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Showing content with the highest reputation on 11/17/2020 in all areas
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1 point
Version 1.0.0
2,052 downloads
Grey Jedi Freedom THE GREY JEDI MOD "FOLLOW YOUR OWN RULES" Description: This is a mod for TSL using TSLRCM This mod will allow you to play as grey Jedi, so you needn't to be lightside or darkside at all. A new option: Freedom Don't worry about the LS or DS points of your actions, play free, you are the exile. Do you actually believe on the Jedi code? Are you a worthless Sith? If you think the only thing is the force and you aren't agree with the Jedi council nor the evil sith lords, your path is the Grey Jedi path. This mod fits perfect with the storyline. You are an exiled Jedi.You spent some years alone, away from the Jedi rules.You hate the Sith enemies, but you aren't agree with the people that exiled you, so you follow your own code. Kreia, who is helping you find the force is quite "grey" indeed. This mod is lore Friendly and suitable for new and first playthroughs Features: This mod removes the alignment restrictions needed to advance the story. You don't have to worry about making stupid and nonsense actions to get DS or LS points. -The penalties for using force powers on the neutral side are reduced, so walking near the 50% LS/DS is as good as pure dark or light. 70% or 20% are the worst levels so is better to stay near the 50% -Getting prestige class: The request is to reach level 16. Kreia will talk about Jedi or Sith classes based on your slight alignment. You are free to return later if you want to earn some LS or DS points to change the options. -Visas Marr Vision: Now you need 70% LS or DS,but the most important thing: Visas Marr will appear with 30 DS/LS points in any way .You needn't to be that 20% LS or DS, you need to earn 30 points either light or dark (instead of 50 needed by default). -Access The Korriban Tomb : You need to reach level 18 to access the tomb. That's all Specific Rules : How works the Power cost table: LIGHTSIDE VALUES: Alignement Powercost penalty Lightside Darkside Powers 10 1.75 9 1.5 8 1.1 ------------ -------------- Grey jedi Zone 7 0.8 6 0.7 5 1 6 0.7 7 0.6 ------------ ----------------Grey jedi Zone 8 0.8 9 0.7 10 0.5 Lightside Lightside Powers Fair enough IMO. If you play pure LS, you have the same advantages and penalties as the original TSL values. The changes are made on the "Grey jedi Zone". There is a penalty for being just in the middle, so you have to choose a side. The Darkside Table is the same, but inverted. XXOOXX Notes: This mod has been lost in my hard drives for years. The work was lost after a hard drive fail, but I recently was able to restore all data from the damaged hard drive. The mod is proven to work since I have it installed by default in my kotor 2 copy, the problem was to identify the mod files in a very heavy loaded override folder, Now I finally found my source working files. Regards: Shiva -
1 point
Version 1.0.0
369 downloads
******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's Standard Underwear for The Handmaiden AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************ DESCRIPTION ************ This is a simple mod that changes The Handmaiden's underwear to the standard female character's underwear style, with colors to match her style (left side of the screenshot = light side, right side = dark side). Not compatible with other mods that change her underwear model/textures. Requested by darthquell on Steam. ************* INSTALLATION ************* Unzip, copy the files from the subfolder to your override folder. ***** BUGS ***** None. ************* UNINSTALLING ************* Remove from your override folder: P_HandmaidBAD01.tga p_handmaidenba.mdl p_handmaidenba.mdx P_HandmaidenBA.tga ******************* DISTRIBUTION NOTES ******************* You may not: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if simply you ask me. ********* THANKS TO ********* Fred Tetra for KotOR Tool bead-v for MDLedit ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. --------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix -
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1 pointI've been playing around with adding some detail to the geometry of the piece: Gonna keep the star forge in my back pocket for something else. I feel as if it's too complex for something of this size actually. I know what I want to change about the base and the "orb", but anything I do with the legs has been kind of meh. Something will come to mind eventually I spose.
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1 pointThat makes sense. While I like the yellow windows I can see why you would prefer the old ones. And I definitely see your point about them lacking variation in my case. I did intentionally make them quite dense/small to convey a better sense of scale but I might have overdone that a little. Right now I don't feel like doing that (slightly burned out on skyboxes) but I might actually look into improving that in the future. Since it's only a backdrop texture that is much easier than changing an entire skybox. No promises though.
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1 pointHello again! It's exactly what Malkior said. The new textures for the docking bays lack detail and depth, despite the higher resolution. The line of window in particular is flat and the choice of making it yellow/gold, rather than sticking to the original grey/black, make it stand out even more. I am attaching another comparison screenshot down here and this time I will try and explain to be more clear about how a different decision could have made already a big difference. If you look at the original texture, Bioware used Texture A for the lowest line of "windows" (as I said, I'm not even sure what they are supposed to represent and that is equally unclear both in the original and the new texture but the original is way smoother). You decided instead to use what is there marked as Texture B (which is Texture A in your version). Sticking to the original composition would have already helped improving the overall final look instead. You may also notice how Texture B and Texture C used by Bioware artists are not really the same and they both add a variation that is missing in the new textures. Generally speaking, I find the original texture (granted, I use an upscaled version of it but it doesn't actually make that much of a difference) superior but it's just my personal opinion. What I did like better though was the perspective that your new textures/models of the docking bay backdrops introduced. It gives that feeling of being more realistic and overall geometrically correct. Unfortunately I couldn't have the best of both worlds so in the end it was either one or the other. About Dantooine's mountains: I do believe you Kexikus when you say that there were already mountains in the original release but their presence was way more subtle and to me, it was preferable. Again, it's a matter of taste, I guess. Technically speaking all was impressive, including the mountains! 👌 And lastly about Manaan underwater: yes, I didn compare the new and the old LMA_Sea04.tga images and yes, I did notice that the color of the sea is not even that brighter but as you said, the much lighter rays of light change the overall rendition considerably. I'm not the greatest TSL fan but I am looking forward to seeing what you could pull out of your magic hat there. I must say, the images you posted during the years (especially Nar Shaddaa) were impressive. I can but thank you again for all you have been doing for these two games and for offering it to us all. Cheers!
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1 pointManufactured, not designed. Anyone can manufacture weapons suited to a specific race provided they know the anatomical limits/requirements of the race they're dealing with or have a native example to use as a template. Kashyyyk doesn't strike me as a hub of industry, their most famous blade being cobbled together from the steel of a crashed starship, so it stands to reason that some would be imported, but I digress. Glad you made progress.
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1 pointI believe the pictures Salk sent refer to the line of windows on the structure. Yours are a bit flatter and yellowish green which sticks out a bit and looks somewhat less high resolution compared even to Vanilla. To me they look like they were scaled-down versions of the Vanilla windows, but I can't tell if that's what you were intending.
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1 pointI think I am in love. This just looks so damn beautiful. Makes me hope for sort of a remaster project with these kinds of assets. It would be easier if we all knew how to port models, everyone could work on a limited number of models and we could all finish it together. I know it is never going to happen, but a man can hope.
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1 pointAfter a bit of testing, it looks as though the orange/bronze single bladed lightsabers are bugged. Both the orange and bronze single bladed lightsaber are using the same blade texture 'w_lsabrebrnz01'. The orange single bladed lightsaber should be using the 'w_lsabregold01' texture while the bronze should use 'w_lsabrebrnz01'. This issue does not effect the orange/bronze short lightsaber or orange/bronze double bladed lightsaber, which both use the correct blade textures. I tested this by changing the name of another blade texture (e.g. 'w_lsabreblue01') to 'w_lsabrebrnz01' and checking if the blade colour produced by the bronze crystal had changed. Both the Bronze & Orange single bladed lightsaber blades i had equipped had changed colour, confirming that they both use the same bronze blade texture. However, i also noticed that both lightsabers appear to be using the Orange hilt with the Bronze blade. Upon checking the texture used by both models in MDLOps, it appears that the models 'w_lghtsbr_007.mdl' (Orange lightsaber) and 'w_lghtsbr_011.mdl' (Bronze lightsaber) have the correct textures assigned, so I'm not sure what the issue is. Edit: So to resolve this, I'm using the older bronze lightsaber model and hilt texture from Kaidon Jorn's earlier "Default Replacement Hilts Megapack 6.0" mod (found here). I copied the 'w_lghtsbr_011.mdl' 'w_Lghtsbr_011.mdx' and 'w_lghtsbr_001.tga' (the older hilt model uses this texture for the hilt) from Jorn's 6.0 version of this mod, and placed it in my Override foler. Considering the issue initally appeared to be with the Orange lightsaber using the incorrect blade texture, it would seem that the issue was actually (somehow) with the bronze lightsaber. I'm not sure why, but changing the model of the bronze lightsaber to an earlier model does work, and also causes the orange lightsaber to use the correct blade texture. Both the bronze and orange lightsabers are using the correct model and blade textures now.
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1 pointThis is a little something that I'll be working on over the upcoming months. A cross-platform modding tool designed to create and modify the various file types used by KotOR's engine. A new KotOR Tool if you will. This is in very early stages so don't expect much and anticipate crashes and bugs - so save regularly! The file size is fairly large as well due to it including needed libraries inside the executable. I do intend to make this open source at some point in the future, but not for the time being. I'm testing this in Ubuntu, so I'm unsure of how stable the Mac and Window versions are so testers are appreciated. I welcome any feedback and suggestions. Whats currently implemented in v3: GFF Editor 2DA Editor TLK Editor ERF/RIM Editor TPC Viewer MDL Viewer Audio Player Saving files directly into modules Opening and extracting files from the game's data Search filter on files from the game's data Any number of game directories are loadable at one time Choose between different themes (System/Light/Dark) Download Links: Windows (7 and up, requires VC++ Redist) Mac (10.9 and up) Linux