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Showing content with the highest reputation on 03/26/2024 in all areas

  1. 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
  2. 1 point

    Version 1.0.0

    94 downloads

    This mod changes the number of troops that spawn on the Star Forge. More specifically in Deck 2 and the Command Center. Options range from Half to x10. Star Forge Horde Half - For people who are playing the game for the first time. Star Forge Horde x2 - Jedi Knight difficulty. Star Forge Horde x3 - Jedi Master difficulty. Star Forge Horde x4 - Jedi Grand Master difficulty. Star Forge Horde x5 - Chosen One difficulty. Star Forge Horde x10 - You are insane.
  3. 1 point

    Version 1.0.0

    76 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 22.03.2024 Pre-Installation: Please install the K1 Community Patch FIRST before this mod! If you plan on using any of JCarter426's Cloaked Jedi Robe mods, please ensure that his mods are installed before Build a Calo. This mod is divided into two versions, the "Normal Versions" which uses the vanilla Calo Nord model and the "JC's Cloaked Robe Compatible version" which uses JC's Calo Nord hotfix model. If you plan on using the Cloaked Robes, install that mod before Build a Calo and use the "JC's Cloaked Robe Compatible version" of this mod, if you don't plan on using those mods then please use the "normal version" instead. Installation: Simply click on the INSTALL.exe and you'll be given two install options. "Calo Nord Head & Body" will allow you to modify Calo Nord's head & body post-Taris. "Calo Nord Body Only" will only allow you to modify Calo Nord's body post-Taris. This means the head texture you use on Taris will also appear post-Taris. Calo Nord's post-Taris appearance will now use the skin "N_CaloNord02.tga" in the Override and "N_CaloNordH02.tga" if you used "Calo Nord Head & Body". Once you've selected your desired option, click install then sit back and watch the TSLPatcher do its magic. If you do nothing after installing this mod, Calo Nord will use SpaceAlex's brown outfit post-Taris from the K1EP. You can install the "N_CaloNord02.tga" texture from the Optional Black Outfit folder to make Calo Nord's post-Taris outfit use Watcher07's black outfit (the same one recommended on the Kotor Mod Build website). You can download other Calo Nord textures & rename them to make them work with Build a Calo. For example, if you download "Quanon's Calo Nord Skin" you can install the "GameLook" option first and this will replace Calo's appearance on Taris. If you open "QSLook" and rename the following files, placing these renamed files in the Override will instead replace Calo's appearance post-Taris: N_CaloNord01.tga -------> N_CaloNord02.tga N_CaloNord01.txi -------> N_CaloNord02.txi N_CaloNordH01.tga -------> N_CaloNordH02.tga N_CaloNordH01.txi -------> N_CaloNordH02.txi This feature is intended to be customizable, instead of using Quanon's "GameLook" for Taris and "QSLook" post-Taris you can have it be reversed, or you could have Emperor Turnip's HD Calo Nord textures. Just remember to have the Taris skins set to 01 with the post-Taris skins set to 02 as shown above. And remember, N_CaloNordH02.tga will ONLY work with the "Calo Nord Head & Body" installation option. Description: Calo Nord is a bounty hunter in Kotor who is iconic for his colorful attire. Throughout the years, mods have sprung up which alter Calo Nord's appearance by changing the overall color scheme of his outfit or by changing his entire style, in the early to late 2000s these modded skins used the default 512x512 resolution whilst newer mods made in the late 2010s & beyond use higher texture resolutions to add more detail to the skins. 2024 is the year which saw the release of N-DReW25's take on the character with his "Build a Calo" mod. Breaking with the tradition of crafting a new skin to add to the collection of other Calo Nord skins which have come & gone, I've instead chosen to craft an elaborate little mod which uses other people's Calo Nord reskins in a way never before seen. The way "Build a Calo" works is that Calo Nord will appear on Taris with one set appearance, whilst after Taris he's wearing a different outfit. If you install this mod & boot up the game, Calo will wear his blue outfit on Taris whilst after Taris he'll wear a new brown outfit from the defunct K1 Enhancement Pack. If you choose to install the "Optional Black Outfit" AFTER installing Build a Calo, you'll have Calo use Watcher07's reskin (the same one from Snigaroo's Kotor Mod Build) after Taris. Now, if you look at the screenshots on the Build a Calo mod page, you'll see that it's possible to install "Quanon's Calo Nord Skin" found on Deadlystream with the "Gamelook" version appearing on Taris whilst the "QsLook" version appearing after Taris. Before Build a Calo, you'd have to pick either "Gamelook" or "QsLook"... it was one or the other, but with Build a Calo you can now have both. With this mod, you "Build" Calo Nord to your liking. Do you want to use both of Quanon's Calo Nord skins at once? Would you rather swap Quanon's Calo Nord skins so "QsLook" appears on Taris whilst "Gamelook" appears after Taris? Do you want to use Watcher07's black reskin on Taris whilst Calo uses the brown K1EP reskin after Taris? Will you install the "Calo Nord Head & Body" version of Build a Calo and use Quanon's skins to change both Calo's outfit & head? Or will you customise Calo Nord even further? Would you rather install "Calo Nord Body Only" version of Build a Calo & use Quanon's "Gamelook" version of Calo Nord's head on both Taris & after whilst his body uses Emperor Turnip's HD Calo Nord outfit texture on Taris and Quanon's "QsLook" texture after Taris? Or will new mods be published after Build a Calo? Maybe some new HD texutres for Calo Nord in the future may also be used alongside Build a Calo, maybe someone could make a "battle damaged" version of Calo Nord which can be used with this mod for his appearance after Taris. The possibilities are endless! Known Bugs: If there are bugs feel free to report them to me on Deadlystream. Incompatibilities: Incompatible with any mods that change Calo Nord's model & character files post-Taris. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. You are more then welcome to talor your Calo Nord reskins to be used alongside Build a Calo if you wish. Thanks to: SpaceAlex: For releasing his K1 Enhancement Project as a modder's resource & for making the Calo Nord reskin included in said mod! Watcher07: For making the Calo Nord Recolor mod! Quanon: Whilst I did not use your skin in my mod, your Calo Nord reskins inspired me to make this mod in the first place! JCarter426: For creating the Cloaked Robes mod & the hotfix for Calo Nord to make his character model work with the new supermodels of that mod. His hotfix for Calo Nord was included in Build a Calo for the sake of compatibility between our mods! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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.
  4. 1 point

    Version 1.0.0

    167 downloads

    Causes the Repair skill to modify damage inflicted by Stun/Disable/Destroy Droid. SUMMARY Knowing how to fix something usually means you know how to break it too. This mod makes it so the damage dealt by Stun Droid and higher tier powers depends on the Force user’s Repair skill. Users with high Repair may deal significantly more damage than vanilla, while damage dealt by users with cross-class Repair will be limited. A way to make your tech enthusiast Jedi stand out in combat. DETAILS In vanilla, Stun/Disable/Destory Droid inflict damage equal/proportional to your character level. This mod changes the flat damage value to incorporate the Repair skill: damage = (level + 1.5*Repair)/2 With a Repair of 0, you deal half the vanilla damage. With a Repair equal to your character level, you inflict 25% more damage than vanilla. At double your level, you deal double damage. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_stundr1rep.ncs, k_fp_stundr2rep.ncs, k_fp_stundr3rep.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If a spells.2da was created inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for Stun Droid, Disable Droid, or Destroy Droid. As long as it’s installed after, this mod will override changes to those powers’ scripts only. PERMISSIONS Please do not reupload this mod. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons.
  5. 1 point
    This does bring a smile to my face..
  6. 1 point
    The only ones that really have a hard incompatibility are the player head textures, since TSL changed all those models. All the armour and weapon textures will work fine, albeit some may possibly lack an additional variant number or two. Robe textures won't work, since TSL has three new robe models that replace K1's single model, but I'm not sure if DH even made a robe texture mod.
  7. 1 point

    Version 1.0.0

    123 downloads

    By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will pull them once the combat starts.
  8. 1 point
    I don't recall anything in regards to TSLRCM in the old Demo, though when ROR was in its infancy so was TSLRCM so I can understand if something like this was hinted at... it was a different time back then. We treat ROR like this: the base game is the "core content" that cannot be disputed (akin to how the Expanded Universe under both Disney and Lucas treats the Movies) whereas TSLRCM is secondary canon and other mods are third canon. And as you've said, there aren't a lot of differences between the vanilla and base game when you really think about it. By our own rules, Fassa should be a Twi'lek instead of a Toydarian in ROR because that's what he was in the base game... but instead Fassa outright doesn't appear on Nar Shaddaa. Is Fassa a Twi'lek or is he a Toydarian? That's up to you, the player, to decide. If it's has the potential to cause problems but is minor enough to be ignored it simply won't be referenced. Is Batu Rem a GenoHaradan Agent? Did Jorran steal Suulru's farming equipment or was it Kaevee? Did B4-D4 end up in Vogga's warehouse? Did the party get their asses kicked by Kreia? That's up to you, the player, to decide... ROR won't directly conflict with either vanilla or TSLRCM where it can be avoided. Other mods might be referenced as cameos, an NPC might make reference to a Sith holdout on a "legendary droid planet" or make reference to a pirate named "Daemon Drexl" but ROR will never outright say the Exile or Master Vash went to M4-78 or that Solomon's Revenge actually happened as were depicted in M4-78EP & BOSSR. When Revan appears in ROR, he will have a set pre-determined appearance for both male & female which cannot be changed in-game, however, our pre-set appearance can actually be changed via a ROR addon which will act very similar to the Revan Unmasked mod where you'd download our addon, overwrite the ROR Revan head with a K1 player head from the addon and you can have mullet man, Logan Star or however as your Revan. The same could apply to the Exile, though that all depends on their role in the story (A Force Ghost Exile looks more likely, though take that claim with a grain of salt). As I believe I mentioned before, you can choose the alignments of both Revan and Exile alongside their genders. This will change how NPCs view each former protagonist and can allow for some unique things to happen that didn't in TOR, such as Revan and Carth having a child instead of Bastila and such. You could pick the canonical LS male Revan and LS female Exile and not end up in the TOR timeline if you pick the "wrong" choices in ROR or you could do the "right" choices in ROR that should lead to the TOR timeline but still not end up in that timeline as you can choose to not follow the Revan novel, have a DS female Revan and an LS male Exile. Unlike TOR, ROR will have customization & whilst it is possible to do a faithful TOR playthrough it would be encouraged to do whatever you wish. Though do know the non-canonical version of ROR, with a Revan who "escaped" Dromuund Kaas, is the ROR in development with the canonical version being slated for development after the non-canonical version is made.