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Showing content with the highest reputation on 05/14/2022 in all areas

  1. 2 points

    Version 1.7.0

    1,299 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.6.1 Release Date: 12.05.2024 Installation: This mod requires the Kotor 1 Community Patch to be installed FIRST before ANY other mod: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ Alongside the "Readme.txt" file will be the following folders: "Override Mods" "TSLPatcher Mods" * To install Override Mods, open the Override Mods folder and select which mod you'd like to install and simply copy the files within the mod folder into your swkotor "Override" folder. * To install TSLPatcher Mods, simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic (Do note: This mod, as of version 1.0.0, only has a single TSLPatcher mod). Description: 9 years ago, Pavijan357 released their Unofficial TSLRCM Tweak Pack. That mod changed numerous aspects of TSLRCM based on Pavijan's personal tastes including, but not limited to, the removal of Kaevee or the restoration of Saedhe's original generic head. This mod uses that concept and applies it to the K1 Community Patch where I change, revamp or remove certain features of the K1 Community Patch based on my own personal opinion on that particular feature. Features: Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com Incompatibilities: Report further 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. Do NOT claim credit for the K1 Community Patch or any of its integrated mods, please consult the K1CP developers for permission to utilize their assets in your own mod. Thanks: A Future Pilot: For kickstarting the K1 Community Patch mod! DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates! DarthParametric again: For improving the mod logo on the main download page! Bioware: For such an amazing game! Stoffee: For TSLPatcher! 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. 2 points
    View File Unofficial K1CP Tweak Pack A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.6.1 Release Date: 12.05.2024 Installation: This mod requires the Kotor 1 Community Patch to be installed FIRST before ANY other mod: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ Alongside the "Readme.txt" file will be the following folders: "Override Mods" "TSLPatcher Mods" * To install Override Mods, open the Override Mods folder and select which mod you'd like to install and simply copy the files within the mod folder into your swkotor "Override" folder. * To install TSLPatcher Mods, simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic (Do note: This mod, as of version 1.0.0, only has a single TSLPatcher mod). Description: 9 years ago, Pavijan357 released their Unofficial TSLRCM Tweak Pack. That mod changed numerous aspects of TSLRCM based on Pavijan's personal tastes including, but not limited to, the removal of Kaevee or the restoration of Saedhe's original generic head. This mod uses that concept and applies it to the K1 Community Patch where I change, revamp or remove certain features of the K1 Community Patch based on my own personal opinion on that particular feature. Features: Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com Incompatibilities: Report further 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. Do NOT claim credit for the K1 Community Patch or any of its integrated mods, please consult the K1CP developers for permission to utilize their assets in your own mod. Thanks: A Future Pilot: For kickstarting the K1 Community Patch mod! DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates! DarthParametric again: For improving the mod logo on the main download page! Bioware: For such an amazing game! Stoffee: For TSLPatcher! 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. Submitter N-DReW25 Submitted 05/14/2022 Category Mods K1R Compatible No
  3. 2 points
    Update: As suggested by DarthParametric (and reinforced by Sdub), I have added an option for a visible forcefield at the entrance to the hangar. If you've already installed version 1.0 and want to try the new effect, you can proceed straight to the "Add Visible Forcefield" part of the installation. Thanks a ton to Darth Parametric for providing an example forcefield that I could emulate!
  4. 1 point

    Version 1.1

    1,043 downloads

    MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 22 NOV 2021 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Description: ------------ Don’t you hate unfinished business? I sure do. So . . . I was looking over my mods and I realized I had things left to finish. One of the collections that I hadn’t released before I left the staff of DeadlyStream (again!) was a minor texture. These cover the major of the monitors you would see in the Docks section of Nar Shaddaa. One of the reasons that this wasn’t finished was an error on some of the models that had some lighting issues on them. However, ebmar made a quick fix and that seems to have done the trick. In keeping with my M.O., I’ve attached a video so you can see a before and after comparison before you decide to download. With the exception of the NAR_tek1 texture, none of these are animated. Installation: ------------- Place MDL and MDX into the Override folder. Put all included TGA and TXI files into your KotOR2 Override folder. Uninstallation: ------------- Take them out again. To take out specific textures, please refer to the pictures on the download page as they clearly show which ones are which. Known Bugs: ------------- None known at this time. Special Thanks: ------------- Thanks to @ebmar would create that model fix or these textures would’ve never seen the light of day. Thanks to @Jorak Uln for the frame that surrounds the monitor on texture NAR_tekX. I recycled portions of that framework on some of the other textures. Thanks to @N-DReW25 for doing some beta testing and providing helpful feedback towards this project. And thanks to @DarthParametric for attempting to try and walk me through some of the issues regarding that model. He wasn’t successful but he did give it the college try! Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
  5. 1 point

    Version 1.0

    15,321 downloads

    Swoop Monitor Replacement Pack ============================================================================== AUTHOR: Sith Holocron ORIGINAL RELEASE: 17 APR 2018 GAMES: Star Wars Knights of the Old Republic 2 [This mod will not work in Star Wars Knights of the Old Republic 1. If you're looking for swoop monitors for KotOR1, try Ebmar's Animated Swoop Screen mod instead.] Description: Were you ever dissatisfied with the low-resolution monitors that show the swoop footage in TSL? What if there was a mod that took care of that for you? Psssst…it’s this mod! Installation: ------------- Drop the TGA and TXI files and loadscreen.2da into your Override folder. Uninstall: ---------- Remove what you put in above. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Special Thanks: ------------------- Thanks to YOU for giving this monstrosity a whirl! Won’t you leave some feedback on the download page? (I’d like to see if I’ve done something right , you see…) Here's a review of the mod so you can see it in action. Thanks Xuul!
  6. 1 point

    Version 1.0

    2,535 downloads

    Summary This mod adds cloaks to the Jedi robes worn by the player and many NPCs, combining the body of the KOTOR 1 robes with the cloaks of the KOTOR 2 robes in a hybrid model. There are three texture options: 100% Brown, Brown-Red-Blue, and Brown-Red-Blue Alternative. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. The Brown-Red-Blue Alternative uses the K1 color scheme, but gives the red and blue robes dark grey cloaks. All styles come with or without gloves for your player character and some non-player characters. If you choose a gloveless option, your hands will be bare and match your usual skin tone. Installation Automatic Installation (Recommended) Extract files from the downloaded archive. Run Fashion_I_Cloaked_Hybrid_Robes_K1.exe. Select one of the six install options: a) 100% Brown b) 100% Brown (No Gloves) c) Brown-Red-Blue d) Brown-Red-Blue (No Gloves) e) Brown-Red-Blue Alternative f) Brown-Red-Blue Alternative (No Gloves) Click "Install Mod" and select your game directory (default name SWKotOR). Manual Installation Extract files from the downloaded archive. If you do not have an override folder, make one in your game directory (default name SWKotOR). Select one of the three folders in tslpatchdata: h_bbb – 100% Brown h_brb – Brown-Red-Blue h_brb-a – Brown-Red-Blue Alternative Copy all files from the selected folder to your override folder except appearance.2da and the .ini and .rtf files. The gloveless options require patching appearance.2da and are not supported by the manual installation. Uninstallation Remove the installed files or replace from backups if necessary. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod is not compatible with my Cloaked Jedi Robes mod; you have to pick one or the other. This mod is compatible with my Cloaked Party Robes mod, if you install it after installing this mod. This mod is likely not compatible with other mods that alter the Jedi robes. This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  7. 1 point

    Version 1.3.0

    10,449 downloads

    There is nothing more central to a Jedi's life than a cool outfit, except maybe a sweet saber to boot. So why put on robes with missing textures on their backsides when you could be impressing Sith Lords with your nice getup? Why settle for the shadow of a limberjack when a cool silhouette is half the reason you don the cloak? Let's fix up the game's robes! This mod will provide you with some fixed up versions of all the game's robe models -- that's both the thicker and thinner variants of the Jedi robe, the Jal Shey armor, Kreia and Visas' robes, and the Handmaiden's hooded robe. All models will have various issues fixed up, as well as fitting shadows. Any outfit that uses one of these models, regardless of texture/color, will be improved for you, and that includes any new robes from any other mods (just make sure they don't replace one of the listed models in the below Included Files). Fans of Movie-style Jedi Master robes by DeadMan or of svösh's Robe Collar should read the Compatibility section below for how to install the included patch that makes these mods work together. This mod also fixes the floating shadow head issue when dual-wielding melee weapons, as well as a minor game error caused by a mismatched model name. As of version 1.3, I have also fixed a base game glitch where female robe models had twitching hands -- the animation's clipping fix is still there, just without the twitching issue. And since it's 2024, I figured what the heck: as a bonus, all included models are now higher-poly (slightly). The boots, as well as some spots by the knees and shoulders which looked especially blocky now look smoother and more in tune with the rest of the model. See the above pictures for the difference. Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. For those who have the Aspyr patch, once in-game, I recommend turning on soft shadows if you have not already (OPTIONS->GRAPHICS->ADVANCED GRAPHICS->SOFT SHADOWS). Note that this may impact game performance. If you have TSLRCM installed, check the Included Files section below for any file listed with an asterisk (*). These files are already in your override after installing TSLRCM, so you should delete those versions in order for the new ones to work. The new versions already include all the changes made in the base TSLRCM version, and I have included a folder labeled "TSLRCM backup" which contains those older versions should you need to back them up. If you installed TSLRCM via Steam, you can find the relevant files to delete in "Steam\steamapps\workshop\485537937\override". Uninstallation: Place the files included in the "TSLRCM backup" folder into your override if using TSLRCM, and then remove "Ultimate_Robes_Repair_For_TSL" from your override. Included Files: Compatibility: This mod is fully compatible with any mod which does not replace any of the files listed above. If a mod does include any such models, you will have to pick which version to use, and remove the other from your override. If using TSLRCM, make sure to install that mod first, and make sure that any files listed with an asterisk above are successfully replaced by this mod. See the Installation section for more details. This mod is compatible with head mods such as Visas Reduced Model Clipping. Any texture mods that add new or alter robe skins are compatible with this mod. However, many robe mods will attempt to replace model files (.mdl/.mdx) as well, rather than just textures (.tga/.tpc), so keep an eye out for what files are included with other mods. For fans of Movie-style Jedi Master robes, DeadMan was gracious enough to allow me to create a compatibility patch for anyone who would like to use that mod alongside this one. Simply take the files included in the Compatibility Patch folder out into your override in place of the versions included in the main mod folder. Make sure these versions also replace the ones used in the Movie-style mod and TSLRCM. I have similarly created a patch for svösh's Robe Collar and any mods which use it. The patch merges all of our edits. Installation is the same as for the Movie-style patch. It should work for mods such as Achilles TSL Robe Mod (TSLRCM Edition). Compatible mods include Jedi Journeyman Robes by Stormie97, which uses a different model as its basis, and much of Effixian's work, such as Effixian's Lore Keeper's Robes, Strider Robes, and Handmaiden Clothing Reskin. Acknowledgments: Thanks to seedhartha, NdixUR, Symmetric, and Purifier for making importing to Blender simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. I would also like to thank DeadMan and svösh for allowing me to make use of their models to create a compatibility patch for this mod and their respective ones. I would also like to thank muitafruita for pointing out some additional issues with Kreia's robe models that needed fixing, and DarthParametric for being the one to recognize how to fix them. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  8. 1 point

    Version 3.0.0

    569 downloads

    Description: A tiny mod for KotOR 1 that gives the player the option to avoid becoming a Jedi and remain a Soldier, Scout, or Scoundrel for the entire game. It adds two new replies towards the end of the second conversation with the Jedi Council. As you can see from the screenshot, the new replies start with "[Refuse Jedi Training]", so there should be no confusion as to what they do or which ones they are. If you choose not to be a Jedi, that conversation leads directly into the "corruption in the grove" quest, skipping over several parts of the Jedi training quest. Scripts are included to enable cross-classing as a non-Jedi. So, for example, a Scout can cross-class as a Soldier, etc. The option to cross-class as a non-Jedi is given through subtitles at the end of that second conversation with the Council. To avoid cross-classing as a non-Jedi, simply choose "No" when asked if you want to cross-class. Note that there is no second opportunity to cross-class or become a Jedi. If you change your mind later or you misclick, you'll have to reload or use a save editor. If you're wondering why anyone would want to do this, some people might want to do a "challenge run" without lightsabers or Force powers. Others might want to roleplay a trooper, smuggler, or bounty hunter-type character who refuses to use the Force. If you're wondering how this might be explained from a story standpoint, considering that the PC is regularly referred to as Padawan or Jedi, my explanation is that the PC is a "nominal Jedi". The PC is Force Sensitive and the Council considers them a (stubborn, uncooperative, foolish, and possibly evil) member of the Jedi Order, but the PC refuses to cultivate their Force abilities (in any obvious way), to wear robes, or to use lightsabers. Other than the Council and a few others who insist on treating the PC as a Jedi because they "should be a Jedi", NPCs are playing along. Or they don't know any better. They encounter a Force Sensitive or someone who seems like a Jedi, and assume that they must be one. File Index: dan13_vandar.dlg dan13_zhar.dlg A bunch of custom scripts Installation: Open the I Don't Want to Be a Jedi 3.0 archive and extract the loose .dlg files and .ncs scripts into your Override folder. Ignore the "Source Scripts" folder. Uninstallation: Remove the .dlg files found in the archive from your Override folder. The scripts won't do anything without the .dlg files, so you can leave them or delete them. Credits: Fred Tetra for KotOR Tool Fair Strides for DLG Editor Dotalink for the cross-classing as a non-Jedi idea Bioware for making KotOR in the first place
  9. 1 point
    Another excellent fix for the game, this always bugged me!
  10. 1 point
    This is an amazing little mod that makes the game feel that little bit fresher, I am amazed it wasn't this way in the first place! Great Work.
  11. 1 point
    It wasn't a stylistic choice, it was a performance optimisation. I very much doubt Bioware's original vision for the game was characters looking like they were taken straight out of the original Tomb Raider.
  12. 1 point
    The other thing you can do is add the emitters that the regular door forcefield has (check the "mydoor2" door model) to each side. I didn't add them to the Leviathan field because it was too big, but maybe the Manaan/Yavin hangar opening is small enough that you won't need too many duplicates. Plus you don't get to wander around the Leviathan hangar anyway, so there wasn't much point.
  13. 1 point
    I actually already had the lights around the perimeter for that exact reason, might not have been clear in the screenshots. But I can also see how the full forcefield effect gives it a bit more punch.
  14. 1 point
    IIRC, I don't think any of the vanilla K1 or TSL hangars have visible forcefields, just lights around the perimeter to represent some kind of emitters. That's how the original trilogy handled it, too: DarthParametric added a visible forcefield to the Leviathan hangar for K1CP, which I did my best to emulate. Now that I've seen it in action, I have to admit that it's a pretty cool effect.
  15. 1 point
    Agreed. I come from the FLOSS side of things, for me it's natural to release sources. And while in the FLOSS space, we disagree on different licenses, we agree that source releases, with a proper license attached to allow for re-use, is important. And "release early, release often" is also a common mantra: things might happen, so while we wait for a drop of perfectly finished and cleaned up sources, maybe you get hit by a bus. Or, less crass, your HDD dies and you don't have any backups. Or something else catches your interest or your RL gets bogged down or a global panini hits and your headspace is just weird as all f. It happens, that's okay. Don't get me wrong, good documentation and detailed documented specs of file format is also important. Ideally, there's both docs and code. With code, though, if you can get it to run, you can immediately see if it's correct. This isn't meant as an attack or rant or anything, just for an explanation of where I'm coming from here.
  16. 1 point
    I'm not saying a reverse compiler isn't useful. But I'd like to know how the remake will change things. If the mod community moves from NWScript/NCS to something new in the remake, a reverse compiler for NCS won't be useful for much beyond historical reasons. And we have no idea if TSL will get a remake, so the reverse compiler may be necessary regardless of the KoTOR remake. So for the moment assume this is on hold rather than canceled. So far I've only seen rumors, no definitive proof beyond switching the game engine to UE. And I don't see why NWScript/NCS can't coexist with UE? I'm not giving up, just busy. And the code isn't important. What's important is the documentation I've compiled explaining how, to my knowledge, NCS works. What I've been documenting is a step-by-step model that takes individual NCS opcodes and recreates higher-level operations, which often lead to higher-level operations of their own. It's rarely a 1-to-1 reversal like "CONSTI 1, CONSTI 1, ADDII" (which is "1 + 1" in NWScipt), and often requires examining operations in various contexts. For example, the JMP opcode shows up in four types of statements: Expression statements Jump statements Iteration statements Selection statements And there are three jump statements and two selection statements. That's a total of seven contexts to examine (1 + 3 + 1 + 2). And I've identified an actual error in at least one NCS compiler. I need to figure out if the reverse compiler should try to reverse those broken files, or just quit and complain.
  17. 1 point

    Version 1.0.0

    306 downloads

    A Mod for Star Wars Knights of The Old Republic Authors: N-DReW25 1.0.0 Release Date: 11.05.2022 Description: On the 21st of February 2015, Darth Sapiens released his T3-M4 HD 2k reskin mod to Deadlystream.com (http://deadlystream.com/forum/files/file/514-darth-sapiens-presents-t3m4-hd-2k/). In the years following his release, Sith Holocron recolored Sapiens’ texture for the other astromech droids in the game /( https://deadlystream.com/files/file/971-refurbished-astromech-droids/) What we didn’t know is that Sith Holocron recolored the T3-M4 texture for his own personal uses as he was attempting to get closer to the coloring seen in the original “vanilla” T3-M4 texture. Sapiens’ original mod can only work in K1 if the player renames the original texture (and the associated TXI file) to the K1 name structure. To quote from Darth Sapiens’ original mod page: "this is a t3m4 skin I have had in the works for a little while now, my usual rules apply, use this however you'd like but give me credit and a PM, all the disclaimers and stuff apply. thanks obsidian and bioware, NO thanks Disney." With this is mind, I have decided to publish Sith Holocron’s modified version of the T3-M4 HD 2k mod for Kotor 1 in particular. All the credit goes to Darth Sapiens for making the original mod. (Please see Credit section for additional credits.) Installation: For Star Wars Knights of the Old Republic - Extract all files into the Star Wars Knights of the Old Republic/Override folder. Uninstallation: Take it out again. Known Bugs: None known at this time. Credits: This mod would not have been possible with Darth_Sapiens' mod so primary credit belongs to him. Oh . . . and credit to Sith Holocron for the recoloring and responding quickly to my questions about this mod. And the screenshots! Additional Mod Suggestions: If you like the look of Sapiens’ mod, may I recommended to you also download and install Sith Holocron’s Refurbished Astromech Droids mod? (https://deadlystream.com/files/file/971-refurbished-astromech-droids/) Unlike this mod, no renaming was required for that mod. You’ll have the added benefit of Darth Sapiens’ design being standard through the game. This of course is optional. Of course, you may prefer Sapiens’ coloring of T3-M4, especially as some of you have been using that texture in TSL for years. That seems fair to me! In that case, I recommend you download Sapiens’ mod (linked above) to your desktop and do the following: - First uninstall this mod - Rename P_t3m4_01.DDS to P_t3m3_01.DDS - Rename P_t3m4_01.txi to P_t3m3_01.txi - Rename PO_PT3m4.tga to P_pt3m3_01.tga - Rename PO_PT3m4.txi to P_pt3m3_01.txi - Move the renamed files and the remaining unnamed files in that folder to your Override folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. Sith Holocron's Policy: I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use.
  18. 1 point

    Version 1.0

    14,484 downloads

    Like most of you, I loved @Dark Hope's reskin for Jedi Master Vrook, 'HD Vrook'. However, I thought that the mod's changes to his skin tone -- from warm and healthy to pale and decidedly old -- fit far better for his appearance in KOTOR 2. With her permission, I took Dark Hope's HD Vrook as a base and added a bit of warmth to Vrook's skin tone, to suit his appearance in KOTOR 1. You can see this mod's texture in the image below, or compare it with other mod's textures in the screenshots above. 1 - HD Vrook Recolored (this mod) 2 - HD Vrook (Dark Hope's original) 3 - upscaled vanilla Vrook (textures from Ultimate Character Overhaul) Thanks to @Effix for helping me fix a texture error in my robes for the screenshot.
  19. 0 points

    Version 1.2.4

    35,411 downloads

    Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another. Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender. For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below). Known Issues: WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility: The mod is compatible with K1CP. Make sure you install K1CP first. The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements: Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch. Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels. Thanks to @Alice Reyneke for pointing out that pathfinding for the placeables was broken by a previous update.
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    I might do that, but I've still got a lot to do on K1 first.