Leaderboard


Popular Content

Showing content with the highest reputation on 01/03/2021 in all areas

  1. 1 point

    Version 1.0.1

    15,711 downloads

    This mod makes a minor alteration to the Engine Lab room of the lower Black Vulkar base level to remove the Swoop Accelerator from the ground and put it on a bench. Said bench is moved from the other side of the room, where normally it impedes clear access to Kandon and his crew if the situation ends in combat. This has the side benefit of (hopefully) reducing pathing issues if the whole party tries to charge into melee combat. Additionally, several minor aesthetic fixes to the room are included. The cutting tools that normally have a static plasma (?) beam have been given some animation, and a number of pipes that had missing backfaces causing geometry culling issues have had those added. These fixes are also incorporated into the K1 Community Patch as of v1.9, so it is fully compatible with that as long as you install this mod afterwards. Installation Instructions The mod requires a GIT edit to reposition the accelerator (i.e. uses TSLPatcher), so simply run the installer. Known Issues There may some pathing issues if you try to loot the accelerator from certain angles. I've positioned it close to the front edge of the bench to minimise this from the most likely (direct) approach, but coming from the sides of the bench, especially towards the back wall end, may not work as desired. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax.
  2. 1 point

    Version 2.2

    110,781 downloads

    ABOUT: This mod replaces every skybox and every planetary backdrop in the game with a new high resolution version made from scratch. This includes a replacement of every skybox model to fix all the glaring issues with the original. There are also some additional minor changes that either fix issues with the vanilla environments or serve to better blend ingame terrain and skybox. Other than that I recommend you just check out the screenshots as pictures say more than a thousand words or check the video to see the animated skyboxes. Click the following image to see additional interactive screenshot comparisons: There are also add-ons with new skyboxes for the following mods: Brotherhood of Shadows: Solomon's Revenge Yavin IV Ord Mandell including InSidious' reskin Green Grass for Dantooine If you find any issues or have any other comments, please let me know and I'll see what can be done. INSTALLATION: If you have a previous version of this mod installed, remove it before installing the new version or you might run into some issues. For installation instructions check the read-me files of the individual downloads. Usually it's just copying files to your Override folder. For the mod to take full effect you need a savegame where you have not yet left Dantooine. COMPABILITY: This mod is not compatible with any mod that edits skyboxes in any way. This includes mods that only edit their models. There might also be rare incompabilities with mods that edit non-skybox area models if those models are also edited by this mod. PERMISSIONS: You may NOT redistribute any textures included in this archive without my explicit permission. You may however use all the models as long as you give me credit. CREDITS: This mod was created by Kexikus using mainly Terragen 4, Photoshop CS6 and 3ds Max as well as some After Effects. Additional tools used: KotOR Tool by Fred Tetra K-GFF by TK102 MDL edit by bead-v MDLOps by ndix UR KOTORmax by bead-v tga2tpc by ndix UR Additional resources by: Andy Welder: Dantooine tree model Animum: Yavin tree model Bioware: Taris buildings, Kashyyyk buildings, Kashyyyk tree textures, Manaan building textures, Hammerhead cruiser model, Yavin ruins dandelO: grass shader Dantooine and Yavin, snow shader Dantooine Jeronimoe: BOS:SR Taris ship models Jorak Uln: Taris window texture killst4r: Unknown World palm tree Martin Frank: Yavin bush model Misha Winkler: Grass model Dantooine and Yavin Quanon: Additional Taris buildings, Unknown World crashed ship rhcreations: Yavin temple Riccardo Faidutti (SCIFI 3D): Additional Taris buildings Solarsystem Scope: Moon textures Dantooine, Unknown World and Ord Mandell, Yavin texture Tom Patterson: Yavin cloud texture Veronica Bush: Yavin bush model Yughues: Kashyyyk branch texture Unknown: Unknown World fern model THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  3. 1 point

    Version 1.1

    3,232 downloads

    Summary This mod adds unique sound effects for ion blasters, disruptor pistols, heavy blaster pistols, bowcasters, and blaster rifles. Installation Extract files from the downloaded archive. Run Sound_Effects_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files. Replace ammunitiontypes.2da and baseitems.2da with backups if necessary. Compatibility This mod is not compatible with any mods that alter the sound effects for ion blasters, heavy blaster pistols, bowcasters, or blaster rifles. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe Sound Effects – Ben Burtt, courtesy of StarWars.com Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers PEW PEW PEW EXPLOSION BIOWARE BANG BANG LUCASARTS BIG BADA BOOM!!!!!!!!!!!!!!!!! Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  4. 1 point
    I'm honored to do it! Thank you from the bottom of my heart! Your compatibility patch really works! Ignore the fact that there are many clones in the images - this is my oversight, most likely caused by the incorrect installation sequence of your modification and the JC's Jedi Tailor for K1 v1.4 mod
  5. 1 point
    If you are using the Reddit mod build then do not use any other mod unless you know what you are doing. You'll probably break things. If you absolutely must use a mod, ask over on Reddit whether or not it is compatible with the build, or you can flag @Snigaroo (AKA Sniggles) directly here on DS. Generally speaking though you should avoid mods from Nexus, again unless you know what you are doing, since a lot of the mods found there are ancient and will cause problems with TSLRCM. Especially ones that use manual hard overwrites. TSLPatcher integration is a per-mod thing. It's not a generic mod manager that works with all mods. The author needs to create a custom setup for their mod on their end. Some loose file mods don't need it, like basic texture mods and so forth, but some that do either pre-date the existence of TSLPatcher, or the author was lazy and didn't create a setup for it. Avoid any mod that tells you to drop 2DAs and the like in the Override.
  6. 1 point
    Sniggles is the one that compiled that mod list. Just follow the instructions. The entire point of it is to keep you out of trouble.
  7. 1 point
    The fog fix is only required for Aspyr's version, not the legacy PC build.
  8. 1 point
  9. 1 point
    So, I see that you're still working on the project alone and I thought I might give some insight as to why, just based on everything I can see in this thread. Right now, we only have an eight page concept doc for what you're pitching as a literal sequel to KOTOR II. A concept doc is a great starting point, but as it stands, it looks like you might be putting the cart ahead of the horse, as you're already going into level design and putting cutscenes together. Ten years of modding experience is fantastic, but how much writing experience do you have? Narrative writing, I mean. Is this another area you have a lot of experience in? I took a look at your work, and it seems to be mainly technical stuff. Don't get me wrong, you look like you know what you're doing as a modder, but I think the skepticism is coming with the story itself and if it has been fully thought out. For reference, a script to a feature film can sometimes take up to a year to write. At least, if you want it to be good. An RPG story, meanwhile, would take much longer unless you were an incredibly experienced writer or had other writers helping you out (and even then, I don't think they'd be able to do it in just a week). So I guess a lot of people might be wondering if you have anything more to show than the concept you linked at the beginning? Is there a full script you're working from? Do you have a firm understanding of plot mechanics, story structure, worldbuilding, character writing, themes, etc? Does your story have its own unique hook? Have you sought out help to fully realise your ideas on a writing level? Have you given thought to what the story will be about on that broader, thematic level? What made KOTOR II really work was Chris' focus on deconstructing The Force and the RPG genre, which allowed him to explore existential themes of freewill and the like. You'll also notice that every character in the game is broken in some way, and that is very much by design. The story is that of a broken galaxy filled with broken planets that are the homes extremely broken people. This was the first time we'd really seen the aftermath of one of these huge, galactic conflicts and seen the consequences of such wars from the point of view of everyday people. If you want your mod to live up to that legacy, it'll need its own hook. It will need an incredible amount of thought put into what kind of meaningful story you can tell in this universe. How do the threads left behind by the last two games converge in a thoughtful way? I haven't worked on a game before, but I have worked on film and other creative projects, and I'll tell you from experience, no one is going to jump on board unless you have a polished script in place. Especially when no one is being payed, it's difficult to commit to a story-driven project that doesn't have concrete story beyond an outline. And let's not mince words, this is a story-driven project, no matter how the mod turns out. KOTOR isn't an action game. The gameplay on its own is never going to be compelling enough to sustain a full-length campaign, so the story and characters really have to be strong for this to be worthwhile. This might be difficult to hear, but I'm only saying this because I want this project to be amazing. I'm still tweaking my own screenplay after a year and half of redrafting. Still taking on feedback and getting different perspectives on it, and some of the most important elements of my story came months after that initial draft, the majority of the most important moments in my story weren't even in my initial outline, an outline that was still about 40 pages long, and this is only for a ninety minute film. There's just not much here to really grasp onto beyond the curiosity of how the project is going to unfold, so that's why a lot of people probably aren't leaping at the chance to help. The promise of KOTOR III is enticing, but only if there is a solid foundation in place, which right now, there really isn't. My advice would be to keep your assets and everything you've done so far, maybe continue to work on the mod on & off, but refocus on your priorities on creating a finished, polished script that tells a compelling story with branching paths. You really want the characters, themes and worldbuilding to leap off the page before you commit them to the game itself. I know this might not be the easiest thing to hear, and I'm not trying to be harsh by any measure, I just know how much work these huge project are, and what always makes or breaks them is how much time was spent in the planning stages, and right now, it's looking like you spent a week on it before immediately moving into development. I could be very off-base here, but from the outside, it does look like there's only a rough outline and everything else is kind of being made up as you go along. Perhaps instead of trying to get modders on board, you should be looking for people with writing experience to flesh out the story. People who are great with characters. People who know the Star Wars universe inside & out. People who have a solid understand of plot and structure to help bring your vision to its fullest potential before it even reaches a game screen. You're free to do what you want, but that's how I feel you'll get more people on board. People will gladly work for free if they have full confidence or are extremely compelled by a concept. At the moment, it's looking a bit half-baked, so you might want to flesh things out before proceeding. Conversely, this will also speed development along, as you won't be figuring out all the details as you go along. It'll give you a completed blueprint, and the main challenge will be the "how" as opposed to the "what".
  10. 0 points

    Version 1.2.4

    35,435 downloads

    Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another. Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender. For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below). Known Issues: WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility: The mod is compatible with K1CP. Make sure you install K1CP first. The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements: Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch. Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels. Thanks to @Alice Reyneke for pointing out that pathfinding for the placeables was broken by a previous update.
  11. 0 points
    @Vabulletizer: A bit of a hack job, but the vanilla texture doesn't exactly provide a lot to work with: Normally there would be no practical way to patch this into an existing game, you'd have to manually edit appearance.2da yourself to fix it. However, thanks to the coding assistance of @VarsityPuppet, I have a custom appearance patcher that was originally made for another mod that you can try (at least if you are on Windows): [TSL]_Player_Head_TOR_Pureblood_Sith_Female_v1.0_Dancer_Patch.7z See how that goes. If it looks ok in-game I'll post an updated version of the mod. Edit: Tweaked the texture to fix a few dodgy spots and added a custom model as well, since I needed to adjust the headhook position. While I was at it I added some inverted duplicate skirts to fix the backface culling issue of the originals and tweaked the waist a bit to more closely match the TOR body. It seems like the vanilla texture has a bunch of issues, so that probably needs to be fixed in K2CP.