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  1. 1 point

    Version 3.0

    44,135 downloads

    In the vanilla version of the game there was a quest on Manaan which inolved you becoming a lawyer for an ex-Republic soldier who had supposedly murdered a Sith. This, if you followed it far enough, would eventually lead you to investigating around the embassies of both the Republic and the Sith. When you found some evidence, it was presented in the form of text, though referred to as a video by said text. I have taken this text and turned it into a video (a cutscene) showing the events which the text described.
  2. 1 point

    Version 1.0.0

    14,227 downloads

    [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb
  3. 1 point

    Version 1.7

    3,453 downloads

    SHANILIA - THE Grey Jedi Merchant Includes TSLPATCHER installer! The mod includes new items, a new character, new dialogues options on Manaan. Shanilia is designed to be immersive and keep pace with the canon of that you create in kotor! She reacts to your decisions, she reacts to your alignment, she reacts to your gender. Shanilia isn’t a flat character with one emotion! She was written by two different writers to keep the flavor of realism! Content includes: New Robes, datapads with background information on Shanilia, a Jedi Holocron, and a few weapons! K1R compatible! INSTALL: Unzip, and run tslpatcher. Manual install, see readme. 1.6aa Removes K1R incompatible files, which are all the files that make up Resisting Arrest -DS Manaan. Simple remove "man26_selambush.dlg" from your override (If you have K1R installed) and that will prevent and/or fix the bug. To be safe, you can remove all the files associated with that Resisting Arrest. For K1R compatiblity, install K1R, then Shanilia, then K1R compatible files located in Shanilia. Ignore if you do not have K1R. Non-vital files: pcexile.dlg : man26_tyvark.dlg : kor39_utharwynn.dlg The intention of pcexile.dlg file was to allow the PC to remain on Manaan after DS completion of Manaan, this is already possible in the vanilla game, however, this was included as a more simple and obvious solution. It is an optional install, if it causes problems there is no need to install this mod's version of pcexile.dlg man26_tyvark.dlg, merely adds some merchant related dialogue. (minimal content) kor39_utharwynn.dlg, adds an option, which can later be discussed with Shanilia, if and only if the PC goes to Korriban after the Leviathan. (minimal content) These files do add to the mod, but if you are worried about incompatibilities, now you'll be a bit more informed about my mod. Please See Readme for information on how to get the most out of Shanilia! Short Credits list: FairStrides, Bead-v, nato, RealRece, Bioware!
  4. 1 point
    That would be my fault, since I was that one that modified the training script to accommodate @Stormie97's robes. The issue is that the mod changes the default fake PC that is used for two custom ones (male and female), and, naturally, there is no provision to properly destroy those once they have fulfilled their purpose. An unfortunate oversight on my part. As luck would have it, the script that controls destroying the fake PC can't be decompiled, so resolving that will take a different approach. I've suggested a fix to Stormie to resolve the problem for future users. But fixing that wouldn't help in your case regardless, since the scene has already been completed. As a temporary measure, try extracting the attached into your Override folder and loading a save in the Hawk (or re-entering it from outside). Stormie_Robes_Fake_PC_Temp_Fix.zip
  5. 1 point
    Screenshots Yavin IV - 4 Planets Demo Release 0.7.8 - KotOR II The Sith Lords The mod now includes 6 new planets for the game, Manaan, Tatooine, Kashyyyk, Lehon, Yavin Orbital Station, Sleheyron and it also contains updates to M478 and the ability to manually travel to Malachor V instead of going through a whole host of cutscenes and being forced to travel there straight away. The foundation of the entire project is in place as of 0.7.5 and requires testing for anybody interested. This mod requires TSLRCM 1.8.5, M478EP 1.5.1 and the Jedi Temple / Coruscant mod to be installed in that order followed by the seven files below. - three files also need removing as noted below. 0.5.9 Yavin Demo.7z [NOTE] - Please delete the three .ncs scripts contained in the "end_" folder within "override" in order to fix a conflict issue with the Royal Palace on Onderon. Yavin Demo 0.6.0 TO 0.7.3.7z This is a patch not a "Demo", the above file is wrongly named "Yavin Demo" instead of "Yavin Patch". 0.7.4 Includes an optional file that moves Korriban and Dantooine to the positions they had in the first game. 0.7.5 Should fix every instance of being able to exit during hyperspace, as well queues the hyperspace movie during these new pit stops in hyperspace. 0.7.6 Fixes most of Sleheyron, the doors and most of the buildings appear properly now but the skybox is still missing. 0.7.7 Adds a new planet model and icon for Lehon to the galaxy map as well as some other small changes. - see patch notes. 0.7.8 Adds Peragus back and makes the Galaxy Map accessible after Peragus, also now including Kexikus's Planet Texture and Icon for Coruscant. 0.7.9 Fixes the Ebon Hawk, somehow I broke it applying fixes to prevent leaving the Ebon Hawk after the Ravager and Malachor V I will take a look into fixing this again at some point, it also fixes a number of other small issues and begins to populate Sleheyron. 0.8.0 Further decorates Sleheyron and includes a preview of some of the questline I have started working on. Yavin Patch 0.7.4 TO 0.8.1.7z 0.8.1 Updates and fixes the Rodian Encounter, it also adds another HK encounter to Sleheyron and more placeables. Yavin Patch 0.8.2.7z 0.8.2 Fixes some things in Sleheyron and adds the Dialog / Lip files for the Mysterious Box Quest. Experimental Files Extended Carth Meeting There is now a group of HK-50s on Tatooine, Manaan, Kashyyyk and Sleheyron that are capable of contributing to the HK Factory Questline or dropping a HK part, I have also re-added the missing areas of Dantooine from K1, these can only be warped to at the moment. Prerequisites : I suggest using a fresh install combined with TSLRCM, M478EP and the Jedi Temple Mod followed by this to test it out. Due to the way I am publishing updates all of the above files are required to be installed in chronological order following the prerequisites. I am slowly trying to write dialog and plan quest lines for these planets, please get in touch if you have any ideas or would like to join the project. Latest : 0.7.8 Patch Peragus has now been put back and the Galaxy Map can be accessed after Peragus, I am not sure it's possible to add it back to the tutorial without having a different planet selected, this is what the original Ebon Hawk was for, so that somewhere was selected first, but this way works just as well. The game also continues after completion and allows free roaming of the galaxy, though I will work on this a little bit and try to make sure quests can be handed in, I won't be giving the galaxy a whole new set of quests after the game is complete just yet, I will instead be focusing on the new planets introduced during the main game, I think it should give the game a bit more variety, I will also be making it possible to go to the HK Factory even after the Ravager, both before and after Malachor. This will be via one of the shuttles on Telos : Citadel Station, I have also added the option to deny Carth an audience after the Ravager which is listed as something that was originally intended, currently it just cuts to leaving Telos but I plan on making the guards walk away as they do anyway and then to fade out and leave Telos. Thor110
  6. 1 point
    Jolee and Juhani done (barring possible future tweaks). Still Bastila's to go. I also should try a few different brown variations for compatibility with the 100% Brown option of the main cloaked robes mod, but I'm not sure what to do with those yet, might save it for a future update.
  7. 1 point
    Rim support has been added and I've been working hard on overhauling the UI. I think I will hold off on releasing a beta until I get a 2da and GFF editor added in. Getting close to that though!
  8. 1 point
    Sorry, to resurrect this thread, but I felt this is a better place to put what I found than into a new thread. Where to begin? Well, I have found out something for sure, we can make bump maps, they have to be in grayscale, that means not rgb mode but grayscale mode in photoshop, with no alpha channel And as for dimensions, they must be a power of 2 squared, (2x2, 4x4, 8x8, ... , 256x256, 512x512, 1024x1024, 2048x2048... etc.) So now we have a texture that is considered a valid bumpmap, it won't crash your game, and will work when called/defined as a bumpmap. In its txi there are some fields we can now fill namely: isbumpmap 1 // Mandatory, without this it won't be treated as a bumpmap bumpmapscaling 1 // this is for how high or low the bumps should be (0.5, 0.75, 1, 2.25 etc.) The following are some commands, from Never Winter Nights, that are in the kotor/tsl .exe but I haven't tested out in game yet // Specify what kind of bumpmapping this bump map will do: specular, diffuse, or both. These values are ignored if this texture is not a bump map. isdiffusebumpmap 1 isspecularbumpmap 1 // Specify a color for specular bumpmap highlights (RGB). This value is modulated with the bumpmapping light's color to produce the final highlight color. 1=255, 0=0 specularcolor 0.5 0.5 0.8 So, here comes the theortical part. How does kotor do bump maps? in two ways, A from a grayscale texture then renders a tangent normal map, B from a pre rendered tangent-space normal map. Almost all the bumpmaps in kotor are prerendered, they come out in rgb when we extract the with ktool, but they also always crash the tpc viewer. It seems this is the more efficient way to do it, but it is not something currently we can do, (we can keep experimenting) but what was needed for efficiency in 2003, is a luxury, I'd say we can afford to take in 2014. in the end the gpu get's the same thing from either method, (according to glintercept). Lastly here is the experiment I ran, let's see what we can do now with bump maps! my experiment:
  9. 0 points
    Pseudo Guide to Installing Mods on Android. By jc2. Part 1: What I Can Teach You. Texture mods are your bread and butter. Let's go through 3 popular texture mods from deadlystream and install them. Dark Hope's HD Twi'lek Female < https://deadlystream.com/files/file/982-hd-twilek-female/> This type of mod is a Retexture mod, because it retextures vanilla assets. Retextures are simple, unzip (find a program that can unzip) and go into your kotor folder create an "override" folder.Now copy and paste all of the UNZIPPED files from this mod into the override directly. It's installed. *Note: navigate to Android/data/com.aspyr.swkotor/files/ and create a folder there labeled "override" While there you can also create a folder labeled "Movies" if you have any mod that uses movies. Let's try another texture mod, but this time it adds new modded content with new textures. JC2 Robe Mod. This is not popular for good reason, but it is useful for teaching. (Promise me you will delete this!) This type of mod adds textures and adds new items (jedi robes), but it does not have any 2da files, like appearance.2da. This type is Added Textures & Items No 2da. Unzip files, copy and paste files from each subfolder that you want into the override folder. As simple as that. Now delete them... you promised. Robe mods are usually a good type of mod to have on Android because they do not require 2das, especially appearance.2da to function (each mod is unique though, please check each mod's files before installing). Any audio related mods may work if you play the audio files within the override, instead of placing them in the streamvoice or streamwaves folders. TSLPATCHER MODS: Let's try to install a TSLPATCHER Added Textures & Items Mod. JCarter426 or JC *the OG* created a JC's Fashion Line I: Cloaked Jedi Robes For K1 1.2 https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/ This requires a TSLPATCHER to PATCH the 2das, but this mod doesn't have 2das, thankfully. Brief summary of how a tslpatcher works. Tslpatcher starts with the vanilla 2da files within its tslpatchdata, and the modded content is patched unto it through the tslpatcher, allowing it to patch other 2da files within the override folder, however, on Android you cannot run a tslpatcher, thus you cannot install this mod. Not all hope is lost, you can install this mod on PC (see this video on how to do this), then take those post-patched files and copy &paste them into your override folder. *Important note, you can find a full dialogue.tlk file on deadlystream in this mod. CAUTION: This is extraordinarily risky as many things can go wrong, too many to list. Please proceed with caution, and the less mods you install this way the better. Let's say you want JC's Fashion LIne and you want to install JC's Jedi Tailor for K1 Run the tslpatcher of one, then before copy & pasting it over override, install the other mod into that folder before moving the combined collection of files into their respective folders. Because! JC's Jedi Tailor has a modules folder as well as an override folder, both will go in swkotor/Files as 2 different folders. Do not merge these folders. Now let's go back to JC's Fashion Line, that mod doesn't have 2da files, the tslpatcher there is simply for speed and simplicity. You could *WARNING* actually just take the files directly out and paste them into your override folder, this is very rare and should only be done with mods that have no dialogue.tlk, 2da files, or module editing. If noob, do not try this at home, even this mod could be updated and no longer function. What that means, is JC2's Fashion Line could be installed without a PC, but JC's Jedi Tailor requires a PC due to the modules editing. *Note* If you have a PC, you can install multiple mods into one override folder using the tslpatcher, which should patch the 2da files allowing a smooth and compatible installation. Never overwrite a 2da file unless you are completly removing that mod from your override, left over files can cause issues. We can add textures, retexture, add items, add robes, but can we add merchants & dialogue related mods? Yes, JC's Jedi Tailor adds a merchant & dialogue. What about lightsaber mods? Lightsaber mods that add new lightsabers, new hilts, and new crystals are TSLPATCHER 2da mods. Most of these mods will require a TSLPATCHER, but we can install on PC like before, some don't though, and if they don't that's the one you'll want if you have Android only. (often times these are older mods, found on https://www.gamefront.com/games/knights-of-the-old-republic) Here's an example of normal 2da Tslpatcher lightsaber mod https://www.gamefront.com/games/knights-of-the-old-republic/file/long-saber-crystal-pack Here's an example of a non-tslpatcher lightsaber mod by SithSpecter https://www.nexusmods.com/kotor/mods/1222 Finally, if you want to install something HUGE that will radically effect your endgame of kotor *shameless plug* you should check out Lehon Mandalorian Expansion This is a massive mod that is going to be one of the worst to install on Android, because of its use of multiple 2da files and its reliance on custom audio. It requires a tslpatcher to install, requiring a PC. Recently updated Shanilia. will now have a Android version that has already been patched by the tslpatcher allowing the User to copy and paste folders directly, without needing a PC. Types of files generally okay to install: .nss & .ncs (scripts), .dlg (dialogue files), most uti's (uti's are items) {unless they come with a 2da, then double check}, utm's (merchants), Questionable files (proceed with caution): utc's (NPCs) {if they have appearance.2da alongside them}, any 2da file, globalcat.2da, appearance.2da, etc, Mods to double check: If they alter any vanilla module, if they add any additional module, multiple robe mods (incompatibilities), high definition texture mods (will slow down or crash Android). Mods to avoid: Music mods (they won't work) & Brotherhood of Shadow (You may break your playthrough). K1R relies heavily on tslpatcher and patches a mass variety of files. Part 2: What I Cannot Teach You. How to Get BrotherHood Of Shadow to Work on Any Device Known to Man. Here's a youtube video on it, I hope it works for you. Get TSLPATCHER to work directly on Android. Opening 2da files & GFF files on Android. Enabling Cheats on Android. Give you a good reason why the custom Sounds/Audio doesn't work & how to fix it. How to make K1R work on Android. Part 3: Good advice Always read Readme's. Always look at reviews, sometimes mod's will be incompatible and people will mention it. Always doublecheck and open install logs when using tslpatcher mods, especially if you are on Android. Unless you are confident do not install 2 mods that both alter the same module (map area). Go to the forums & /r kotor (they have a discord) for questions and help & read this guide on android modding It's better to have less mods without crashes, then risking crashes for a more mods. Never overwrite a 2da file, unless you are fully destroying all mods assosiciated with that 2da file ( for example if you installed multiple mods into the override folder, put it in the Android, and then later installed more mods and tried to put them in the Android which results in the option of overwriting the 2da file already in the Android. This would be bad, if you did not then purge all the files that were connected to those 2da files.) I hope this helped in some way. -jc2