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Showing content with the highest reputation on 04/04/2022 in all areas

  1. 1 point

    Version 2.0.0

    58 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 2.0.0 Release Date: 1.04.2022 Installation: Make sure you backup your "Streamsounds" folder before installing this mod! Copy the files from the "For Streamsounds" to the "Streamsounds" folder within the "swkotor" folder! For easier installation, be sure to hit "Ctrl", "Shift" and "A" on your keyboard to select ALL of the files within "For Streamsounds". Uninstallation: Depends on what you've chosen to install. Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: When I first released this mod, it was April 2nd 2022. But for my American fans, it was April 1st 2022. I had uploaded this mod late at night on my April 1st so that those living in the American eastern time zone would see my mod early in the morning of their April 1st. Apparently, April Fools jokes only "work" somehow if it happened before 12PM in the afternoon and since I live in a totally different time zone I'm probably now updating the mod around 10PM for those living in the American eastern time zone... so that probably makes me the fool! (If you ignore the fact I uploaded this mod about an hour before April 2nd in my timezone) In the original description of the mod, I had a "What does this mod do" section with an empty spoiler thingy, so without further ado... What does this mod ACTUALLY DO???!!!: This mod replaces EVERY SINGLE Party Member soundset audio and replaces them with the Tach's "Battle 1" soundset... AKA, that god awful Tach screech you hear in the Shadowlands!!!! EVERY. SINGLE. AUDIO FILE. Is a Tach sound... from attack grunts, death sounds, skill related sounds, ALL. OF. THEM! Including the Player character! In addition, the dead sounds of EVERY. OTHER. SOUNDSET. Is ALSO a Tach grunt... so whenever you kill an NPC, you're going to hear a Tach grunt! Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com. Incompatibilities: Report any incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Bioware: For such an amazing game Fred Tetra: For Kotor Tool 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.
  2. 1 point
    Its not bundled together, but there is a good list of mods that are compatible together over on reddit.
  3. 1 point
    I mean there’s also 40 plus Jedi Knights and Masters hanging about. That alone would give them pause😅
  4. 1 point
    Patrolling soldiers, I can do. The ships overhead are beyond my current skill set at the moment😅 Once the Holocron Toolset is ready for building new maps with Dantooine rooms, I plan to see if I can recreate the Enclave with another docking area. Could be a good spot for fighters or the like to at least give the planet some kind of defense.
  5. 1 point
    I've decided to release earlier than intended since everything seemed to be mostly stable and I'm not going to have as much time to work on it in the coming weeks. I did have a long checklist of things I wanted to get done before release but that list was growing faster than I was crossing things off. Oh well. Yeah sorry, I seemed to have missed that in the instructions. You can rotate the model by using the mouse wheel. To have a working module you need: Area models with textures .LYT file - Lists what area models to use and their coordinates .VIS file - Basically lists which area models are visible when standing in a specific model .ARE file - Stores some information about the module, like lighting .GIT file - Stores list of creatures/placeable/doors/ect .IFO file - Stores some information about the module including the name of which LYT/VIS/ARE/GIT files to use. Unlike the other files listed, this MUST be stored inside a ERF/MOD file and MUST be named "module.ifo". The ERF/RIM (doesnt matter which format) that stores the module.ifo file is what your are referencing when you type the warp cheat. Bioware left the files for the first 3 points in the game but not the last 3. So in order to get the module working you will need to create a new RIM or ERF file and add a IFO inside of it as well as the appropriately named ARE and GIT files. You can just copy these files from existing modules. The "Area_Name" and "Mod_Entry_Area" fields in the module.ifo should have their value set to "m19aa" as this is the name of both the LYT and VIS files that Bioware left behind. This also means you GIT and ARE files should be named m19aa. Once this is done, you should be good to go. Hope that made sense. Yeah I need to improve some of the error handling. Having some files missing may cause some silent errors to occur. Its important to copy all of the files in the zip. Not through the toolset, no. You need to edit the skybox model itself through something like Blender which is a whole other can of worms.
  6. 1 point
    Compiling stuff without the permission of authors is strictly forbidden. Fortunately there are some pretty good modding guides out there, and I'll be releasing my own very soon.
  7. 1 point
    Great work, Sith Holocron. The video is much appreciated. I will also leave here the link to the latest version of Ultimate Ebon Hawk Repairs for TSL, which now offers a similar animation fix option for the second game.
  8. 1 point
    Hello! Thanks for the awesome mod! I'm currently running into an issue anytime I see a twilek in-game where a popup shows up behind the game that says "Invalid bumpmap: Twilek_M01b7=.tga" Sometimes instead of 7= it will have weird symbols. Edit: This seems to have been caused by .txi files from ebmar's txi pack overriding the built-in info in your .tpc files. After removing the offending .txis, I haven't seen this issue.