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Showing content with the highest reputation on 09/15/2020 in Files

  1. 1 point

    Version 1.2

    2,672 downloads

    ==================== Spare Mission and Zaalbar v 1.2 ==================== Created by DarknessSquall (aka Scarrab) 8/31/20 SPOILER WARNING FOR DARK SIDE PLAYTHROUGHS! . . . . . . ==================== Description ==================== This mod adds options for Dark Side ending players to keep Mission (and by extension, Zaalbar) as a party member, or to non-lethally remove Mission from the party while keeping Zaalbar. The default options that end in violence remain in the game. ==================== Long Description ==================== One of the most common complaints I've noticed about the Dark Side ending is that there's no way to avoid killing Mission. And the only way to keep Zaalbar alive is temporary as well, since he turns on you as soon as he realizes what happened. Some people refuse to go dark side for that reason - myself included! The way the game forces you to kill her really doesn't feel good, especially since Zaalbar has sworn his loyalty to you; killing Mission will obviously jeopardize that. Mission says she doesn't believe you'll kill her, and the only way to handle that is to...kill her? The violence felt unnecessary, and possibly out of character, depending on how you play the game. That's where this mod comes in. For dark side players at the end of the game, two new options have been added, bringing a grand total of three options for dealing with Mission & Zaalbar: 1) Retain them both as party members 2) Remove Mission as a selectable party member without killing her, but retain Zaalbar 3) The vanilla options to kill Mission & Zaalbar, which still function exactly as they do in the base game My goal was to write the dialogue and script the events in the most lore-friendly, in-character, way possible, so that the mod felt seamlessly integrated into the game. If I have succeeded, first-time players won't even notice that a mod is running. Mission seemed very opposed to the idea of swearing loyalty you, but she also wasn't going to run away or attack you willingly. I believe that in this situation, where's she's stuck between a rock and a hard place, there are ways to avoid the situation ending in violence. Also, if anyone is worried about messing up their alignment - you will not gain light side points for choosing any of the options in this mod. Nothing about the situation really feels like a "light side" act, to me, after all. ==================== Installation ==================== Manual install: Open the folder called "Manual Install", then place unk41_mission.dlg, nm10ackand01052_.lip, nm20aagrif05041_.lip, and nm40aamiss08014_.lip in your Override folder, which is located in your Knights of the Old Republic installation directory. Automatic install: Open the folder called "Automatic Install", then run TSLPatcher.exe and follow the on-screen instructions. ==================== Technical Description ==================== This mod consists of only a single .DLG file edit, but it gets the job done. Three of Mission's voice lines from other parts of the game are reused, so the corrosponding .LIP files are also needed, otherwise her mouth won't move for those lines. ==================== Compatibility ==================== This mod is not compatible with jc2's "Save Mission" mod or Tanesh's "Recruit Mekel" mod As long as you aren't using a mod that modifies unk41_mission.dlg, there shouldn't be any problems. If you're not sure, check for the presence of unk41_mission.dlg in your Override folder before installing this mod. ==================== Known Issues ==================== If Mission and Zaalbar have already been killed, you can't go back in time and bring them back. Load an earlier save to when they were still alive. If you choose to keep Mission as a party member, you can still talk to her like normal, and she'll give the same usual responses and act like nothing happened. Chalk it up to her mind being overly optimistic as a coping method, and/or her still being in denial about you having turned to the dark side. If you left Zaalbar on Kashyyyk and never allowed him to rejoin your party, I believe your only option will be to kill Mission. I haven't personally tested this. ==================== Uninstallation ==================== Automated uninstall: Not supported! Manual uninstall: Navigate to the Override folder in your KotOR installation directory and delete unk41_mission.dlg, nm10ackand01052_.lip, nm20aagrif05041_.lip, and nm40aamiss08014_.lip. ==================== Version History ==================== v1.2 - 9/3/20 Added checks for Zaalbar's presence, and a fixed a serious bug where you couldn't kill Mission v1.1 - 9/2/20 Improved the player's dialogue options v1.0 - 8/31/20 Initial release ==================== Permissions ==================== This mod should only be available for download on NexusMods.com and DeadlyStream.com. You may only upload this mod to another website for the purpose of preservation if it is no longer available for download on BOTH of those websites, and if you credit me as the original author. You may not include this mod in any mod compilation without my permission. You may edit this mod for your own personal use, but you may not upload a modified version of it to the internet. ==================== Thanks & Credits ==================== jc2 - Created the "Save Mission" mod, inspiring me to create v1.0 of my mod. Then, we had a good conversation about more ideas, inspiring me to release the v1.1 update Michele - Messaged me about the "Recruit Mekel" compatibility issue, which led me to discover a few serious bugs, leading to the release of the v1.2 update DarthParametric, JCarter426 - Gave me detailed and extremely helpful answers when I asked for information on the Deadly Stream forum Death a Barbar - and all the other dark side players who requested a mod like this Fred Tetra - created the KOTOR Tool TK102 - created the DLGeditor stoffe - created TSLPatcher All Star Wars fans - except for fans that believe KOTOR is non-canon now (just kidding...mostly...)
  2. 1 point

    Version 1.0.0

    12,165 downloads

    The player head PFHB02 has an issue with the eyes of its Dark Side transition textures. Namely, whoever made them offset the eyeball overlay they were trying to blend over the top of the base texture, resulting in a progressively noticeable duplicated set of irises. This mod cleans up the irises so they look as intended. Three options are available. The original 256x256 textures with just the eyes edited, a version that has been AI upscaled to 1024x1024, and an version that is upscaled with the addition of eye textures taken from SWTOR. Installation Instructions Pick which version the want, copy those TPCs inside that folder to your Override folder. Known Issues The UVs of the head are terrible, so the pupils are a bit wonky. I didn't want to have to edit the head mesh to fix it, since that might affect other mods. Compatibility Won't be compatible with other retextures of PFHB02, obviously. Acknowledgements Thanks to @ndix UR for TGA2TPC Thanks to @StellarExile for an issue post on the K1CP repo about this, which prodded me into remembering I had something for this Original eye textures for one version ported from The Old Republic MMO