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Showing content with the highest reputation on 06/18/2022 in all areas
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3 pointsMod has been updated to add the sound effect of the Ebon Hawk venting in the hangar. Thanks to @La Ingobernable for pointing out the lack of sound. I always meant for there to be sound, but I forgot to include a copy of the UTS in the install package. I have also uploaded a separate hotfix for anyone who has installed version 1.2 or earlier. Note that you will need a save from before visiting the station for the hotfix to fully take effect. Sorry for the inconvenience, clearly I need to have chat with my quality assurance team...
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1 pointView File Yavin Station Hangar 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. Submitter WildKarrde Submitted 05/07/2022 Category Mods K1R Compatible Yes
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1 point
Version 1.0.1
229 downloads
What originally started out as just a simple re-work of an older existing re-texture by @Constar for my own use has grown into a completely new beast of its own. I didn't like the short dog hair, the sloth-like aesthetic and, frankly, how sloppy the original mod was and sought to bring it up to a higher standard, inspired by the works of @Dark Hope. I wound up overhauling everything and doing my own thing, but there are still some design choices that carry over from his: the clawed chest and the white hairs around the mouth, blood-stained fur; details I thought added some good story elements to a rather flat and boring character and re-interpreted to my own tastes. I wanted to make Hanharr look like a feral, crusty Wookiee--intimidating but still a little pathetic-- without straying too far from the vanilla color schemes, and kept design elements within the simple slap-shod aesthetics of the OT. He's got a simple brown leather bandolier with mismatched pouches (not pictured in the photos are a last-minute addition of some asymmetric studs on the shoulders) and rusted iron shackles around his wrists, and just a little bit of Chewbacca fur on the face for good measure. Simple and clean. I hope you enjoy this simple (and long overdue, imo) little mod! INSTALL: Just extract the .tga files (one for Hanharr, one for his portrait) from the .rar file with your program of choice into your "Override" folder. That's it. REMOVAL: Extract and delete from your "Override" folder. Simple. ACKNOWLEDGEMENTS: Constar for the original mod that inspired this @Effix & Dark Hope for all their patience in helping me troubleshoot my issues The DeadlyStream community for all the great mods they've made available over the years that kept these games fresh for me -
1 point
Version 1.0.0
408 downloads
For a dress that by default can't be switched for something else, Visas' is surely a messy one when it comes to the way it wraps its front textures. It kept driving me crazy how it messed up all the textures I tried using on it, so I fixed it. This mod only modifies the models, so you should be able to use it with any texture as long as it also doesn't modify the models themselves. You can get Darth Sapien's amazing textures that I used on the thumbnail here. -
1 pointView File Visas Dress Model Fix For a dress that by default can't be switched for something else, Visas' is surely a messy one when it comes to the way it wraps its front textures. It kept driving me crazy how it messed up all the textures I tried using on it, so I fixed it. This mod only modifies the models, so you should be able to use it with any texture as long as it also doesn't modify the models themselves. You can get Darth Sapien's amazing textures that I used on the thumbnail here. Submitter Nehua Submitted 06/16/2022 Category Skins K1R Compatible Yes
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1 point
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1 pointIf using KotOR 1 Restoration is really important for you, read my guide closely and follow the instructions to avoid bugs. There is no good alternative to KotOR 1 Community Patch. K1CP is a far superior mod to K1R for the fact that the former fixes more bugs than the latter does, which is why I recommend K1CP instead of K1R in my guide.
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1 point
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1 point
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1 pointCool idea, but it'd probably be only appropriate for the Red Rakata tribe. The other Black Rakata apparently lost the technology the ancient Rakata had. I would actually like a mod that replaces all Black Rakatan vibro weapons with basic long/short swords and quarterstaffs. It would also help with the accurate vibroblade mod cause the Black Rakatan are the only enemy iirc that dual wield with a vibroblade in one hand, and a few of those encounters are scripted without a UTC to edit for it.
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1 pointVery good mod ! I was tired of being invincible, this help a lot ! Question: Does anyone have the full detailed description of all the power/feats that have been changed ? (not sure why but I don't see the new descriptions) for exemple, what does flurry do now if it doesn't give extra attack ? "tweaked saber-staff damage to be the same as normal lightsaber" <--- that I don't get. I like the style of double-bladed LS Of course 2 LS is better, but it's nice to have Visas with a double blade, but now it really feel like a big waste... what's point of a double-blade if it's the same than a 1H ?... Also I think Shields and shield force powers (barrier, energy resistance) should get a bump up. When enemy hit you at 150+ damage, 15 or 20 damage ignored for barriere/energy resistance is a poor -10%, and wasting a turn activating a shield and it's instantly gone, well, better do something else this turn. Personnaly I would go x2 on all shields (so they have a use for 2 to 3 turns at least) and barrier/energy resistance x2 so it's not a total waste of force power (It would also be nice to have force barrier last 120s like the energy resistance, just more easy to manage that way =p) but that's just my POV. precision: I put this mod when I was already lvl 20, so that maybe the "why" I have some difficulty in difficult mode, and maybe my comments are misguided (since I didn't create and lvl up the Pc and NPC with the mod, maybe I lack some stats/def ?) PS: can't use HLSP because I can't get Legacy to work correctly with the mods I use, so perhaps the experience is different with it. That's also probably why I can't see the Implant feat, so can't use any of the implant from ChemicalCreate.2da =/ Pps: using normal steam version of the game (not legacy) I don't have the proper power/feat description, is there something I can do to have them ? (the reste seams to work fine) Thx !
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1 pointBack in the neighborhood, but lost everything so starting from scratch.
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1 point
Version 1.0.0
1,098 downloads
Weapon Model Overhaul Patch ------------------------------ The purpose of this mod is to provide a patch to finally be able to use Toasty Fresh's weapon models' mod in Kotor 2 and the excellent reskin by Fallen Guardian. When I first started diving into modding for Kotor 2 one of the first mods I stumbled across was Toasty Fresh's Weapons Model Overhaul mod (and Fallen Guardian's retexture of it), which provided what looked like some great high resolution version of the game's vanilla swords and vibroswords. Unfortunately, when I tried to add it to my TSL override folder, it immediately caused the game to crash. Now, after learning more about this game and its mods I was finally able to revisit it and patch it so that those models will work with TSL as well (thanks to PoopaPapaPalpatine for reminding me about it). While there is already an excellent blaster mod in the High Quality Blasters mod. Toasty Fresh's mod really does an excellent job of providing a high resolution version of the game's vanilla swords and vibroweapons, particularly when paired with Fallen Guardian's retexture. If you, like me want to use those weapons on your TSL game, this patch should allow you to do so. THIS MOD IS A PATCH, YOU STILL NEED THE ORIGINAL MOD TO GET THIS TO WORK. You can find the original mod here: https://www.nexusmods.com/kotor/mods/1096 I also personally recommend Fallen Guardian's retexture which can be found here: https://deadlystream.com/files/file/369-weapon-model-overhaul-texture-rework/ Since I mainly wanted the melee weapons out of this mod, I separated the swords and blasters into two separate folders for your convenience. ------------------------------ Installation ------------------------------ First start by installing Toasty Fresh's mod by dragging the files in it to your override folder. If you want Fallen Guardian's textures, install his mod next overwriting all relevant files. Finally move the files in this mod to your override folder overwriting any conflicts. ------------------------------ Uninstallation ------------------------------ Simply delete the contents of this mod from your override folder. -
1 pointFor all those, who have problems with the Implants Feats not showing. You can fix that somewhat easily by yourself, if you are open for some minutes time investment. 1) Download 2DA Editor Alpha 0.1.6 here on Deadlystream. 2) Make a backup copy from your (modded) feat.2da in the override folder. 2) Open your (modded) feat.2da in the override folder with the 2DA Editor. 3) Open the feath.2da from Ultimate Balancing Mod. 4) From feat.2da UBM copy entries 14-16 called XXXX_IMPLANT_LEVEL_1/2/3 from left to right complete. 5) Paste UBM copied entries to your (modded feat.2da) on the same entries. (Should be named XXXX_IMPLANT_LEVEL_1/2/3 from 14-16 aswell) 6) Save your with UBM modded feat.2da where you can find it again and/or name it to differentiate. (Like UBMModdedfeat.2da) 7) Paste the feath.2da (UBMmodded feat.2da) in your override folder and let overwrite. 😎 Have fun using Implants PSI : Im not a modder, still was easy to do. PS II: Works with TSLRCM, M4-78, etc.
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1 point
Version 1.0.0
486 downloads
This mod will add upscaled textures for the Sith bases, Taris, Manaan, and Malaks ship, the Leviathan, you explore in the game. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a look at the screenshots and; Enjoy! -
1 point