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Showing content with the highest reputation on 04/22/2021 in all areas

  1. 3 points

    Version 1.1.0

    18,850 downloads

    *********************************** Knights of the Old Republic *********************************** TITLE: A Crashed Republic Cruiser on a Nameless World (1.1) AUTHOR: LDR FILENAME: ldr_repshipunknownworld FILESIZE: 176 MB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- There are 2 available methods of installing A Crashed Republic Cruiser on a Nameless World. The standard installation method is done entirely though TSL Patcher, and doesn’t require you to do anything beyond simple button clicking. The manual installation is for those unable, for whatever reason, to use TSL Patcher, and involves the copying and pasting of files from folder to folder. NOTE: With the standard installation method, this mod is far more likely to work alongside any other mods you may currently have installed, which may not be the case should you use the manual installation method. I have attempted naming files in a way where there should be a minimum chance of mod conflicts, but you never know. This mod also has an "Optional" installation meant to use in conjuction with either/both of SithSpecter's High Quality Blasters and Colored Loadscreens mods. To uninstall, remove the files from their respective folders in the SWKotOR directory. ------------------------------ » STANDARD INSTALLATION ------------------------------ 1) Double click TSLPatcher.exe. 2) Click the "Install Mod" button and select your SWKotOR game directory. 3) Sit back, relax, and wait for the installation to complete. ------------------------------ » MANUAL INSTALLATION ------------------------------ 1) Open up the tslpatchdata folder. 2) Copy all files with a .wav extension and paste into the streamwaves folder located in your SWKotOR directory. 3) Copy all files with a .mod extension and paste into the modules folder located in your SWKotOR directory. 4) Copy everything else (With exception to changes.ini and info.rtf) and paste into the override folder located in your SWKotOR directory (If there isn't one, create one). ------------------------------ » OPTIONAL INSTALLATION ------------------------------ 1) Additional install options have been provided for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods. 2) Double click TSLPatcher.exe. 3) Click the "Install Mod" button and select your SWKotOR game directory. 4) Sit back, relax, and wait for the installation to complete. --------------- Mod Permissions --------------- You may not use any assets of this mod in your own mod without first contacting me. ------------ DESCRIPTION ------------ This mod adds 6 new modules, 9 new items (3 equippable inventory, 4 datapads, 2 keycards) on the Unknown World, making the crashed Hammerhead explorable. You must have a save before setting foot on the Unknown World. -------------------------------------------------- » Version 1.1 Changes -------------------------------------------------- - Fixes a bug where the party was prevented from spawning in during the confrontation on the beach on a DS playthrough following completing the Temple. - Corrects reported spelling/gramatical errors. - Integrates optional install paths through TSLPatcher for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods. ----- BUGS ----- Any mods that modify the unk_m41aa OnEnter script will be incompatible with this mod. "Frame Buffer Effects" turned off in the swkotor.ini results in audio logs without the blue camera effect. If you find any please post them in the comments or send me a direct message. I will address them as soon as I can. ------------------- » MODULE/ITEM NAMES ------------------- For this to work correctly in conjunction with your own mod, you must not use any within the following list as names for your custom module/item reskins. m41ae m41af 152unk 153unk m41ai m41aj LHC LHW Blaster Pistol template 020 Forearm Band template 019 Gauntlet template 019 ------------- Voice Acting ------------- DarthTyren as Medical Officer Audio Log Mellowtron11 as Engine Officer Audio Log Sith Holocron as Republic Captain Audio Log Zhaboka as Kolgrim ----------- Permissions ----------- Permission granted from Darth InSidious to use his alternative beach Hammerhead textures. Permission granted from DarthParametric to utilize his edited mdls from both his Endar Spire and Harbinger Hull Repair mods. Permission granted from SithSpecter to utilize integration for his High Quality Blasters for Modders resource and colored loadscreen templates mod. Permission granted from Thor110 to repurpose his ported K1 Harbinger modules. ------- Credits ------- - To the people who created the tools which have allowed me to create this mod. - Kotor Tool..........................Fred Tetra - K-GFF GFF Editor/DLGEditor..........tk102 - ERF Editor/TSLPatcher...............stoffe - MDLOps..............................cchargin/JDNoa - Lipsynch Editor.....................JDNoa - XVI32 Hex Editor....................Chmaas - CSLU Toolkit........................Oregon Health & Science University My beta testers: djh269, jc2, N-DReW25 and Zhaboka. I couldn't have done this without you! JCarter46 and DarthParametric for handholding me with regards to literally all scripting that was above basic level. Thank you so much. Lachjames for his assistance in helping me generate/test .lip files. Snigaroo for bug reporting and feedback for the 1.1 patch. All of the wonderful folks at DeadlyStream (and Holowan Labs), that led me on and helped me when I hit a snag. All of you who downloaded this mod! Thank You!
  2. 3 points
    If you're going to be a "Student" I'd suggest not aggravating and insulting someone who owes you nothing and was trying to help.
  3. 3 points
    Words do not describe how excited and elated I am to have finally released one of my big projects. Thank you so much to everyone involved for helping make this a reality. Onto the next one!
  4. 2 points
    It's out! Words do not describe how excited I am to have finally finished one of my projects. I realize I have been very haphazard working on these, but schoolwork has always come first for me. Still, I am so glad and I feel like I have a huge weight lifted on my shoulders. Rest assured, I am always working on these projects, just at my own, weird pace. Thank you so much to everyone involved for making this a reality. Next up: Battle of Dxun!
  5. 1 point

    Version 1.1

    7,243 downloads

    Hey guys, I created an entire games worth of Kotor 1 saves last year, there's a lot of saves (548 to be exact) I've had these sitting in my hard drive for a while now, but i thought I'd share.. The mods I used are listed below, unfortunately I didn't use the K1R mod with my playthrough. I chose a scoundrel as my starting class and only leveled him up to level 2 (I know, I should have went further - haha), and then I chose the path of the Jedi guardian. Darth333 easy swoop mod: http://www.geocities.ws/d333mods/minig.html Darth333 no sith fighters: http://www.geocities.ws/d333mods/ Kitty Kitty unlmited party items on Ebon Hawk: http://webpages.charter.net/ytl/KotOR.html Cheers! djh269
  6. 1 point
    I mean you could do something as simple as void main() { object oPC = GetFirstPC(); object oStore = GetObjectByTag("STORE_TAG_HERE", 0); int nPersuade = GetSkillRank(SKILL_PERSUADE, oPC); int nBonusMarkUp = -nPersuade; OpenStore(oStore, oPC, nBonusMarkUp); } Looking at the scripts for Yavin Station in K1, it seems like Suvam's discounts are either -5 or -20, so using the negative value of the PC's Persuade total as-is could work. Although you could modify it using if statements like I said before, perhaps something like: void main() { object oPC = GetFirstPC(); object oStore = GetObjectByTag("STORE_TAG_HERE", 0); int nPersuade = GetSkillRank(SKILL_PERSUADE, oPC); int nBonusMarkUp; int nPersuadeAdj; if (nPersuade <= 5) { nPersuadeAdj = 2; } else if (nPersuade > 5 && nPersuade <= 10) { nPersuadeAdj = 5; } else if (nPersuade > 10 && nPersuade <= 15) { nPersuadeAdj = 7; } else if (nPersuade > 15) { nPersuadeAdj = 10; } nBonusMarkUp = -nPersuadeAdj; OpenStore(oStore, oPC, nBonusMarkUp); } You can use whatever mathematical operations you like to scale the values as you require. Google the C formatting for whatever operations you want to do if you are unfamiliar with the syntax. You'll need to check each individual module. Check the merchant's DLG file to find out what script/s fire when they open the store. You'll then need to decompile the binary script (NCS), since only the global scripts have included source. You can pull the Tag of the store from the UTM file, although the scripts you'll be editing will already have it. You'll need DeNCS (requires Java) to decompile the scripts. You'll want DLGEditor to browse the DLGs (don't use KTool's included editor - it doesn't work properly with TSL DLGs). You can use KTool or KGFF to examine the various GFF files like UTCs, UTIs, UTMs, etc.
  7. 1 point
    It would require a texture edit. KTool can extract the texture, but it is not a texture editor. You'd need something like Photoshop, GIMP, Paint.NET, etc.
  8. 1 point
    You could do it all in one script. It would just be a series of if statements. But you'd have to edit the individual scripts for every merchant in the game. They aren't defined universally.
  9. 1 point
    Sorry for the delay. I wanted to put out an update, but I've been addressing bugs. More important, I'm dealing with real life and needed to take some time for myself. This project has consumed most of my free time, I haven't played a game since February of last year. I'll pick this up next week, but for now I'm playing some games!
  10. 1 point
    Okay thank you guys! I actually manage to pull it using MDLeditor, I follow DarthParmetric's advice. So far there is no problem.
  11. 1 point
    @Sith Holocron requested that I go into some general detail for the community about why the Steam Workshop is generally bad for modding, both to have all the issues laid out and easily referenced, and to clarify some common misconceptions. I can't count the number of issues I've had to troubleshoot as a result of the Workshop and I know its systems and limitations in detail, so I feel fairly qualified to explain what makes the system inadequate compared to the standard methods the community uses for mod installation. I'll first briefly explain how mods installed from the Workshop work, then detail situations where using the Workshop is sensible before explaining why using the Workshop is generally not a good idea. If you'd only like to see an explanation of why you should be downloading mods manually, skip on down to section #3. If you don't use the Steam version of the game with the most recent (Aspyr) patch, needless to say this doesn't really matter for you, as you don't have Workshop support for your title anyway. How the Workshop Works First, it's important to reiterate that the Workshop is only available on the Aspyr patch of the game (not the 'legacypc' beta install option) on Steam. This update causes not a few issues, which means that even if you own the game on Steam you might want to revert it to that legacypc version even before considering modding; an inability to apply new textures to lightsaber hilts, the loss of fog effects, and sometimes extreme game stuttering are but a few of the issues the Aspyr patch causes (though, in fairness, it of course also introduces many useful conveniences, including native widescreen support and controller support). To the topic at hand, however: on a basic level, the Workshop is just a download system for mods. It doesn't truly "install" them as such, as the TSLPatcher would do, it just takes stored data from archives and puts them in a repository which the Aspyr-patched version of the game can read. For example, if you install TSLRCM and two texture mods, the Workshop will take the file data from TSLRCM and those texture mods and separately store them in three different containing folders, which the game will then read on startup. A few of you might already see the problems with this, but we'll get into that in a moment. What the Workshop is Good For Jokes of "nothing" aside, the Workshop is actually very good for single-mod installs. If you want to use TSLRCM and only TSLRCM, go for it--the Workshop will download it and you can run it with no trouble at all. It will even keep the mod dynamically updated for you; the TSLRCM team even realized that this is a much easier and more foolproof method of installation for many users. And, so long as TSLRCM (or TSLRCM + M4-78) is the only mod you're using, it truly works fine. The issue comes in with multi-mod setups, which is how we get to.... Why You Should Avoid the Workshop Put simply, the Workshop was not well-designed when it comes to multi-mod installs, especially in the face of the array of tools the community has developed to encourage mod compatibility over the years, the TSLPatcher being foremost among them. For those that don't know, the TSLPatcher can append strings or modify individual lines within existing files (among a myriad of other things), which allows mods which would otherwise directly overwrite the same files to work together fine, so long as they're not editing the exact same data within the same files. Not only does the Workshop not have this, it also lacks a stunning array of other common-sense multi-mod features: Load orders are based on the order mods are subscribed to, and are overwritten in certain circumstances. This is a big one. Even the most archaic games have always allowed users to control file overwrites, deal with compatibility issues, and selectively prioritize one mod over another by controlling the order in which mods are installed, and oftentimes the specific files installed from mod to mod. Because the Workshop does not truly install mods as such and instead merely sits them in a folder to be read by the game, it's up to the Workshop which mods get read in which order, and which get prioritized. Mods subscribed to first are read first by the system, but because they're downloaded as complete packages ready-to-launch, it's not possible to remove files selectively unless you know exactly where to look--even then, the Workshop may try to repair your install of the mod, replacing files that you may have removed intentionally. Furthermore, no file manifest is given by the Workshop, which makes it that much more difficult to see which mods edit the same content, and incompatibility is a major systemic issue with the workshop as we'll see. Worst of all, mod updates or game reinstalls can entirely disrupt this subscription order and randomize the load order, making it difficult to achieve a stable load order even if you're doing all due diligence. One mod's changes can push out another's. Unlike the installation system typical with major mods where the TSLPatcher can minimize incompatibilities, there's no such protection here. Indeed the opposite, as having two mods with the same .2da file means that one's will inevitably win out, and the other's will lose, and the loser's data will be completely and totally ignored by the game. Not only does this guarantee that some mods are incompatible in function simply due to the Workshop's architecture, it means that you could encounter serious bugs if important files from one mod are overwritten by another. This is part of the reason why TSLRCM and M4-78 had to be combined on the Workshop eventually--despite being completely compatible with one another, the Workshop was ramming them together in incompatible ways. Mods installed manually don't play well with Workshop mods. Jumping off of the above, because mods aren't truly installed with the Workshop, a user can mod their game by installing files onto their game directory in steamapps/common as one would normally do, but also subscribe to mods on the Workshop. Yet the same issues as two mods editing the same file on the Workshop will now occur in this scenario: a loose .2da file in the override will conflict with a .2da file from a Workshop mod and one will completely cancel out the other, rather than taking each other into account whatsoever. This is a big reason why it's a good idea to do all one thing or all another, since combinations like this are invariably more work than simply modding with the right tools from the start. The Workshop has limited selection, and few exclusives. This is an indirect rather than direct issue with the Workshop, but it's worth pointing out all the same. Because of many of the above issues, the Workshop has a rather limited base of modifications, and most modifications released on the Workshop have also seen standard releases, either here on Deadlystream or on the KOTOR 2 Nexus. Because those mod versions would be more compatibility-friendly anyway, there's little reason to use the Workshop just for the sake of the mods on it; there's more variety and less headache installing mods elsewhere. Many Workshop mods are out-of-date and not supported by their authors. This is again (at least partly) an indirect issue, but I feel the need to mention it here because it does have consequences for users. It is very easy to upload mod content to the Workshop even if you aren't the original author, and difficult for original authors to get these reuploads taken down. Regardless of your stances on mod ownership or reuploading, the users who perform these uploads often drop them on the Workshop for quick downloads and kudos-padding and then abandon them, not providing any future updates or support that the original authors would at their typical download locations. This leads already-anemic Workshop content to also frequently suffer from being outdated, and lack proper support, as the uploaders are frequently not the original software authors and may not even understand how the content they've hosted works. While the above is by no means an exhaustive list, it does represent the bulk of the problems with the Workshop. I want to reiterate a final time that the Workshop is an easier install method, as it's a simple one-click solution, but, much like the dark side, it's an easy path that often brings its own problems down the line. It's never worth it to use the Workshop for a couple of mods only to find out that you have a serious incompatibility late into the game, and no clue how to resolve it. Manually downloading mods isn't much more difficult, and neither is their installation, while the compatibility benefits from doing so are significant. I hope this post has helped explain exactly why that is, and encouraged you to look into a traditional install instead. If concerns about compatibility now seem significant to you, or if you're new to modding and worried you'll simply be overwhelmed by the install process for mods, I (though biased) strongly recommend the mod builds. As fully-compatible mod lists, you won't need to worry about crashes from their use, and all the mods listed come with detailed instructions where necessary; spoiler-free builds are even available if you're a first-time player. With the builds as an option, there's really no reason not to skip the Workshop in favor of a much more content-rich and stable experience.
  12. 0 points
    Depends entirely on the specifics of what you want. A simple colour switch from one solid colour to another is relatively straightforward, at least in PS (and I assume Gimp has similar functionality). If you want patterns and so forth then it starts to become more complex. You could also edit the item to switch it to a different base armour model, if that might get you closer to what you want. Although that obviously adds a whole extra layer of complexity. If you think that doing it yourself is too much, you can always make a post asking for someone else to do it in the Mod Requests forum.
  13. 0 points
    No more lessons, "master"? There is a large difference between teach and simply show knowledge, especially when condescension wins over good manners. Maybe someone unable to teach is not worthy to be called "master"
  14. 0 points

    4,938 downloads

    With KotOR II been updated on Steam, I've decided to make another walkthrough of favourite game. Unfortunately, I bumped into many gamebreaking bugs, for one or another reason.. (mostly deals with workshop mods), and as a result my saves were screwed. when I was almost at the end of the game.. Tried to find save files on interned, featuring female PC and male Revan, and found none. This inspired me to start all over again and make a good walkthrough with lots of saves, upload them here, so others in need could use them whenever necessary. This playthrough features female Jedi Sentinel/ Watchman (LS), with all companion's influences maxed out. No cheats used. Mods: TSLRCM 1.8.4 (in end credits says 1.8.3?), M4-78 EP. May the force be with you!