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  1. 2 points
    It's not really. Feats are hardcoded. Potentially some scripting could replicate feat features, but almost certainly not something like stealth run.
  2. 1 point

    Version 1.4

    1,376 downloads

    In the vanilla game, Yavin Station is the only location that does not have a proper hangar where the player can walk to and from the Ebon Hawk. This mod adds one that generally matches the original landing and takeoff cutscenes, although I have taken a few artistic liberties. You may notice that, as with the original cutscenes, it looks remarkably similar to the Ahto City hangar on Manaan. I can only assume that the same architect worked on both projects. The hangar comes in two variants: with and without a visible forcefield effect over the hangar entrance. By default, the forcefield is invisible. To change between the visible and invisible forcefields, see the INSTALLATION instructions below. Aside from adding the new hangar, I have also made a few additional edits to the station: - Changed the stars to use a different, less-repetitive vanilla star texture. - Fixed some questionable geometry at the main observation window. - Edited the walkmesh by the observation window to correct a glitch where the player could teleport into space, originally documented by the KOTOR 1 Community Patch (K1CP). (This mod's walkmesh fixes were made from scratch and do not reuse any K1CP material.) - Added a proper load screen for the station. (New for version 1.4) - Added corridor geometry behind the various locked doors, in place of the original 2D backdrop. (New for version 1.4) IMPORTANT: To experience the new hangar, you will need a save from before visiting Yavin Station for the first time. ALSO IMPORTANT: If you are upgrading from version 1.3 or earlier, a new save is also recommended to avoid issues with the lighting on the new airlock doors. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe, and follow the prompts. If you have other mods installed, it is normal to see a warning that liv_m99aa.mod already exists and has been skipped. If you are using "High Quality Cockpit Skyboxes" by Sithspecter, see below for additional instructions. By default, the forcefield at the hangar entrance is invisible. To add a visible forcefield effect, run INSTALL.exe again after finishing the main installation, and select "Optional: Add Visible Forcefield". If you have previously installed version 1.3 or earlier of this mod, you can upgrade by installing directly over the old version. Note, however, that you may need to reinstall any other mods which affect Yavin Station (specifically, any mods that edit m50aa.git). Version 1.4 changes the appearance of the added airlock doors so that they look less like the Sith base doors. If you prefer the appearance from version 1.0, copy the files in the folder "Option - Alternate Airlock Door (v1_0)" into Override. ------------------------------------------------------------------- COMPATIBILITY This mod is incompatible with other mods that edit the area geometry of Yavin Station. Reskins are technically compatible, but depending on how drastic they are, they might look strange with a few new textures from this mod. If you are using a reskin of the Ebon Hawk's exterior, see the instructions below. This mod is compatible with the Kotor 1 Community Patch (K1CP). It has not been tested with the KOTOR 1 Restoration (K1R) or the K1 Yavin IV Planet Mod, but I do not expect any significant compatibility issues. For best results, install this mod after K1CP or K1R and before any other mods that alter Yavin Station. If you are using any mods that change the station's load screen (i.e. "Loadscreens in Color" by Sithspecter), install them after this one. If they use .tga files, you will need to delete this mod's version of "load_liv_m99aa.tpc" from Override manually. ------------------------------------------------------------------- HIGH QUALITY COCKPIT SKYBOXES If you are using "High Quality Cockpit Skyboxes" by Sithspecter (which I highly recommend), I have included compatible skybox textures matching my new hangar. After installing the cockpit skyboxes, perform the following steps: 1. Open the folder "HQ Cockpit Skybox Textures" from this mod. 2. Copy the TPC files corresponding to the desired quality into your Override folder. 3. If present, delete the following files from Override: - ebo_yab.tga - ebo_yaf.tga - ebo_yal.tga - ebo_yar.tga - ebo_yat.tga If you are using the alternate airlock door option, also copy the appropriate version of "ebo_yaf.tpc" from the "Alternate Airlock Door" folder into Override, overwriting if asked. "High Quality Cockpit Skyboxes" may be found at https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ ------------------------------------------------------------------- EBON HAWK RESKINS To use a reskin of the Ebon Hawk's exterior with the new hangar, perform the following steps: 1. Make extra copies of "LSF_EHawk01.tga" and "LSF_EHawk01.txi" (if present) from the reskin, and rename them as "yvh_ehawk.tga" and "yvh_ehawk.txi", respectively. 2. Open the new "yvh_ehawk.txi" with a text editor, and change the entry after "envmaptexture" or "bumpyshinytexture" to "CM_WK_YAVHGR". 3. Copy both files into your Override folder. 4. Delete "yvh_ehawk.tpc" from your Override folder. ------------------------------------------------------------------- CREDITS MDLedit and KOTORmax by bead-v KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack, stoffe, and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra New textures and models were based on existing KOTOR material by Bioware. Camera angle for the load screen was inspired by "Loadscreens in Color" by Sithspecter (https://deadlystream.com/files/file/916-loadscreens-in-color/). Special thanks to: - DarthParametric for suggesting the visible forcefield effect, providing an example from K1CP, and providing feedback on the result. Also for providing feedback on my new corridor extensions for version 1.4. - muitafruita for reporting that the Ebon Hawk was missing its venting sound. - Thor110 for encouraging me to create a new door texture that looks less like a knockoff of the Sith base doors. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added an option for a visible forcefield effect 1.2 - Added particle emitters at the ends of the visible forcefield 1.3 - Fixed the sound effect of the Ebon Hawk venting in the hangar 1.4 - Created a new texture for the airlock doors - Added a new load screen for Yavin Station - Added corridor geometry behind the various locked doors - Edited airlock door frames to improve seal - Revised particle emitter settings and UV mapping for the visible forcefield option - Consolidated and rearranged lightmaps - Made various minor walkmesh and model improvements - Edited module .vis file to optimize performance - Added scripting code to prevent party members from being accidentally locked outside the airlock ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
  3. 1 point

    Version 1.0.0

    11,392 downloads

    A Mod for Star Wars Knights of The Old Republic and Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 29.01.2022 Installation: Consult this readme's description and the mod screenshots on Deadlystream to select which fix option you'd like to install. Open the folder which contains your fix option and drag or copy the texture/textures within and drop or paste them into your Kotor 1 or 2 Override folder. Recommendation from the mod author: Do NOT install the Caucasian Head option with the Tanned Hands option. Uninstallation: Delete the N_CommKidF01.tga, n_commkidm01.tga and/or N_childFH01.tga files from your Override folder. Description: The Children NPCs in both Kotor games have a few graphical inconsistencies with them, especially the female NPC. The ideal fix for these problems are entirely subjective with multiple solutions for the same problem, this mod is a "pack" of different fixes which will allow you to fix the bugs the way you see fit. The fix options: Bug A: The female child has a tanned head with white hands, thus resulting in mismatched skin. Fix 1: Caucasian Head, thus matching the head with the hands Fix 2: Gloved Children, covering the male and female hands with gloves thus hiding the hands. Fix 3: Tanned Hands, thus matching with the head. Bug B: The female child NPC uses the same hand texture as the male child, thus resulting in the female having masculine hands. Fix 1: Smooth Hands, this fix will smoothen out the hand textures. This option also has sub-options with smoothed Tanned Hands and a male version of the smoothed hands. 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 N_CommKidF01.tga, n_commkidm01.tga and/or N_childFH01.tga. This mod is fully compatible with Star Wars Knights of the Old Republic 2: The Sith Lords. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Sith Holocron: For his feedback on my early mod screenshots. Bioware: For such an amazing game 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

    Version 1.0.0

    254 downloads

    For some reason I really hate the whole "Revan dual-wields purple and red" shtick. No idea why, but I just do. So I removed his purple lightsaber and buffed his stats a little to compensate for the nerf. I don't remember exactly what I did though, since I made this pre-COVID. To install, simply drop the zipped file into your override folder.
  5. 1 point
    Pretty sure they're all dummied NWN hooks, but it would be pretty funny if they worked all along and no-one had ever checked. Okay, so I went and tested them just to be sure, and they do actually work if you put a script in them. Minus the ones which obviously can't trigger in KotOR like the multiplayer ones, anyway. It'd be a bit of a pain to fill them up for every module to get consistent behaviour, but this is actually a pretty big deal in terms of what new feats can be added. The onPlayerLevelUp hook especially. But this doesn't really help the OP, because there's very little GUI stuff in there.
  6. 1 point
    Camouflage was written as a power to let Juhani stealth without equipping a stealth belt. That made it into the game, as Juhani's feat Force Camouflage. There's nothing to restore other than maybe the icon, no script was written for it. Some of these abilities have descriptions left in the dialog.tlk, you can read them there. Fundamentally, you can't implement Special Abilities in the way they were originally intended, which is a button you can press to do a special move. You can do those as force powers, or items like armbands, or as procs, but not that.
  7. 1 point
    So I did... the male version is an earlier, unfinished WIP. Thanks for pointing it out.
  8. 1 point
    Oh my god, that is awesome! Thank you very much for this, it is really helpful of you, and really awesome to see!
  9. 1 point
    Star Wars: Obi-Wan Kenobi trailer:
  10. 1 point
    Salk, Like everyone here, I am here to learn how to mod Kotor 1 and 2. I am happy to help when I can. And don't mind getting corrected when I am wrong
  11. 1 point
  12. 0 points
    Yes, they should be compatible, though with the disclaimer that I have not tested them together. Looking through PartySwap's file changes, it modifies nothing specific to Nar Shaddaa, while this mod was designed with compatibility in mind even with other Nar Shaddaa-specific mods, so long as they do not change scripts or dialog specific to the airspeeder. This mod also makes no changes relevant to the Handmaiden or Disciple, so it is safe to say they deal with separate areas of the game.