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Showing content with the highest reputation on 11/20/2022 in all areas

  1. 1 point

    Version 1.0.0a

    1,205 downloads

    This mod replaces the KOTOR legal screen with a high-resolution version that stays faithful to the original. The two options for installation are the Classic (4x3 with black borders) and Widescreen (16x9) editions. These are both 1080p. If requested, additional resolutions may be added in the future. Installation To install this mod, simply drop legal.bik in 'Movies' into the Movies folder in your game's directory. Make a backup copy of the original if you might uninstall this mod later. Widescreen Patching In order for this mod to work properly, your game must be patched to run in widescreen. Here's a couple of useful links in doing so. KOTOR Editable Executable Patching Tutorial Credits The GIMP Team, GIMP Olive Team, Olive Video Edior RAD Game Tools, RAD Video Tools Thanks to Sith Holocron for helping me font-match. Disclaimer This mod is not supported by LucasArts or BioWare. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.
  2. 1 point

    Version 1.0.0

    589 downloads

    Taris' Undercity is home to the strangest of galactic life. Not rakghouls, but floating grass. Specifically, there is one little area by the front of the Undercity pod crash with a little walkmesh error, that creates some floating grass the player can float over. This mod just fixes that out for now, it may grow later if I find other things in the module that could use work. Installation: Download the 7z file and extract the contents of the "To Override" folder to your game's override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\swkotor". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. Uninstallation: Remove the files in the Included Files list below from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. Texture mods do not typically create compatibility issues for mods like this. Acknowledgments: Thanks to Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, and to Cortisol for making file extraction easy with the Holocron Toolset. This modification is not supported by Bioware, 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.
  3. 1 point
    The log file indicates that you are trying to install the mod over the top of an existing K1CP installation. DO NOT EVER DO THIS. You must always start with a completely clean fresh installation. Since you are obviously using the Steam version, go into the game's folder (C:\Steam\steamapps\common\swkotor in your case) and delete the Override and Modules folders. Then in Steam, right-click on the game's entry in your library, select Properties, Local Files, and click the "Verify integrity of game files" button. Then start the entire mod installation process from scratch, including replacing the exe and patching it for widescreen, assuming you were doing that (in which case you probably just want to save a backup of the patched exe first).
  4. 1 point
    View File Taris Undercity Repairs Taris' Undercity is home to the strangest of galactic life. Not rakghouls, but floating grass. Specifically, there is one little area by the front of the Undercity pod crash with a little walkmesh error, that creates some floating grass the player can float over. This mod just fixes that out for now, it may grow later if I find other things in the module that could use work. Installation: Download the 7z file and extract the contents of the "To Override" folder to your game's override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\swkotor". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. Uninstallation: Remove the files in the Included Files list below from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. Texture mods do not typically create compatibility issues for mods like this. Acknowledgments: Thanks to Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, and to Cortisol for making file extraction easy with the Holocron Toolset. This modification is not supported by Bioware, 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. Submitter PapaZinos Submitted 11/19/2022 Category Mods K1R Compatible Yes
  5. 1 point
    View File Ultimate Ebon Hawk Repairs for TSL The fastest ship in the galaxy is also a work in progress. When they are not out and about with you, the gang spends most of their time just trying to keep the Ebon Hawk up and running. But the many gaps in walls, ceilings, and floors, the mysterious black panels, missing hull pieces, and see-through metal is a lot for even our expert Iridonian to handle. So let's give Bao-Dur a hand! So to speak. Version 2.0.0 contains lots of new goodies, such as fixed lightmapping, lights for dynamic objects where they were missing, re-cut geometry for computer panels to match blinking animations to the appropriate textures, loosened walkmeshes to remove some invisible walls, and a host of new texture mapping improvements. This mod also now has you covered for the damaged Ebon Hawk seen in the prologue, fixing the same sorts of issues. Installation: Download the 7z file for the mod version of your choice 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". 7z files can be opened with Archive Utility on macOS, or with free programs such as PeaZip on Windows/Linux. If you are upgrading from an older version of this mod, you can safely delete that "Ultimate_Ebon_Hawk_Repairs" folder from your override. If you use either "Animated Ebon Hawk Monitors (not including Galaxy Map)" or "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)" by Sith Holocron, Dark Hope, ebmar, and Xarwarz, I have made special versions of relevant submodules wherein I recut the computer panel geometry again to match the ship animations to the textures exactly. Due to the high quality of these textures, I was able to make the cuts in this version even nicer than the ones I made for vanilla. Just take the files found in the "Animated Monitors" subfolder, place them into the main mod folder, and enjoy. Uninstallation: Remove the folder "Ultimate_Ebon_Hawk_Repairs_for_TSL" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. This mod is not compatible with "Ebon Hawk Model Fixes" by bead-v and ndix UR, but fixes the same issues, as well as a great many more. If you currently have the other mod installed, you can avoid any mod conflicts by removing either "EbonHawkCockpitFix_v2.0" or "Ebon Hawk Cockpit Fix" from your override, depending on which version you currently have. If you are looking for an Ebon Hawk repairs mod for the first game, that is available here. If you are looking for some other ways to make the ship a little more livable, there are many texture mods out there that are well worth the installation, and all of them compatible with this mod. Sith Holocron, Dark Hope, ebmar, and Xarwarz have authored both "Animated Ebon Hawk Monitors (not including Galaxy Map)" and "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)". I recommend using either version in conjunction with this mod, and have even made special versions of some of the ship submodules to cater to those textures exactly -- if you use either mod, and I recommend you do, I highly suggest reading the relevant bit in the Installation section for more details. You can also check out ShiningRedHD's "Ebon Hawk HD - 4x Upscaled Texture" on NexusMods for a high definition version of the exterior of the ship. Dark parts of the ship's map bothering you? Check out "TSL Ebon Hawk Downloadable Map" by Ashton Scorpius. If you have any compatibility questions, feel free to ask, though there are not too many mods out there also working on the Ebon Hawk's models, as opposed to textures. For a mod such as this, checking for compatibility is as simple as ensuring a different mod does not contain any files of the same name as those included in the list below. Note that this mod includes three minorly-edited lightmaps, as listed above. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I also want to give a big thank-you to bead-v and ndix UR for their work on "Ebon Hawk Model Fixes", and for their generosity. I would also like to thank Pcthoros for reporting the light issue for mobile users. For those of you curious about that mystery object in the first few screenshots, the Ebon Hawk's main hold is surrounded by a black box meant to make all the geometry errors throughout the ship less noticeable. I removed it, sealed up all the gaps in the above screenshots, as well as many more, then put back the pieces that were not accidentally visible to the player. 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. Submitter PapaZinos Submitted 03/05/2022 Category Mods TSLRCM Compatible Yes
  6. 1 point
    Version 2.0.0 is out! It is a pretty hefty update, so here is what's new: -- The Ebon Hawk's computer panels now have geometry cut to its actual textures, such that buttons blink, but not the walls around them. These new fixed animations are catered to the vanilla textures by default, and the mod also includes an even higher-quality version for users of the textures found in Animated Ebon Hawk Monitors (not including Galaxy Map) or More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map) by Sith Holocron, Dark Hope, Xarwarz, and ebmar, which I highly recommend. See the Installation section for details. -- Actual lights for characters have been added throughout the ship to areas in which they were missing. Most notably the cargo hold, storage compartment, and workbench in the garage. Major characters standing in and around those areas will no longer look dull or unilluminated even when standing right in front of light sources. Other light sources now cast actual light onto players as well. Performance should not be affected by this, in fact: -- Game performance improvements have been made throughout the ship by removing extraneous, performance-draining settings on most lights throughout the ship for effects that were not actually visible in-game. For users with low-end graphics cards that see frame drops when rendering shadows, for instance, your game will now run much smoother at no visual cost. If you experienced frame drops particularly in the port and starboard cabins, that should now be resolved for you. -- A whole host of improvements have been made to the light mapping throughout the ship, mostly by adjusting the actual mapping, though the mod includes some slightly adjusted light maps as well. Those light seams over the hallway lights are now a thing of the past, along many of the other lighting seams throughout the ship. -- A slew of new texture mapping improvements have been made to various computer panels, pipes, doorways, walls, floors, and ceilings throughout. -- The walkmesh has been loosened up where appropriate to decrease the number of invisible walls on the ship. You can now clean up that bit of your mini-map in the engine room. -- This mod now also has you covered with all of the above, as well as the typical geometry fixes, for the alternate version of the ship seen in the prologue. This will fix up that issue of the outside of the garage blinking in and out of existence due to a now-unnecessary box around the main hold, and also includes a new .VIS file so rooms don't disappear before your eyes when rounding corners.
  7. 1 point

    Version 1.1

    5,194 downloads

    Very Nice! Load Screens for KotOR 1.1 by ajdrenter Description: This is a complete set of replacement load screens for high resolution UI scaled configurations. It includes compatibility patches for Jorak Uln's reskins, jc2's "Lehon Mandalorian Expansion", and Silveredge9's "Brotherhood of Shadow: Solomon's Revenge". So far there is a 16x9 version and 4x3 version. This mod requires a high resolution user interface mod such as "KotOR High Resolution Menus" by ndix UR. I also recommend "HD MENUS AND UI Assets" by JackInTheBox, who's mod provided the template for this mod. Installation: Just drag and drop from your desired folders to your override. FOLDER LIST kotor - All base game load screens jorak - Screens for Jorak Uln's reskins jc2mando - Load screen for jc2's "Lehon Mandalorian Expansion" bos - All screens for Silveredge9's "Brotherhood of Shadow: Solomon's Revenge" Credits: JackInTheBox for the base load screen texture which I used to do this whole mod. Thanks! Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets. If you use assets belonging to JackInTheBox you must obtain consent from him either through his release documents or personal contact.
  8. 1 point
    Redoing this in a hopefully-more-constructive manner... Several of your changes seem odd and not entirely well-conceived, and not as logical as you might think. In general, the removal of feats and reduction of skills seems ill-advised for two reasons. One is that most of the non-droid party members are hilariously underleveled compared to where they should be in-universe (Carth, Canderous, and Jolee are the worst offenders here - the former two are both war veterans, and Jolee is a freaking Jedi Master) to keep them from being overpowered - their feats and skills and powers (where applicable) give them at least some semblance of the abilities they ought to have. Another is that giving them feats at levels before a player character of the same class would get them helps them pull their weight more instead of being too underpowered compared to you. Moving on to character-specific stuff... * Getting rid of Carth and Canderous' Power Attack feats just plain doesn't make sense, at least as far as I can see. They may be nominally gun specialists, but they're still Soldier-class and would thus have the same skill diversity in their basic training - Power Attack is a starting feat for Soldiers. So it's not even consistent with your reason for stripping Zaalbar of his Improved Power Attack (that is, consistency with player feat progression). From a gameplay perspective, there's also the fact that removing their Power Attack feats doesn't serve the many players who write off blaster weapons and thus prefer to develop characters as melee fighters wherever allowed. * Re: Carth's cross-class skills. In-universe, Carth is a veteran and an officer, so having a more diverse skill set is logical. Out-of-universe, those skills serve to ensure some key bases are covered in the early parts of Taris, where Carth is the only party member you have. * Re: Mission's stats. This is the one that particularly stood out to me as a bad idea. Nerfing Mission's Intelligence score actually hurts her a fair bit. In-universe, she's supposed to be smart (something you yourself acknowledge) because of her experience as a street urchin. Gameplay-wise, a KotOR Scoundrel isn't quite like a D&D rogue; one of the KotOR Scoundrel class's primary strengths is actually their use of skills. Intelligence is therefore a crucial stat for them, because it's the governing stat for how many skill points a character gets. By nerfing Mission's Int you impair her ability to pay points into those skills and therefore a lot of her utility. * Re: Jolee's stats. Jolee Bindo is a seasoned Jedi Master and his focus is the Force... so by my reckoning he should have the points he does in the two stats that govern Force Powers. You accuse it of being "too many points overall" but A. see point about characters being underleveled compared to where they should be in-universe and B. It helps him keep pace with the player character (who gets bonus Force points per level compared to companions) Oh, and being a Consular means his focus is also diplomacy (where Charisma is important) - that's actually where the class name comes from. Finally... Have you not noticed Jolee's charm? He clearly deserves a high Cha score! * Re: Juhani. Jedi Guardians may be more focused on combat than the deeper mysteries of the Force, but that combat focus still includes using the Force in combat. And Jedi in general are meant to have a higher baseline Wisdom. So dropping her Wisdom score below the bonus line? Doesn't seem like the greatest idea. And in fact penalizes her in battle a little. Removing the Blaster Proficiency feat from the Jedi companions, that part makes sense. Although from a gameplay perspective there might be a reason they have it - the only ranged attacks in the game are "assorted blasters" and "Throw Lightsaber". That or they're Kyle Katarn-style Jedi. Not all the stat changes are bad in my book, though. For instance, I definitely agree with removing Strength points from HK-47 and giving him Dex points instead - high strength may be logical for him, but in his case there's no way to make it useful; guns are all he's allowed wield. Anything I didn't mention I'm either neutral on or consider a plus.