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1 pointView File All Hands on Deck for the Leviathan Prison Break This mod makes a number of adjustments to the entire Leviathan jail break sequence: Carth and the rest of the party have any equipped masks and weapons hidden for the pre-boarding conversation on the Ebon Hawk. The initial scene of the three Sith troopers discussing the chosen jail breaker changes the commander to red armour, as seen elsewhere in the game. The player's force cage in the torture room is now positioned next to Bastila's. Static cameras have been adjusted accordingly. Fixes a couple of missing static camera assignments for player responses during the torture sequence. The entire party (aside from the chosen jail breaker) now get put in the party cell. The party cell's door is changed to a forcefield. The jail breaker can elicit randomised responses from a few party members when clicking on the cell forcefield before freeing Bastila, Carth, and the player. HK-47's initial cutscene when chosen as the jail breaker has a new custom stunt animation (derived from TSL's disabled animation). The technician working on HK now starts the scene standing behind him rather than in front. Restored the second technician when HK is the jail breaker that Bioware cut (for some reason). Both of the HK technicians are switched from Sith trooper to Sith commoner appearances. The player starts the final escape scene inside their force cage like Bastila and Carth rather than standing at the doorway. The entire party is now present for the final escape sequence, not just Canderous. Canderous now remains in his equipped gear if he was the chosen jail breaker rather than switching to basic clothing. The party are now shown getting their gear and then leaving for the Hangar Bay. Canderous, Mission, and Jolee will equip basic clothing when they grab their gear if they were left naked as the chosen jail breaker. The player now has their pre-Leviathan gear automatically re-equipped at the end of the escape scene, as was Bioware's original intent. All of the party's pre-Leviathan inventory is now automatically returned, rather than needing to manually loot it from a locker. Fixes some minor geometry gaps and smoothing issues in the detention block main room. Fixes the force cage placeable's walkmesh, which was misaligned. Installation: Run INSTALL.exe. By default, T3's response to the jail breaker clicking on the party cell will be gibberish for everyone except HK. If you want it to be in English/Basic regardless of the jail breaker choice, copy dp_lev40_con_pd1.ncs from the OPTIONAL folder and paste it into your Override folder. Compatibility: It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first. This mod is NOT compatible with Fair Strides's Party on the Leviathan mod. I did consider trying to integrate Juhani's cut Leviathan conversation into this mod, but it doesn't really work in its existing state. If you are a Juhani simp thirsting for more of her, use FS's mod instead. Probably not compatible with K1R. Use at your own risk as no support will be offered. Known Issues: Some of the other jail breaker start scenes, like Jolee's and Mission's, could use some tweaks to address minor annoyances. I'll look at those in a future update. The techs equipping blasters and attacking at the end of HK's initial cutscene are a bit wonky. That probably needs to be integrated into the cutscene itself. I didn't test with a female player. I think I got them all, but some of the specific fem PC/Carth camera angles might be off during the torture sequence. Please advise if that is the case. It's still possible to lose Canderous's pre-Leviathan equipped gear forever if he is the chosen jail breaker and you don't manually loot the patient gear container before leaving. You can still be affected by the stealthed/invisible jail breaker bug, since K1 lacks a de-stealth script function unlike TSL. K1CP addresses this. Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. I didn't encounter any problems while testing, but it's potentially possible that the initial cutscene on the Leviathan could fail to fire. Let me know if anyone encounters that. Credits/Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @Cortisol for Holocron Toolset. Thanks to @JCarter426 for helping out with some script troubleshooting. Submitter DarthParametric Submitted 06/12/2022 Category Mods K1R Compatible No
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1 pointHello, I'm N-DReW25: a writer for the Revenge of Revan mod. The mod's development is going well, though any discussion of the mod's development can be done in the return of ROR thread as this post is concerning another topic. During the development of the ROR mod, I've personally thought up something called a "Revenge of Revan Addon mod" or "ROR Addon" for short. A ROR Addon is a mod which is designed to work with the ROR mod and can only be used with the ROR mod (A mod which was made for K2 which is also fully compatible with ROR isn't considered a ROR Addon, though a "What's compatible with ROR" thread might be opened upon ROR Episode 1's release!). Originally, I thought I would be announcing the ROR Addon concept sometime after the release of ROR Episode 1, however, due to the release of a recent mod I am pleased to announce that a new ROR Addon has been made which I can happily show the general public without leaking anything from the modern ROR mod which is still in development. And the first (and hopefully not last) ROR Addon is called: "High Quality Aliens: Yoda Species" The Revenge of Revan mod currently has not one, not two, but three Yoda species NPCs. Whilst I have made 3 skins, currently only one of the Yoda NPCs is used in the mod though since none of you realistically know who "Ulon Tuain" is I might as well call it "High Quality Aliens: Yoda Species". This here is now Ulon appears in the ROR Demo and how he will look in the future releases of the ROR mod: And here is how Ulon will appear with the HQ Yoda Species ROR Addon installed!: Disclaimer: Every Jedi Council member in the ROR Demo had names, you could only see them in the dialogue feedback menu once the Jedi Council cutscene ended. Just because Ulon Tuain has a ROR Addon made for him and the fact that I've revealed his name to the public doesn't make him "important" in the grand scheme of the ROR plot, as many of the fine details of later content of ROR is still up in the air it is possible that Ulon Tuain might just be "a Jedi Council member" character and that's it, or it might be possible that the Jedi Council members will play a bigger role which hasn't been written in yet... we just don't know (in 2022). And the dialogue is of course experimental, if overall community feedback dislikes the Yoda speak then remove from the mod we will! So when will this ROR Addon be released? I am not certain of that, and I have two very good reasons as to why this mod might not be released soon. 1) ROR Episode 1 hasn't been released yet: If I released this mod tomorrow then the players would only be able to play this mod with the ROR Demo which was released in 2011 (How many of us are playing the ROR Demo in 2022?) 2) Stormie's ported model hasn't been thoroughly tested: When I imported the model into MDLEdit (One of you model modders probably had a stroke reading that) I received an error message. This is very, VERY likely the result of MDLEdit not being prepared to load a "custom model completely built from scratch using modern 3D asset creation techniques" (as Stormie puts it). MDLEdit probably had a stroke as the following was the error message I recieved: As you can see from my screenshot, I believe the ported model works just fine in K2... however, I think it might be best to wait some time and hope Stormie himself ports his work to K2 and I'll just use that model instead. But I want it now! I am also very, VERY open to the idea of releasing all 3 High Quality Yoda skins for ROR as replacements for the original Vandar mod. That means you will be able to pick one of the 3 ROR Yoda's and have it replace the Vandar texture in K1 (You WILL require Stormie's original mod to be installed first!) In-conclusion: Let me know what you guys think of both the High Quality Vandar reskin and the concept of Addon mods for the ROR mod! Do you think ROR Addons are a good idea? Would you play with Addons when ROR is released? Do you think this is a bad idea? Should I release the Yoda skins for K1? Let me know what you think in the comments, your feedback (good and bad) would be helpful for Logan and the team! All credit goes to Stormie97 for the original model and texture!
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1 pointThat's known as a "sub-mod" in the parlance of other mod communities. It's fine as long as the bone count isn't 18 or above. The MDL format supports up to 17 bones per mesh (Vandar being one of two vanilla K1 models that max out the limit). Early versions of MDLEdit erroneously declared the limit at 16, but I believe this was changed in later versions.
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1 pointA turn's a turn whether you're in combat or not, there's no way around that. Theoretically you could make a special force power that's only usable out of combat, checks what buff spells the caster knows and applies them all at once Force-Enlightenment-style. In truth though, having to apply buffs one turn at a time isn't done just to annoy you, it's a natural way to put diminishing returns on buff stacking; the more you cast at once the less duration you'll have left on the earlier ones when the fight starts.
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1 pointView File Kreia's Lightsaber Kreia's Lightsaber this mod adds personal Lightsaber for Kreia. It can be acquired after you enter the Ebon Hawk on Peragus in Ebon Hawk Container, or by cheat code kre_lghtsbr. In future version of this mod I will make Kreia wield it during final battle Installation Put kre_lghtsbr.uti and ebcont001.utp into override folder Uninstallation Remove re_lghtsbr.uti and ebcont001.utp form override Compatibility This mod should be compatible with any other mod, unless they utilizes ebcont001.utp Known bugs Saber displays no color crystal in uprgade section, and if you try to apply color crystal into saber, the game will crash Submitter WuOJot Submitted 07/20/2022 Category Mods TSLRCM Compatible Yes
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1 pointThere's nothing so strangely ironic about having to download your own mods after having lost the originals over time and computer changes..
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1 point
Version 1.0.0
130 downloads
---------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords ---------------------------------------------------------------------- TITLE: Effixian's Trask Ulgo Player Character AUTHORS: Effix(ian) CONTACT: PM me on the forums or find me on Steam ------------------------- INSTALLATION ------------------------- Unzip somewhere and run the file "TSLPatcher - Install Effixian's Trask PC.exe". ------------------------ DESCRIPTION ------------------------ This mod enables you to play as Trask Ulgo from KotOR 1. His files are in the KotOR 2 files (like many files from the first game) so it was a matter of enabling him to be picked as your player character and adding the missing portraits and dark side transitions. He wears the Republic Soldier uniform as underwear and default clothing. I made his eyes slightly more blue. There's no zombie look because I'm not a fan of that myself and there wasn't really a texture to easily reuse. Full dark side does get the yellow movie style Sith eyes and his hair becomes fully gray, half way to dark you get a mix of the two extremes. This mod shouldn't conflict with any other mod. Requested by Gooey on Steam. You can use this with a K1 Trask HD mod, you just need to rename some files (and probably settle for no dark side transitions if you don't get creative yourself). ------------------------------------- BUGS/KNOWN ISSUES ------------------------------------- Like with all characters that have their own custom clothing, things can look glitchy in the character creator, but things will be fine after that. ------------------------- UNINSTALLING ------------------------- 1. Remove the following files from your override folder: (not harmful if you leave these, step 2 will make the game ignore them) N_traskH.tga N_traskHD1.tga N_traskHD2.tga po_ptrask.tga po_ptraskd1.tga po_ptraskd2.tga 2. If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the game. ------------------------------------- DISTRIBUTION NOTES ------------------------------------- You can use the files from this mod in your own mod if you simply credit me. --------------- THANKS --------------- Stoffe and Fred Tetra for the needed tools and tutorials ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. -
1 point
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1 point
Version 1.0.0
153 downloads
----------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords ----------------------------------------------------------------------- TITLE: Effixian's Chiss Disciple Player Character AUTHORS: Effix(ian) CONTACT: PM me on the forums or find me on Steam ------------------------- INSTALLATION ------------------------- Unzip somewhere and run the file "TSLPatcher - Install Effixian's Chiss Disciple PC.exe". ----------------------- DESCRIPTION ----------------------- In 2017 I made a Chiss reskin of the Disciple, this mod lets you pick him as your player character. I redid the portraits, they are now more in line with the original Disciple portraits. In this mod there is a subtle dark side transition, some veins become visible. Custom underwear is included, you start with a white one which becomes black when you go to the darkside. Requested by Pipegut, lute and prudence. --------- BUGS --------- None known. ------------------------- UNINSTALLING ------------------------- 1. Remove the following files from your override folder: (not harmful if you leave these, step 2 will make the game ignore them) PMBCH01.tga PMBCHD01.tga pmhch01.mdl pmhch01.mdx PMHCh01.tga PMHCh01D1.tga PMHCh01D2.tga PO_PMHCH01.tga po_PMHCH01d1.tga po_PMHCH01d2.tga 2. If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the game. ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You can use the files from this mod in your own mod if you simply credit me. -------------- THANKS -------------- Stoffe and Fred Tetra for the needed tools and tutorials ---------------- Donations ---------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. -
1 point
Version 1.0.0
958 downloads
Ultimately, my hope for this project is for it to extend to every piece of greenery to finally move Kotor 2 into something visually closer to what Obsidian's Concept art depicts (or hopefully better). However, right now I only have enough time at my disposal to work on small portions incrementally, and rather than leave this in development forever, I've opted to release each new increment as an update on this download page until it reaches completion. I guess it could be thought of as a Steam Greenlight that is always free and only exists to benefit the community. Right now all I have is the Duxn jungle foliage texture which I've rebuilt from the ground up to imitate what actual dense undergrowth looks like. I originally planned to use an area template file to make the plants look larger but it ended up somewhat redundant and the plants look fine as is. Please let me know if there are any problems or if the alpha is out of place. -
0 points
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0 pointsThe bad news is that my computer has had its day. The good news is that the replacement should be ready by Friday.