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Showing content with the highest reputation on 01/16/2021 in all areas

  1. 7 points
    Ive taken a break from modding for couple month to keep things fresh, however, there have been improvements for K2 that ive not shown yet. A lot of research regarding a noise - friendly Implementation of reflective surfaces has been done - now the "shinyness" of textures is not "in your face" anymore like in the k1 complete overhaul series but depending on the surface itself - e.g. shine on brushed metal spots that are visible through a worn, rusty texture can now be selected easily in most complex patterns & appearances. Secondly, with that development added to the repertoire i redid Peragus completely and applying the method to places like Nar Shaddaa as well. Due to model editing every area looks different but planetwise conform. I try also to maintain the original games color scheme when possible: Some screens from the reworked Peragus: New "Mustafar" wall concept: Nar Shaddaa is also receiving treatment: Before: after: New console: Before: After: Tell me what you think, also about the Peragus "Mustafar" walls.
  2. 2 points
    It is explained that after Revan disappeared, nobody was powerful enough to control the Star Forge: The existence of one academy does not preclude the existence of other academies for other purposes. The Sith have multiple training facilities in the first game: Korriban, Lehon, Manaan, Taris. There is no reason they couldn't have had another on Malachor, assuming it was even active after Malak took over. Chronicles of the Old Republic implies that it was abandoned at some point and reestablished by Kreia after the events of the first game: Although that source is riddled with continuity errors. I don't know where you got this from. The only character in the first game who explicitly mentions having trained Revan is Zhar: And that implies that Zhar was not Revan's primary master, just as in the second game, it is said that Revan had many masters: You disagree with the villain of the story's point of view. And this is a problem how? I thought this was an explicit reference to Jango Fett's death in Attack of the Clones. The only mentions of Malachor in the first game are: This seems consistent with the second game's depiction of the events to me, in as much as it can be consistent with so little existing information.
  3. 2 points
    I am not sure I would call all of TSL's writing crap, but it's definitely lacking here and there. Honestly I would say if you wish to go through 130,000 lines of dialog and improve them, rewriting them as well as finding a way to fix the Audio around them, crack on. Or otherwise good luck finding a team do so, I myself have had thoughts of changing all sorts of things, though I cannot say that the writing was heavily one of them, other than perhaps typos or out of place lines. There is also one huge thing to consider, which is compatibility and interest, compatibility for something like this will be practically non-existent and I suspect interest would be lacking also, though I can also say that on the other hand if done right interest would be huge, so all in all good idea, huge undertaking, I would say make a start on it, or form a team and make a start on it, or start by heavily improving the writing of just a single area in the game to showcase your suggested improvements.
  4. 1 point
    Star Wars: Knights of the Old Republic II: The Sith Lords is a fun game to play, at least as far as character leveling and battling your way through the game is concerned (so many of the sidequests being broken as all get-out, not so much). Which is good, because if the story as-is was the main draw of the game? I might have donated or pawned my Xbox copy and never looked back. Because... hot take: The majority of KotOR II's writing is crap, especially in regards to the Jedi Order and the Sith Triumvirate. Now, there are some things and concepts I like, but there's a lot (especially to do with the areas just mentioned) that has grated on me more and more with every subsequent playthrough. So, I'm going to cover the things I have problems with and pitch fixes for them (marked with underlines). Now, I realized a lot of these fixes cause contradictions with Legends storylines that referenced this game, but you know what? Serves Legends right for having mindlessly rubber-stamped practically every non-Lego game that came out after SotE as canon (especially The Force Unleashed). And for the NJO novels. * Letting the player decide whether Revan embraced redemption or reverted to evil. Letting the player have it either way as far as Revan's gender is concerned? That's all fine and dandy (that is, aside from the sloppy coding not checking this properly especially wrt the stupid Jedi Masters). But KotOR II also tries to let you choose whether the first game had the Light Side or Dark Side endings (hence why the galaxy is so jacked-up) but that. Doesn't. Actually. Work. Because except in the situational alternate Dark Side ending, THE STAR FORGE DOESN'T GET DESTROYED on the Dark Side path. The Dark Side ending of KotOR 1 is: "Revan kills Malak, reclaims the Sith empire and the Star Forge, is poised to conquer the galaxy." With something like the Star Forge in play... trying to have it both ways like KotOR II does just doesn't work. I'm sorry, but no. Revan needs to be locked in as Light Side. * Most of the attempts to tie the Sith Triumvirate and their crap, and the Trayus Academy, to the first game need to be excised. 1. Revan already had a secret ancient Dark Side MacGuffin facility that was part of what factored into their going Dark: it was called the Star Forge. 2. I'm sorry, but I think if Revan and Malak's empire used the Trayus Academy to convert Jedi then Malak would have taken her there rather than Lehon, no? 3. If Revan was sending suitable captured Jedi to Trayus as well as "disappearing" Force-sensitives from the ranks to send them to Trayus (and this seems too big a thing to keep secret from Malak), then somehow I don't think the Dreshdae Academy on Korriban would have been so blindly welcoming to defector Jedi and supposed defector Jedi. And would have been screening students in need of "correction". 4. Subtext in the first game seems to strongly indicate that Revan was Vrook Lamar's Padawan. Chris Avellone's Mouthpiece Kreia doesn't get to usurp that. Chuck it all, work in a nonconflicting setup for the Trayus Academy. * Speaking of Kreia... Ugh. Just... Ugh. I think the game would almost be better off without her, but she's a little too enmeshed to be chucked so some rewriting will have to suffice. Chris Avellone has said: "When it came to the narrative, a lot of thrust for the storyline came from an examination of some interpretations of the Force that were coming out of Episode I, II, and III, mostly the fact that the Force seemed to have a will of its own and it had a plan for everybody in the universe but that plan didn't seem beneficial for a whole bunch of people, result in a lot of death and destruction, and then lastly the idea that we didn't really have any choices over our actions; it was a lot of predestination. As a role-playing game designer, all of those things kind of bothered me" (quote found on Kreia's Wookieepedia page, but it's not the original source). Hence Kreia's extreme bitterness towards the Force and its will, to the point that she's trying to kill the Force. But there are some major problems with that thrust. 1. The timeline proves that Avellone is either fibbing or mis-speaking in that interview, because TSL predates RotS and so RotS (and interpretations of the Force based thereupon, including a more competent examination of "the will of the Force" from Matt Stover's novelization) can't have actually been much of a factor. 2. Speaking as a prequel fan I don't seem to recall people talking that much about "the will of the Force" in the films. 3a. While those interpretations may have been present in Expanded Universe novels and whatnot of the time, they don't really match up with what the movies themselves (OT or PT) show (indeed, the movies themselves would seem to portray predestination as false - "Always in motion, is the future," remember? Avellone referencing that makes this writing even more painful- and actions that assume predestination as dangerous and self-destructive), or George Lucas' conception of the midi-chlorians and the Whills (which is more along the lines of destiny-as-choice, same for George Lucas' personal beliefs). 3b. George said in 2003 that what he was exploring with the prequels was how someone would fall into evil ways, and that his conclusion was the inability to let go and move on in the face of change and loss - which is exactly what we see with Anakin in the prequels; "will of the Force" has nothing to do with it, nor is it said to (at least in the movies). 4. All of that being said, Chris Avellone's counter-interpretation of the Force as mouthpieced through Kreia comes off as more than a little shallow and knee-jerk. It's made worse by the fact that the narrative doesn't offer much in the way of counterarguments to the interpretation given through Kreia, so it feels like the game is shoving that interpretation down your throat. For me at least, this is amplified by the fact that you're rarely if ever allowed to actually counterargue any of Kreia's philosophical attitudes. Rebuff? Yes. Counterargue? No. Something else Avellone said is that the lesson he hoped players took away from KOTOR II was "it's okay to question the franchise." Well, as far as I'm concerned he couldn't have blown that one harder if he'd tried. Because what I took away from this game was "It's not okay to question my super-negative intepretation of the Force and I'm gonna viciously staple it to your forehead." Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is) * Kreia's prophesy re: Mandalore is dumb for various reasons even in the context of Legends (I'm sure Karen Traviss in particular probably had a few things to say to Avellone about that one). Rewrite it for accuracy or just chuck it outright and never look back. * The Jedi Masters' verdict on Dantooine feels very forced and abrupt, especially given Kavar and Zez Kai-Ell's individual reactions to a Light Side player. The first couple times I played through the game, I actually thought both Light Side and Dark Side players got this scene and it didn't properly take Light Side players into account (because, well, it honestly doesn't). As it stands, this is an unacceptable mess. Fix 1: Insert sufficient buildup to actually justify the verdict Fix 2: Change their reasoning for why they're doing what they're doing (maybe along the lines of "Under better circumstances, we would be content to let this be, but there are dangers"?) Fix 3: Change what they're doing and the setup for Kreia's intervention entirely * This game's presentation of the Battle of Malachor V doesn't seem to quite jibe with what the first game told of the last battle of the Mandalorian Wars. Not sure of a fix here, admittedly. But... It does feel worth commenting on. * It feels like there's a bit too much information critical to plot logic walled off behind Influence with party members. * The game tries to pull the same "trying to toughen the galaxy up for an outside threat" retcon on Revan that was elsewhere attempted in Legends re: Thrawn. It doesn't really work with Revan (it was semi-plausible with Thrawn, at least as an original, pre-corruption-by-Palpatine motive), although I'll admit that trying it with Revan still isn't nearly as bullcrap as people using it to try and excuse Palpatine and the Galactic Empire's sins. Regardless, it should probably be chucked. * Rewrite the timing and wording of HK-50's drugging of the Exile and sabotage of the Harbinger to better fit with the established info about picking up the Ebon Hawk and investigating the Sith warship I realize this is a huge undertaking, and not everyone will feel the same way I do about the narrative... But I feel it would be worth doing.
  5. 1 point

    Version 1.3.2

    4,001 downloads

    This mod replaces the voice overs used for Nikto, Aqualish, Gran, and Quarren NPCs in KOTOR. In KOTOR I, Nikto, Aqualish, Gran, and Quarren NPCs use VOs that are meant for and shared by several other species. KOTOR II fixes this by adding VOs specific to these four species, so I figured hey, why not incorporate them back into the original game? The intention of this mod is to provide a stronger sense of immersion and consistency between the two games, while keeping the affected dialogue true to its intended "feel." A bonus side effect is that the aggressive Nikto VOs make the Black Vulkars seem like an actual threat instead of comic relief. Installation & Uninstallation To install this mod, run Installer.exe, select the option(s) you want, and proceed with the installation. To uninstall this mod, run the installer again, select the same option(s), and click Tools -> Uninstall Mod / Restore Backup. Compatibility Compatibility patches are included for K1CP (Queedle Fix) , KOTOR 1 Restoration, and Kainzorus Prime's K1 NPC Overhaul mod. K1R has a Nikto NPC in the Vulkar Base sublevel with Basic (English) VOs. I decided to leave this unaltered since it's restored content. Known Issues Some of the Nikto and Gran VOs don't have perfectly matching mouth animations, which is because KOTOR II is missing some LIP files. The placeholders I'm using are as close as I could find. These may be replaced in a later version. Redros's mouth doesn't move for a couple of lines of dialogue. This bug happens regardless of this mod and only if his appearance is Nikto, so I felt the bug is beyond this mod's scope. Please let me know of any other issues you find, or if you come across anything I missed! Credits Fred Tetra, Kotor Tool Fair Strides, KotOR Toolset tk102, DLG Editor & K-GFF Editor JCarter426, SithCodec NickHugi, HoloPatcher Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.
  6. 1 point

    Version 1.1

    7,676 downloads

    Having this mod installed with TSLCRM 1.8 causes a CTD about 4/5 the way in the Visus-Nihilus cutscene (and Nihilus-Tobin custscene). Please do not use the Nihilus saber, or take it out of override for the duration of this scene, and the Tobin one. ======================================================== KNIGHTS OF THE OLD REPUBLIC II ======================================================== Hi Poly Tin Cans ================================= Author: Varsity Puppet/VPcombat For: KotOR II Date: 03.16.2011 ================================= DESCRIPTION: I've always wanted to make a lightsaber hilt mod, but I never liked how most people would use hilts from the movies. Or if it's not that, there has to be a fancy hilt for every single different color. Well what I did here is fairly simple and should intrigue even the most skeptical of saber mod downloaders. I remade the standard game hilts so that they look like higher definition versions of the old ones. A lot of people complained how they looked like tin cans - they still are, but with higher polygon counts. I've also included a Darth Nihilus lightsaber which is fairly close to canon apparently. There are several subfolders which you can install - Saber Models - This folder contains the higher polygon version hilts only. No other modifications made. Darth Nihilus Saber - Contains the files used for adding Darth Nihilus' saber to the game. Override's Malak's Lightsaber model since it doesn't have much of a use in this game. Fixed Icons and colors - Fixes the colors in the weapon icons for the cyan and bronze/orange lightsabers. It also restores the unused bronze lightsaber crystal and distinguishes between the orange and bronze lightsaber colors (previously, they both used the same Heart of the Guardian saber color) Fixed Loot scripts - These loot scripts will allow the orange, bronze, silver and cyan crystals to appear more often. Previously, the bronze crystal wouldn't appear at all, and apparently neither would the cyan crystal. This should be fixed now. COMPATIBILITY: This is obviously not going to be compatible with any other saber mods. ___________________________________________________________ INSTALL: Put all of the files you wish to install into your override. UNINSTALL: Delete them from the override. ___________________________________________________________ VERSIONS: 1.0- BUGS: None that I know of. There may be a bug where some sabers display the wrong color. If that happens, let me know and I'll fix it. ___________________________________________________________ PERMISSION: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. Thanks. THANKS: DStoney Fred Tetra's KotorTool Obsidian for making a game to love and hate All of you modders out there who I've consistently studied and slowly learned from. All materials and copyrights belong to LucasArts, BioWare Corp. and Obsidian Entertainment Inc.
  7. 1 point

    Version 1.0.0

    15,978 downloads

    This mod replaces the 2D billboard holograms used in the Twisted Rancor Trio puzzle in the Taris Lower City Apartments with full 3D holograms, coloured blue like in the movies (and TSL). Also fixes some missing sound effects that were intended to play when activating each hologram. You may also be interested in my Movie-Style Rakatan Holograms and Movie-Style Holograms for Endgame Cutscenes mods. Changes: Replaces Bith 2D sprite with four separate animated 3D Bith models, each with a different instrument Replaces singer 2D sprite with animated 3D model (two different anims) with semi-custom texture to look like the original Adds emitter VFX Only switch emitter light on when activated instead of always on Repairs broken activation sound effects Known Issues: Because meshes do not self-occlude, there are some artefacts when viewing from certain angles. Requires a save before entering the Taris Lower City Apartments (East) for the first time due to GIT changes. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to @CarthOnasty for the original idea, which I shamelessly stole (I did wait 2 years though)
  8. 1 point

    Version 1.0

    891 downloads

    This mod was inspired by Shem's Realistic Visual Effects from way back when. For those of you who don't remember, Shem's mod removed speed blur, glowing hands during melee attacks, force wave and sparkly healing animations. I've decided to take things a step farther and remove everything that could be considered unrealistic, such as: - the brief green glow that occurs after being poisoned - anything visual associated with friendly powers (valor, force resistance, shield, etc.) - glowing or smoking hands when using certain powers - the shield-like stasis effect - swirling white lines indicating confusion - the black 'scorch' effect that appears on the ground after some explosions (which is realistic, admittedly, but looks like hell) - the 'goo' effect that appears after smashing Kinrath eggs (which is also realistic, but, much like the 'scorch' effect, looks horrific in-game) - animated scopes (power blast, sniper shot, etc.) Why do something like this? Personally, I can't stand the glowing, sparkling and otherwise silly or ugly visual indicators in KotOR. This sort of thing might be useful for anyone looking to create machinimas... which probably aren't a thing anymore, but oh well. I've also included a couple optional extras: a blank texture that replaces the blue nebula thing - which can be seen during a variety of in-game cutscenes and typically looks pretty bad - and also a reworked camera. The edited camera definitely isn't for everyone, but to me it looks more modern without going totally overboard. I've adjusted it so that there are no differences between the default, combat and Ebon Hawk camera angles. This probably isn't compatible with other mods that alter 'visualeffects.2da' or 'spells.2da'. I don't use K1R, so I'm not sure whether or not there are any conflicts. It will work with the Community Patch, however, but you must install my mod afterwards. And finally, a huge thanks to Fred Tetra for his KotOR Tool. Enjoy.
  9. 1 point

    Version 1.0

    20,358 downloads

    Pretty Good! Icons for KotOR 1.0 by ajdrenter Description: This is a complete set of vanilla equipment icons for high resolution UI scaled configurations. Future updates will include mod specific icons. This mod is intended to be used with "KotOR High Resolution Menus" by ndix UR. The goal of this mod is not to fix any consistency issues or design oversights of Bioware's icons, rather it is to replace them as seamlessly and accurately as possible. Installation: Just drag and drop either the tpc OR tga files to your override. I recommend the tga version for maximum compatibility, as you may want to mix and match with other mods. Credits: Darth Tomer, SpaceAlex, and ebmar for "Three-tiered Dark Jedi Robe". A couple skins from this mod were used to more closely match the vanilla icons. Bioware and Lucasarts for all original assets. Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets.
  10. 1 point

    Version 1.0.0

    640 downloads

    *Note: If you still have not seen Star Wars: Episode IX – The Rise of Skywalker and are sensitive to spoilers, please watch the movie before installing this mod. I apologize for some of the low quality images, I use the GOG version of the game without any graphics mods so the in-game screenshots aren't very representative of how the lightsaber actually looks in-game. 1. Description: This mod adds Rey's lightsaber (and saber crystal) from the end of episode IX to KOTOR. 2. How to Access: Rey's saber crystal can be purchased from Yuka Laka's droid shop on Tatooine for 10000 credits. From there, place it into any lightsaber's colour crystal slot. The lightsaber can also be spawned in using the console command: "giveitem sa_reysaber" or "giveitem sa_reycrystal" for the crystal. 3. Installation Instructions (PC): Download and extract the zip file. Run TSLPatcher. 4. Compatibility: This mod uses lightsaber slot and lightsaber crystal slot 34. Any other mods that occupy these slots will be incompatible with this mod. 5. Other notes: This mod was converted from a lightsaber hilt within Plasma's Lightsaber Hilt Collection mod for Star Wars Jedi Knight: Jedi Academy. Plasma has me given me permission to convert his mod to KOTOR and upload it. All credit for the model and texture goes to him, I only converted it to KOTOR and created the KOTOR lightsaber icon. Please check out his original mod at: https://jkhub.org/files/file/3552-lightsaber-hilt-collection/ The icon for Rey's lightsaber crystal was borrowed from Kaidon Jorn's Schematic Lightsaber Mod. He indicated that as long as he was credited for the original work, it could be used in other mods. This is my first mod, so please let me know if you have any problems or suggestions! 6. Very special thanks to: The original mod author: - Plasma Everyone who helped teach and guide me along the way: - Stormie97 - DarthParametric - Rooxon The creator of the lightsaber crystal icon: - Kaidon Jorn The creators of the excellent modding tools I used during the creation of this mod: - Fred Tetra (Kotor Tool) - stoffe (TSL Patcher) - bead-v (KOTORmax, MDLEdit) - mrwonko (GLM Importer and Exporter) - Fair Strides (TSL Patcher) - ndix UR (tga2tpc) Lastly, a special thank you to anyone and everyone who installs this mod, hope you enjoy it! 7. Redistribution: This mod may redistributed as long as proper credit is given to myself for the porting process and lightsaber icon, Plasma for the original lightsaber hilt model and texture, as well as Kaidon Jorn for the lightsaber crystal icon. 8. Legal: This modification is provided as-is and is not supported by BioWare Corp or LucasArts in any capacity. Please use this file at your own risk, neither I nor BioWare or LucasArts are responsible for any damages to your equipment incurred by the usage of this file.
  11. 1 point

    Version 1.0.0

    671 downloads

    There are some mods out there that change the uniforms of the Sith on Korriban to robes, but I myself like this incarnation of the Sith being a bit more "modern-looking." But there are some inconsistencies. Mainly, some students wearing uniforms that would only be worn by higher ranked Sith. The same goes for some masters like Uthar and Jorak which are wearing uniforms identical to the students when met even though Uthar later wears much more flashy attire appropriate to his station as head of the academy. My fixes correct certain students wearing uniforms they should not, keeping Yuthura in the unique uniform she wears when first meeting her in the cantina and giving Uthar the same treatment for when you first meet him. I also went ahead and gave Uthar's unique uniform to Jorak, the former head of the academy as he too should not be wearing the common male variant. Minor Spoiler: Both of my files for Yuthura are compatible with the mod "Yuthura Sith Eyes with Light Side Transition" as all that mod does is change the alignment of the Yuthura file for Dantooine so she has non-Sith eyes. My Dantooine Yuthura file has her appear with her unique outfit and also has the alignment modification for the mod compatibility. Just prioritize my "dan13_yuthura.utc" file above the one added by that mod. Credits: Kotor Tool by Fred Tetra
  12. 1 point
    ...did you grind on respawning Rakghouls or something? You're meant to leave Taris at level 8 or 9. That's the intended progression.
  13. 1 point
    You're not, is the thing. Deliberately refraining from levelling-up is deviant behaviour counter to the game design. They give the PC bonus force points as a jedi specifically because they come to it late, it's intended. You could just lower the stats of the duelists if you wanted the duel ring to be easier. Or since the trouble is self-inflicted, just turn the difficulty slider down to Easy.
  14. 1 point
    View File Pretty Good! Icons for KotOR Pretty Good! Icons for KotOR 1.0 by ajdrenter Description: This is a complete set of vanilla equipment icons for high resolution UI scaled configurations. Future updates will include mod specific icons. This mod is intended to be used with "KotOR High Resolution Menus" by ndix UR. The goal of this mod is not to fix any consistency issues or design oversights of Bioware's icons, rather it is to replace them as seamlessly and accurately as possible. Installation: Just drag and drop either the tpc OR tga files to your override. I recommend the tga version for maximum compatibility, as you may want to mix and match with other mods. Credits: Darth Tomer, SpaceAlex, and ebmar for "Three-tiered Dark Jedi Robe". A couple skins from this mod were used to more closely match the vanilla icons. Bioware and Lucasarts for all original assets. Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets. Submitter ajdrenter Submitted 01/13/2021 Category Mods K1R Compatible Yes  
  15. 1 point
    Honestly I don't know if anything will come of this... But I wanted to air the idea while the thoughts were still crystallized in my head, before they slipped away again. I don't own a PC version of the game to tinker with right now, although I can at least draft ideas..
  16. 1 point
    I seem to recall reading somewhere (although I can't remember where now, I thought it was Wookieepedia but if so I can't find it) that Korriban was supposed to come after M4-78 rather than the other way around, and that Lonna Vash would sacrifice herself on Korriban to let you escape Darth Sion at the Dreshdae Academy. It would make seem to make narrative sense, if only because if Lonna Vash was alive then the Jedi Masters' verdict at the Enclave would be even more forced and abrupt than it already is.
  17. 1 point
    To be honest, you, along with JCarter426 and DarthParametric, inspired me to make these fixes. They are small and cannot relate to modeling work, which is more time consuming. But, it is these minor flaws that spoil the atmosphere of the game. In case I learn how to model, I would like to improve the modification by adding a headdress to the admiral, like his predecessor, since giving a part in the army and navy to those who are not covered with hats (although they are in the room) goes against everyone military rules.
  18. 1 point
    This seems to be a very good mod, very innovative and worthwhile to see a Varko fix included as well!
  19. 1 point
    You aren't doing it right. Left click drag a TPC over the window. Don't let go of the mouse button. Now hold down the ALT key. You'll see a message bar on the window pop up saying Export TGA. Now let go of the mouse button.
  20. 1 point
    What you quoted tells you exactly how to convert to TGA.
  21. 1 point
  22. 1 point
    No, Xoreos Tools doesn't properly convert all textures. The best solution is to use ndix UR's TPCView - https://deadlystream.com/files/file/1552-tpcview Not only does it correctly convert them, but it also exports a TXI for any texture that needs it. To mass convert, select the TPCs, drag them over the TPCView window, hold down the ALT key, and release.
  23. 1 point
    I guess here is your reminder, @R2-X2 😃 XD
  24. 1 point
    Yeah, looking at the readme for the original mod makes it clear. All it did was edit the entry script for Iziz Western Square to add a footlooker with an extra visa, and edit the description of the sliced visa. Also, not helpful to the discussion but while checking that I found that there's a script in Onderon just called 'sitfucker'. It attempts to make a particular Bith sit. I'm just imagining this poor Obsidian dev's increasingly-frustrated attempts to get the Bith to sit.
  25. 1 point
    All of these planets are looking so great! I'm especially loving your work on Taris and Lehon
  26. 1 point
    It only applies once, when picking the lock it's used on. It's not on a timer like Force powers and shields.
  27. 1 point
    why darth nihilus' saber looks like vibrator?
  28. 0 points
    Hi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
  29. 0 points

    Version 1.0.0

    1,864 downloads

    Name: [K1] Yavin IV Planet Mod Author: MotOR Squad + Master Zionosis Translator: ĐeceptiKain TSLPatcher: EGJason Date: 05/03/08 E-Mail: masterzionosis@hotmail.co.uk Contents: 1 Description 2 Installation 3 Uninstallation 4 Future Releases 5 Bugs 6 Adknowledgements 7 Permissions 8 Website 9 Spoilers -------------------------------------------------------------------------------- 1 Description --------------- This mod will add an entire new planet to KotOR I, Yavin IV. They're are 10 new modules in total and a great new storyline. 2 Installation ----------------- Simply run the new installer. If you also want the MotOR Yavin launcher copy the Launcher folder to your KotOR directory. 3 Uninstallation ----------------- Just remove all these files from the relevent folders in your K1 directory. 4 Future Releases -------------------- -Voice Overs for non alien species Of course if there is any bugs or errors these will be assessed as well. 5 Bugs ------ None that i know of, if you find any PM me at Holowan Labs please. There is, however, the issues that crop up with other mods installed, most notably with Brotherhood Of Shadow. This patcher version may correct some issues with that, but probably not all. I reccomend that you install Yavin IV first, then Brotherhood Of Shadow. 6 Adknowledgements ------------------ A massive thanks to the original creators of the Yavin mod (MotOR) and allowing me to translate the mod. A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. Also thank you ĐeceptiKain for your excellent work on the translations, without you this wouldn't have happened. And a very appreciative thanks to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this. And another thank you to EGJason who got the mod to TSLPatcher state. 7 Permissions ------------------- This mod may only be used/modified with my consent. 8 Website ------------------- Visit my website to see what other mods I have created and what I will be doing in the future. http://masterzionosiskotorsite.com 9 Spoilers ------------------- There are quite a few puzzles, riddles and secrets in the mod, many that made me even think that the mod was 'broken', well I have play tested the entire mod and after going through the messy process of decompiling certain scripts I found out that the mod does work properly. To complete certain things you will have to concentrate considerably on what you have recently done or aquired. If you do get completely stuck consult this table below -The door that does not open in Exar Kun's Tomb in the Chamber Of Spirits is actually a mirage, you can walk through it after you have aquired the crystal of darkness. -The most tricky part of the mod is the door puzzle, it is completeable but quite tricky to get your head round, it took me about 30 mins to figure it out, so if you figure it out straight away then maybe I'm just stupid. But here is the combination if you get stuck: Open door 5, then open door 3, kill the spirits, then go back and open door 4, then door 1 will be open. These are the only tricky parts I can remember, if you find any more don't hesitate to ask in the project thread at Lucasforums.
  30. 0 points

    Version 1.1

    22,651 downloads

    This mod alters the (frankly terrible) holograms used in the cutscenes prior to boarding the Star Forge at the end of KOTOR to bring them more in to line with the style seen in the movies and TSL. For some unknown reason, Bioware decided to go with a weird texture-based approach that simultaneously looks both horrible and nothing like how Star Wars holograms are typically depicted. Before: After: Changes: Admiral Dodonna hologram model completely replaced with a new one based on her regular appearance. No longer has incorrect mirrored torso UVs. Dodonna model split into sub-meshes for optimal hierarchical occlusion. Vandar model given some mesh tweaks to remove some intersection issues. Models now use mesh-based transparency rather than additive texture blending. Custom keyframes added to animations to facilitate mesh-based alpha approach and added meshes. New animated textures for Vandar and Dodonna created based on their regular appearance textures. Minor alteration to one shot during the DS cutscene to prevent Dodonna leaping out of frame while Vandar is speaking. Known Issues: Because meshes do not self-occlude, there are some artefacts during certain shots. For example, seeing the neck through the chin. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for MDLops
  31. 0 points

    Version 1.2.1

    21,369 downloads

    This mod replaces the model used for the Rakatan hologram to bring it more in-line with the style seen in the movies and TSL. It also now has lipsync, unlike the original model. Additionally, the placeable Rakatan holo statue has been changed, swapping the original 2D billboard for a 3D model, and again bringing the appearance in-line with other holograms. As of v1.1, the hologram in the Elder's compound has now been moved above the computer to an added hologram projector rather than standing in the hallway, and the static camera reoriented to suit. As of v1.2, a hologram has been added to the computer in the Temple Catacombs. Note that changes to this scene probably mean the mod is no longer compatible with K1R. Video of it in action: https://www.youtube.com/watch?v=KWPjUp_8Ax0 To install, run INSTALL.exe. Known Issues: During testing a crash was discovered during the Kashyyyk Star Map sequence. I believe this has been completely resolved, but if you encounter any such issues then you may need to add the "Disable Vertex Buffer Objects=1" line under [Graphics Options] in swkotor.ini The original holo statue uses a billboard VFX which always faces the camera. As such, the directional facing of the placeable is irrelevant. The switch to a 3D model results in a static facing, I set this to match the facing of the placeables used in the South Beach Elder's compound, but if this placeable is used elsewhere it may end up facing the wrong direction. If anyone spots such a case, let me know in the comments. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and for figuring out the skin vs trimesh hierarchy alpha crash issue. Thanks to @ndix UR for TGA2TPC. Thanks to @JCarter426 and @jc2 for undertaking some testing to confirm the crash issue. Thanks to @EbonHawkStowaway999 for informing me about the Catacombs walkmesh error.
  32. 0 points

    Version 1.1

    29,501 downloads

    Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1. The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options. Option A Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields). When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus. Option B Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed.
  33. 0 points

    Version 1.0.0

    640 downloads

    A few character adjustments to better fit the classes and default skillset/gear they have. Carth: dual-wielding ranged soldier - Removed: Power Attack - Added: Rapid Shot - Removed: Specialization: Blaster Pistol To ensure he only has 1 lvl 4 feat in Improved Two-Weapon Fighting - Removed: 1 point in Repair -> 0 Repair - Added: 2 points in Demolition -> 2 Demolition A soldier with 1 point each in cross-class skills is just weird The point in Security makes sense to some degree, as he's the commanding officer on the Endar Spire Mission: ranged/melee scoundrel hybrid As every other companion has pretty clear-cut use-cases Mission will therefore become a true hybrid to spice things up, but even then playing a backstabbing scoundrel is way too awkward in Kotor - Removed: 2 INT points -> 12 INT - Removed: 2 DEX points -> 14 DEX - Added: 4 STR -> 14 STR - Added 1 WIS -> 12 WIS Mission is a smart girl Being a rogue and having Scoundrel's Luck + Sneak Attack has to be offset by not adjusting HP and CON Zaalbar: face-tank melee - Removed: Improved Power Attack, as scouts don't get a feat at lvl 4 Bastilla: Jedi Sentinel - Removed: Proficiency: Blaster Pistol It always struck me as odd that Kotor Jedis have blaster training - Removed: 2 DEX -> 16 DEX - Added: 2 STR -> 14 STR - Removed: 3 CHA -> 12 CHA - Added: 2 CON -> 14 CON As a force/melee hybrid she should actually have the stats for it Jolee: Jedi Consular - Removed: Proficiency: Blaster Pistol - Removed: 2 DEX -> 14 DEX - Removed: 1 WIS -> 14 WIS - Removed: 1 CHA -> 14 CHA Too many overall points by default, and as a consular his focus should be the force Juhani: Jedi Guardian - Removed: Proficiency: Blaster Pistol - Added: Flurry More choices for melee - Removed: 2 WIS -> 10 WIS - Removed: 1 CHA -> 12 CHA - Removed: 2 INT -> 12 INT - Added: 3 STR -> 16 STR A melee build with force on the side Canderous: yet another ranged soldier - Removed: Power Attack - Removed: 2 WIS -> 12 - Removed: 1 STR -> 14 STR - Addded: 3 DEX -> 15 DEX HK-47: ranged meatbag assassin - Added: Rapid Shot He was 1 feat short for being a lvl 6 combat droid - Removed: 4 STR -> 12 STR - Added: 2 DEX -> 16 DEX - Added: 2 CON -> 12 CON Compatibility: - As far as I understand it tweaking character stats without touching anything else should be pretty compatible with everything - I reckon it should work just fine with K1R, but as I did a test playthrough with the community patch instead of K1R I flagged it as no just to be safe
  34. 0 points
    That's not part of the mod, dude. The one on the left is the normal Sith Trooper. The one on the right is the 'lite' Sith Trooper model used on, again, computers that don't meet the requirements for the main one.
  35. 0 points

    Version 1.0.0

    630 downloads

    Instruction: Move all the files from the archive to the override folder. Description: This modification adds the Freyyr sword to the game. It did not seem strange to you, why the owner of this sword walks without it, and the sword itself travels around the galaxy and you can find it in the nearest trash can? This mod solves this problem. I borrowed the original sword from TSL, slightly lower its parameters. Now this formidable weapon can be acquired in the only way - to kill its master. This sword is one of the most powerful weapons in the game. Just defeating Freyyr in the Dark Lands on Kashyyyk will be difficult, and even harder to kill him, but the victory is worth it, isn't it? The characteristics of the sword are given in the screenshots. The price of a sword, if you decide to sell, is 2000 credits. The sword can not be improved, because it is clear that such a power is already higher above just a scam. I corrected the moment. when Freyyr comes to the hall of Chuundar with some other sword, but not with his own. In the original, he has a standard Wookiee sword, which he replaced with a less powerful one. Now in all scenes, Freyyr will have his sword. Another part of the mod carries the changes to the original Wookiee sword, which is owned by many Wookiee, including Chuundar, from which we can get a renewed sword. In the original, we can only get it in the basket at Chosen Rakata, which at the end of the game and from such an acquisition does not get better, because it is almost the end of the game, now the sword will become much closer. Now the sword can be improved in the workshop! The sword has a medium strength, not quite a scam. In addition, as you understand, this sword is owned by other Wookiee, and this means that it will be much more difficult to resist in close combat, if you wake up their opponents, of course! Now the sword will cost not 20 credits, but 1000 monetary units. Only followers of the bright side can get it by killing the leader and ending the tyranny on Kashyyyk. I also added 1000 credits to the Wookiee’s inventory. What a leader. who sold his people to the invaders in slavery goes without money? That's right - a complete fool, our leader will be smarter. Credits: Do not use this modification in any form without my permission.
  36. 0 points

    Version 1.0.0

    1,194 downloads

    [K1] Default Lightsaber Replacement 1.2 Introduction This mod replaces the default lightsaber hilt in the game. Installation Drop the contents of this archive into your override folder. Uninstallation Take them out again. Known bugs None. Compatibility This mod will, if installed, overwrite any other mod which replaces the default single lightsaber hilts. Contact me In case of bugs, queries, feedback, or comments, I can be contacted at www.deadlystream.com. Disclaimer LucasArts and Bioware. own all the copyrights etc. It all belongs to them. Permissions This mod, or any derivate or part thereof, may not be uploaded to any website, ftp, server, or as part of a torrent, except with the expressed permission of the author. Thanks Particular thanks to everyone who provided feedback and comments on this model during construction, and who helped out with getting the mod to this stage, most particularly Fair Strides and VarsityPuppet.
  37. 0 points
    This will help you to add customized Map Notes (the blue/yellow dots in the map of KotOR) and customized names for those Map Notes. This Tutorial is based in a thread by @LDR https://web.archive.org/web/20121204063333/http://www.lucasforums.com/showthread.php?t=209937 and a .utw file originally uploaded by him, and the corrections and tips of @DarthParametric So, more than my own tutorial it can be considered as a "How I did it" according their directions. - First of all download the Mapnote.utw file (at the end of this post). Rename it if you wish. - Now you need get coordinates (X, Y, Z) for set the Map Note. In game go to the point(s) where you want to set the Map Note(s), use the "whereami" cheat for to show the coordinates on screen, note them. (If you want set more than one Map Note you'll need get the corresponding set of coordinates for each point). - Get out the of the game and open with K-GFF the .git file of your Module. - Scroll down until you find "WaypointList". Expand it. You'll see all the Waypoints structures. - For avoid destroy any useful structure (and conserve it), Right Click on any of the existent STRUCT and Click "Copy STRUCT" - Now Right Click on "WaypointList" and Click "Paste STRUCT" (when you Paste a Struct always is placed the last of the list, so that is which you have to work with) You are ready for to play with this one. Expand it (if it's not yet) - In your new STRUCT set the Fields "HasMapNote" and "MapNoteEnabled" to 1 - In "Tag" and "TemplateResRef" fields set them to whatever you renamed the .utw file. - Now set the coordinates you get in game in its corresponding fields: XPosition YPosition ZPosition (Leave the orientations) - Now Right Click on "MapNote" and Click "Add String" (if there weren't any) - Click on the new created Local String and now you can type in the white square whatever you want name your Map Note in the map in game. - Be sure to let the "MapNote" StringRef value set to -1 - Save the .git file and now you have your own Map Note with its own name. ------------------------------- If you want more than one Map Notes simply copy THIS same STRUCT (Right Click on STRUCT/Copy) and paste it in "WaypointList" (on "WaypointList" Paste). In the new structure simply change the set of coordinates and the name as you did with the first Map Note. Now all you have to do is compile all the files of your customized Module including the .utw file you used/renamed. -------------------------------- For a Plus you can consult this thread: https://deadlystream.com/topic/7148-k1-map-notes-addremoveedit/ And for a nice adding to your customized Module you can consult this one for customize the name of the Module in the map in game: http://web.archive.org/web/20121204061936/http://www.lucasforums.com/showthread.php?t=194986 mapnote.utw
  38. 0 points
    You don't need the disk inserted to play the Best of PC version. Just go to the directory and use the normal launcher or directly launch the game via swkotor.exe
  39. 0 points
  40. 0 points
    Absolutely amazing mod, the story is on par with the rest of KOTOR and the scenes and modules feel even more lively than several parts of the original game.
  41. 0 points
    Yes. Unlike TSL, K1 has no specific hologram mode/effect. The colour is entirely derived from the texture just like any regular model. You could have pink holograms, if you wanted such an abomination.
  42. 0 points
    so they can be tinted with any color alternatives, then??? (that blue tint looks great/appropiate anyway but just asking)
  43. 0 points
    As per the description, I created new textures for both based on their non-hologram appearances. These were desaturated and then tinted blue, then set up in a 2x2 flipbook animation with varied brightness to get the flickering effect. The vanilla Dodonna hologram model actually uses different UVs, which you can see if you look at the original version videos. You can see the medals on her chest are mirrored. I created a whole new hologram model for her based on the regular appearance model, so it retains the proper non-mirrored UVs. Vandar's hologram model didn't change the UVs, but I did have to edit the eye meshes to accommodate the way they faked the blinking with textures (they animate brief swaps between two different sets of eyeball meshes). The intersection didn't play nicely with the mesh alpha approach.
  44. 0 points
    wonderful idea, will test ASAP,. Looks WAY more neat/sharp according to videos. what about the color changes? consequence of the new animated textures for Vandar & Dodonna or just result of tweaking with the original models/textures??
  45. 0 points
    Sent it to Roth9 via PM. If anyone else wants the mod, let me know. FINAL UPDATE (12/30/2020): I no longer have the mod, nor do I have access to the_raven's repository anymore.
  46. 0 points
    First post in some time. I don't have the mod in question; however, I am in contact with the_raven over at JKHub to gain access to his repository of old, hard-to-find KotOR/TSL mods. Apparently, he has Extra Starport Visas in this repository. Will update this thread once I get access to his Drive. In the meantime, here is an alternative mod I found on Nexus: Onderon Visa Expansion by Robespierre UPDATE: Just got access to the_raven's repository. I have Extra Starport Visas now. FINAL UPDATE (12/30/2020): I no longer have the mod, nor do I have access to the_raven's repository anymore.