Leaderboard
Popular Content
Showing content with the highest reputation on 09/12/2021 in all areas
-
1 point
Version 1.1.0
18,845 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! -
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 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 pointNo, you have the right method, that's not the problem. First thing is to confirm that the game is actually reading your edited file. Try setting a class's level 1 feats to some other number and checking it in character creation. Secondly, check you're changing the right values. Scoundrel feats are the column 'scd_reg', and note that the level is the 'label' value, not the row number (because 2das are indexed from 0, not 1).
-
1 pointN-DReW25 is absolutely right, the only thing that I will add is that in K1R both events appear in the same module. So, if one of them appeared you should reenter the module for the second one to emerge.
-
1 pointThe difficulty slider actually only affects enemy damage, not their HP. So while you can tweak the numbers in difficultyopt.2da it won't help you with this goal. The simplest option would be to edit the individual enemy files to give them more HP. There's a lot of enemies, though, so I don't recommend it. You can change max HP values via script, so the best way to do it would be editing the spawn script to give more HP to all non-PC creatures.
-
1 pointFinally got around to upgrading most of the human duelists (except for Deadeye Duncan, who already has his own unique appearance), as well as the nearby duel spectators in the arena area in the Upper City Cantina. Gerlon Two-Fingers, Ice, and Marl are now distinguishable.
-
1 pointMy biggest wish from the announcement of the Kotor Remake is the community coming back alive... looks like my wishes are coming true... mwahahhaha
-
1 pointAs a lesbian who had written the most detailed Juhani Romance Guide in the KotOR community, my biggest personal wish for the KotOR remake is an expanded Juhani romance subplot, while still keep her romance exclusive to female player characters. My hopes for this get higher after learning that one of the writers, Sam Maggs, is a bisexual woman.
-
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 pointI am starting this as a new thread as I am hoping to get into modding, with a game that I want to mod I was hoping that if there are any KOTOR and Sith Lord mod authors out there who could possibly enlighten me in the creation of jade empire mods whether there are similarities to KOTOR modding, If it can use the same tools what kind of programs would be required to get me started i am no programmer but i do have a love for the game and would ideally like to give it a fresh coat of paint if anyone can help i would be most grateful.
-
0 pointsWas excited about the remake the first time it announced -- I mean, a remake that means higher-fidelity and that stuff. Then I remember there's still the original that stand still even after all this time. Much better, we have the engine that is modding-friendly as well is the mods! Granted, that's coming more from modding standpoint. From gaming experience PoV -- I believe true awesomeness of a journey only happened once -- and I'm glad I had enjoy it to the most, and not looking to replace/redo it with a copy. Probably I'll be truly excited about KotOR III... 😛 P.S. To be fair I'm not going to like if in the end they change the direction of the original story and/or retcon things that's already there. If they want to do that why they don't go with a sequel in the first place?