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Showing content with the highest reputation on 02/25/2022 in all areas

  1. 3 points
    View File Logical Datapads Logical Datapads by Sdub & ebmar Version: 1.0.0 Description: One thing KOTOR seems to have is an almost endless supply of datapad items. Oh, but what are they called? Oh well “Datapad” of course. I was inspired by TSL for this mod as this is not a problem in TSL. What many people and especially new players don’t know is that the Datapad items are there sometimes to give hints to quests or flesh out the lore, Hell one of them straight up GIVES you the solution, but it’s lost in a sea of “Datapads”. After talking with @ebmar who is much more experienced with the TSL Patcher liked my idea and was onboard, I immediately got to work on new titles. I did my best to have them make sense in context and situation they are acquired. This modifies Datapads and Journal Items. (Which are really all datapads) I hope you enjoy, please let me know if you have any problems. I did my best to test it as much as I could. I did not encounter any issues. You will need to start a new game to see this mod work correctly. One final thing to note, this mod was made with widescreen mods in mind, I am unsure how it will respond to the normal aspect ratio. Installation: Run TSLPatcher.EXE and locate your swkotor folder Compatibility: Will not be compatible with anything that modifies existing datapad .UTI files K1R Compatible: Yes Tools Used: TSL Patcher ChangeEdit KOTOR Tool xoreos-tools Big thanks to the KOTOR Modding Discord! Submitter Sdub Submitted 02/24/2022 Category Mods K1R Compatible No  
  2. 2 points

    Version 1.0.0

    12,489 downloads

    Logical Datapads by Sdub & ebmar Version: 1.0.0 Description: One thing KOTOR seems to have is an almost endless supply of datapad items. Oh, but what are they called? Oh well “Datapad” of course. I was inspired by TSL for this mod as this is not a problem in TSL. What many people and especially new players don’t know is that the Datapad items are there sometimes to give hints to quests or flesh out the lore, Hell one of them straight up GIVES you the solution, but it’s lost in a sea of “Datapads”. After talking with @ebmar who is much more experienced with the TSL Patcher liked my idea and was onboard, I immediately got to work on new titles. I did my best to have them make sense in context and situation they are acquired. This modifies Datapads and Journal Items. (Which are really all datapads) I hope you enjoy, please let me know if you have any problems. I did my best to test it as much as I could. I did not encounter any issues. You will need to start a new game to see this mod work correctly. One final thing to note, this mod was made with widescreen mods in mind, I am unsure how it will respond to the normal aspect ratio. Installation: Run TSLPatcher.EXE and locate your swkotor folder Compatibility: Will not be compatible with anything that modifies existing datapad .UTI files K1R Compatible: Yes Tools Used: TSL Patcher ChangeEdit KOTOR Tool xoreos-tools Big thanks to the KOTOR Modding Discord!
  3. 1 point

    Version 1.1.2

    79,178 downloads

    Unlike its predecessor, the Complete Overhaul for K1, the purpose of this texture mod is to preserve the original look of the game, while using different texturing techniques to give the old game engine a modern look, emulating shine & vector based animations from the Mass Effect series. Im sorry guys that i cant provide screenshots at the moment, my graphics card is malfunctioning. Installation: Download the file, extract its contents with an archive extraction tool such as 7zip or WinRAR, and move the contents to the override folder for your game. Enjoy!
  4. 1 point
    Definitely why it's been such a challenge. There still has to be a workaround, no?
  5. 1 point
    Over the years, a large number of mods have been created for TSL. While most of the useful and/or still relevant mods are available in the Download sections of DeadlyStream and Nexus (currently most popular Kotor I-II modding resources as far as I know), some of them are not and thus have become lesser-known, rare or even obscure. I have seen many old mods of varying quality and made notes about interesting ones in the list-reminder. This list can be useful for people, who are tired of their builds and want to see something “new”. In the recent past, several mods have been rediscovered or recreated (Xcom's Grenades Mod, Blue GUI for TSL), so I won’t mention them. Also, I think mods like Ultimate Saber Mod (USM) or Dark Harbinger are fairly well known, so I’ll focus on more obscure works. 1. "TSL Improved Loading Screens" by SpaceAlex This mod is similar to Concept Loading Screens 1.1 mod by Darth InSidious, but unlike that mod, when there is no appropriate concept art, original loadscreen is replaced by processed high-resolution screenshot. I think these two mods will work best in tandem: some concept art loadscreens are present only in Darth InSidious work, while others are in SpaceAlex mod, some concept art looks better in the first mod, some looks sharper in the second. In particular, I can highlight load_105PER, load_205TEL, load_512OND, load_901MAL, load_EBO1, load_EBO3, load_EBO4, load_EBO5, load_EBO6. Note: you need to rename files load_EBO1.tga, load_EBO2.tga, …, load_EBO6.tga to load_001EBO.tga, load_002EBO.tga, …, load_006EBO.tga for them to work. Screenshots: Link: https://www.moddb.com/games/star-wars-knights-of-the-old-republic-ii/addons/tsl-improved-loading-screens 2. "Force Fashion I" and "Force Fashion II" by Jonathan7 These mods replace robes that use padawan model and add additional based on movie designs, KOTOR and Tales of the Jedi comics. They also give new robes to companions and jedi masters. It was stated that these mods are incompatible with TSLRCM, mainly due to party .dlg files for acquiring robes after they become jedi. But I guess, it should be possible to simply drop skin files to Override folder and obtain them via cheat codes (Jonathan7 kindly provided all item codes in readme file). There are many interesting robes to choose from; my favorites are Anakin RotS, Obi-Wan ANH, Luke RotJ, Nomi Sunrider, Malak’s Jedi Robe and Darth Sidious RotS robes. Note: item code for Brown Leather Robe (Sylvars Robe) is a_robe_25, not a_robe_55. Screenshots: More screenshots: https://web.archive.org/web/20110927123930/http://knightsoftheoldrepublic.filefront.com/file/Force_Fashion_II;104261x#2124606 Links: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/force-fashion and https://www.fileplanet.com/archive/p-67260/Star-Wars-Knights-of-the-Old-Republic-II-Force-Fashion-II-Mod 3. "RGB 6 short robes pack" by RGB This may be one of rarest TSL mods (that are worth seeking), it seems to disappear completely from the Internet and unlike other RGB’s works, it wasn’t saved by wayback machine. Which is a shame, because these short tunics skins have a great design and are well made, plus they give interesting bonuses. However, thanks to the amazing community members the mod has been rediscovered. The readme file didn’t have any redistribution instructions, so if you need it, message me on DeadlyStream or Discord. Alternatively, there is Tunics for JS-ZS Armors mod by 90SK. Screenshots: More screenshots: http://web.archive.org/web/20060511130116/http://www.pcgamemods.com/mod/12805.html 4. "The Mandalorian Knights" by The Source (MacCorp.) Adds a small shop near Tienn Tubb on Nar-Shaddaa that sells good-looking shiny heavy armors. The shop is nicely decorated, although new merchant has only bare minimum of dialogs (so don’t hope for extensive backstory or sidequests there). A curious detail: from a certain angle, “The Mandalorian Infiltrators” female armors resemble costumes from Power Rangers movie (2017) for some reason. Screenshots: Link: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/the-mandalorian-knights 5. "Malachor V" texture mods by xediixarwarz and OriionZ There are plenty of mods that replace Telos and Harbinger textures with alternate versions, but I have not seen many works that reskin Trayus Academy. In fact, the only released packs I remember are Malachor V 2012 and Malachor V 2013. While some design choices are questionable (didn’t know that sith were fans of pink color), these packs offer a nice variety over boring grayness of vanilla textures. Screenshots: Links: https://www.moddb.com/games/star-wars-knights-of-the-old-republic-ii/addons/malachor-v and https://www.moddb.com/games/star-wars-knights-of-the-old-republic-ii/addons/malachor-v-2013 6. "Lonna Vash Mod" by Sikon With this mod, the player can meet Lonna Vash on Korriban and talk to her without having to visit M4-78. Listed as incompatible on TSLRCM page, but several users confirmed that in reality it just reverts Korriban to pre-TSLRCM state (no HK-50 encounter there and no few restored lines). Link: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/lonna-vash-mod 7. "Force Power For TSL: Lightsaber Floating" by Darth333 Most of Darth333 mods are available in the Download section on DeadlyStream, but not this one. It adds a new force power that allows to summon floating lightsabers like certain character. In V2.0 the force power upgrades automatically upon usage (although now you can only learn it on Korriban, this will probably happen quite late in the game). Note: Regarding v2.0, I read that due to a bug, only one lightsaber appears after upgrading force power, but there is an instruction from zbyl2: “The mod itself needs a small fix to work as intended though. First of all, install the mod as usual. Then open Spells.2da from your Override folder and find the lines FORCE_POWER_D3_SABER_1 to _3. Remember their line numbers or simply keep the 2da file open. Next, go to the d3_saber_source folder found in the mod file and copy the d3_saber_force.nss somewhere else to edit. (You can also edit the one in the source folder, but I prefer keeping the mod files intact.) Open it using Kotor Tool's text editor or any other editor of your choice and replace 997 with the row number of FORCE_POWER_D3_SABER_1, the two instances of 998 with the row number of FORCE_POWER_D3_SABER_2 and the two instances of 999 with the row number of FORCE_POWER_D3_SABER_3. Once that's done, compile the script and place it in your Override, replacing the script already there.” Screenshots: Links: https://deadlystream.com/topic/7174-request-tsl-floating-lightsaber-force-power/?do=findComment&comment=76772 and https://deadlystream.com/topic/7174-request-tsl-floating-lightsaber-force-power/?do=findComment&comment=77458 8. "Final Touch" by oldflash Calling Final Touch obscure might be inaccurate, but nowadays this mod is rarely mentioned, despite being very famous in the mid-2000s and almost winning the title “Mod of the Year” on LucasForums. Sure, some things from it don’t look as cool as they did 15 years ago, some just didn’t age well, and overall scale of the mod makes it incompatible with major modern projects. However, it can serve as good modder resource (for personal use). What I mean is that experienced user can find files with interesting elements and manually insert them into Override folder. For example, things like new model for remote (https://deadlystream.com/topic/4800-black-reskin-of-bao-durs-remote/?do=findComment&comment=49900), handmaiden model without hood (works with some retextures, Instruction here https://forums.nexusmods.com/index.php?showtopic=5498592/#entry69250461), headgear, weapons or reskins of Visas robe (shroud will require manual recoloring if you wish it to match robe’s color). Screenshots: Link: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/final-touch 9. "Telos Polar Plateau Sidequest 1.2" by GeorgNihilus (aka FrantFire) Adds new sidequest that allows to return to Telos Polar Plateau and Atris’ academy. The mod is well-made: the story isn’t long, but has several possible conclusions, there is new location (though, it reuses existing module), NPCs have animations during dialogues. In version 1.2 the player can actually infiltrate and rob the academy, this would be a good opportunity to use invisibility belt and stealth gameplay, but this is not an option, sadly. There is no reliable info about compatibility with TSLRCM. Files ‘grenn.dlg’ (the dialog from 221TEL) and k_222area_enter.ncs script are likely to conflict with TSLRCM, but even then, they should undo only some changes to Battle of Telos modules (221TEL, 222TEL). Note: version 1.2 has a bug with missing NPC and westar pistol. Since original patch is no longer available, I made ‘custom’ fix. Before the installation of the “Telos Polar Plateau Sidequest 1.2 mod” copy files "changes.ini" and "ff_skeleton2.utp" from the fix into the folder "tslpatchdata" of the mod, replacing existent files. Then install mod as usual. Screenshots: Link: https://en.ds-servers.com/gf/ff-telospolarsidequest1-2-zip.html The unofficial fix is at the end of the post. If any of the mentioned mods are actually available in the Download section of DeadlyStream, then please post a link in the comments. ff_telossidequest1_2_fix.zip
  6. 1 point
    Our first adventure takes us to the usual scene. Our hero awakens, pulled away from his wonderous dream of being surrounding by Twilek Lekku, With his morning quarterstaff still up and about, our trusty bunkmate has come to inform us of the situation. In a terrible state of ironic affairs, it seems that he is the one who has fallen out of bed and hit his head, as he believes that he is a Jedi Knight. Yep, a Jedi Knight holding a Blaster rifle and with a Republic Soldier uniform. Seems legit. He also speaks the Twilek language. Fascinating. There have been stories, rare as they are, of people suffering traumatic cranial injuries regaining consciousness to find memories that were not once theirs or somehow have the ability to speak a language never spoken by them before. Perhaps this is one of those moments? Anyway, we have to escort our immensly confused friend to the scene of the battle. We now have a glimpse of what he actually looks like through our animated profile pic of him! Based on this most handsome face, I believe a more fitting name should be applied. Yes, henceforth, we shall name our companion "Bruh". Anyway, Bruh's first battle with sith ends up poorly, but we still survived! In reality, it's just cause we're invincible on the first level, but let's just play along and pretend that Bruh cut down all those mean bad sith bullies with his laser sword Rude ass still won't give me the advanced medical kit he usually would here tho... But now, we've reached the heart of the battle, and it seems like all hands are on deck! In one corner we have a mercenary, on the other corner, a Czerka employee, and on the other corner... a civillian? That thing is nearly half her size, dang. What is she even doing here?? Oddly enough, that's supposed to be Selven. How nice of her to help the Republic before she died. Shame, guess we'll have to kill her again on Taris to make up the favor. BTW, so nice of the journalist the Repuiblic hired to interview bastilla to pick up arms and defend the ship. I also really like the new Twilek Sith Captain! Adds some really nice diversity to the sith ranks. I have to wonder though, who thought she would be fit for battle with her arm so damaged? As Bruh and Revan limp their way to victory, fighting against odds clearly meant for a Jedi and not two republic soldiers to be dealing with, we come across a duel between a Dark Jedi and a Jedi apprentice, our first lightsaber encounter in the game! Except for some reason, Bruh keeps talking about how that's his padawan... Ya, sure thing, Bruh. We'll take you to the neurologist as soon as this mission is done with, ok buddy? (WHAT IS SHE EVEN WEARING) Unfortunately, both the Dark Jedi and the Jedi perished in the battle. Bruh is not to happy that we pointed out that she died, constantly lamenting about how she could take her on no problem... even though this was her first actual real mission. Bruh, you need help ASAP To try and make some sense of this, Bruh attempts to meditate to resolve the issue, falling back on his Jedi teaching. Ya, his nonexistant Jedi teaching. C'mon... YOU. ARE. A. SOLDIEEEEEER You're not a real Jedi, you're a ground unit! You are a general's plaything! Finally, the insanity is almost done, and I got my first level u....uhhhh wait what? OK, something is missing here, I can't quiet put my finger on it... Where the feats at? Where are the ranged attacks? I'm pretty sure a few other things are missing. If I'm not careful, I could find myself getting stuck on this menu just cause my character gained every feat to early lol And this next scene, Bruh truly reveals his insanity. He just suddenly took off his clothes (I swear I didn't do this), ran into Darth Bandon unarmed and said that the Force would protect him or something and that fate was a mysterious thing. We'll whatever, I'll let that lunatic deal with little bald. Godspeed, Bruh Finally, time for the second pa- aaaaaaaaaaaaaaaaaaand Carth is Black my god man what is even happening lol btw was the scout outfit intentional? I'll assume the extra melanin was not. To my utter shock, the Dark Stalker mod for the Endar Spire, which I modifed heavily, still works flawlessly! I have no idea how, but I'm not complaining! Well, that's it for part 1. All things considered, part 1 is tame. Like, REALLY tame, compared to what's next. If you enjoyed this blog entry, don't worry, it all goes downhill from here! Stay tuned~