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  1. 3 points
  2. 1 point

    Version 1.0.0

    637 downloads

    Integrates Force powers from KOTOR II into KOTOR I. DETAILS This mod adds 6 Light side and 6 Dark side Force powers from KOTOR II to KOTOR I. Added powers: • Master Heal • Force Barrier • Improved Force Barrier • Master Force Barrier • Revitalize • Improved Revitalize • Drain Force • Improved Drain Force • Master Drain Force • Force Scream • Improved Force Scream • Master Force Scream I wanted any added powers to feel like they fit naturally in K1 while keeping faithful to their design in K2. For this and other reasons the following powers are excluded: • Powers restricted to prestige classes - Check out Prestige Powers • Powers granted to the Exile through the story • Powers with hardcoded effects / that would take more involved scripting to implement (Mind Trick, Force Body, Force Deflection) • Battle Meditation - Try my mod Bastila Has TSL Battle Meditation to give this to Bastila as a unique starting power. • Master Energy Resistance - The Energy Resistance tree was rebalanced in KOTOR II so this power isn’t much better than Improved Energy Resistance in K1, at least not enough to justify it taking its own slot. • Master Revitalize - Level 21 power in K2, level capped at 20 in K1 This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to. The Force Scream VFX/sound, Revitalize VFX, and Force power icons are ported from KOTOR II. INSTALLATION To install, run TSLPatcher.exe (Required) Unaltered copies of any modified files will be placed in the “backup” folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: • spells.2da • visualeffects.2da • effecticon.2da • k_fp_barrier1.ncs • k_fp_barrier2.ncs • k_fp_barrier3.ncs • k_fp_masterheal.ncs • k_fp_revitalize1.ncs • k_fp_revitalize2.ncs • k_fp_scream1.ncs • k_fp_scream2.ncs • k_fp_scream3.ncs • k_fp_drainforce1.ncs • k_fp_drainforce2.ncs • k_fp_drainforce3.ncs • ip_frcbarrier01.tga • ip_frcbarrier02.tga • fp_frcebarrier03.tga • ip_frcscream01.tga • ip_frcscream02.tga • ip_frcscream03.tga • ip_masterheal.tga • ip_revital01.tga • ip_revital02.tga • ip_drainforce01.tga • ip_drainforce02.tga • ip_drainforce03.tga • v_frcscrm1.mdl & .mdx • v_frcscrm2.mdl & .mdx • v_frcscrm3.mdl & .mdx • v_revite.mdl & .mdx • v_pro_scream.wav • fx_slash04.tpc 2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder. 3. Move any remaining files in the backup folder to override. COMPATIBILITY AND NOTES Should be compatible with most other mods provided they use TSLPatcher or you install this mod after. I recommend installing after any others mods that add Force powers. Must be installed after uwadmin12's Force Enlightenment. While technically compatible, the mod Four Force Powers adds a similar Revitalize power, so you will have two versions of this power if you install both mods. From k_inc_force it seems that some of the powers in KOTOR II don’t function exactly like they’re described. For example the Revitalize powers heal a flat amount instead of a percentage as stated in the description. Drain Force steals a maximum of 20 FP from an enemy, not 10, and Improved Drain Force affects multiple enemies in a range, instead of a single enemy. Some of these seem to be intentional changes that were just never updated in the Force power description. I decided to implement the powers the same way they function in TSL and correct the descriptions. I’m not sure it’s possible to add custom casting animations so Force Scream uses the regular “hand out” animation instead of the “fury” animation it uses in KOTOR II. PERMISSIONS Please don’t reupload this without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL
  3. 1 point
    From what I've read the GOG version has been known to crash in areas or not start at times. Not sure if that's common. Now I'm wondering if using LegacyPC on Steam and just manually installing the mods is the way to go. This helps a lot. Thanks!
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  6. 1 point

    Version 1.0.0

    130 downloads

    Separate Force whirlwind By djh269 Date:17.02.2024 Description: Makes the Whirlwind Force Power separate from the usual Force Push spell chain. Compatibility: Compatible with any mods that don't affect the Force Push - Force Whirlwind - Force Wave chain. Credits: KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides
  7. 1 point
    View File WOTOR Plus Patches Weapons of the Old Republic By T7nowhere,svösh,Mono_Giganto Released December, 20/ 2006 About WotOR: Section I: Installation Instructions Section II: UnInstallation Instructions Section III: Possible Mod conflicts Section IV: Credits Section V: Special thanks Section VI: Terms of use About WotOR: *This mod is intended to be played with a new game, playing it with a current save game may make you miss several cool weapons* The main focus of this mod was to give as many of the interesting NPC's their own unique weapons. This mod adds 22 new models for your eye candy pleasure. All of the weapons are integrated into the game as seamlessly as possible. Many of the models are just straight replacements for the characters original weapons some are completely new. It's your job to find out which are which ;). I tried to keep the weapons balanced, some may even be a little under powered, but since I don't know which path you take through the game I kept them as close to the weapons that are found in the area. Only a few of the weapons have new stats most are the same was the originals. Section I: Installation Instructions To install this mod simply begin the installation and navigate to your SWKotOR root folder and hit the “ok” button. The Patcher is set to automatically back up any files that it modifies in your override. Pay close attention to the install log for warnings and errors. It is very likely that this mod will include the same files that may have been used by other modders. To install the Patches unzip the 2 files labeled “Upgrades”, and copy/paste to overwrite the files already located in the Override folder. Section II: UnInstallation Instructions To uninstall this mod you will need to delete all the files that belong to WotOR from the Override directory. the easiest way to find all of this mods files is to Copy them from the extracted archive and and paste them into override and overwrite all files, this will select all of the files used by WotOR and allow you to right click one of the highlighted files and choose delete(to delete all the files selected). Then find the Backup folder the the patcher created and restore the backups of the files that you originally had in Override before installing WotOR. Section III: Possible Mod conflicts The most likely conflicts you will find if any, will be with the .utc(character files). If you do have multiple mods that modify the same utc you will need to combine the files. (I will add the editing of UTC files to the patcher at a later date) Section IV: Credits svösh: Darth Bandon's saber Mono_Giganto: The One's Vibrosword T7nowhere: Malak's saber Ajunta Pall's Blade Bastila's Double-lightsaber Calo Nord's Heavy Blasters Canderous' Ordo's repeating blaster Carth's Blaster pistol Chuundar's Bowcaster HK-47's Repeating Blaster Rifle Jolee's Lightsaber Juhani/Quatra's Lightsaber Mission's Vibrosword Saul Karath's hold out blaster Sherruk's Heavy Repeating Blaster Sherruk's trophy Jedi knight's lightsaber Sherruk's trophy Jedi Double-Bladed Lightsaber Yuthura's Jedi Lightsaber Yuthura's Sith Lightsaber Bacca's Ceremonial Blade Zaalbar's Bowcaster Section V: Special thanks Special Gratitude goes out to Shem for play testing, proof reading and debugging. I couldn't have released this mod without his help. A very Special Thanks goes out to cchargin who made it Possible for us to make new models for use in KotOR/TSL, tk102 for his very useful utilities for which we all could not mod KotOR and TSL with out, Fred Tetra for his continued support of KotoR tool(aka. KT) another tool us modders could not live without and stoffe -mkb- for the fantastic TSL patcher which has made installing mods much simpler. for those that don't have to set up the installer) Additional thanks goes out to all the people that have been so patiently waiting for me to release this mod and for remembering that I started it Section VI: Terms of use This mod may not be re-upload to any other website unless explicit permission to do so is given by the WotOR mod Team. You may alter the contents of this mod in anyway you see fit for your personal use only. You are not allowed to use any of this mods resources in other released mods without express written consent of the WotOR modding team. Acknowledgement: Special Thanks to Sith Holocron for the new WoTOR Logo! Submitter Deadly Stream Submitted 02/26/2023 Category Mods K1R Compatible No  
  8. 0 points

    Version 1.0.0

    186 downloads

    Silent Sion Restoration Author: Emperor Devon Version: 1.00 File Name: Silent Sion Restoration.zip Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 1. DESCRIPTION This mod removes the added TSLRCM dialogue lines where Sion tells the Exile, "I have come to warn you, Jedi. You know not the path you walk," (if female) or "I have come for the Jedi," (if male) during their first meeting on the Harbinger. I think the scene is stronger without those lines for several reasons. #1: Sion is scarier when he doesn't speak. All you've seen him do, previously, is murder and terrify. He's basically a horror movie monster. He doesn't need to speak. #2: The male line is redundant. We already know he's here for the Exile. He even says so over the Harbinger holologs. He doesn't need to say so again. #3: The female line undermines Sion's character. His stated intention of "warning" the Exile casts him as an ambiguous figure who potentially means the Exile well. This further reduces his sense of menace. #4: The female line doesn't fit the Sion (quasi-)romance. Sion warning the Exile implies he already has feelings for her. But this is their first meeting. They haven't even spoken. Sion showing no concern for the Exile when they meet, in contrast, implies that his feelings develop over the course of their interactions (primarily on Korriban), which I find more believable. #5: The female line makes no sense. Sion is on Peragus to kill the Exile, not warn the Exile. He has no reason to lie about this. Not all of KotOR II's cut content was cut because of time constraints. Some was cut because the developers thought the game was better without it. IMO, this is one of those instances. So, I've removed the two lines. Sion won't speak a word when he encounters a male or female PC. He will just advance down the hall in menacing silence. 2. COMPATIBILITY This mod requires the TSLRCM. It is compatible with all other mods. 3. INSTALLATION Copy the file to your override folder. 4. UNINSTALLATION Delete the file from your override folder. 5. USAGE AND PERMISSIONS You have my blessing to do whatever you want with this file. If you use it in another mod, or upload it to another website, please give me attribution for my work. 6. CREDITS • Cortisol for developing the Holocron Toolset • Deadly Stream for providing a continued home for KotOR modding • tk102 for his dialogue editor • The TSLRCM team for restoring so much of the game's cut content • Wine's developers for letting me run Windows tools over Ubuntu • Wizard for continuing to maintain the Holocron Toolset • BioWare and Obsidian for making great games that people still play 20+ years later. 7. LEGAL DISCLAIMER THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.