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  1. 2 points
    I have been very busy, but I will try to send to both of you this weekend.
  2. 1 point

    Version 1.0.0

    21,036 downloads

    This mod contains 4x upscaled versions of pretty much every icon in the game. Just download, unzip and drag all the 1000+ Files into your override. This save game collection by chAinz.2da was used to take in game screenshots , All the files are in .tga format so no need to worry about that! The Types of Icons that are in this mod include, Force Power Icons Feat Icons Behavior Icons Saber & Force Form Icons Upgrade Part Icons & Workbench upgrade slot Icons Saber Crystal Icons Weapon, Mask, Belt, Gauntlet, Energy Shield, Medpac, Repair Kit, Stimulant, Implant & Mine Icons And a helluva lot more! (literally 1216 Files) ================================ And I really hope you guys like this mod! ================================ This mod should not be incompatible with anything that doesn't edit the same files. If you already have mods that edit icons, just choose the ones you prefer and keep them.😉
  3. 1 point
    View File TSL - AI Upscaled Icon Overhaul This mod contains 4x upscaled versions of pretty much every icon in the game. Just download, unzip and drag all the 1000+ Files into your override. This save game collection by chAinz.2da was used to take in game screenshots , All the files are in .tga format so no need to worry about that! The Types of Icons that are in this mod include, Force Power Icons Feat Icons Behavior Icons Saber & Force Form Icons Upgrade Part Icons & Workbench upgrade slot Icons Saber Crystal Icons Weapon, Mask, Belt, Gauntlet, Energy Shield, Medpac, Repair Kit, Stimulant, Implant & Mine Icons And a helluva lot more! (literally 1216 Files) ================================ And I really hope you guys like this mod! ================================ This mod should not be incompatible with anything that doesn't edit the same files. If you already have mods that edit icons, just choose the ones you prefer and keep them.😉 Submitter Pramod Marlon Submitted 12/17/2019 Category Mods TSLRCM Compatible Yes  
  4. 1 point

    Version 1.4

    1,657 downloads

    Here's a mod that sprung from other people's hard work! NPC PORTRAITS FOR TSL ====================== MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 13 MAY 2017 UPDATED RELEASE: 20 MAY 2017 UPDATED RELEASE 2: 06 JUN 2017 UPDATED RELEASE 3: 10 JUN 2017 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Notes: -------- This mod is not recommended for Knights of the Old Republic 1 for what should be obvious reasons. This mod is not recommended for first time players of Star Wars Knights of the Old Republic 2: The Sith Lords - spoilers! This is mod will overwrite portraits of the NPC characters that may be provided by other mods. Keep this in mind when installing this mod. Background: ------------------ I had this idea of asking folks to get high quality captures of the NPCs in 3DS MAX using poses similar to the ones in the traditional NPC portraits. I would then put a detailed background that indicated where we first met those characters. The ones I originally were thinking of doing were our standard folks: Atton, Kreia, Bao-Dur, Mira, Canderous, Visas, Handmaiden, Disicple, T3-M4, HK-47, and G0-T0. (You may notice some missing ones - more on that later.) I then proceeded to ask around for folks willing to grab some of these for me. The first willing helper was HairlessWookiee (on Reddit) and he helped out with the first batch of characters you've seen on my blog. However, I hesitated on asking HairlessWookiee for the rest as I didn't want to be more of a pain in the ass than I already was. (I excel at that, I've heard around here.) I eventually asked Quanon and he's helped me out getting the remaining characters I needed. So who was I missing from that list above? Namely: Remote (who gets used during the Malachor V end game), 3C-FD (from the Prologue), and B-4D4 (from the Czerka infiltration mission on Citadel Station.) I managed to get all of these too, again thanks to Quanon! Description: ----------------- Here is my explanation of why I chose these backgrounds. You can skip this part of the read-me if you like but I'm putting this in here so I don't have to have lengthy, boring discussions of why I placed who in front of where. If I completely ignore you if you bring this up in the review thread, now you know why. Atton - Atton's background is in the cockpit of the Ebon Hawk. You haven't met him here but he spends most of his time in there so it made sense. Plus I have animations I could exploit in there. Kreia - Yes, the Exile does meet her on Peragus but she doesn't reveal her true nature to you until Malachor V so that's why she's placed with the Trayus Core as the background. Bao-Dur - You meet him on the surface of Telos so that's his background. Mandalore - You meet him on Dxun so that's his background. Disciple - You meet him in the Ruined Enclave on Dantooine so that's his background. Handmaiden - You meet her at the Polar Plateau on Telos so the topside of that plateau is her background. Visas - You first see her on the Ravager. As that's her centering space, she gets that as a background. T3-M4 - The Exile meets "him" at Peragus so that's his background. Yes, "he's" met the Exile on the Ebon Hawk but the Exile was unconscious then so I'm not counting that. Hanharr/Mira - You meet them on Nar Shaddaa so that's their background. HK-47 - I wanted something vibrant for "his" background to suit his volatile nature and it was suggested to use the room that the Mandalorians first burst into on the Ravager. (The flames work well with "him", I think) Remote - You only use "him" on Malachor V so that's why "he" uses that planet as "his" background. Animations for Portraits? ---------------------------------- The droids, Hanharr, and Mandalore have animated backgrounds for their portraits - as their portraits do not change with LS and DS alterations throughout the game. The Kreia portrait does not animate. She's an unreliable narrator and so is her portrait. That . . . and I got lazy near the end. Sue me. (On second thought, don't sue me.) As an aside, are you curious about Atris' portrait? You'll have to wait for Reztea's Recruit Atris mod to be released as I've given it to him. Installation: ---------------- With the exception of the Atton, Bao-Dur, Disciple, Mandalore, T3-M4, and HK-47 folders, just grab all of of the TGA and TXI files, and then drop them into your Override folder. The HK-47 folders have three different versions of HK-47's portraits - the standard model with vanilla skin, the standard model with Quanon's skin, and the SWTOR model created by DarthParametric using Kainzorus Prime's skin. The T3-M4 folders have two different versions of HK-47's portraits - one portrait utilizing Dath_Sapien's skin, the other portrait using Quanon's skin. The Mandalore folders have two different versions of Mandalore's portraits - the model utilizing Darth_Sapiens' texture and a version of Mandalore without his helmet. The Atton folders contain three different versions of his portraits - the original version included in this mod, a vanilla version where Atton turns his head towards the player as he becomes more dark sided, the model utilizing felixfelicitas' "Atton with Scruff" texture. The Bao-Dur folders contain three different versions of Mandalore's portraits - the original version included in this mod, a vanilla version where Atton turns his head towards the player as he becomes more dark sided, the model utilizing Nimduril's "Bao-Dur/Darth Maul" texture where Atton turns his head towards the player as he becomes more dark sided. Look at the pictures below to see which portrait type you wish to use. Copy the contents of that folder to your Override folder. Update as of 14 JUN 2020: There's a new version of the Disciple portrait available. Instead of de-saturating the Jedi Library behind him, I've turned the colors of the Jedi Library to different colors: purple for mid Dark Side, and Red for fully dark side. If you prefer the original versions, I've kept those as a part of the package as well. See the What's New section for more information. Note the files that you put into your Override folder. Uninstall: -------------- Remove the files that you copied (and noted) from the Override folder. Very Special Thanks: ----------------------------- HairlessWookiee - For several of the model pictures. Quanon - For several of the model pictures, his Malachor V texture mod used for Remote's background, and his skins for T3-M4 and HK-47. DarthParametric - For his SWTOR HK model and for the new screen grab for the helmetless Mandalore. Kainzorus Prime - For the skin for DP's model. felixfelicitas - For his "Atton with Scruff" mod. Nimduril - For the use of his "Bao-Dur/Darth Maul" skin. Kexikus - For the high quality background used for G0-T0's background. Darth_Sapiens - For his HD T3-M4 skin. Sharen Thrawn - For the Nar Shaddaa background used for the Hanharr and Mira backgrounds. [Please note that the background from Sharen Thrawn's mod doesn't have the animated lights seen on Hanharr's background.] djh269 - For listening to my blathering via PMs on this very subject (and for beta-testing.) bead-V - Additional beta-testing / Input superSzym - Additional beta-testing / Input gerblul - Made me work! (If not for him, I'd have missed the problem with Remote's TXI) 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 the mod author. 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 decide to upload the mod to NexusMods at a later date but that will be my decision and mine alone. So there. Post-Script: ---------------- If you thought this read-me was long and annoying, please do check out the I write and narrate on Xuul's YouTube channel. It's even more cringe inducing. See you there!
  5. 1 point

    Version 1.2

    414 downloads

    This is it. This is how Atton Rand was meant to dress. The faithfulness to his concept art is staggering Features: A coveted glimpse of Atton Rand's chest Known Issues: You're always going to see the neck seam because of cast shadows, so how obvious it is depends on the lighting. Some of the best lighting is found in the well-lit entryways of Nar Shaddaa's entertainment promenade, so if you want Atton's chest to look good while he tells you about the horrible acts he's committed, try to initiate the conversation there. If you use the vanilla textures, there's a period of time in the middle of a dark side descent in which Atton's face won't match with his chest, since there's an extra transition texture for the face but not for the body. You can avoid this somewhat by using subtler dark side face textures; I like using luminousbathhouse's Atton reskin. File: The file contains my edits on the vanilla texture files at 512p, and an optional file for use with luminousbathhouse's Atton reskin. Installation: Move P_AttonBA.tga and P_AttonBAD01.tga to Knights of the Old Republic II\override Uninstallation: Delete P_AttonBA.tga and P_AttonBAD01.tga from Knights of the Old Republic II\override
  6. 1 point
    Batman and Robin was shorter. One up for Batman and Robin - a phrase I never thought I'd ever be saying.
  7. 1 point
    This was one the word that I came to when trying to encapsulate what I just saw when leaving the theater for 930 AM showing. (As predicted, my wife dragged me there.) So . . . rushed. Rather than dwell on the avalanche of deserved ire that this movie will earn, I'd rather be thankful that this community here exists so we can remember what we like about all of this. KOTOR. KOTOR now. KOTOR forever.
  8. 1 point
    At best it is an average ending to a disappointing and chaotic trilogy and a desperate attempt to fix what was ruined by the 8th. TRoS repeats the pattern of previous two though - it answers its questions while posing another (unanswered ones), uses original cast more as marketing tools than 'childhood legends', completely disregards prequel material, seems to be more rushed than AoTC and TSL put together and its plot is so unoriginal it is actually funny. Music is cool, so are visuals but there is and was no plan, I have no idea what was disney story team thinking but clearly neither do they. It has to be said though that it verges on impossible to bind all the plot lines of the previous 8 movies and at the same time make a good 2 h movie that has its own story and action. In the end from a trilogy that had limitless potential we got ANH remake, some wannabe-edgy movie that has no plot, shits on things established by the predecessors and is the longest one with most filler material while those nearly 3 hrs could be better spent story and character-wise and the grand finale that is just an okay adventure movie that turns into bombastic epic battle packed with easter eggs with not much feeling nor explanation or sense behind it. It could have turned out better had one director ran all three movies - in terms of the story, style and vision. But it could've been worse I guess.
  9. 1 point
    Hahaha it was terrible. So-bad-it's-funny though, so it's not all bad. Much worse than TLJ. I defended some stuff in TLJ, there's nothing really to defend in this one.
  10. 1 point

    Version 1.0.0

    1,515 downloads

    DESCRIPTION This is an HD reskin of our aloof crime lord Goto's droid, G0-T0. This texture is now each 4096x4096, manually-upscaled and incorporating downloaded textures. I constantly checked my work against the 3D model to ensure there were no texture seams. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Drop the P_Gt file into the "override" folder of your KotOR II installation. UNINSTALLATION Remove the P_Gt file from the "override" folder of your KotOR II installation. THANKS Thanks to GIMP, wildtextures.com, Blender, KotORTool, KotORBlender, mdlops, and the KotOR Savegame editor. Special thanks to Red11BY for his Character Overhaul pack (https://www.nexusmods.com/kotor2/mods/1060?tab=files) Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  11. 1 point
  12. 1 point
    No problem! This cleared things up, thanks! Fairly certain it's based on the PC XP-level (e.g. 45,000XP is XP-level 10, even if you haven't leveled past 1), even when the PC isn't in the party. For example, when you take control of T3 on Peragus, there's no point in killing anything since the XP isn't added to the PC's XP in the global variable table. However, I just set my PC to level 10 in the Administration Level and continued on to T3 in the Hangar Bay. The enemies are level 9. This is consistent with my other game results that show a level 10 character spawns level 9 enemies. T3 is level 9, so the enemies should be level 8 max if they were based on him.
  13. 1 point
    I would suggest DeNCS is the most in need of a replacement, since it chokes on a number of scripts. You should start by looking at what progress Xoreos has made on their decompiler (along with other tools for the various Odyssey formats) - https://github.com/xoreos/xoreos-tools
  14. 1 point
    I couldn't file the cause of the error (I think it's an error in the source code, not in the scripts) but I did came out with an workaround, if anyone is curious, here is what I did: on the jump file (onjump.ncs), the script checks if the player is already fying, if he is, it returns 0, what I did was changing that behavior to simply accelerate the player downwards. The issue with that is that a player can cheat that way, as in, interrupting the jump earlier, but, I'd rather not use it that way, and be able to race when it bugs. IF there is interest, I can polish it and publish a mod of that (or even a better solution)
  15. 1 point
    One of my favorite lines of dialogue from K2: "The credits were good. And Talia has been declared guilty of treason. So I was getting paid and being patriotic. What could be wrong with that? But I can now see the error of my ways. I should go, right now, and contemplate the depth of my mistake."-Kiph Hilarious!
  16. 1 point
    Belated thanks for posting this, as it really helped me work out how the autobalance system works for enemy stats. I've collected data for enemies in each of the five sets for levels 1-50 when compiling information for the recently created Autobalance page of StrategyWiki's Star Wars Knights of the Old Republic II: The Sith Lords guide. While the calculations on that page match all values I found empirically, I doubt they're the actual functions used since it seems more likely they'd always round down or truncate values, and that they would use the same function for all five sets: if you, or someone else reading this who's more knowledgeable or mathematically inclined than I am, can see a common function or calculation where mine currently differ, please let me know. I gathered data from the following enemies, viewing values logged in the Combat section of the Journal's Messages Log, and character templates using KotOR Tool (which set they belonged to was determined by the value displayed in the Multiplier Set field of the Advanced tab): Set 1: Sith Commando (n_sithcmndo001.utc) in Trayus Crescent (905MAL_s.rim) Set 2: Sith Assassin (g_sithass002.utc) in Trayus Crescent (905MAL_s.rim) Set 3: Sith Marauder (g_darkjedi007.utc) in Trayus Crescent (905MAL_s.rim) Set 4: Lightsaber Floating (n_lightsaber001-003.utc) in Trayus Core (904MAL_s.rim) Set 4: Darth Sion (n_darthsion002.utc) in Trayus Academy (903MAL_s.rim), only for levels 16-50 Set 5: Greater Storm Beast (c_stormbeast004.utc) in Malachor Depths (902MAL_s.rim) Set 5: Darth Traya (n_darthtraya001.utc) in Trayus Core (904MAL_s.rim), only for levels 30-50 Level For all sets, level = class level(s) + rounddown(main level * 0.75) - 1: since enemies normally only have class level 1, this normally simplifies to rounddown(main level * 0.75). The easiest way to determine enemy level is to edit the savegame of a level 1 character to add Force Resistance or Immunity beforehand, then warp to the location of a Force user and activate it before engaging, and view the level logged when enemy Force powers roll against it afterward. Level can also be derived from feat or Force power DC, if you know everything else that contributes to it (like attribute bonuses, which can be found in the character template). Vitality Base Vitality multiplier can be calculated as follows: Sets 1-3: max(rounddown((main lvl + 1) * 0.65) - 1; 1) Set 4: max(round(main level * 0.7) – 1; 1) Set 5: max(round(main level * 0.8) – 1; 1) I doubt these are all the actual functions used, but their output corresponds to all the empirical data collected. Maximum Vitality was normally determined using Kill: if two failed saves killed, then this equaled damage inflicted every 2 seconds times 6 (since 1/6 * 3 * 2 = 1). Otherwise, Force powers or grenades with set damage can be used, and a character will normally inflict 1 damage with unarmed attacks after editing to set Strength to 3 and remove Unarmed Specialist feats, or anything else that would increase damage. For enemies, the maximum Vitality calculation can be simplified to (base * multiplier) + (level * (CON + Toughness)): HitDie(classes.2da)/Levelup only seems to be added for your character and party members. All my normal test subjects only had class level 1 (so no level ups), but I'd found a Cannok (c_cannok01.utc) in the Restoration Zone (231TEL_s.rim) that was a level 4 Minion in set 3 with 190 Vitality at level 10: Base Vitality: 30 Multiplier: 6 = max(rounddown((10 + 1) * 0.65) - 1; 1) Level: 10 = 4 + rounddown(10 * 0.75) - 1 CON: +1 = (12 Constitution - 10) / 2 Maximum Vitality: 190 = (30 * 6) + (10 * 1) Hitdie for Minion in classes.2da is 10, but even though the Cannok was level 4 this didn't affect its maximum Vitality (unless I've calculated incorrectly). Defense Set 1: rounddown(main * 0.6) Set 2: roundup(main * 0.7) - 1 Set 3: rounddown(main * 0.8) Set 4: roundup(main * 0.9) - 1 Set 5: main level Again, I doubt these are all the actual functions used, but their output corresponds to all the empirical data collected. This bonus is added to class bonus in the Defense Breakdown logged, so for classes that receive a bonus at level 1 (Scoundrel and Droid classes, Jedi and Prestige classes), 2 should be subtracted from the displayed value to determine the autobalance bonus. Attack Sets 1-2: roundup(main level * 0.9) - 1 Set 3: roundup(main level * 0.95) - 1 Set 4: main level Set 5: rounddown(main level * 1.1) Yet again, I doubt these are all the actual functions used, but their output corresponds to all the empirical data collected. This bonus is added to base in the Attack Breakdown logged, so class level(s) should be subtracted from the displayed value to determine the autobalance bonus. The previously mentioned Cannok in the Restoration Zone that was a level 4 Minion in set 3 had base 13 at level 10, and 4 + roundup(10 * 0.95) - 1 = 13. Damage Base damage multiplier can be calculated as follows: Sets 1-5: max(roundup((main level - 1) * damagemult); 1) The output from this function corresponded to all the empirical data collected, while rounddown((main level - 1) * damagemult) + 1 did likewise in all but one case, at level 41 for set 5 (base damage multiplier was still 7, not 8, for both the Greater Storm Beast (base 10-60) and Darth Traya (base 2-20): obviously, as the only exception I checked this multiple times): interestingly, this is the only level at which the output is a whole number since (41 - 1) * 0.175 = 7. For both Damage and Vitality, I'd expect the actual function used to be more like multiplier = 1 + (level * mult), where (level * mult) can be 0 at lower levels. Saves Set 1: rounddown(main level * 0.8) Set 2: roundup(main level * 0.9) - 1 Sets 3-4: main level Set 5: roundup(main level * 1.05) - 1 And yet again, I doubt these are all the actual functions used, but their output corresponds to all the empirical data collected. This bonus is added to base in the saving throws logged, which is the sum of attribute, character, class and Conditioning bonuses, so those needed to be subtracted to determine the autobalance bonus.
  17. 0 points