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Showing content with the highest reputation on 01/12/2022 in all areas
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1 pointAnother cool TSL find: https://www.angelfire.com/crazy2/xclone_0101/kotor_mods.htm/ ^ This link is still active, all of Svosh's KotOR and TSL mods 🧐
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1 pointOk, thats hard. I know one or 2 Modders, maybe I can ask them, if they could help you...
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1 pointDigging into what the mod actually does, it looks like the feat this mod created was just a placeholder that prevented other people from putting on the disguise item the mod was built around needing. There is no reference to "Bastila's Disguise" in the mod now...checking the change log it looks they realized this new feat isn't necessary because Bastila already has a unique feat (Battle Meditation) to restrict items around.
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1 pointIf I recall correctly - Hunters Run's "Operation Kill Bastila Remade" add a new feat to the 2DA called "Bastila's Disguise", and it worked as the mod intend to. One can try looking at the setup or asking him to elaborate.
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1 point@Jj117 This isn't the right place to upload a mod. Please go to the download section located here: https://deadlystream.com/files/ Click "Submit File" and you should come across the interface to upload your mod to the Download page. Once your mod is uploaded and approved by an Admin, a forum post will be automatically posted in this "Mod Releases" section and the mod shall be avaliable to download at the download section. I hope this helps!
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1 pointThought that might be the case. I'm not a proficient scripter by any means, so I can't help you there without dedicating some time myself into getting comfortable with scripting for kotor 1. You should know there are certain features hardcoded by row ID in baseitems.2da but I don't know the full extent of it.
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1 pointAnyone more knowledgeable please correct me, but my understanding is that you can't really manipulate feats in K1. All the current feat effects are hardcoded. You can make new feats by manipulating the .2da files, but they won't do anything. The only use case is to use them to require the new feat for something else (ex. custom equipment/power). If you are suggesting that the feat effects will just work through the hide item equipped, that could work (that's how Juhani's camo feat works). The scripts you'd need are pretty easy, I can even send you mine as an example (they are based on the scripts from HK-47's repair challenges). To trigger them in the Ebon Hawk, you would need to add something with dialog (a character for example) that could trigger the individual scripts based on player choices. How to add characters, computer panels, or any other dialog trigger to someplace like the Ebon Hawk is beyond me, so you'd likely need to look through mods that do that and try to figure out the process.
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1 pointSomething random Star Wars that I've done recently: Photo realisticish texture of the death star plans from Dark Forces. Original image: Texture Remake:
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1 point
Version 1.0.3
1,215 downloads
This mod change the background music [BGM] played inside Javyar's Cantina. -= BACKGROUND =- For me who playthrough most of Taris' side-quests, spending ~80% of the time in the cantina is inevitable -- reporting to Zax about the bounties, hunting credits from dueling, and maybe just to crashes on the sofa while enjoying the view of all the hot chicks inside the cantina is always a routine. But then at one moment I wanted to hear something new around the room, so I was thinking; why not make one? Influenced by a mod which change the cantina music to the classic piece from "A New Hope" and a reddit user; RomMitney, whom made some really cool cantina style one, this mod was made then. -= ABOUT THIS MOD =- This mod change the background music [BGM] played inside Javyar's Cantina to a custom one I made. At the time I was heavily-influenced with Lo-Sci-Fi stuffs -- something like world of Cyberpunk with lesser fidelity I wrote and created the song using FL Studio 12 PE. The song itself called "Tainted Love" With this installed you will have every cantina [module] in the game their own unique BGM Easter Egg: The song is included in "Lower City Movement #3", the third issues from a compilation of Lower City obscure artists which is released in 4001 BBY -- Included are two installation options; MP3 and WAV format that are needed depending on which version of the game. GOG/retail version should be good with the game's native WAV format -- however, there are also Steam and mobile-version of the game which--from what I recall--need it as an MP3. -- provided as well a user-friendly uninstaller for best compatibility purpose. -= KNOWN ISSUES =- N/A at the time it was tested -- let me know if you find some. -= FINAL REMARKS =- This mod work best with Sith Holocron's "Animated Cantina Sign for KotOR 1" installed, as the animated-broken-blipping-sign gives you that lively feeling inside the cantina so, I'd recommend you to use that mod in conjunction with this. There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Run the installer, pick one of the available and suitable options then hit the [Install Mod ->] button! -= UNINSTALLATION =- Choose the UNINSTALL option in the installation menu Read the instructions for further required actions! -= COMPATIBILITY =- Will be compatible with mostly anything. Unless with mods that force-overrides tar_m03ae.MOD and/or ambientmusic.2DA, also coincidentally file-name conflicted -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. However, you can use the music for your school and/or mod project or anything that is non-commercial, though be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare and LucasArts for Knights of the Old Republic Sith Holocron for "Animated Cantina Sign for KotOR 1", which assets being stand-out both in the screenshot and preview of this mod DarthParametric for past-present knowledge, and his creation that I took learn from Kexikus for "Different Music for Anchorhead and the Ebon Hawk" which at the first place inspire me on having this mod its modular installation for a guaranteed compatibility JCarter426 for SithCodec -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing a lot using their method Fred Tetra for KotOR Tool stoffe for TSL Patcher and Fair Strides for the updates VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS' staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting Discord/r/kotor -eb ** Preview [earlier version than v1.0.3] -
1 point
Version 2.0.0
2,381 downloads
When first playing Kotor 1 not too long ago I considered that the implants in the game were lacking some punch. They're rare, can be very expensive and on top of that they require spending feat points to even equip. So I went in and "upgraded" all but two (including the ones added by Yavin Station). The two left out are the implants that make the user immune to poison and mind-affecting. These two bonuses are good enough as they are without adding more on top of them. These are not meant to be "cheat" items. I consider them to be properly balanced within the vanilla game. Hope they are enjoyed. Credits: Kotor Tool by Fred Tetra