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  1. 1 point

    Version 1.1

    2,618 downloads

    Summary This mod alters the appearance of Jedi robes worn by party members in Star Wars: Knights of the Old Republic, giving them new models based on their basic clothing with added cloaks. Installation Note: If you intend to use this mod in conjunction with either my Cloaked Jedi Robes or Cloaked Hybrid Robes, they should be installed first. Extract files from the downloaded archive. Run Fashion_I_Cloaked_Party_Robes_K1.exe. Select one of the installation options: a) 100% Brown b) Brown-Red-Blue Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_Juhani.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment. Permisisons I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  2. 1 point

    Version 1.1.0

    789 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.05.2023 Installation: Simply click on the TSLPatcher.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Sith Governor is an NPC you encounter towards the end of Taris, in the vanilla game he uses the 'Dark Jedi Apprentice' appearance which is seen throughout the game as a generic enemy. The appearance of the Dark Jedi Apprentice NPCs is very similar to the appearance of Darth Bandon, an NPC you find later on in the game. Whilst the game doesn't explicitly say this, we can assume that the Sith Governor NPC is a non-Tarisian foreigner who was appointed to his position by his superior Dark Jedi. The Governor mentions he doesn't yet own a Lightsaber, suggesting he's only an Apprentice. Dialogue with various NPCs across Taris suggests that the Sith Governor is the absolute dictator of the Sith occupation on Taris as he most likely signs up any law the Tarisians have to abide by and has the absolute authority to do whatever action he wants to govern his planet. For an NPC with such authority on Taris, why would he look like every other Dark Jedi Apprentice you see in the game? And since the Dark Jed Apprentice looks like Darth Bandon, it lessens the 'impact' both NPCs have on the player. You see the Sith Governor... he isn't unique, he looks like Darth Bandon! You see Darth Bandon... he isn't anything special, he looks like that weak Sith Governor. This mod was requested by the user "Sniggles", the one who maintains the Kotor Mod Builds on Reddit, to fix that problem. With this mod installed, the Sith Governor shall wear a unique Sith Governor's uniform based on the vanilla Sith Officer uniform and shall have a unique head model capable of displaying the mask item he wears making his appearance totally unique from Darth Bandon. This mod was originally going to be included as part of a bigger Sith Officer uniform mod, though with the prospect of Sniggles adding it to the Kotor Mod Builds and the fact some players might prefer this small mod over a big Sith Officer mod, I have since decided to release this feature separately. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. If the player and/or party is wearing a mask item, it is possible that the Sith Governor's mask item might be rendered invisible. This is a bug in the Game's engine and cannot be fixed. Incompatibilities: Please report any incompatibilities! If you have "Invisible Headgear" installed the Sith Governor's mask shall also be invisible. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. As per Heyorange's readme, assets from the Sith Uniform mod are free to use as long as Heyorange is properly credited. Thanks to: Heyorange: For creating the Sith Uniform Reformation mod, for which the Sith Governor's uniform is based on! Sniggles: For requesting the mod! Bioware: For such an amazing game! Obsidian: For giving Colonel Tobin a Dark Side transition, this skin was used as a basis for the Sith Governor's Dark Side transition! 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.
  3. 1 point

    Version 1.2.4

    35,369 downloads

    Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another. Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender. For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below). Known Issues: WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility: The mod is compatible with K1CP. Make sure you install K1CP first. The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements: Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch. Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels. Thanks to @Alice Reyneke for pointing out that pathfinding for the placeables was broken by a previous update.
  4. 1 point

    Version 1.0.0

    1,875 downloads

    This mod changes the appearances of the Jedi that appear on the Star Forge, since the majority of them are clones. Now every Jedi has a unique appearance, including the addition of some extra alien races with models taken from TOR. Installation: Run INSTALL.exe. It is recommended that you use this mod in conjunction with my Diversified Jedi Captives on the Star Forge mod, since this mod doesn’t alter the appearances of the captives on Deck 4. The use of my Dark Jedi Wear Robes mod is also recommended. It is also highly recommended that you use the K1 Community Patch, which makes a number of small edits to the Star Forge cutscenes (amongst a whole host of other fixes). Just be sure to install that first. Warning: This mod requires that at least one of the following mods be installed in order to function: JC's Fashion Line I: Cloaked Jedi Robes for K1 JC's Fashion Line I: Cloaked Hybrid Robes for K1 JC's Fashion Line I: Cloaked Party Robes for K1 This is non-negotiable! JC’s added TSL supermodels from one of those mods must be present for the models in this mod to work. To Do List: The two Jedi that Malak toys with when you first encounter him at the end of Deck 3 are being choked, but don't have any SFX for it. I may add in some SFX for those at some point in the future, possibly in conjunction with/derived from a K1CP update. Credits/Acknowledgements: Thanks to @JCarter426 for the cloaked robes modder's resource. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for TGA2TPC. Thanks to @Darth_Sapiens for the Cubemap Pack modder's resource. Nautolan, Kel Dor, and Rodian head models ported from The Old Republic MMO. Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script.
  5. 1 point

    Version 1.1.1

    3,198 downloads

    This mod overhauls the appearance of Janice Nall and her Incomplete Droids in her store. # Background # I was in a playthrough and looking to overhauls things that're necessary; this is one of them. # About this Mod # This modification makes Janice Nall more like an expert droid technician; with those flashy looks of hi-tech armor she's wearing and her Incomplete Droids will looked like they're meant to be; an unfinished paint jobs with missing parts in their anatomy. Updated in v1.1.0: Adds an additional texture option for Incomplete Droid; which texture now immensely have the look of C8-42-GE3 [Elise Montagne's personal-assistant droid] with unfinished paint jobs. Updated in v1.1.1: An additional installation targeted to earlier version user; which is a fix for Janice Nall's model provided by @DarthParametric [Female Armour Collar Fix]. # Final Remarks # I have plan to change T3-H8 appearance to something more unique in the future update; to make it different from common utility droids spreads around the game. We'll see. 🤞 Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe] To install Incomplete Droids' alternative texture; simply run its option, or you could also drop the included file to the 'Override' folder. Overwrite when prompted Uninstallation: Replace the installed files with what is stored inside the generated 'Backup' folder. Particularly the tar_m02ab.mod, put back the file to the 'modules' folder; overwrite when prompted. Compatibility: This mod works either with vanilla or modded state of the game. Will be compatible with Kainzorus Prime's "[KotOR] NPC Overhaul Mod"- make sure to install this mod after the said mod has. Will not be compatible with any mods that overrides the tar02_brokedroid.utc and tar02_janice021.utc or anything that force-overrides the contents of tar_m02ab.mod. For this mod to be effective you should at least load a saved game before entering the Upper City North [tar_m02ab] module Redistribution: You can redistribute this mod or re-release it to any website as long it fits their policies; just don't claim it as your own. And be advised that I will not provide support to any technical problems there. If you are to re-use the assets to a mod you will be releasing, you don't have to ask for permission- but your generosity is very much welcome. Also, make sure to give credits to SpaceAlex, DarthParametric, BioWare & LucasArts with the release; as inside this mod are theirs. An appreciation to yours truly is also a warm welcome, welcome. Credits: DarthParametric for the past-and-present knowledge which allows me to create customs for the game, and also for granting my request on having his "Female Armour Collar Fix" included with this mod SpaceAlex for the Modder's Resource: K1 Enhancement Pack which its Twi'lek's head texture and Protocol Droid's texture as the primary base to work on to jc2 - whom recent release of Lehon Mandalorian Expansion triggered me on running a playthrough which resulting on this project Rece for the Animated Texture Tutorial which very helpful back then for me to understand how an animated clothing works ROTNR for the Creating Module Files in KotOR tutorial which helps me on creating the custom tar_m02ab.mod included with the mod Dark Hope, VarsityPuppet, JCarter426, redrob41, CarthOnasty, Sithspecter, DeadMan, Salk, Quanon, Kexikus, Silveredge9, Logan23 and N-DReW25 for an inspiration to most of the creation Fred Tetra for the 'amazing' KotOR Tool bead-v for MDLedit and KOTORmax Werner Rumpeltesz for PlainEdit.NET ndix UR for tga2tpc All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout and to discuss -eb
  6. 1 point

    Version 1.2

    4,866 downloads

    This mod makes some edits to the three scenes that occur during the escape from Taris sequence. The first of these is the “Resume the bombardment” cutscene on the bridge of the Leviathan. During this scene, it’s possible that the player and party may spawn at the back of the bridge, being visible behind Malak. An edit to the module has been made to ensure that this doesn’t occur (technically they are still there, they have simply been moved out of sight). Additionally, two of the background crew NPCs appeared to be incorrectly positioned, so one of these was shunted sideways to better respect personal space. The second is the “Incoming fighters!” cutscene in the Ebon Hawk’s cockpit, just prior to the turret mini-game. In the vanilla version of this cutscene, only Bastila and Carth were included. If your previous party included any members besides those two, they would just spawn in the hallway, possibly blocking the camera in the opening shot. This scene has been altered so that the entire party (at this point in the game) is now present in the cockpit. Mission and Canderous take the two passenger seats, with Zaalbar standing behind Mission and T3-M4 attending to astrogation duties. The third scene is again in the Ebon Hawk’s cockpit, after the fighter mini-game. The order of pre-rendered cutscenes has been altered here. In the vanilla game, after destroying all the Sith fighters, you see a video of the Ebon Hawk doing a victory roll and then jumping to hyperspace, after which you have a conversation on the Ebon Hawk bridge with Bastila and Carth where it implies you have already landed on Dantooine. Yet following this conversation, you get a pre-rendered cutscene showing you approaching and landing on the planet. This was clearly done in order to mask the module loading in the background on the Xbox. The landing movie has now been moved in front of the conversation, and the skybox in the Ebon Hawk changed to Dantooine so that the sequence makes more logical sense. Additionally, Carth, Bastila, and the player all have any equipped weapons and masks/goggles hidden for the duration of the conversation. Specific Changes: STUNT_06 - Edited the module's IFO to offset the entry position and hide the player/party. STUNT_06 - Edited the module's GIT to offset the position of n_sithcomf001. Technically out of shot currently. STUNT_07 - Edited the module's onload script to spawn the entire party into the scene STUNT_07 - Created a scene-specific stunt animation for T3-M4 (computer use). STUNT_07 - Created a scene-specific stunt animation for Mission (sitting). STUNT_07 - Created a scene-specific stunt animation for Canderous (sitting). STUNT_07 - Created a scene-specific stunt animation for Zaalbar (standing/idle). STUNT_07 - Edited the scene-specific stunt animation for the player (m12aa_c07_char01.mdl/mdx) to make them run towards the turret ladder instead of past it. M12ab - Replaced the heartbeat and k_pebo_sthdeath2 - 7 scripts with modified versions to chain movies and switch Ebon Hawk skybox Override - Edited the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) to add an astromech-accessible panel below the galaxy map. Override - Edited ebo_bast_vision.dlg to change UnequipItems and UnequipHItem flags, and replace script k_ebn12_dantrans with a custom one. Override - Added custom script DP_TarisDanTran. Known Issues: Bastila and Carth are still visibly "air typing". I did attempt to alter the camera animations to mask it, but this actually introduced more problems (stuttering camera moves and revealing previously hidden janky animations). This probably requires more extensive cockpit model alterations to address, but I'm unsure if that is worth the effort, or what effect this might have on other cutscenes. Alternatively, the stunt animations, primarily Bastila's, could be adjusted, but that probably requires someone more talented than me. The animations for Mission and Canderous aren't going to win any Oscars. Acknowledgements: Thanks to @Fair Strides for suggesting the IFO edit. Thanks to @ndix UR for permission to use the edited EH cockpit model from “Ebon Hawk K1 Fixes” as a basis and discussions troubleshooting model issues. Thanks to @jc2 for the idea to edit the player's dash to the turret animation. Thanks to @N-DReW25 for the suggestion to add a door to the back of the Leviathan bridge. Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to @JCarter426 for providing and troubleshooting the scripts required to change the Ebon Hawk skybox and movie order during the Dantooine arrival sequence. Compatibility: The core changes should be compatible with most other mods. Odds are fairly low someone else has made the specific changes to the stunt and turret modules that would clash with this. Changes to ebo_bast_vision.dlg are injected into any pre-existing copy of the file found in the Override folder. For example, K1 Restoration puts a copy of this file in the Override folder, so as long as you install K1R first, this mod will patch that file. If you subsequently install another mod that directly overwrites this file (again, such as K1R), then the changes will be lost. If you see weapons and masks equipped during the aforementioned post-vision dialogue then you know this is the case. This is a minor aesthetic change and does not affect the core content of the mod. If you wish to use ndix UR’s “Ebon Hawk K1 Fixes” mod, make sure you install that first, as this mod will overwrite the model for the cockpit. The cockpit-specific fixes from ndix UR’s mod have been incorporated into this version. In the same vein, any other mod that uses a modified version of the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) will result in a clash.
  7. 1 point

    Version 1.0.1

    3,751 downloads

    This mod presents you an overhauled version of Lyn Sekla; a female Twi'lek who wanted desperately to get off Taris. In 3956 BBY, she heard that Bib Surool was stuck on Taris due to the Sith quarantine, and auditioned for him as a dancer. # Background # "But if you're ever traveling the galaxy and you see the Starlight Entertainers performing, stop by and ask for Lyn. I'll see if I can get you some free tickets". Spoiler-alert!: Actually, there's no correlation between the above statement and this texture overhaul, sorry for that lol. This overhaul was started because when surfing through mod's section in DeadlyStream, I saw an amazing Twi'lek's texture by @Dark Hope that leads me to think "Ah, this could be something!", and when I saw the description, DH also seems to wish that the texture could be utilized as a character for a story. So, I made up my mind to use the texture for Lyn Sekla; which I believe she would need a custom-unique appearance upstaging the rest of female Twi'lek's in the planet. The Force works right through me; I have the permission to use the assets from DH, and then the project was started then. # About this Mod # Significant change to the appearance of Lyn Sekla, using the base texture of "Girl with Ritual Tattoos", a high-quality texture mod created by Dark Hope which later I have them edited to fits this concept of the 'Legends' series of Lyn Sekla. [Updated in v1.0.1] # Final Remarks # Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- PM me at deadlystream.com [ebmar] or just write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe]. Uninstallation: Remove n_twilekf001.utc [and the rest of the textures files, if you wish] from the 'Override' folder. Compatibility: Will not compatible with mods that changes the value nor conflicted with n_twilekf001.utc. This mod will be compatible with Dark Hope's "Girl with Ritual Tattoos" as this mod use different variation for the textures and the model that will not conflicted with the said mod. There is an update from @DarthParametric whom has found one other instance of n_twilekf001.utc in the game which potentially can caused multiple appearance of "Lyn Sekla". So, where the other instance is? The good news is, the mod probably in an OK state now. 🤞 Redistribution: Do not redistribute this mod or re-release it on any website at all. As inside this mod, there are base assets which they are not belongs to mine. If you plan on using this mod or only the assets from this mod to a mod you will be developing, I would be thankful if you give credits to Dark Hope as the creator of the base texture. Also, a credits to my name is always a welcome, welcome. Credits: Dark Hope for permission and for the "Girl with Ritual Tattoos" mod. DarthParametric for past-present knowledge, that made it possible for me to create custom NPCs. DarthParametric, again; out of the goodness of his heart looking through every damn module in the game to find one other instance of n_twilekf001.utc which potentially can caused multiple appearance of the texture. BioWare & LucasArts for the 'Game of the 21st Century'. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. bead-v and ndix UR for the MDLedit. Fred Tetra for the KotOR Tool. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss. -eb Preview [Under Development]
  8. 1 point

    Version 1.0.0

    2,250 downloads

    This mod adds a new fat commoner male model, ported from The Old Republic MMO. It replaces the generic appearance used by Handon Guld on Dantooine, who, judging by the dialogue he is involved with, was originally intended to be an overweight character. Additionally, there are several other changes that have been made to the Calder Nettic murder investigation sequence: Handon now sports an injured idle animation to conform to dialogue mentioning he is holding his injured side Two erroneous fades to black in penultimate dialogue lines have been removed When the player solely accuses either Handon or Rickard, the other will now run off after being given permission to leave rather than standing around Master Bolook has had his appearance changed to a green Twi’lek to match one of Rickard’s lines of dialogue referring to him as a “green-skinned nerfherder” (apparently he was green in the original Xbox version, but was changed to orange for the PC version) N.B. - You will need to load a save prior to entering the Dantooine Grove for the first time in order for this mod to take full effect. Acknowledgements: This mod was inspired by Merkuri22's episode of her "KOTOR 1 Experience" series dealing with this quest Very special thanks to @JCarter426 for writing the custom scripts and doing lots of troubleshooting to get them working correctly Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Original models and textures ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  9. 1 point

    Version 1.3.0

    4,155 downloads

    This mod presents you an overhauled version of Selven; a human high-profile assassin who became infamous for her extermination of the Ulgo family on Taris and tons of other assassination attempts. # Background # "Now you'll see why I'm the most dangerous assassin on Taris". Spoiler-alert!: # About this Mod # Changes to both the head and body texture so now Selven is more Selven. [Updated in 1.3] Selven's much harder to fight. She was now designed to be encountered with high level PCs; more likely with Bastila in the party. [Updated in 1.3] Some tweaks to the voice to fit her new personality. Selven got a new pair of blaster and blade. They were described as SS-SL7 Rapid Blaster and DM-SL7 Vibroblade. [Updated in 1.3] Some new stuffs in her inventory also; which some are proven to be valuable loots- if, she has been defeated. [Updated in 1.3 - 'Selven's "Vanilla" Difficulty and Inventory' patch included] # Final Remarks # Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- PM me at deadlystream.com [ebmar] or just write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe]. [Updated in 1.3] Uninstallation: Remove tar03_selven031.utc from the 'Override' folder. As to uninstall only the new voices, you can overwrite them again by choosing the option "Optional: Selven's Vanilla Voices" from the installer directory. [Updated in 1.3] Compatibility: Will not compatible with T7nowhere's "Weapons of the Old Republic" and any other mods that changes the value nor conflicted with tar03_selven031.utc. If you want to ensure this mod to work properly, install this mod after T7's "WotOR" and/or all other mods has. This mod is 100% compatible with Sithspecter's "High Quality Blasters" and DeadMan's "[K1] Vibrosword Replacement Pack", as the textures and models inside this mod are using different variations from the said mods. [Updated in 1.3] Redistribution: Do not redistribute this mod or re-release it on any website at all. If you're planning to re-use the assets from this mod- please, ask me for permission first. Most likely it will be granted. More importantly, give credits to Sithspecter and DeadMan, as SS provides us the blaster's resource and DM actually asking on his mod's page to only give him credits for using the blade's assets. And if you're planning to re-use the blade assets to a mod that you're going to release on Steam Workshop, it seems a permission would not be granted; referring to DM's wishes on the mod's page. While for others, a bit of credits to my name is always a welcome, welcome. [Updated in 1.3] Credits: [Updated in 1.3] DarthParametric for literally everything. This mod would not be possible without DP's hands-on approach. And with later development of this mod, I've been using DP's "addheader.bat" to re-compressed the .WAV files which tools have been proven very useful. Sithspecter for "High Quality Blasters: Modder's Resource". DeadMan for "[K1] Vibrosword Replacement Pack". A Future Pilot for the assistance with new entries of the blaster and the blade. If you find the new descriptions are somewhat interesting, they are AFP's work there. N-DReW25 and JustABitAgroed for their input to the updated .utc's inventory and some advices regarding to the attribution of both the blaster and the blade. Salk for the input to include the optional 'Selven's "Vanilla" Difficulty and Inventory' patch. Sith Holocron, UnusualCharacters and CarthOnasty for advices and discussions which having great influence on the creative process of this mod. BioWare & LucasArts for the 'Game of the 21st Century'. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. bead-v and ndix UR for the MDLedit. Fred Tetra for the KotOR Tool. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss. -eb 1.3 Preview [featuring A Future Pilot's "K1 Lite Upgrader"].
  10. 1 point

    Version 1.0.0

    1,255 downloads

    This mod edits the models for the the female Class 7 (PFBF) and Class 9 (PFBH) armours. Along with Class 8 (PFBG), these three armours all feature a fabric collar. However, in the case of the F and H models this collar lacks any weighting to the neck bone, and due to its shape and height is prone to experiencing clipping of the neck with some head models. As the G armour apparently doesn't appear to suffer these issues, the collar from this armour (with some adjustment) was grafted onto the F/H bodies. The amount of clipping is somewhat variable depending on the head. It also seems far more prevalent on the small body size, but I have provided fixed models for all three body sizes. Compatibility: The UVs of the armours are unchanged, so they are still fully compatible with all vanilla textures and any retexture mods that stick to that layout Obviously the mod will not be compatible with any other mod that replaces the same models Permissions: This is intended as a half enduser mod, half modder's resource. People are free to include this content as part of other mods as long as credit is given. Acknowledgements: Thanks to @ebmar for making me aware of the issue via a screenshot for his Janice Nall mod Thanks to @bead-v for MDLEdit and KOTORMax