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Showing content with the highest reputation on 05/10/2024 in all areas

  1. 1 point
    I decided not to publish. New textures for wounded soldiers. You need to delete the .tpc files of the same name. Diversified_Wounded_Republic_Soldiers_On_Taris_Consoles (textures).rar TOR_MedPanelScr (textures).rar
  2. 1 point
    Should be simple enough then, TSLPatcher's ChangeEdit can automatically generate the differences for the 2DA files and from there you can probably just add the dialog and character sheets to the override folder. Just edit her character sheet accordingly after tracking down which level contains the correct character sheet.
  3. 1 point
    TSLPatcher comes with a readme and a program for generating the changes.ini file for various filetypes. One thing to note is that there is an outdated version of it floating around which is worth avoiding. As for HoloPatcher, there is a readme on the GitHub page here. How much does your mod change exactly?
  4. 1 point
    That's a .bik movie file in the Movies folder. "02.bik" so you would have to do some video editing or reconstruct the scene in-game. I was looking at reconstructing that sequence in-game a while back for my port of the first game, but it will probably be a long time before I look at the idea properly.
  5. 1 point
    I would suggest not using KotOR Tool for much besides extracting files, even then it's usually easier to just use ERFEdit, HolocronToolset is also an option to consider. Though I don't know what it might mess up when it comes to dialog files but it has been known to cause issues when it comes to editing files. Also I would suggest looking into TSLPatcher and HoloPatcher for applying your changes when releasing your mod so that changes can be properly applied to the games files. You're welcome and as I mentioned, there are probably a few other branches within that specific dialog that would need removing. I'm not sure what the issue is here, I always have both installed so I have never encountered this problem.
  6. 1 point
    The lightsabers themselves, are fantastic. Couldn't ask for more (aside from what Obisoln said). The spawn locations, however, completely and utterly destroy this mod. You put a lightsaber, on Taris. Not only that, you put it in an area where we can get it, before we even have Bastila in the party. Just put it on the body of the Jedi on the Endar Spire why don't ya? (Just because I don't doubt that you might, that was a joke. Don't take it seriously.) Dantooine is nearly as bad. You JUST received the ability to even use a lightsaber, and oops, here's a lightsaber that's way better than the lightsaber that you just built that's supposed to be yours for life, AND it's before you even have access to crystals. The others aren't that horrific, but they're still awful. The back of the landing pad. Are you serious? I shouldn't have to explain this one. Kashyyyk's isn't half bad, but it's not even in the Lower Shadowlands. Sorry if this is coming off as harsh, but dude, this is not good. If I was going to place the sabers somewhere, the Lily goes in the Terentatek's belly on Kashyyyk. The Evenstar goes in the footlocker of the Sith Master on Manaan. The Sceptre goes either in the inventory of the Storyteller or the back of the Krayt Dragon's lair on Tatooine. And of course the Righteous Hand goes on Duron Qel-Droma's body in the back of the Shyrack cave on Korriban. As it stands now, as far as anyone that cares about balance or theme (basically anyone that isn't modding MP5s in the game) is concerned, this mod is unusable. Which is deeply sad and frustrating at the same time.
  7. 0 points

    Version 1.2.0

    165 downloads

    It's finally here! At last, The Sith Lords Restored Content Modification 1.8.6 has been successfully ported to the original Xbox. The game is now able to be fully completed from beginning to end with zero major issues. This upload is in the form of patched files that must be added on top of an existing installation of the mod. Requirements -An original Xbox capable of launching homebrew (soft or hardmodded) -Some method to transfer files between your Xbox and PC (FTP is recommended) -At least 5GB of space on your Xbox's HDD -A physical copy of Knights of the Old Republic II for the Xbox Installation 1. IMPORTANT! If you have previously dumped the first Knights of the Old Republic game to your Xbox, ensure that you change the folder it's located in from its default ("StarWars") to any other name. If you do not do this, both games will end up dumped into the same folder, ruining both installations 2. Use UnleashX to dump your game disc to your Xbox's HDD. Other methods of dumping the game may be possible, but I can only promise it works using UnelashX 3. FTP the entire game folder to your PC, and create an additional backup of it on your PC in the event you need to restart the installation 4. Run the official TSLRCM 1.8.6 installer .exe, which you can find here: https://deadlystream.com/files/file/578-tsl-restored-content-mod/ 5. Specify the Xbox dump of the game as the folder to which the mod should be installed. (i.e. D:\Games\SWKotOR2\). When in doubt, it's the folder with "default.xbe" located inside it 6. Delete the following files from the newly created Override folder: 235TEL.lyt, 235TEL.vis, 235TELA.mdl, 235TELA.mdx, and 235TELA.wok, 7. Delete every .tga file from Override 8. [IF YOUR XBOX DOES NOT HAVE THE 128MB RAM UPGRADE] Delete 601DAN.mod from Modules 9. Extract the contents of the Clean Install Package into the root game folder, overwriting any files if asked 10. Delete the original, unmodified rip of KotOR II on your Xbox's HDD 11. FTP the modified KotOR II back to your console in a location of your choosing 12. Verify your install. In semi-rare cases, files may become corrupt during the transfer process. Compare the amount of bytes the game folder takes up on both your Xbox and your PC. If there is a mismatch, either repeat the transfer and compare again or simply narrow down which folders on the Xbox don't match the PC equivalent To update from 1.0 or 1.1 to 1.2: 1) Delete any file that starts with "003ebo..." from Override 2) Extract the "Update from 1.0 or 1.1" install package into the game directory, overwriting any files if asked Known Issues -The Battle of Khoonda currently does function on stock consoles and requires a 128MB RAM upgrade to work properly. The restored version of this sequence spawns so many NPCs that it causes the stock Xbox to choke to death on its own assets within seconds of the battle starting, so step 8 of the installation instructions remove the module file that adds the battle. If you would like to see this happen (not recommended) or have an upgraded Xbox, simply don't delete 601DAN.mod from the Modules folder. -On very rare occasions, a significant performance drop may occur during combat that passes after a few seconds. This may or may not be an issue with the Xbox version and may or may not be related to Jedi Guardian characters not currently controlled by the player initiating a Force Jump, but it's so uncommon that diagnosing it is difficult. If you would like to contribute to fixing the last few remaining issues, feel free to DM me and I will be happy to implement your fixes in a future update. Frequently Asked Questions: Will this work on Xbox 360/Xemu/Xbone/Xbox Series S/X? The short answer is that I don't know. I don't have any of that gear to test with, but anything that's capable of launching a game rip shouldn't have any issues. I make no promises, though. Why does the installation require deleting so many files? Is there content missing from the mod? The only content from TSLRCM that hasn't made it into this port for stock Xboxes is the battle of Khoonda (contained in 601DAN.mod) since it spawns more NPCs than the Xbox can handle. If your Xbox has a 128MB RAM upgrade, this content is available and fully functional (Thanks to Hellraiser988 and iroiry) Every other removed file is redundant. The .tga files have all been converted to .txb and resized to work on Xbox, and the 235TEL files in Override have been consolidated into their own .rim files in the rimsxbox folder and no longer need to be present in Override. Do I have to use UnleashX to rip the game? Not necessarily. However, some methods of dumping Xbox games purposefully leave out some files to conserve HDD space and that could pose an issue. I used UnleashX to dump my own copy and that's what I used to port the mod, so I can guarantee it works. Use other methods of acquiring a dump of the game at your own risk. Will you be porting [insert mod here] to the Xbox? Maybe. It's a decent workload and some mods require a lot more tinkering than others, so it just comes down to what (if any) I'm interested in. Fortunately, if you've managed to dump your copy of KotOR II to your Xbox, you have exactly as much modding experience as I had when I started this project; so feel free to take matters into your own hands. Is there a widescreen patch for the Xbox? Will you make one? As far as I'm aware there is not a widescreen patch for the Xbox version of the game and I have less than zero interest in making one. Play the game in 4:3. It's better that way. I'm experiencing the dialogue skipping bug and/or frequent mysterious game crashes. What do I do? Some files probably got corrupted during the FTP process. It happens sometimes and there's nothing I can do about it. Repeat step 12 of the installation instructions. If your game folder on the Xbox's HDD is exactly the amount of bytes it is on your PC, contact me either via DM on Deadly Stream or Discord (_LOTO_) Special Thanks Though this is my release of the port, and I have been the one to do all of the labour in putting it together, this would not have been possible without assistance from various members of the KotOR community including, but not limited to: -Alvar007, for advising on various fixes, both major and minor, and contributing to the s_male02.mdl/.mdx fix -Jacqyl Frost, for offering to playtest the mod -JCarter426, for technical support, bugfixes, and creating SithCodec -Thor110, for technical support -armado548, for pioneering much of the early steps of the process and leaving enough of a paper trail for me to pickup on -bead-v, creator of MDLEdit -Fair Strides, creator of ERFEdit and DLG Editor -Darth_Sapiens, creator of KOTOR TOOL -Blue, for creating KotOR Scripting Tool -Monochrome Jones, for creating the "LOTO's Xbox Version" text in the logo -The original TSLRCM team, for creating the mod in the first place -Sith Holocron, for creating and implementing the in-game logos for the mod -Jacd28, for contributing to the s_male02.mdl/.mdx fix -darthbdaman, for providing the Visas lightsaber training fix -Hellraiser988 and iroiry, for verifying that the Battle of Khoonda works with a RAM upgraded Xbox If you don't see your name here and feel as though you contributed to the project, I apologize! Please DM me and I will add your name here without delay.