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Showing content with the highest reputation on 01/30/2022 in all areas

  1. 3 points

    Version 1.0.0

    11,932 downloads

    Heyorange's Sith Uniform Reformation A Mod for Star Wars Knights of The Old Republic Author: Heyorange (aka Pataschka) Version: 1.0 DESCRIPTION: This mod is a bunch of reskins of the sith officer uniforms. Different uniforms with different rank insignias were given to different officers throughout the game to give a bit more realistic look. Aside from that, the uniform of the Admiral Saul Karath was changed and a new reskin for sith students was added. The Mod is devided into 3 parts: 1. Heyorange's Sith Uniform Reformation - the main part of the mod 2. Sith Students + Czerka on Korriban fix - reskin of the standart sith uniforms for Korriban sith students and fix for Czerka workers on Korriban to have correct uniforms 3. K1R fix - A reskin of the sith uniform for the added wounded officer on the Leviathan by the K1R modification INSTALLATION: This mod doesn't have TSLPatcher so to install it copy desired files to your Override folder: - If you are using mods such as "Back in Black" or any other mod that changes the uniforms of the sith students and fixes Czerka workers then copy only files from "Heyorange's Sith Uniform Reformation" folder to your Override folder - If you don't have any mods affecting the appearance of the sith students and czerka officers then copy the files both from "Heyorange's Sith Uniform Reformation" and "Sith Students + Czerka on Korriban fix" folders to your Override folder - If you are using K1R modification than copy the files from all of 3 folders to your Override folder COMPABILITY: Would be incompatible with any mods that change the model of the sith officers. Should work both with vanilla game and K1R. PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  2. 2 points
    Hello everyone! At last I finished light and dark side test playthrough with my Sith Uniform Reformation mod! Plus checked that it works with K1R. I added new uniforms for Korriban sith students and fixed the Czerka officers on Korriban. However, I decided to add it as a option because there are already mods like "Back in black" that change the sith students' appearances and fix Czerka officers. In any case, the new sith students look is below: The mod is out on DeadlyStream now!
  3. 1 point

    Version 1.2.0

    1,154 downloads

    K2 Style Dialogue for T3-M4 [K1] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2.0 Release Date: 04.03.2022 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstall: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: Even if you've played the game for less than a day, you might've realized by then that the party member T3-M4 is rather lackluster and is overall useless in your journey across the galaxy. In Obsidian's sequel, T3-M4 is improved by a long shot when compared to his first appearance in Kotor 1. This mod aims to recreate some of the new improvements from Kotor 2 for Kotor 1. What does this mod do? It does the following: * You can ask T3-M4 for Computer Spikes outside the Ebon Hawk. * T3's Computer Spike Dialogue can be repeated meaning you can get the maximum amount of Computer Spikes from T3 in a single dialogue sitting. * T3 can now be used as a portable Workbench. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modify T3-M4's main dialogue. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Special Thanks to: Sdub: For requesting this mod be released as a standalone mod Salk: For rewriting the Workbench script and pointing out some issues with the DLG file ConansHair: For pointing out bugs in 1.1.0 Bioware: For such an amazing game Obsidian: For improving the character T3-M4 in their sequel Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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 THIS FILE.
  4. 1 point
    View File Heyorange's Sith Uniform Reformation Heyorange's Sith Uniform Reformation A Mod for Star Wars Knights of The Old Republic Author: Heyorange (aka Pataschka) Version: 1.0 DESCRIPTION: This mod is a bunch of reskins of the sith officer uniforms. Different uniforms with different rank insignias were given to different officers throughout the game to give a bit more realistic look. Aside from that, the uniform of the Admiral Saul Karath was changed and a new reskin for sith students was added. The Mod is devided into 3 parts: 1. Heyorange's Sith Uniform Reformation - the main part of the mod 2. Sith Students + Czerka on Korriban fix - reskin of the standart sith uniforms for Korriban sith students and fix for Czerka workers on Korriban to have correct uniforms 3. K1R fix - A reskin of the sith uniform for the added wounded officer on the Leviathan by the K1R modification INSTALLATION: This mod doesn't have TSLPatcher so to install it copy desired files to your Override folder: - If you are using mods such as "Back in Black" or any other mod that changes the uniforms of the sith students and fixes Czerka workers then copy only files from "Heyorange's Sith Uniform Reformation" folder to your Override folder - If you don't have any mods affecting the appearance of the sith students and czerka officers then copy the files both from "Heyorange's Sith Uniform Reformation" and "Sith Students + Czerka on Korriban fix" folders to your Override folder - If you are using K1R modification than copy the files from all of 3 folders to your Override folder COMPABILITY: Would be incompatible with any mods that change the model of the sith officers. Should work both with vanilla game and K1R. PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. Submitter heyorange Submitted 01/29/2022 Category Mods K1R Compatible Yes  
  5. 1 point
    Hey ebmar, I really appreciate the feedback! I'll aim to fix the 2DA problem next release. I was not aware that row labels stored in the file were actually used, I guess thats my mistake for listening the 2DA specification for NWN even though the formats are different. In regards to override subfolder, I had forgotten that subdirectories are supported (in TSL). So for next release I'll also aim to add a dropdown menu in the override tab where you can select which folder you want to browse.
  6. 1 point
  7. 1 point
    Excellent work there, my friend! I hereby appoint you as official Sith Uniform tailor. 😉
  8. 1 point
  9. 1 point
    Greetings, author -- Introduction: First, a good start for allowing the tool to read users'-end Override -- liking that feature already - among any other improvements from the ol' KotOR Tool. Granted, it's far from perfect as there are still bugs around. However, nothing but promising sign one must say. 👍 Report: Second, I'm giving you heads-up about an oversight with the built-in 2DA editor which it mistakenly read-and-write visualeffects.2DA. What your tool does was it reads the row [label] based on index instead of the actual number [int?] each rows has. For example, supposedly [and by using KotOR Tool] VFX_ARD_LIGHT_YELLOW_10 has 5000 with the (Row Label) which also used for scripting constant -- but then your tool read [and write] it as 130 hence breaking the table and obviously the game as well. On top of my head that's the only 2DA I'm aware of that needs attention - there are others probably, but that's the only one I had encounter the issue with. Therefore, along with this report I hope you able to resolve the issue. Feedback: I might be part of the minority that's using subfolder in TSL's Override -- however, I still wish you can make the tool able to read them also. I think that'd be a cool feature to have. 😁 Think that's all for now. I'll get back to you with reports/questions later -- 'cause one thing at a time, I guess. Much thanks for considering this. Cheers.
  10. 1 point
  11. 1 point
    Looking good here. I liked how it reads users'-end Override, and able to detect images format [I did put a JPG to there as part of a conditional for a mod I'm working on] among any other stuffs as well. Think I'm going to familiarize myself with navigating through this tool for awhile, and looking forwards to see it in action. Neat work so far! 👍
  12. 1 point
    Something I've been working on recently -- Yup, "Defense of the Turrets" -- HK-47's very owned fighter-simulation, hahah. Can say all the [basic] mechanics are done. Anything's left probably some polishing to the textures, and maybe other things -- who knows, sometimes unexpected ideas [or errors, urgh] comes pretty late in the process. P.S. For the load-screen I'm using ajdrenter's "Very Nice! Load Screens for KotOR" [which based on JackInTheBox's] as the template for the frame. Credits to the respective authors. Edit: DarthParametric kindly provided me as well the load-screen template for KotOR High Resolution Menus-compatible option Featured as well MadDerp's Widescreen Cockpit fix with the mod. The author allowed to use the assets from their mod -- therefore credits to the respective author [Update02: 02/02/2022/PM]
  13. 1 point
    I'll have a look into the possibility of restoring this feature!
  14. 1 point
    @Cinamyn @MasterKriebel You can fix that by looking for files of the same name in your override folder (search, sort by name, etc.). Delete the ones with .tga and .txi extensions. I don't know of any other mods that retexture male Twi'lek heads, but older versions of this mod did use TGA files, which the game tends to prefer in override over TPCs. If you installed a new version of this mod on top of an old one, then that's probably the culprit. I'll include a note on this page and the K1 variant. The stretching horrified me in the test phase, so my apologies you had to witness it too!
  15. 1 point
    on my iPad pro I do not have an iTunes > Apps > Documents. I have an individual KOTOR II app folder but I cannot drag and drop and place the file in this spot
  16. 1 point
    I haven't played kotor 1 in a long time ,i used to install all the texture mods by Xarwarz along with countless other mods from a few of the old sites (used to love finding those small sites hosted by individual modders). I have a lot of mods stored on hard drives ,don't remember what half them are ,should be fun checking them Anyone know if this mod will install ok alongside the texture packs by Xarwarz ?
  17. 0 points
    KOTOR1 Gameplay and Immersion Rebalancing By: NecroAvalon Installation: Simple - everything from my mod's Override folder needs to be copied into the game's Override folder. Everything from MODULES folder into the game's Modules folder. And the Dialog.tlk file into the base game folder, to replace the unmodded one. Premise of the mod: Let's start by asking a few questions. 1) Have you ever wanted to arrive at Korriban, and not come across a bunch of Sith students and apprentices cosplaying as Sith military officers? All the way up the ladder to Uthar and Yuthura, who for some reason that eludes me completely, decide to wear military uniforms instead of Sith robes? Not to even mention "Czerka Officers" who for some unknown reason also dress as Sith military? 2) Why can a lone player character murder both Uthar and Yuthura 2 on 1 so easily, in the final trial in the tomb? I mean, they ARE supposed to be Sith Lords, right? RIGHT?! 2) Were you ever underwhelmed by the first "Dark Jedi" encounter, three masked emo-types who turned out to be easier to kill then most regular hostile NPCs you fight on said planet? 3) Why is Juhani such a pushover when you face her in the Grove? Especially for being your "final test"? 3) Speaking of "Dark Jedi", why are all of them clones of the same skinny emo guy, dressed in exact same unibody f***** pajamas? Especially since Dark Jedi Robes are in the game, and they look way cooler. 4) Why are Terentateks, the most hyped-up, overblown "Jedi devouring" threat foreshadowed in the game, so pathetically easy to kill, once you finally get to them? 6) What is the point of all those super-duper high-quality expensive pieces of gear you can buy later in the game, when combat stays so unbelievably easy? So you can hack through the trash in 1.5 seconds with Master Speed, instead of 2 seconds? 7) Has anyone ever felt the need to use stims to buff up before a tough fight? 😎 On that note, is there any fight in the game that can be classified as "tough", other then the final boss? All questions I think most of us know the answers to, so I'll just address the very last one I posed: NO. No, there is not. So I've decided to do something about it. I have modified and buffed every single NPC in every single area of the game, that you get to fight. Buffed health, more items to use, meds, stims, more accurate, better armor, etc. They are now a credible threat to the player. And facing ANY Dark Jedi is now a daunting challenge. They get innate buffs, regeneration, more Force powers, better stats, more Defense, innate bonus energy damage dealt, buffed attack bonus, the works. And when it comes to Masters, you'll be in for an epic struggle for survival, needing to use everything at your disposal. Second, immersion. No more Sith Military Cosplay Club on Korriban. That was my No1 gripe, when I first played through it. It was so immersion-breaking for me, to walk around the Sith Academy, and see military officers duel with lightsabers and shoot lightning. No more. Now, all Sith at Korriban wear dark robes of one kind or another, guards are dressed in Sith Armor, and only proper officers are still in uniform. And yes, Czerka guys are in - you guessed it - Czerka UNIFORMSSS! And third - cheese elimination. Party-wide 15 points energy damage resistance, costing only TEN FORCE POINTS for 2 minutes?!?! What the actual f***?! So basically, you just pop that, and you and your buddies can walk through a firing squad of blasters, without taking any damage. What's the point of personal shields? What's the point of buffing anything else? What's the point of having high Defense? No more. Now, Improved Energy Resistance is a 1 person only buff, nerfed to only grant 10 points resist, and increased in Force cost to 25 points. Same with basic one, except basic Energy Resistance only stops 5 points. Also, spell descriptions fixed, since they incorrectly stated that it doesn't protect from blaster fire, which it does. Next - weapon rebalancing. Blaster weapons in vanilla game are so underpowered it's not even funny. Not only do they do less base damage then swords and blades, they also don't benefit from any attribute bonuses to damage, and every energy shield in the universe can block energy damage, while physical damage goes through most defenses. And let's not even mention Energy Resistance force power tree. All ranged weapon damage buffed. Massively. Min and max. Now those 10 points Energy Resistance, while helpful, aren't an I Win button. You will take damage, even with it. You will need to use forearm shields, you'll need to broaden your defensive arsenal. Also, a lot more NPCs use Disruptors, too (which are also more powerful then before). Just to break the mold a bit, and give you a headache in picking which shield to pop when. And speaking of shields. No more charges. No more constant popping, and keeping yourself shielded indefinitely. All forearm shields now have 1 charge (replenishable), and a massive cooldown on it. No more cheese-popping a shield every 2 combat turns. Now, if you pop a shield, you have to wait 3-5 minutes before you can pop it again (depending on the specific shield). And it can't be switched for a fresh one until recharged. Droid shields work the same way. HK47, our favorite assassin droid. He was shafted badly in vanilla. That ends here. Stats changed. Higher Dexterity, lower Strength, a good deal of Con, to fit his fighting style more accurately. Classes rebalanced. Now there are 3 attack-bonus progressions, instead of two. Scouts, Consulars and Expert droids gain attack bonus the slowest. Soldiers are unchanged. Sentinels now gain AB at the same rate as Guardians. And Scoundrels, Guardians and Combat Droids now use a new AB progression line, even better then that of Soldiers. Oh and Consular health gain is now the same as Sentinels. You may think that would make Scoundrels OPd, with their Sneak Attacks and now with improved accuracy? No. Certain belts, implants and masks now grant immunity to Sneak Attacks. All Class 9 heavy armors (Heavy Battle Armor line) do so as well. Most Dark Jedi are immune, too. These are just the broadstrokes. Plenty of other surprises too, waiting to be found as you play. In conclusion, my goal was to make the game more challenging, more immersive, and ultimately, more fun to play, in my considered opinion. This mod may not be for everyone, but if you like your KOTOR with a touch of masochism in it, give it a shot! Disclaimer: This is a Beta. No TSLpatcher installer, some bugs may not be ironed out yet. Expect updates as I figure out how to make it TSLpatcher compatible. Incompatibility: K1 Restoration mod. Unfortunately, K1R basically overrides a number of .rim module files which my mod modifies, so at present the two don't play nicely together. K1R will override most of my mod. I've tested it with a number of other content mods, and it works fine. Basically as long as module files don't override my own, there shouldn't be a problem. Just to be on the safe side, I recommed you set up my mod first, in a clean game, then install other mods, so they can patch-into it. And make sure module files aren't overriden. Permissions: No parts of this mod may be modified and reuploaded without my express permission. That said, I welcome suggestions on how to improve the mod, and especially help in making it more TSLpatcher compatible. I am relatively new to KOTOR modding. That's about it. Enjoy