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Showing content with the highest reputation on 01/06/2021 in all areas

  1. 1 point

    Version 1.1

    49,761 downloads

    *********************************** Knights of the Old Republic *********************************** TITLE: Ebon Hawk Camera Replacement AUTHOR: LDR FILENAME: ebon_hawk_camera FILESIZE: 3 KB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- Simply put the 2da file and the vis file into the Override folder in the KotOR directory. To uninstall, remove the 2da file and the vis file from the Override folder in the KotOR directory. ------------ Permissions ------------ You may not use any assets of this mod in your own mod without first contacting me (and Darth Parametric). ------------ DESCRIPTION ------------ Changes the Ebon Hawk camera to where it reduces the zoom on the player, akin to the "default" camera. ----- BUGS ----- None I hope. If you find any please post them in the comments. I will address them as soon as I can. -------------- COMPATABILITY -------------- So long as there isn't another mod that makes edits to the camerastyle.2da or m12aa.vis, there shouldn't be any mod conflicts with K1R or any other KotOR 1 mod. Note: there will be a hard incompatibility with any other mod that edits the m12aa.vis file. It can only be resolved with manual merging, since TSLPatcher doesn't allow for dynamic patching of VIS files (or LYTs). ------- Credits ------- Darth Parametric for his m12aa.vis file that fixed an issue where some Ebon Hawk rooms weren't visible due to the increased camera radius. Fred Tetra for his very useful KotOR Tool. Fair Strides. All of you who downloaded this mod! Thank You!
  2. 1 point

    Version 1.67

    2,619 downloads

    Content Pack: Feats And Powers (TSL ver) Version 1.67 Installation: -Run the included TSLPatcher.exe and select your installation directory (the folder containing swkotor2.exe, NOT the Override). -You can use this version on a non-English copy, but the descriptions will still be in English. Details: -Content Pack: Feats and Powers is a collection of feats and powers for KotOR II:TSL. -It contains 26 new feats, in 15 separate feat chains. -In addition, it contains 5 new force powers, in 2 separate power chains. -Starting a new game is not required. -Full details are included in the TSL Patcher writeup. History: -v1.00: Initial release -v1.10: Added Dark Rage, Sadism and Sweet Release. -v1.20: Added Constancy, Respite and Anti-Shield Protocol -v1.30: Added Auto-Shield Protocol, Applied Knowledge and Last Stand -v1.40: Added Resonance, Deep Resonance and Master Resonance. Also completely reworked Payday. -v1.50: Added Mysterious Benefactor -v1.60: Added Whirling Blade Combo, Thunderous Blade Combo and Heartstopper Combo Bug Fixes: -v1.01: Fixed a bug preventing Shutdown and Overload from targeting blaster rifles. -v1.02: Stopped T3 from being able to take the Payday and Killer Instinct feats. -v1.11: Fixed a bug preventing Sith Lords from taking dark-side feats. -v1.31: Fixed a bug preventing Auto-Shield Protocol from triggering. -v1.61: Fixed the interaction between Overload and combo feats. Fixed some lingering bugs from the Steam conversion. Improved compatibility. -v1.67: Improved compatibility. Permissions: -Don't redistribute the mod without permission. I'm pretty reasonable. Credits: -By TamerBill
  3. 1 point

    18,081 downloads

    Original Review on Filefront: Star Wars if you look through all of the movies, games, fan media, ect. always had one thing in common, masks, and not your normal run of the mill costume masks that you could by at your local convenient store. They have these great elaborate masks that give them special abilities or give them some extra bounus that they need to do what they are doing. The only thing that is bad about those masks is that they are UUUUUUUUUUGLY (excluding a few choice ones of course.) Now you ask "SithRevan what can we do about these ugly masks that make our characters look stupid?". Well my friends I have the solution. Actually Shem our Site Manager and all around cool guy has come up with the solution... I am just reviewing it. Anyway though I am proud to announce that the solution to making the ugly masks go away is to simply make them invisible and that is exactly what Shem did. What this mod does is makes all of the default masks in the game completely invisible so that you can get the bonuses with out having to make a fashion statement in the process. So I say awesome work Shem. I am glad to see you have a couple cool mods left in ya. Now to all of the other out there waiting to get you greedy little hands on this treasure... Enjoy. Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future. -SithRevan
  4. 1 point
    Next update is bringing the K1 version up to parity with 1.5. Further updates may or may not happen, it's based entirely on if I come up with another cool feat or power idea. Now, I don't take requests but I do accept suggestions. If you, or anyone else, wants to make a suggestion you can do it here. It may inspire me. Just bear in mind the criteria I use for Content Pack stuff: 1. It's got to be interesting. I'm not going to make a feat that gives +1 to Repair because that's a boring feat. 2. It's got to be new. I'm not going to make a power that detonates shields because I've already got a power that detonates weapons and a feat that removes shields. 3. It's got to be Star Wars. I'm not going to make a force power that shoots fireballs because in my opinion that doesn't fit into Star Wars canon. 4. It's got to be possible. I'm not going to make a feat that increases the damage of Sniper Shot because combat styles are hardcoded. I can bend the rules but I can't break them, so don't feel bad if your idea straight-up isn't possible.
  5. 1 point
    Scratch that, I had a cool idea so I had to make it real. Version 1.5 is here with the new feat Mysterious Benefactor.
  6. 1 point
    New version of Ebon Hawk Camera Replacement is up, thanks entirely to a fix made by DP.
  7. 1 point
    Sure, go ahead. Just warn people that there will be a hard incompatibility with any other mod that edits that file. It can only be resolved with manual merging, since TSLPatcher doesn't allow for dynamic patching of VIS files (or LYTs).
  8. 1 point
    You can't run nwnnsscomp by double clicking it. It's a commandline program. You need to run it from a DOS prompt. Open a command window Start -> Run -> cmd and navigate to the location of nwnnsscomp (you'll have to Google how to do that) Alternatively, on Windows 10 go here and download one of the REG files to enable a context menu "Open command window here" in any folder Run your command. Alternatively to all that, create a batch file that will compile all NSS files in the current directory: @echo off rem CHANGE THIS TO YOUR LOCAL NWNNSSCOMP FOLDER: set nwnsscompdir=F:\Star Wars Knights of the Old Republic\-=TOOLS=-\NWNSSCOMP\K1 rem NOTE THAT YOU NEED SEPARATE VERSIONS FOR K1 AND TSL, EACH WITH rem THEIR OWN GAME-SPECIFIC VERSION OF NWSCRIPT.NSS for %%F in (*.nss) do ( if not "%%~nF"=="nwscript" ( "%nwnsscompdir%\nwnnsscomp.exe" -c "%~dp0%%~nF.nss" -o "%~dp0%%~nF.ncs" ) else ( echo Skipping: %%F ) ) pause Just copy and paste it into a text file and save as xxx.bat (note that you will need specific K1 and TSL versions, as described). As far as the other question, TRUE is 1 and FALSE is 0. So whatever statements you set to 0 will be set to FALSE.
  9. 1 point
    Y'all this game is really fun. I just finished it. Pretty abrupt ending, but that's just about the only gripe I can manage against it. It's BEAUTIFUL and the story is utterly immersive. Seems like Avellone's consulting was relatively early on and he wasn't super involved in the main writing, but WOW. I want a sequel stat.
  10. 1 point
    How about "Tries to do everything the Sequels attempted but does it 1,000 times better"?
  11. 1 point
    That's like saying it was so much better than contracting herpes. True, but not necessarily a high bar to pass.
  12. 1 point
    Pfff it was an amazing ride, so much better than the sequels.
  13. 1 point
    I'm still alive and I'm still ViBRaTiNG BZZZZZ! Update coming soon, VERY SOON! Wishing everybody a healthy and happy Xmas & Holly season Stay safe, wear a mask & social distance or I'll send baby yoda after you Yes I play Star Wars Online mmo & I have been ripping apart Star Trek Online for the past 4 years. I play with the ToP STO PvP'ers and I run 2 completed fleets (Fed & KDF). So if you are man enuff to be killed by a girl you can find me destroying the dreams of unsuspecting players in the Ker'rat War Zone as: Decius@blackshap9#1072, Almaexia@blackshap9#1072 and my new hybrid Sci-Tact HK-47-X@blackshap9#1072. I have 30 characters and a few accounts but my MAIN is Ceit@blackshap9#1072 If you play chat me up Kate THe BioNiC uTeRuS still Vibrating and having fun. See you all soon <333
  14. 1 point
    As folks tend not to see these things, I decided to document at least for myself Star Wars related Christmas gifts I received this year. So here we go... 1. The Star Wars Logo Advent Calendar Though we had this at the start of the month (obviously), I thought I'd include it as it did cover most of December and it was a gift . . . Avert your eyes if a few New Trilogy characters will irreparably harm your soul 2. Mandalorian series Tiki Mugs I have a number of Star Wars tiki migs but these I received today: IG-11 and two different version of Baby Yoda. (I did receive the Mandalorian himself on my birthday but that's a different day so he ain't included here.) 3. ESB action figures 4. Pin: Mandalorian and (original version of) Basilisk Droid Is it the droid we know and love from KotOR2? No but it's a Basilisk droid and that counts! 5. Pin: Revan, Malak, Star Forge, and Leviathan The Dark Side of KotOR - in pin form! 6. Lil' Baby Yoda The Mrs got this so we can put it in a manger for the Christmas display next year. You may not be able to tell from the picture but it is in scale with the other figures. 7. I think you know what this is. Even the Mrs knows what this is, which is why she got it for me. I've been checking for over a year to see if it would come back in stock. She saw it when I didn't. Hoo-rah!
  15. 1 point
    This is the coolest idea I've seen in a while. Will it work with mods for K1, or do they need to be adapted?
  16. 1 point
    How install it on steam version? Or maybe you can add this mod to workshop.
  17. 1 point
    Is this compatible with the community patch? If so, which step should i install it during?
  18. 1 point
    Hello there. I had problems with the instalation becauso of the lack of it, it's the very first time I ever tried to install mods that are not from steam. I have access to the planets but not to the dialogues. What I should do? I'm a newcomer
  19. 1 point
    I've been trying to combine the two mods together too. What I did to merge them is: 1. Download both the Hardcore mod and the Improved AI mod. 2. Look in the "Source Scripts" folder of the Hardcore mod. You will notice a few source script (nss) files. Open "Hardcore_mod.nss" in a text editor and you will see #include "HC_Control" The HC_Control.nss file is used for custom difficulty, but you can change the file included in the script to another file in the directory for a predefined difficulty (e.g. "HC_Control-Hard"). If you wish to use a custom difficulty, edit "HC_Control.nss" to your liking, otherwise just make sure you've included the correct file of the difficulty of your choice. 3. Now copy both "Hardcore_mod.nss" and your included file into the "tlspatchdata" folder of your Improved AI mod download. 4. As has been previously mentioned in this post, open up "k_ai_master.nss" in a text editor and uncomment line 21 (by removing the '//'). After uncommented it should appear thus: #include "Hardcore_Mod" Then remove the /* and */, such that: // ST: This would add beancounters hardcore mod to the Creature AI, if uncommented and recompiled: /* if (!GetPlayerRestrictMode() && !GetFeatAcquired(FEAT_IMPLANT_LEVEL_1)) Hardcore_Mod(); */ becomes: // ST: This would add beancounters hardcore mod to the Creature AI, if uncommented and recompiled: if (!GetPlayerRestrictMode() && !GetFeatAcquired(FEAT_IMPLANT_LEVEL_1)) Hardcore_Mod(); 5. This next step assumes you don't want the High Level Force Powers mod. My steps here were to edit the "st_inc_powers.nss" file such that: const int ST_GLOBAL_ENABLE_POWERS = FALSE; // Set to TRUE to enable, FALSE to disable. const int ST_GLOBAL_ENABLE_BOSS_POWERS = FALSE; // Set to TRUE to enable, FALSE to disable. I then changed the following code to all equal zero (as my spells.2da file is unedited*). 6. Use the "nwnnsscomp.exe" file provided with the Improved AI mod to compile your edited scripts. To do this, use the command: nwnnsscomp -c k_ai_master.nss This will generate an ncs file called "k_ai_master.ncs". 7. Copy this newly generated file into the "static" folder within "tslpatchdata" (you can replace the file if you want, or you can make a backup first. Up to you). 8. Now simply copy all of the ncs files in the static folder into your KoTOR2 Override folder. Hope these steps help Assuming you haven't already got it working lol! But hopefully this will be useful for anyone trying to get it working too. I tested it very briefly by loading up a save I got absolutely destroyed so the hardcore mod was definitely active! *The HLFP mod adds entries for the extra force powers into the spells.2da file. I think the idea is to find the line numbers of the added entries and edit those into "st_inc_powers.nss".
  20. 0 points
    Greetings, everyone. It's been a while. I was busier than usual over the summer, and I wanted to wait until I had a more substantial list of updates. This time, there's lots and lots of Jedi robes for KOTOR 1, new saber colors for KOTOR 1, a new modding tool that allowed for some updates, and the usual bug fixes. Updates Darksaber for K1 – Fixed an issue with the Darksaber not spawning. Also changed the installer to patch MOD files for better mod compatibility. Cloaked Jedi Robes – Made some animation improvements and converted textures to TPC format. Slave Bastila – Animation improvements, TPC format, and patching MOD files. Cloaked Jedi Robes & Supermodel Port mod resource – Updated to keep up to date with Cloaked Jedi Robes and also to include content from the new robe mods below. Lightsaber Visual Effects for K2 – I lied last time. I had forgotten to upload the K2 version. So this got the same treatment that the K1 version did, finally: alternate blue and green color options and TPC format. Jedi Tailor – Added a line of dialogue to account for a quest state I had forgotten about regarding the Sandral-Matale feud. VO Fix for K2 – Converted audio files with SithCodec. New Mods Extra Saber Colors – Adds orange, cyan, silver, viridian, and pink lightsabers to K1. Every color crystal has one drop location in the game, and crystals can be purchased on Yavin Station. Cloaked Party Robes – Gives the Jedi party members unique robes based on their clothing models. Cloaked Hybrid Robes – An alternative to Cloaked Jedi Robes, this mod adds the cloaks of the K2 robes to the K1 body models. Modding Tools SithCodec – Encodes and decodes audio for Knights of the Old Republic. Something Completely Different This month sees a much-anticipated release for KOTOR 2. The KOTOR 1 version was released a while back, and it felt like ages as we waited eagerly for the KOTOR 2 release, questioning whether it would ever see the light of day. I am of course talking about @Kexikus' High Quality Skyboxes II for KOTOR 2. Oh, and the Aspyr ports of KOTOR 2 for iOS and Android that have existed for years were finally released today, and there is now a mobile version of TSLRCM that will mostly work, and there was an accompanying update for the non-mobile version as well.
  21. 0 points
    I've recently been able to do some work on combat animations. For a while now I've been trying to understand how the "fancy" melee on melee combat animations are triggered. This took me a while to figure out because I thought they were controlled by the combatanimations.2da. It appears that all other attacks are handled there except for this particular scenario. I believe this was hardcoded to act this way in the original game, and that is why they are not present in the combatanimations.2da. If the attacking creature is using a basic melee attack, and the target creature is using a melee weapon, and they are both directly attacking each other. Then the attacker and target uses a variation of c*a*, c*d*, and c*p* depending on if they were hit or parried. c*a1, c*a2, c*a3, c*a4, and c*a5 are for attacking (Attack Animation) c*d1, c*d2, c*d3, c*d4, and c*d5 are for damaged (Target Response Animation) c*p1, c*p2, c*p3, c*p4, and c*p5 are for parrying (Target Response Animation) When the attack is queued up a random number is rolled returning 1,2,3,4, or 5 and then proper attack animation is then chosen. Once the attack result is calculated the appropriate response animation is chosen for the target. Example Scenario: So if the the attacker is using a single one handed weapon, and the basic attack random animation number is 4, then the attacker will use the animation c2a4. If the attack hits, the target will use c2d4. If the attack misses, the target will use c2p4. Note: If you are confused by the naming convention for combat animation be sure to check out this post: (Analysis of the Combat Animations) by @JCarter426. Here is a video demonstration of it in action.