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Showing content with the highest reputation on 03/02/2023 in all areas

  1. 2 points
    Originally I cribbed this list from the internet to assist me when I was making my Loading Screen Mods for TSL. However, after I made the Replacement Loading Screens for KotOR2: Add-On Pack for those new areas, I wound up adding those warp codes to my own list. I was recently asked about Brotherhood of Shadow warp codes on Discord recently - yes, I know it's a different game - and it reminded me of my TSL Warp Code list. So now I post it here. If you find errors, please let me know. If you have codes from other mods that I may have overlooked (or haven't been released at time of writing), please let me know and I'll add them with attribution. Special thanks to @Leilukinand @JCarter426 for their assistance on KotOR Reddit Discord in working out how to find the Warp Codes more easily using Holocron Toolset. KOTOR II Warp Codes Enter these codes after "warp " in the console to be instantly transported to the listed area. The area code is not case-sensitive; i.e. 101per, 101Per, and 101PER all work. (Remember that the console is invisible in TSL.) Code Area 001EBO Prologue - Ebon Hawk Interior 002EBO Prologue - Ebon Hawk Exterior Hull 003EBO Ebon Hawk - Interior 004EBO Ebon Hawk - Interior - Red Eclipse Slayer Invasion [1] 005EBO Ebon Hawk - Escape from Peragus [2] 006EBO Ebon Hawk - Interior [10] 007EBO Ebon Hawk - Interior [12] 101PER Peragus - Administration Level 102PER Peragus - Mining Tunnels 103PER Peragus - Fuel Depot 104PER Peragus - Asteroid Exterior 105PER Peragus - Dormitories 106PER Peragus - Hangar Bay 107PER Peragus - Turret Minigame [2] 151HAR Harbinger - Command Deck 152HAR Harbinger - Crew Quarters 153HAR Harbinger - Engine Deck 154HAR Harbinger - Command Deck (used for cutscenes) 201TEL Citadel Station - Dock Module 202TEL Citadel Station - Entertainment 203TEL Citadel Station - Residential 082 East 204TEL Citadel Station - Residential 082 West 205TEL Citadel Station - Cutscene with Carth Onasi [3] 207TEL Citadel Station - Cantina 208TEL Citadel Station - Bumani Exchange Corp. 209TEL Citadel Station - Czerka Offices 211TEL Citadel Station - Swoop Track [4] 220TEL Citadel Station - Suburban 221TEL Citadel Station - Suburban 222TEL Citadel Station - Entertainment Module 081 231TEL Telos - Restoration Zone [5] 232TEL Telos - Underground Base 233TEL Telos - Czerka Site 261TEL Telos - Polar Plateau 262TEL Telos - Secret Academy 301NAR Nar Shadaa - Refugee Landing Pad 302NAR Nar Shadaa - Refugee Quad 303NAR Nar Shadaa - Docks 304NAR Nar Shadaa - Jekk'Jekk Tarr 305NAR Nar Shadaa - Jekk'Jekk Tarr Tunnels 306NAR Nar Shadaa - Entertainment Promenade 351NAR Nar Shadaa - Goto's Yacht 352NAR Nar Shadaa - Goto Cutscene [6] 371NAR Nar Shadaa - Swoop Track [4] 401DXN Dxun - Jungle Landing 402DXN Dxun - Jungle 403DXN Dxun - Mandalorian Ruins 404DXN Dxun - Mandalorian Cache 410DXN Dxun - Jungle Tomb 411DXN Dxun - Sith Tomb 421DXN Dxun - Turret Minigame [2] 501OND Onderon - Iziz Spaceport 502OND Onderon - Iziz Merchant Quarter 503OND Onderon - Iziz Cantina 504OND Onderon - Sky Ramp 505OND Onderon - Turret Minigame [2] 506OND Onderon - Royal Palace 510OND Onderon - Swoop Track [4] 511OND Onderon - Iziz Merchant Quarter Invasion [7] 512OND Onderon - Iziz Western Square 601DAN Dantooine - Khoonda Plains 602DAN Dantooine - Khoonda 603DAN Dantooine - Khoonda Plains Cutscenes [8] 604DAN Dantooine - Crystal Cave 605DAN Dantooine - Enclave Courtyard 610DAN Dantooine - Enclave Sublevel 650DAN Dantooine - Rebuilt Jedi Enclave 701KOR Korriban - Valley of the Dark Lords 702KOR Korriban - Sith Academy 710KOR Korriban - Shyrack Cave 711KOR Korriban - Secret Tomb 851NIH Ravager - Command Deck 852NIH Ravager - Bridge 853NIH Ravager - Nihilus/Visas Cutscene 901MAL Malachor V - Surface 902MAL Malachor V - Depths 903MAL Malachor V - Trayus Academy 904MAL Malachor V - Trayus Core 905MAL Malachor V - Trayus Crescent 906MAL Malachor V - Trayus Proving Grounds 907MAL Malachor V - Kreia/Sion Cutscene 952COR Coruscant - Jedi Temple 953COR Coruscant - Jedi Temple Council Chambers 954COR Coruscant - Jedi Temple Landing Pad 950COR Ebon Hawk - Escape From Telos Cutscene [9] New areas added by mods Code Area TSLRCM (information kindly provided by Leilukin) 012EBO Ebon Hawk - Interior - Cutscene of the Red Eclipse boarding 235TEL Telos Orbital Shuttle 298TEL Telos - Military Base Sub-Level (HK Factory) 299TEL Telos - HK Manufacturing Plant 307NAR Nar Shaddaa - Entertainment Promenade - Zhug Brothers' cutscenes 350NAR Nar Shaddaa - Refugee Landing Pad - For the sequence where Atton, Bao-Dur and possibly a 3rd party member fight through the area 908MAL Malachor V - Trayus Academy - Handmaiden vs. Visas cutscene 909MAL Malachor V - Trayus Academy - Atton vs. Disciple cutscene, Atton vs. Sion fight and cutscene Curse of the Sith 100CDN Curse of the Sith Azgath N'Dul's Tomb 712KOR Korriban - Azgath N'Dul's Tomb 713KOR Korriban - Tomb Antechamber [TSL] Lost Modules Pack (info provided by InSidious in his mod description) 000test Empty, box-shaped room. The camera clips through the walls, like it does in most custom modules. 000trl Small, empty area with a foggy floor. Perhaps has something to do with the main menu, when completed by a character with the Sith Lord prestige class? 999dia Very large, flat plane, with walkmesh and lighting. Perhaps a test? M4-78 Enhancement Project 703KOR Korriban cutscene #1 for M4-78 version 1.5 705KOR Korriban cutscene #2 for M4-78 version 1.5 801DRO M4-78 - Landing Pad 802DRO M4-78 - Central Zone 803DRO M4-78 - Environmental Zone 804DRO M4-78 - Industrial Zone 805DRO M4-78 - M4-78 Archon Chamber 806DRO M4-78 - Archon I Chamber (ES-05) 807DRO M4-78 - Archon II Chamber (IS-24) 808DRO M4-78 – Central Zone (irradiated) 809DRO M4-78 - Industrial Zone (irradiated) 810DRO M4-78 - Industrial Zone - Design & Testing 811DRO M4-78 - Industrial Zone - Research & Development Coruscant Jedi Temple 952COR Coruscant - Jedi Temple 953COR Coruscant - Jedi Temple Council Chambers 954COR Coruscant - Jedi Temple Landing Pad Korriban Expansion 740KOR Valley Floor 741KOR Poxus Awakens Herrco [Cutscene] 743KOR Tomb of Darth Doom III 745KOR Poxus' Academy 746KOR Poxus' Sanctuary 747KOR Shuttle Area 748KOR Sith Ruins 749KOR Thulsa Gaul’s Outer Sanctum 750KOR Thulsa Gaul’s Inner Sanctum 910DAG Tomb of Ezer Arden Extended Enclave (information from Leilukin) 020EBO Ebon Hawk [11] Cathalan 451CAT Keralt High Level 452CAT Keralt Middle Level 453CAT Keralt Entertainment Level 454CAT Keralt Lower Level 455CAT Warrior Base 456CAT Wyvern Dragon’s Base 457CAT Eastern Dark Lands 458CAT Mattersan District 459CAT Western Dark Lands 460CAT Outsider’s Enclave 461CAT The Crypts 462CAT Keralt Sector 51 ORIGINAL NOTES: [1] Warping into this area will leave you without companions. Not a good thing unless you just want to test your toughness. [2] Warping into a turret minigame may cause the game to hang when the minigame is complete. [3] Warping into this area does nothing except trigger a cutscene on Citadel Station with Carth Onasi. You then travel to Malachor V. [4] You can warp into a swoop track and race. Afterwards, you'll find yourself in front of the track manager; however, your race time won't be recorded. Use this for practicing swoop racing without paying any money. [5] Warping into the Telos Restoration Zone prior to having entered it normally will cause the game to hang in the cutscene and your only option is to ALT-F4 to force the game to close. [6] You'll see a plot-exposition cutscene that normally occurs the first time you travel to Nar Shadaa and then end up on the Refugee Landing Pad. [7] This is the Iziz Merchant Quarter after you have landed your Mandalorian War Basilisk in the middle of the street. [8] This is actually an amusing area to visit. This is the area used to show cutscenes when you are helping/sabotaging the defense against the mercenaries. There's a computer console that allows you to play all the mini-movies and you can wander around and see how the developers set up the movies. [9] This is the scene aboard Ebon Hawk after you leave Atris' Secret Academy the first time. NEW NOTES: [10] As per Leilukin: 006EBO is used for the cutscene on the Ebon Hawk after the Rebuilt Jedi Enclave (which includes dialogue with Atton and Visas/Disciple) [11] As per Leilukin: the Extended Enclave mod also adds a custom module for the Ebon Hawk, 020EBO for the cutscene of the Ebon Hawk crew after the Exile's "death". [12] As per Leilukin: 007EBO is used for the cutscene on the Ebon Hawk after Goto's Yacht, which includes dialogue with Mira/Hanharr, Atton and G0-T0
  2. 1 point

    Version 0.10.0

    1,278 downloads

    NPC Diversity Pack [K1] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.8.0 Beta Release Date: 04.04.2024 Installation: Please install the K1 Community Patch FIRST before this mod! If you plan on using it, install the Unofficial K1CP Tweak Pack mod SECOND (This mod is optional and is NOT required for this mod to work)! Once you click on the HoloPatcher.exe, you'll be given a few install options. 1) Main mod: Installs the actual mod (edits over 600 NPCs so this may take a few minutes to install). 2) Player Head Commoners: This install will add new commoner NPCs who use the player heads. This option will greatly diversify the Kotor galaxy as there are so many player head commoners it's unlikely you'll see them twice in one playthrough, and it greatly reduces the already existing generic commoner heads. If a player head commoner uses the player's head, it will be swapped for another head (So if you're playing Mullet Man then the Mullet Man who appears in-game will use a different head). You WILL have to install this option AFTER the main mod. Description: As with many modders, I have a vision for a comprehensive NPC Overhaul. This mod is currently in a BETA stage, whilst I don't expect bugs, I do expect player criticism/feedback alongside reports of possible mod conflicts with certain mods... updates will be released to fix any possible bugs, add popular player suggestions, possible hotfixes for incompatible mods and new content as they become possible. What does this mod do? This mod is comprised of several smaller mods that have been merged into one big mod, resulting in an immersive NPC Overhaul which is compatible with the K1 Community Patch. This mod swaps the heads of hundreds of NPCs to prevent the 'clone' effect, it replaces the low poly Lite NPCs with actual NPC appearances, it diversifies the clothing, armor and weapons worn by NPCs without touching any of the NPC Loot drops, it modifies the .GIT files in some areas to remove duplicated NPCs, it swaps the soundsets of over 200 NPCs so that the enemies you fight have a truly random "death grunt" sound as they die and MORE! With this mod, over 600 NPCs will be affected (including NPCs which are commonly affected by other mods). It is HIGHLY advised to install this mod (AFTER the K1CP mod) BEFORE you install any new appearance mods. For example, Galaxy of Faces is a mod which adds new appearances. Installing the NPC-DP BEFORE that mod will allow you to have GoF appearances alongside the NPC-DP's NPC Overhaul. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. Incompatibilities: Please report any incompatibilities! Player head commoners are affected by player head reskins, if you install weird player head reskins (The Mullet Man to DC Universe Joker for example) then the player head commoner with Mullet Man's head will use that skin. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: ebmar: For his attempt at fixing a problem with the TSLPatcher pre-0.4.1! JCarter426/DarthParametric: For pointing out major flaws with the old TSLPatcher setups. SpaceAlex: For fixing the old clothing bug in his K1 Enhancement Project for which his fix was carried over to this mod! Cortisol/th3w1zard1: For the HoloPatcher! Fred Tetra: For Kotor Tool! Bioware: For such an amazing game! 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.
  3. 1 point

    Version 1.0.0

    232 downloads

    -ABOUT- So this is something that's bothered me for years. Basically, the UV mapping around Revan's mask is a smidge wonky. The indentation on the mask's mesh indicates the visor part of the texture was meant to line up in it. But for whatever reason, no one decided to correct it during development. The only times I've seen this fixed were in the fan film "Knights and The Darkness Part II" and the mod "Brotherhood of Shadows." So I decided to just go ahead and make a dedicated reskin just to correct this little nitpick. Hope you chuckleheads get some mileage out of it 😆 -INSTALLATION- Simply copy/paste the texture files into your Override folder located in your "swkotor" directory. -UNINSTALLATION- Simply locate and remove the files. Go ahead. Do it. I dare you. -COMPATIBILITY- This reskin is not compatible with any mod/texture pack that alters: -N_DarthRevan01.tga -N_DarthRevan01.txi -PERMISSIONS- You may use this mod for whatever project you want, so long as you credit me. -CREDITS- Cortisol - Holocron Toolset ndix UR - TPCview
  4. 1 point
    When you know that you chat too much on DS:
  5. 1 point
  6. 1 point
    That's so nice of Trask to visit his Sith grandpa in the intergalactic Nursing home
  7. 1 point
    This mod is not compatible with Schematic Lightsaber Mod. SLM overwrites the Korriban Sith Academy module, so do not install SLM if you want to use my mod.
  8. 1 point
    Ah yes! There are quite a few differences between my mod and the original NPC Overhaul mod by Kainzorous Prime, here are some of the differences: 1) Installation: The NPC Overhaul by Kain utilizes .MOD files which makes it totally incompatible with K1R and the K1CP mod. My mod, on the other hand, modifies the NPC's UTC file directly inside their .MOD files (as provided by K1CP as it is a requirement before installing my mod) without the need to hard overwrite .MOD files or .UTC files inside said .MOD files! 2) No unique items: NPC Overhaul notoriously (at least in my opinion) uses 'unique armor' for NPCs. For example, on the mod page it shows the merchant Eli Gand wearing Exar Kun's Battle Armor. I find things like this lore breaking as Exar Kun's Battle Armor is supposed to be just one item whereas a Combat Suit, for example, is mass produced. It is for this same reason why I dislike Inyri Forge's Enhanced Merchant mod as it does the same thing with unique items (I believe Adum Larp sells up to 4 Naga Sadow Poison Blades on Dantooine for example). This screenshot is but one example of how Kainzorous has used unique items on NPCs, from memory I believe some Black Vulkars have Baragwin Armor, Redros the Vulkar Swoop Racer has Jurgan Kalta's Power Suit, Davik's Armor was removed to make way for Verpine Zal Alloy Mesh and so on. 3) Loot: This part is actually notorious in TSL's NPC Overhaul but in the K1 NPC Overhaul I do know it's possible to leave Taris with Eriadu Prototype Armor and Verpine Zal Alloy Mesh. And in K2 it's possible to get some high quality/end game tier gear as guaranteed loot from the Citadel Hangar Assassins, no need to save up to buy from a merchant or rely on random loot drops with TSL NPC Overhaul you'll get half of the overpowered items from the end game at the start! My mod does not touch loot, at all! The only thing this mod will do is touch up the clothing, armor and appearances of the NPCs you find in the game in a lore-friendly manner. 4) Bonuses: The original NPC Overhauls for both games come with bonus content that aren't necessarily related to NPC diversity, the most glaring of these 'bonuses' is obviously the new Imperial Officer uniforms: Now let's compare Kain's work to mine: My mod doesn't add anything new, that means players can install their own Officer reskins and the like and my mod won't break it whereas with Kain's mod it kind of forces you to play with his new Imperial uniforms unless you know how to personally remove the associated files. As I'm sure we can see from my screenshots and the original NPC Overhaul mod found here I've definitely taken my own unique take on all of the NPC appearances to offer a different experience than the one offered in Kain's NPC Overhaul mod. Plus, this mod isn't necessarily meant to be stand alone... in the spoiler in the very first post of this thread I've made a list of other mods which will be made after this mod, this ranges from a Twi'lek specific NPC Overhaul, a mod which adds more fat commoners to the game, a mod which adds Onderon style commoners to the game and so on. With your experience with NPCs in mind, did you ever encounter the 1st bug I mentioned in the 2nd post? And if so how did you manage to fix it?