_juhani.utc file into the override folder. To have the mod take effect, load a save game before entering the Dantooine grove. If you install this mod after entering the Grove, the intended changes will not take effect and this NPC will have its usual loot. Uninstallation- Delete dan14_juhani.utc file from your override folder Changelog 1.0 · Removed the two red lightsabers in her dropable inventory and added a single blue one · Set force points to 60 so Juhani can use her powers more often · Set strength to 14 for a little extra damage · Set Challenge Rating to 5, bringing total XP for killing her to 100 XP at level 9 · Removed all armor proficiencies and guard stance feats from her feats list Known Bugs- This UTC has been tested by myself several times before release. There have been no bugs so far. If you find any, please PM me. Occasionally, Juhani has dropped additional loot like credits and repair kits for some reason. Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- · Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. · Fred Tetra for the Kotor Tool. · TK102 for the K-GFF Tool. · Everyone who downloads and uses the mod. · N-DReW25 for the mod name suggestion. · JCarter426 for pointing out the use of K-GFF Tool to edit inventories instead of KOTOR Tool. · Strategy Wiki and Gamebanshee for stats and items info on the KOTOR series LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Juhani Lightsaber Fix Mod.zip
  5. 1 point
    My two cents: you can create a new folder tagged as let's say -- "K1R_Compatibility_Patch" with a copy of your p_jolee001.utc inside. And then you open that UTC using kgff and on its ScriptDialogue node you change the value from k_hen_dialogue01 to k1r_jolee_diag. I personally think that could work. User will be noticed about which one they should or should not install then. Any extensive information as you see them fit would be much appreciated though.
  6. 1 point
    Greetings, fellow Jedi! Unfortunately that is the main component. K1R [main] include a hard-copy of kas_m24aa.mod, which inside is p_jolee001.utc with k1r_jolee_diag script fired on its OnDialogue. So anything puts in the Override with that instance will pretty much overrides it. Me too! Hahah. But by practice that actually is not scripting; it was more like GFFs comparing which I think is vital for GFF's mod release, like this one.
  7. 1 point
    My favorite planet of the first KOTOR! The Dantooine grove had some of the best parts in KOTOR, namely the Juhani duel and the final confrontation with the Mandalorian raiders. Love the screenshot!
  8. 1 point
    I might very well be mistaken, but I think the particular part of K1R that modifies that is an optional component not part of the main install, so this should be compatible with the rest of K1R
  9. 1 point
    Malak's saber, per the canon reference: http://starwars.wikia.com/wiki/Darth_Malak's_lightsaber Once again, in single, double, and short versions: Edit: And base texture awaiting in-game env map:
  10. 0 points
    Some folks don't read the minutia of the install instructions. Make it easier on yourself and list it as K1R incompatible until you make a work around. That's my two cents but others here may disagree.
  11. 0 points
    @Mellowtron11: Until you fix it, you should probably change the mod list it as K1R incompatible.