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2 points
Version 1.0.0
733 downloads
This mod will replace and update texture files. To Install 1. Download: Davik HD.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love -
1 point
Version 1.1.0
810 downloads
Gives Bastila a unique Force power based on the Battle Meditation power from TSL. *NOTE: This mod will only work properly on saves from before Bastila has joined your party.* DETAILS This mod essentially ports the "Improved Battle Meditation" Force power from KOTOR II and gives it to Bastila as a starting power instead of Force Aura. Like in TSL, the power adds +2 to attack rolls, damage, and will saves for all party members and -2 for enemies within a 10m radius for 20 seconds at a cost of 35 FP. It also increases vitality regeneration for the duration. The power is not selectable at level-up by the PC or party members and is only added as one of Bastille’s starting powers. The VFX and Force power icon are ported from TSL. In KOTOR II, Improved Battle Meditation is a level 12 power while this mod gives it to Bastila at level 3, so it's possible there's an effect on balance in the early game. I don't think it's too OP of a power but let me know if you have feedback. INSTALLATION To install, run TSLPatcher.exe. This is required. Don't try to copy the files over manually. NOTE: If you install on a save from after Bastila has already joined your party, she won't have the power and won’t be able to select it on level-up. You can use save editor to give her the power. If any files are modified, a backup folder of unmodified files will be created inside the mod folder. UNINSTALLATION To uninstall, remove spells.2da, visualeffects.2da, effecticon.2da, p_bastila.utc, fp_bmed.ncs, v_bmedit2_imp.mdl, v_bmedit2_imp.mdx, v_bmedit2r_imp.mdl , v_bmedit2r_imp.mdx, and ip_battlemed02.tga from the override folder. Replace unk_m44ac.mod in the modules folder with the version in the backup folder. Replace dialog.tlk in the main game folder with the version in the backup folder. Then move any remaining files in the backup folder to override. COMPATIBILITY Should be compatible with most other mods as long as they use TSLPatcher or you install this mod afterward. Could potentially conflict with other mods that edit Bastila's starting Force powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty djh269 - endgame Bastila support, icon upscale & other tweaks - thanks! KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL -
1 pointThis should be pretty straightforward. You just scale down the adult models. I did a similar thing for Dragon Age Origins once: Not much to it for KOTOR, since you'd basically only be scaling the one model. They'd probably require custom sabers, since they'd need to be slimmed down so their hands don't clip through.
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1 pointUPDATE! The last few weeks have seen encouraging progress and I am beginning to see the light at the end of the tunnel towards a release. More on that later. Here are some screenshots showing a few of the additions that have been made since last I posted: The Ops center has received Republic Analysts and officers organizing battle reports and issuing deployment orders to Republic fleets across the galaxy. Admiral Dodonna is on planet for an important strategy meeting with the Jedi Council, plans her next moves. With the advancement of AI voicework, adding her as a full fledged npc we can have conversations with is now before us. Dergar Chester and his fumbling assistant Tarn have taken their posts within the Droid Bay of the sublevel. Here we find them enjoying a moments rest before the player's shenanigans with a faulty droid and a storage room door cause an untimely demise for one of our technician friends when the Sith attack. Jedi Shadows train for their next mission deployment within the Southern Dueling Range of the Sublevel. Master Sundar Dusk has placed a permanent hold on this dueling range for exclusive use by the Shadows, but the Northern Range is open for business! Speaking of Sundar Dusk, a bounty has been issued on dark side artifacts to help the Jedi stem the tide of war. He will pay good money for any artifacts you bring him. Sorry, Uthar. No Sword of Ajunta Pall for you anymore. The Jedi have intercepted a Red Eclipse slaver vessel and freed these wookies. Alongside Master Bolook, who you previously helped with the Dantooine Plains murder investigation, use advanced interrogation techniques to get the Trandoshan slaver to reveal where they bought these wookies from. Their ship logs make no reference of ever landing on Kashyyyk... Jedi Master Kavar is but one example of a TSL master who has received AI voicework thanks to the work of @Vert Here are some examples:kavar023.mp3kavar015.mp3 Supplies for the Republic seems the most critical need. Let's see what Kavar has to say: kavar020.mp3 Silais Fenn, the caretaker of the Academy, has finally gotten the galaxy projector online. But perhaps you are tired of listening to Kavar droll on. There's a solution to that! Fully implemented, you will be able to duel with every named Jedi from Belaya all the way up to Master Vandar. I am also looking for help in changing the child models. My end goal for them is lightsabers in hand and jedi robes donned while they train. At the moment they are scrappy commoner children fighting the air in front of them. You can see the disappointment in the eyes of their Jedi Trainer. Those are the major updates for now. I still have some script work to get quests rolling smoothly as well as tidying up dlgs and getting those prepared. But the big question, is when is this coming out? A Public Beta will be released here on DeadlyStream this Christmas season (2023) to get the communities feedback on where the mod is, and where it still has left to go before a final release is uploaded. The purpose of this beta is to take a comb through what has been done, identify items such as redundancies in code that I have patched in from other modules, what is simply not working like it should quest wise, installation errors, the works. I am hoping the community will take a productive dive into the sublevel, offering suggestions for improvement along the way. My goal for the sublevel has always been that it would be a hub for you, the modders, to use a launching point for your future work. There are There are 3 dedicated quest givers in Sundar Dusk, leader of the Jedi Shadow contingent of the Enclave, Master Quall who is dead set on helping his home planet not fall to the Sith, and Admiral Dodonna, who I envisoned giving you quests in the same vein as Admiral Hackett from Mass Effect.
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1 pointThanks! My goal is to flesh out the sublevel in a way that does not feel too out of line with the rest of the game. A compliment to K!, not a contradictory module. If you have any ideas or thoughts on how you would use the sublevel, I'm all ears! There's still a lot of real estate that can be used.
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1 pointplease do add Republic Soldiers patrolling the area. It will make sense why the Sith dont just attack dantooine at will
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1 pointRevenge of Revan is a total conversion, it's even very possible they might be using that level themselves. Correct me if I am wrong, but I feel like that shouldn't be the first worry / stop in the road for compatibility. ( K1R / K1CP ) is probably the first stop. Especially if the end goal is for this to be a K1 mod, not a K2 mod. Because RoR is for K2.