Leaderboard
Popular Content
Showing content with the highest reputation on 09/10/2021 in all areas
-
3 pointsGreetings everyone, My name is EAF97 and I have an exciting new and upcoming mod for those who wish to enhance the appearance of Kotor I in particular. I have taken the liberty to remedy the dreaded "clone effect" for many of the interactive NPCs which players meet in the game and am replacing many of the heads of these NPCs with Playable character heads from the game itself, as well as with PC heads which I have ported in along with some more minor but unique NPC heads from Kotor II and finally some custom-designed heads (with permission from their designers) as well in order to create more variety in the appearance for NPCs. Those who you don't talk to will still retain their generic appearance, but most conversational NPCs will indeed have more distinct appearances. This is what I have created so far and I am looking forward to releasing this project hopefully within the month. A big shoutout to any modders who agreed to allow me to use their work in this endeavor, especially to Effix for the great deal of advice and for Dark Hope in allowing me to use some amazing custom skins and textures and for the others who will be credited for allowing me to use their custom heads and skins.
-
3 points
-
3 pointsKOTOR's needed this for some time, glad to see it, hopefully it's a faithful remake that improves upon the original in more than fidelity. Then give us a finished 2, and a real 3.
-
2 pointsExactly, although there's a mod which enables you to select it. There will also be plenty of player heads from the game itself that'll appear but they dont repeat and are only used for very minor characters Anakin a.k.a. Kel Algwinn is feeling ambivalent about Korriban and the Sith because of all the sand there 😎
-
2 pointsActually, the first time I heard rumors that Aspyr is working under Kotor I thought that they will make a remaster because the first game certainly needs one. (without mods it is quit uncomfortable to play in a windowed mode at least on the laptop). And I remember that several weeks ago they were asked about the project and the answer was that they are making a remaster, not a remake. At any rate, I'm super hyped that they decided to reboot it. At least now the cancelation of the Aperion project somehow is justified this way. And this is a way for new players who can't play games with old graphics (for some reason) to enjoy Kotor. I really hope that aside from the remake they will uplift the original game but only in the way of resolutions support with modification compatibility in mind. And in the case of the remake it would cool if they make the game moddable.
-
2 pointsI can't wait to see my favorite character in action again. Hopefully they don't do him dirty again
-
2 pointsGolden HK-47 reskin added to the metallic collection:
-
1 pointHi 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
-
1 pointWhen I used to play TSL on the xbox as a kid, I would spend hours in the Enclave Sublevel wondering what it would be like if it was cleaned up and restored to a functioning Academy where Jedi would live and train. Playing Jedi Outcast and seeing Luke's Jedi Academy and all the students training was incredibly amazing to see and helped to inspire my hopes for the Enclave sublevel. After I got my feet wet modding with some recruitment mods, such as getting T3-M4 early and recruiting HK-47 on Taris, and learned my way around the various modding tools available, I began work to restore the Sublevel as a central hub for a resurgent Jedi Order to train a new generation. So far, I have cleaned up all the debris from the sublevel, evicted the Laigreks, placed additional dormitories, created a holo communications room similar in function to what we see in Revenge of the Sith, as well as dedicating one of the rooms as a functioning Medical Bay. Presently, I am working on transferring the scripts that the Mandalorian recruits on Dxun use when sparring to have Jedi Padawans be dueling with lightsabers at set intervals in one of the rooms that I will dedicate as a training area. I plan to place holocrons within the Jedi Archives and training holograms that can either be sparred with directly or used as instructional vids for younglings. My ultimate goal would be for this to be end game content, with a light side player arriving on Dantooine to meet a Twilek who used to maintain the Enclave when the Jedi were around and he offers his help in restoring what he worked for years to maintain before the bombardment. Modules on Dantooine beyond the sublevel could also be changed to reflect the Jedi's presence on the planet again, with training missions to take out Kath Hounds, helping settlers, what have you. I have so many ideas and many may be beyond reality but I wanted to announce this here and see what people's thoughts were and if they had any ideas on what they would be interested in seeing. One thing that is presently beyond my abilities is restoring the Enclave main level to a functioning state via the removal of the large stone debris and changing the module to reflect areas that were present in K1 such as the landing area. It's definitely something I'd like to include, but I will need to learn more as I dive into fulfilling this childhood dream of mine. As a side note, I've begun thinking what a restored Sith Academy would look and function like so its possible this could be all be wrapped into an 'Academy Expansion' mod of some sort.
-
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 -
1 point
1,528 downloads
...Expand your arsenal with the newly unearthed lost artifacts of the Old Republic... Welcome! I gladly present this mod which restores nearly all the equipable items cut from KotOR due to some reason or another. Most of them are pretty standard fare, but they no doubt bring even more variety to the game's inventory and are absolutely full of flavour, I'm sure you restoration afficionados out there will appreciate it. While the items themselves are official, come up by BioWare, their implementation was done at my discretion, though I did take care to follow developer notes wherever I could find them. Some small features have been brought over from Misc. Nitpicks (visit to see details) INSTALLING Run the TSLPatcher and choose between one of the two options, the default package or the "Plus" package. The latter includes some tasteful (disclaimer: bias) changes done by me and more restorations of items I deemed useless or redundant (ie: Teta's Royal Band). I should warn you to choose your option carefully because you'll only be able to switch it after uninstalling the previous one clean, which for most mods with module injections, if not done right away with the proper backups will turn from a tedious matter to a near impossible one. In most cases this can only be cleanly achieved though a reinstall of the game. I also recommend installing my own K1 Armor Nitpicks or JC's Mandalorian Armor for K1 (these are compatible with each other by the way) as they will compliment this mod well. All icons were designed to look good alongside vanilla ones and I won't be doing high resolution versions for them. If the authors of any HD icon packs want to include icons for this mod they're hereby allowed to, I'll link them here. Ignore any warnings about skipping files during installation, that's normal patcher procedure. Errors are not, however. COMPATIBILITY "Weapons & Armor, Uncut" is compatible with the K1 Community Patch but I wouldn't advise to install it alongside the Restoration Project due to overlaps. If using the "Plus" install then any mod that changes any .uti files inside this tslpatchdata folder will be overwritten in that regard. I can't vouch for virtually every mod in existence (were you expecting me to do that?) but all my other stuff is compatible. This mod only works with the English version of Knights of the Old Republic. I did not use string references anywhere, but if there is enough demand for localization support then I will redo it that way and leave the translation to the interested party. KOTOR Tool..................................................................................Fred Tetra TSLPatcher...................................................................stoffe & Fair Strides ERFEdit.........................................................................stoffe & Fair Strides DLGEditor............................................................................................TK102 K-GFF...................................................................................................TK102 DeNCS................................................................................JdNoa & Dashus -
1 point
906 downloads
Bao-Dur's Liberator's\Oppressor's Armor 2021 ------------------------------------------------------- Authors: Kaidon Jorn/Effix Compatible with TSLRCM 1.8.5 - 1.8.6 This mod adds a small quest to have Bao-Dur build his own non-force restrictive armor once he reaches 10th level . It's important to talk to him as soon as he hits 10th level so you can get the quest parts afterward on Nar Shaddaa, which you will find in both Tien's shop and in the Serroco thugs area. The quest will have you find some military fatigues and armor plating so that he may build the new Liberator or Oppressor's Armor depending on your alignment. The armor itself is medium class 7 with a dexterity bonus of +3, and was lovingly reskinned by none other than Effix of DeadlyStream and Steam Workshop notoriety. All credit for the reskinned Jamoah Hogra armor goes to him. Run the .exe to install ***IMPORTANT*** I strongly advise to install TSLRCM (and SLM) first before this mod. ===================================================================================================================== Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. -
1 pointHey everyone, I know this isn't kotor related, but it's old kotor era Bioware. I decided to give Jade Empire a playthrough and noticed that no one has done a HD Texture Pack mod for JE. So I've decided to give it a go myself, making a HD texture pack for NPC's and the environment. I've never made a texture pack myself and it's taking a while,. But progress is certainly being made. When I finish the mod I'll be posting it here on DeadlyStream (if I can) and/or on Nexus. I'm using an AI upscaler, I've upscaled the textures 6x and here's a preview of one texture that's been done, Dawn Star. Let me know what you think. I understand that the preview images I uploaded are a small size so it may be difficult to see the improvement. But in game you can certainly see the difference.
-
1 point
-
1 pointFor the last time, that is not what I was saying and I'm baffled how you think it was. Whether or not it's canon isn't the issue. I have said that multiple times now. I said that nothing in KOTOR 1 actively links to SWTOR in the way that SWTOR actively links to K1. It can't, because it didn't exist yet when they made K1; time is linear. That's not a canon matter, that's a reality matter. There was no SWTOR in 2003 for KOTOR 1 to actively connect to, much like there was no KOTOR 2 - it's later stuff that connects back to older things if it chooses to. KOTOR 2, the KOTOR comic, SWTOR, they all pick up things from KOTOR to do their own thing with and link back to it... but they can't warp through time and have always been there, and that affects the experience, the vibe, the functional content of each work. It can only ever act retroactively. The KOTOR remake, coming after all of the above, is consequentially going to be influenced by all of those in a way that the original couldn't have ever been. Not really - Revan being corrupted by his war and choosing to do bad things is pretty much K1's byline. Kreia's postulated theory is that he was somehow doing a grand scheme greater good and wasn't really evil. These are not the same thing. The common theme either way was that Revan, be it because he genuinely went bad or as part of Kreia's theorised gambit, chose to do bad things. Of course, there was always an air of mystery, because it was never made concrete within K1 or 2. SWTOR ended that mystery, and as a result a remake of K1 is almost certainly going to take that into account. And much the same goes for the myriad other things SWTOR introduces that don't appeal to me - be it Vitiate, what the True Sith turn out to be, changes made to the background setting, or even simply the aesthetic. I didn't say it wasn't okay. I just said it doesn't appeal to me and I don't need it. Because I don't - SWTOR is material I primarily find severely offputting on multiple levels, so I personally don't find a remake appealing since that material I dislike is most likely going to be woven into the creative intent. That's how it always goes, and whether that's appealing or not always depends on if the person it does/n't appeal to likes what's being mixed in. If I felt differently about SWTOR material, the reverse might be true, but as it stands, for me personally, I have no need of this if it really is a remake as opposed to a remaster. If it was just KOTOR 2 and the KOTOR comic that were going to likely get deliberate hooks in a K1 remake, I'd be far happier, but SWTOR can't be put back in the jar, precisely because it's EU canon, and is in fact the only remaining ongoing EU work. So if you like SWTOR's direction, that's great news. But if you don't, then what does this have for you? Nothing, or at least, nothing that feels worth that change. Because that's the only reason to do a remake instead of a remaster - to change the original. They can't make everyone happy, so I think it's perfectly mature to recognise that this probably isn't going to be for me. Worst case scenario is I'm pleasantly surprised.
-
1 pointNo, that is not lost on me at all. You can dislike it all you want, that doesn't make them not related or not cannon, which is what you were saying. Maybe not what you meant, but it is what you said. You can dislike the remake all you want. That doesn't make it not canon. If the remake is changed for Disney canon, then it will no longer be related and in the vein of EU canon it will not be canon. It was inevitable that some content was going to do that at some point. And like I said, the Light Side choices are always considered the cannon ones. So SWTOR did not do anything different than what is always done with games that have optional endings and choices. The idea that Revan chose to go dark side was not set in stone. It was an idea placed in your head by Kreia so she could try to exert influence and control over you. She merely postulated it as a possibility, which I found to be pretty awesome. It also still follows that Revan did it that way. It's still possible that he broke free of The Emperor's control which was actually stated by Revan himself in SWTOR. I personally don't care for the emperor himself and all that stuff, but it is what it is. And to your point of it not being part of K1 in the first place, the idea of why Revan turn to the dark side was never even talked about beyond the fact that it did happen. In fact the only thing you get is that it happened because he disobeyed the Jedi and went to war. And if you're going to sit there and say that one version of doing what your disliking about SWTOR is okay but it isn't for SWTOR to do that then you're being a hypocrite. I would also like to point out that some of your gripes about SWTOR is how the EU as a whole has always been. There is a lot of respect for the work of others, but mostly it's new stuff that was not mentioned before. I play K1 and 2, I don't do canon appearance and choices. I do my own thing. Also, it is not a guarantee that it will be changed. I don't want it to be changed, like I said earlier. However, if rumors are true, Hale has reprised her role as bastila for it. While it still isn't a guarantee, it might be more likely. Less so for a Disney canon change. Just the thought of that makes me feel dirty, and not in a good way. I was hoping for that too. As much as I want a better engine, just updated textures and models would be enough for me. And yes, mod support is basically a staple of KotOR. PLEASE allow for it.
-
1 point
-
1 point
-
1 point
-
1 pointHi guys! While I'm still in the process of testing the sith uniform mod, I made retexture (collar fix) for JC's Fashion Line I - Cloaked Jedi Robes for K1 by JCarter426 Original robe texture of the ported model My retexture PS Here're some more bright screenshots if for some reason contrast of your monitor doesn't let you see the details:
-
1 pointThat's kind of my point though. SWTOR took existing elements of KOTOR 1 and 2 to create its replacement to KOTOR 3, and I found that direction profoundly unsatisfying. The SWTOR original elements aren't in KOTOR because SWTOR didn't exist yet. Revan's agency being turned into him being brainjacked by discount palpatine didn't exist yet, what the mysterious 'true sith' Kreia mentions in 2 are didn't have a set answer yet, and within KOTOR 1 and 2 themselves, Revan and the Exile had no locked identity or endings, those being up to you. A KOTOR remake is either going to exist in disneyverse, or if it's not, it's almost certainly going to have more intentional tying in of the SWTOR elements that hadn't been created yet in the original. Everything you mention is things that are introduced by a distant sequel that didn't appeal to me in the slightest and have no interest in seeing referenced. I can easily play KOTOR 1 and 2 and not be reminded of those things because everything SWTOR picked up on was just loose undecided strands or nuggets that had no answer. I most likely will not be able to do the same with this remake if it's not disneyverse because SWTOR shows no signs of being thrown out and the devs will build the game with SWTOR in mind. I'm fully aware that SWTOR isn't Disneyverse - that's why this feels like a bit of a damned-if-you-do, damned-if-you-don't situation. It'll either connect to Disneyverse or SWTOR (in a way that the originals didn't) and I see both as reasons to be very disinterested in a remake. That's how linear time works. It's why if the Thrawn Trilogy had been rewritten in the late 00s its writing would be inherently affected by the existence of the prequels, the Hand of Thrawn Duology, Survivor Quest, and Outbound Flight in a way the original wasn't.
-
1 pointStruggling with this Kotor Remake that will inevitably be butchered. Sucks because I love this part of Star Wars. but... Love not the world, neither the things that are in the world. If any man love the world, the love of the Father is not in him. And the originals aren't going anywhere
-
1 pointIncorrect. It is a direct, 100% link. It always has been. Kotor 3 became SWTOR. Not only did the developers state that all along, the story elements are directly linked since the game launched. If you actually play the story, it is clear it's linked. SWTOR also came out years before Disney. SWTOR is not part of Disney Wars. It is part of the very fleshed out and expansive KotOR era. Satele and Theron Shan are the direct descendants of Revan and Bastila. Revan's capture and imprisonment was in the Revan novel, and our character was tasked with releasing him on the Republic side while Imperials were tasked with taking The Foundry resulting in an encounter with him. Later There was the incident on Yavin, and finally the destruction of Tenebrae in the Echos of Oblivion story. Several locations have parts from and mentions of KotOR 1 & 2. Just to name a few. Yeah, I don't want a voiced character either. Silent with the exception of switching to the character. However, yeah SWTOR does count. The Echos of Oblivion story did all the characters justice. It put out what SWTOR should have gone to instead of where the KotFE/KotET stories did. It should have gone there much earlier in the Knight story imo, but it went there finally.
-
1 pointLong time lurker just downlaoded mods, but this news made me want to post, and I am so hyped for this. I am actually hoping for an overhaul of the combat system to something on the lines of fallen order or force unleashed, but with RPG style combat progression, something to make the RPG feel modern. Also hoping for a silent protagonist, it gives you more flexabillity in terms of dialogue choices. I hope it blows up selling records and motivates them to make a KOTOR 3(no, sorry TOR just does not count)
-
1 pointGoing to do a final test run tomorrow but I believe I've finalized the colors. My only reservation is still the brown Jedi Knight robes. Unfortunately the line between Jedi and fungi is a fine one to walk.
-
1 point
-
1 pointI've played the original too many times to be excited about this, honestly I'm just hoping for an andromeda style shitshow at this point. 😎 Go down in flames baby!
-
1 point
-
1 point
-
1 pointSneaky Peeky Final Coming soon: a new WiP thread showcasing my upcoming Duros replacer and more
-
1 point
-
1 point
-
1 pointWhy yes, I believe the tool Logan uses is the Kotor Level Editor or KLE for short. This tool allows Logan to place NPCs and placeables inside of a module within a week instead of a month as it was manually typing in coordinates back in the day. At this current stage, Logan has just about filled each and every module which will be part of the Episode 1 release with placeables AND NPCs and the current bucket list of "things to do" consists of mostly dialogues, scripts and side quests (This might sound bad to a non-modder, but this Unity tool has made development SO much better!). Your questions regarding the Kotor Level Editor might be better answered in the Official KLE release thread down below:
-
1 pointI have the K1 version of this and love it, so I downloaded and installed this K2 version as well, but it doesn't seem to have done anything. None of the new feats or powers are showing up. What do I do? EDIT: nevermind, wasn't a mod issue. i had an overarching settings issue. resolved now and everything looks great.
-
1 point
-
0 points
Version 1.8.6
128,676 downloads
Experience famous restored content mod on your mobile device. Install instructions: Both iOS and Android place all files in a folder called ‘mods_english’ (or ‘mods_italian’, etc.) within a folder called ‘dlc’. So /dlc/mods_english/[all files]/. 1. Unzip mtslrcm.zip 2. dlc folder contains five subfolders, for each language version; feel free to delete ones you don't use. 3. Paste it in the install location: iOS: On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes. ANDROID: On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/ As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal." -
0 points
-
0 points
-
0 points