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Showing content with the highest reputation on 05/23/2024 in all areas

  1. 2 points
    I understand that logic, however at least two merchants mention carrying swoop parts: the Rodian Czerka clerk on Tatooine and the Ithorian droid merchant on Manaan. That's not to say that two upgrades are mandatory, but maybe it should be that one of those two must be interacted with to perform the upgrade, and once you've upgraded your bike the dialogue about buying swoop parts from them is removed from their rotation of possible greetings. @Hunters Run is still active, so yes certainly this is an option. I am always hesitant to ask modders to change content that they've already produced to fit my standards, unless they've specifically requested build consideration. However, if he's amenable and willing to bear with me probably needing a month or two before I can do a test playthrough of the mod and make a definitive list of what I'd want to see out of an update, I of course have no problem working with the existing mod. Well, as I see it, the "neutral" option would just be not interacting with him at all. He's requesting you put him into shock because he thinks that he can survive while preserving the location of his stash, and the alternative is death of continued imprisonment. To me it seems like an LS decision, though I would have absolutely no problem with a mod which had two install options, one just removing the DS and the other changing it to LS. Yes, I agree, I just didn't know if that was easily scriptable. Stealthed players shouldn't trigger aggro from the guests while looting their junk, as long as they remain undetected.
  2. 1 point

    Version 1.0.0

    54 downloads

    This mod is a modder's ressource, it does not introduce any item into the game, there is not item sheet related to the models, there is no custom skin for the models. Description and content This mod packs 71 mask model variants, merging the vanilla visors from the game as best as possible. Every models bear the vanilla textures and should not conflict with any items in game. There is no icons provided. Every models are referenced in a specific folder and inside the folder is a .Jpg that you can open to display the model. I packed every vanilla textures for the masks as an additional folder. How to use this Here is my video tutorial about modeling, very basic but it might help you out : Basic model merging and editing tutorial - You can make them a brand new items in game, modifying the model variation and adding a custom icon. - You can make customized skins with the provided textures, by modifying the texture names related to the models using Blender or other softwares. - You can use them, either to make them placeables, or add them to npc models using Blender or other softwares. - Anything that comes to your mind if you have the abilities ! Feel free to use anything from this mod, this is extracted from the base game and this is my own edits. Just credit me somewhere. Disclaimers - I tried to make sure every geometry pieces from every masks had unique names, so they shouldnt conflict with anything and between each other at 95%. However, this is a lot of visors and i might have forgotten some, so it might be useful to double check before using one with Blender. - My modeling abilities are limited, so be forgiving about the models i pulled out. I tried my best so they look as fine as possible in game, but there might be some clipping or other visual artifacts i may have missed. - I do not know how animations and animation roots work, so there might be something wrong here even though everything display fine in game still. Credits Every kotor members that helped me during the modding journey. Bioware for their work and base game models.
  3. 1 point
    I was afraid that might happen, but it didn't show up in a quick test. She has 3 appearance rows and I think there's a script that's involved in switching between them. I think that's mainly because of the hood up and down mechanic. Nothing I've tried fixes it, so I'm afraid that it's best to leave her as she is. There might even be more problems that may or may not cause crashes. You can place back the appearance.2da from the backup folder that was created inside your extracted folder. Then run the one below, it leaves the Handmaiden untouched. TSL_Effixians_Keep_Companian_Default_Clothing_v2.zip
  4. 1 point
    P.S. (Apart from if it's a wise choice) You can give Visas the feats so that she can wear armour (even heavy) and it will be shown. I think this should do the trick, see the attachment below. - file removed, see my next post below for a new version -
  5. 1 point
    Thanks and I understand. Same here, I had hoped to convince everyone to work together on this project. No bother, I haven't seen this yet so it's good to know. The Port requires an installation of both games to install, so my current guess is that you did not select both installations. This is how the top of the installer should look, pointing to K1 in the first field and TSL in the second field. While I don't think that is your issue I thought I should check, I will speak to the author of HoloPatcher and see what can be done. Would like to note and forewarn people that the Port is currently still far from perfect, while it is playable and can be completed, there are a few bugs lying around and something fatally wrong with the companion classes and the way they level, which I have yet to fix. Currently there is no actual release of it and it can only be downloaded directly from the repository, I would like to issue a new proper release for it at some point soon though.
  6. 1 point
    Just a case of changing the model variation number in unk_m43aa.mod\g_w_vbroswrd002.uti (vanilla uses variant 1).
  7. 1 point
    I'm particularly interested in the following: Restored Swoop Upgrade Functionality It always bothered me that there is no way to upgrade the bike. I have personally worked on making the times to beat on the circuits a much more believable matter, but I would welcome the chance of having some upgrade to the swoop bike available. For complexity's sake, I'd limit it to a one-time event. Bastila Needs to Hide I never had the chance to test Operation Kill Bastla Remade yet, but it seems to me that there is no need to re-invent the wheel. That mod seems to do already what should be done. The textures could be improved and perhaps some other tweaks may be beneficial. But I'd rather collaborate with the author of the mod to make it better rather than start from scratch. Mission Needs to Pay Attention This one can almost be considered a fix. I will work on it. Going into Shock is Good for You I think I've locally already dealt with it so that you don't get the DS points if you're actually helping the prisoner. Not sure about giving LS points though. When I Say Leave, Leave Going the Selven way is fine and dandy, but I think a player on stealth should bypass the second trigger without problems though. I don't remember what happens if you try to sneak in Selven's room while in stealth mode, but in Selven's case I'd go for an automatic detection.
  8. 1 point
    Columns are hardcoded and Level cap is 20. You can't make proper Force Using Classes but you can add Normal classes from the existing Normal classes. for example you have a custom class with soldier feat table, scout saving throw and scoundrel feat gain. Also using class and dialogue will be important
  9. 1 point
    Thanks, if you have any thoughts, ideas or suggestions feel free to let me know. In regards to updates, I keep my DIscord server regularly posted with progress on the project. But the latest change as of an hour or so ago is that I finally managed to change the colour of the dialog and the hardcoded text colour values in the executable. Took a lot of creative thinking to get there but I got there in the end! The majority of these values are accessible and can be edited with ease in the .gui files, but for whatever reason some of them are hard coded into the executable file. Frustratingly I still have to track down the dark green which is used for the border of some buttons that are also hard coded into the executable. But very soon I will finally have 100% of the GUI recoloured, while I could have just left the dialog green and put the time towards fixing other things, I just couldn't handle it, it drove me nuts and just had to be done. Everything has to be perfect! Still hoping I can get a section on the forum specifically for this mod project as I would love to put out a range of polls about what to add or not to add and how to consider tying everything together, as we all know the possibilities here are endless and tackling all this solo has been mighty troublesome, time consuming and stressful. Really want these games to be the best they can possibly be. Once I have tracked down the next set of values that need changing, I will be sure to add that information to my tutorials. Thor110
  10. 1 point

    Version 1.0.0

    605 downloads

    -------------------------------------------- Knights of the Old Republic -------------------------------------------- TITLE: K1 Stormie97 & Effix's Ahsoka/Togruta AUTHORS: Stormie97 & Effix(ian) CONTACT: PM us on the forums or find me on Steam ------------------------ INSTALLATION ------------------------ Unzip somewhere and run the file "TSLPatcher - Install K1 Stormie97 and Effixs Ahsoka Togruta.exe". ---------------------- DESCRIPTION ---------------------- This mod adds a Togruta player character that's based on Ahsoka Tano. The dark side transition is basic, she gets movie style Sith eyes. The underwear is based on the outfit of a Twi'lek NPC. The clothing is a tweaked version of my (TSL) Mission Vao Jacket mod, which is a reskin of the scout outfit. There's no separate class clothing and no height differences for the different classes. The screenshot is from K2, but things should look the same. You'd need a mod to get white light sabers, though. -------------------------- KNOWN ISSUES -------------------------- There's clipping issues with the lekku in combination with some outfits. The custom clothing can cause some wrong textures in the character creator, but things will be fine once you start playing. ------------------------- UNINSTALLING ------------------------- 1. Remove the following files from your override folder: (not harmful if you leave these, step 2 will make the game ignore them) P_AhsokaBB01.tga PFBTG_Ahsoka01.tga PFHAHS.mdl PFHAHS.mdx PFHAHS.tga PFHAHSD.tga PFHAHSD1.tga PFHAHSD2.tga PFHAHSD3.tga po_PFHAHS.tga po_PFHAHSD.tga po_PFHAHSD1.tga po_PFHAHSD2.tga po_PFHAHSD3.tga 2. If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the game. ------------------------------------ DISTRIBUTION NOTES ------------------------------------ If you want to use the head then you'd have to ask Stormie97. You can use my part of this mod in your own mod if you credit me. ------------------------------ CREDITS/THANKS ------------------------------ - Many thanks to Stormie97 for allowing me to use his custom head model, this mod wouldn't be possible without it. You can find his original (TSL) download here: https://deadlystream.com/topic/6832-stormies-newported-models/page/3/?tab=comments#comment-78184 - JC for instructions on porting - Stoffe and Fred Tetra for the needed tools and tutorials ---------------- Donations ---------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  11. 1 point

    Version 2.1

    2,344 downloads

    The Jedi Masters is a story conversion mod for Kotor2, a fan made Kotor3 with it's own storyline spanning up to 14 hours. For installation instructions, visit : http://www.the-jedi-masters.com/download.html Trailer :
  12. 0 points

    Version 1.7

    853 downloads

    Knights of the old Republic: Operation kill Bastila remade. As the original site that hosted the mod went down so I decided to recreate the mod operation kill Bastila. This mod will turn the sith troopers patrolling on taris hostile unless Bastila has a disguise on. Bastila must be in the party for this to happen. It is recommended that you start a new game. INSTALLATION: There are two options Roleplay and Gameplay: 1. Select the option roleplay if you don’t mind the disguise giving a -1 to wisdom. The reason for this is in the item’s description. 2. Select the option gameplay if you don’t want a -1 wisdom decrease. 3. OPTIONAL- If you have the Kotor Restoration Patch installed place the file from the compatibility\K1R folder into the override. Replace as needed. 4. OPTIONAL- If you have DarthParametric's Taris escape sequence adjustment, Run the Compatibility Patch option of the installer. UNINSTALLATION: That may not be a good idea but if you insist: 1. Delete the following files from override- appearance.2da, bast_des.mdl\mdx, bast_desh.mdl\mdx, bast_des.uti, feat.2da, heads.2da, kill_bast.ncs, kill_bastsg.ncs, p_bastila.utc, tar02_sithguard.utc, tar02_sithpat22.utc, tar02_sithpat023.utc, tar02_canttroope.utc, cowl.tpc, mask.tpc. 2. Go to the mods folder and find the folder marked backup. Copy appearance.2da, feat.2da, heads.2da from the backup folder to the override folder. Copy dialog.tlk to your knights of the old republic root folder (the folder that has the game). INCOMPATIBILITIES UPDATED PART 2: Any mod that modifies the following files will be incompatible: k_ptar_alertsith.ncs k_ptar_strgrd_en.ncs Do not put the following files into the override folder after installation: P_Bastila.utc tar02_sithguard.utc tar02_sithpat22.utc tar02_sithpat023.utc tar02_canttroope.utc KNOWN ISSUES: None that I know of. Be sure to report a bug if you find one. PERMISSIONS: You may not upload this mod to any other websites. You may use this mod in your mod as long as you credit me and you upload it to either deadlystream, nexusmods, or both. Do note that if you include it in your mod you are now responsible for maintaining your fork of the mod (in other words don’t come to me with user issues). The only exception of course is adding updated versions of this mod (if any) to your mod. FOR MODDERS: Look in the folder marked source. I organized the folders for each thing modified. The idea behind this is compatibility.