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Showing content with the highest reputation on 09/13/2021 in all areas

  1. 1 point

    958 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.
  2. 1 point
    When 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.
  3. 1 point

    Version 2.0

    1,708 downloads

    Authors: Kaidon Jorn & (Darth) Deadman This Version: April 2012 =================================== This saber mod now consists of 18 hilts - each in 10 colors, all of which are buildable on the workbench. The first set of 6 hilt styles are available to build as you are building your first saber with the vanilla saber quest. Then, once you've leveled up with an Advanced Class, there will be 12 more hilt style options. Some of these hilt models are leftovers from the HotOR Lightsaber mod, which fell upon hard times and was unable and unwilling to continue - but alas! A new lightsaber mod has risen from it's ashes, and most of the hilts were modeled based on TOR sabers. The vanilla game dialogs about Bao-Dur helping you build your saber have been removed, since you build it yourself on the workbench using any default game crystal. As well, the vanilla game's Lightsaber Quest journal entries have been modified to go with this saber quest better. Once you have built a new lightsaber, the crystal will change into the specific crystal for that lightsaber, so once you commit to a new lightsaber style, it's crystal is bound to that saber hilt. Also, the training sabers now do 1-10 damage, still with their +3/+4 energy field damages, to try and make them more worthwhile to use. Two new models have been included for the purple and yellow training sabers. You must run the TSL Patcher to fully install (aside from the lightsabers, copying files to Override folder will *not* work). Compatible with TSLRCM 1.7/1.8. Compatible with everything that dosen't use the same lightsaber model numbers. *This excludes HotOR and USM from being compatible. Compatible with Default Replacement MegaPack 4.1 or better. Compatible with Workbench Crystal Attunement Mod. Compatible with RandomSabers 6 Pack. Credits: -Darth_Deadman, for finishing off the training sabers and making them powered items that turn on and off like a lightsaber. Thanks Deadman! Thanks to Markus Ramikin, Varsity Puppet, Hassat Hunter for the Workbench Crystal Attunement mod. Bugs: None that I know of, if you get one then report it and I will see what I can do. PERMISSIONS: You may not use my intellectual property, work or materials for your own mod without asking me or collaborating with me. You may not upload my mods to other sites PERIOD. END OF STORY. 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.
  4. 1 point

    Version 1.1

    48,435 downloads

    This mod will replace and update Bastila Shans textures. Mainly her armor, underwear and head skin. Eyes borrowed from Circa: http://deadlystream.com/forum/files/file/826-higher-quality-bastila/ The head has not been published. It contains materials from another author. I can send it in a personal message.
  5. 1 point

    Version v2.2

    4,151 downloads

    Update: Please check out the improved 2021 version: ************************************** Knights of the Old Republic - The Sith Lords ************************************** TITLE: TSL Effixian's Twi'lek PC Pack AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Unzip somewhere and run the file "TSLPatcher - Install TSL Effixians Twilek Pack.exe". If you use the Steam version then point the patcher to the game's location, for example: [drive]:\[steam folder]\SteamLibrary\steamapps\common\Knights of the Old Republic II If you use the Steam version + Steam's TSLRCM then point it to something like: [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937 Feel free to ask me about the above if you run into issues. ************ DESCRIPTION ************ This mod adds 2 male and 4 female Twi'lek player characters. - Male: Xor (purple, NPC clone) and Zhar (pink/red, NPC clone) with yellow eyes at fully dark side, underwear to match their skin. - Female: The Twin Suns (Seer'aa and Teer'aa, NPC clones), Yuthara Ban (from KotOR 1, her head texture is in the K2 files) and a new red female. Apart from the red female there's no real dark side transitions. The red one gets some tattoos halfway to dark and full Sith tattoos at fully dark side, Yuthara starts with tattoos. For the females there's also underwear to match their skin. Check out my TSL Mission Vao Deluxe mod for one more unique female Twi'lek. ***** BUGS ***** None known. ************* UNINSTALLING ************* 1. Remove the following files from your Override folder: (not harmful if you leave these, step 2 will make the game not use them) pmbamXor01.tga pmbamZhar01.tga po_pTwiAFX.tga po_pTwiAFXD1.tga po_pTwiAFXD2.tga po_pTwiBFX.tga po_pTwiBFXD1.tga po_pTwiBFXD2.tga po_pTwiCFX.tga po_pTwiCFXD1.tga po_pTwiCFXD2.tga po_pUtharaFX.tga po_pUtharaFXD1.tga po_pUtharaFXD2.tga po_pXorFX.tga po_pXorFXD1.tga po_pXorFXD2.tga po_pZharFX.tga po_pZharFXD1.tga po_pZharFXD2.tga P_TwiAss0AFXH.tga P_TwiAss0AFXHD2.tga P_TwiAss0BFXH.tga P_TwiAss0BFXHD2.tga P_TwiAss0CFXH.tga P_TwiAss0CFXHD1.tga P_TwiAss0CFXHD2.tga P_TwiAssCX01.tga P_UthuraFXH.tga P_UthuraFXHD1.tga P_UthuraFXHD2.tga P_XorFXH.tga P_XorFXHD2.tga P_ZharFXH.tga P_ZharFXHD2.tga 2. If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your Override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the game, yet the associated .tga files would still be in the Override folder. ******************* DISTRIBUTION NOTES ******************* You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if you simply ask me. ******** Thanks to ******** Stoffe and Fred Tetra for the needed tools and tutorials ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. --------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
  6. 1 point
    I've been using the KotOR Toolset to get coordinates and then placing them via the git files. I have not run across the Level Editor before but downloading it now. Toolset has been invaluable but as I'm sure you know it is fairly limited in several areas. These force cage UTPs in particular have not been synced up yet, but normally I ensure placement is precise and in line to the smallest decimal. Hopefully Level Editor will help alleviate some of that work.
  7. 1 point
    Good point! Here's a early look at the Enclave Holding Cells. Plan to add relevant terminals with a droid attendant and large footlockers for their belongings. Our murderous friends from K1 will enjoy their accommodations.
  8. 1 point
    Phew, found it -- I suggest you to look at that post to learn more about armor classes [only that's relevant on your current attempt] -- it's just I can't explain it any better than JC to be fair [dang, better had that one bookmarked, really].
  9. 1 point
    Because the body texture columns in appearance.2da specify a variant base name, not a discreet texture name. The specific variant is specified by the UTI, or failing that it defaults to the 01 variant.
  10. 1 point

    From the album: Kotor I NPC Overhaul

    Lashowe, from the Sith Academy on Korriban. Ported in a player head for her from K2 as well as fresh sith robes from there.
  11. 1 point
    Lashowe, from the Sith Academy on Korriban. Successfully ported in Sith robes from Kotor 2 as well
  12. 1 point
    No, 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).
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    EDIT: Danil helped me resolve my issue, for anyone having the same error as I had, its because the installer is trying to copy files that are "read-only". To resolve this issue, go into your game folder under your profile folder, go to the properties tab of your Module, Override, and StreamVoice folders (right-click on the folders then click on properties at the bottom), and unchecked the "read-only attribute at the bottom then hit apply then ok. If you want, you could also bring up the properties tab on your actual SwKotor2 program file and uncheck "read only" and apply it so that every folder is unchecked just to speed up the process rather than go through each folder.Afterwards, the installer will work perfectly (thanks again Danil ).
  18. 0 points
    Do you plan on having contingencies for what characters or companions show up there based on what the player's choices were and/or who they decided to train or will it just include everyone as a jedi who had the potential? Also would it work differently if the player went dark-side?
  19. 0 points
    I had forgotten about the total conversion issue. I wasn't sure if this mod was k1 or k2 but either way it'd be a welcome addition
  20. 0 points
    Congrats! 🍻 Depends on what armor you use with the relevant NPC/UTC. Assuming that Lashowe's equipping a Dark Jedi Robe, yes -- "i" class' the one to be edited to make it worked. So if you make her equip Verpine Fiber Mesh that is--correct me if I'm wrong--"e" class [modele/texe] she'll have clothes changed to that then. Unless, you change what's in there to n_lashowebb -- she'll wear the robe instead. I suggest you to just keep what you're doing right now by having same looks with all class armor particularly for unique NPCs with dedicated appearance row. I believe that will save you from trouble going forwards, as I practiced that as well and all seem going fine so far. There are rare exceptions that'll want you to not doing that. For example, at a module you want her to equip the robe, and with the next one she wear Basic Clothing -- but that's another story to dig in.
  21. 0 points
    Thanks for the info! Compatibility will be a huge consideration considering the scope of this project and its potential impact on more modules than just the sublevel. Thanks for sending this! using your existing resources will definitely help clear up points of confusion I have had. Looking through your modding tutorial series now to pick up anything I haven't learned yey.