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Showing content with the highest reputation on 05/28/2024 in all areas

  1. 4 points

    Version 1.0.0

    492 downloads

    This mod will replace and update Kebla Yurt texture files. To Install 1. Download: Kebla Yurt (CommF02) 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  2. 2 points

    Version 1.2.0

    230 downloads

    The opening act of The Sith Lords gets a bad rap. It's actually very atmospheric and gives a great introduction to the themes of the game (especially if you install a skin like A Darker Peragus). It only has one real problem: it's too long and repetitive. Especially since TSL rewards replaying to try different paths, it can be a chore to get through at the beginning of a new game. This cuts out about a quarter of the length without sacrificing any plot points, by removing a large section that doesn't reveal anything new, and changing some frustrating level design decisions that add delays and backtracking without adding meaningful choices. This should give new players a better opening experience to the game, as well as letting experienced players get through the first segment faster. The full list of changes is below, if you want spoilers: I recommend also installing my Harbinger Arrival: Free Cam mod, which speeds up a long unskippable animation sequence. It's separate so that it can be installed on its own for people who don't want the more drastic changes in Streamlined Peragus. Compatibility Requires TSLRCM. Tested with the Full Mod Build and the Spoiler-Free Mod Build. Install this after them. Also compatible with my Harbinger Arrival Tweaks. Install them in any order. Modifies the map of 103PER (Fuel Depot), so this will conflict with any other mod that replaces 103per.lyt or 103per.vis. Known Bugs (spoilers) Links KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Harbinger Arrival Tweaks: https://deadlystream.com/files/file/2518-harbinger-arrival-tweaks Formerly packaged separately at https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam and https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie.
  3. 1 point

    Version 0.5

    95 downloads

    This adds functional Melee Weapon Finesse (melee weapon Attack increasing with either STR or DEX modifier, depending on which is higher) to KoTOR 1. It also works for unarmed attacks. Additionally, since this is a k_ai_master.ncs replacer, it restores the extra attack of repeating blasters. Another fix or two are underway (trying to restore the non-functional damage boost from Battle Stimulants at the moment). Melee Finesse does not currently require a feat to be taken (since I consider it a pointless fun tax for DEX builds), but if there is interest a feat-restricted version would be easy to make. The feat is currently purely cosmetic and is given to the player (at level 2 because of reasons outlined in the installer) and all party members. A version without the pointless cosmetic feat is also available in the same download. Note that due to the (hacky) way this is implemented (ai_scripts) the finesse effect updates every 0.5 seconds (for the player and party only) and cannot update while your inventory is open, so don't panic if your bonus doesn't instantly change when you are swapping weapons. Close the inventory, wait a moment, reopen and the bonus will change. If interested, read the Limitations/Technical details section below. Installation Grab the file, read the readme and either run Install.exe and follow the instructions or drop k_ai_master.ncs from Optional Manual Install into your Override folder. The TSLPatcher installer contains additional instructions for disabling either extra repeater attacks or finesse, as well as instructions for installing this with other mods that modify k_ai_master.ncs. Uninstallation This is safe to uninstall mid-playthrough (if you follow the instructions). Go to Ebon Hawk/Taris hideout (so all of your party members are loaded). Equip a lightsaber or a regular non-repeating blaster on all of your party members who are currently wielding a repeating blaster or a melee weapon (while suffering from a case of very high dex). You can now uninstall the mod by removing k_ai_master.ncs and (if using the full version) restoring the modified .utc and .2da files from the backup folder. Note that the restoring the utc/2da files from backup should only be done if this is the last mod you installed that patched those files. Compatibility Incompatible with any mods that outright replace k_ai_master.ncs: Repeating blaster attacks restoration: includes its main functionality. The optional power shot/sniper shot fix is compatible. KOTOR 1 Improved AI: Should work if you compile k_ai_master.ncs with Improved AI’s files. To do so download K1 Improved AI, take the files from the Source folder and drop them in tslpatchdata\Full (or tslpatchdata\ScriptOnly if installing that version), then install this mod normally. Content Pack - Feats and Powers: Incompatible. Since both mods modify k_ai_master.nss, a manual patch would need to be created. Otherwise it should be compatible with pretty much everything else. Known Issues/Limitations/Technical details As ai script execution is paused in the inventory, there is no way to instantly update the attack bonus display when swapping items, meaning that if you are switching from a melee weapon to a ranged weapon (or vice-versa) the attack bonus from dex (if active) won't be added/removed until after you close the inventory and reopen it after a short delay (~0.5 seconds). Since there is no way (without hacking apart the executable) to "natively" implement this functionality, the Attack from DEX is applied as an Attack Bonus Increase effect. This means it's subject to the maximum +20 feat and effects Attack Bonus cap, which most people likely haven't heard of before since it's basically unreachable in vanilla KoTOR. The bonus is applied as a difference between DEX and STR modifiers, which means that even late game fully buffed-up builds won't be hamstrung by the cap. Additionally, this attack bonus is applied based on the mainhand weapon. This means that on a high DEX build, compared to a build where all of the attack bonus comes from STR, a mainhand vibroblade/offhand lightsaber will result in a higher offhand attack bonus (offhand lightsaber will benefit from dex bonus twice, since lightsabers are already finesse in the vanilla game), while a mainhand lightsaber/offhand vibroblade will result on a lower offhand attack (offhand vibroblade won't benefit from the dex bonus). I don't consider either of these big issues (since the offhand only attacks once per round) and it would be impossible to fix since there is no effect that only grants offhand/mainhand attack bonus. Effects (repeater attacks and the finesse bonus) are checked/updated/removed every 0.5 seconds (pseudo-heartbeat that only runs between regular onHeartbeat calls) for the 9 party members and the player and only on certain perception/combat round end/damage events for all other entities (which automatically excludes all friendly NPCs that don't participate in combat). This should make the effects react very quickly to changing stats/weapons (if the player pops a Hyper-Adrenal Alacrity or switches from a repeating blaster to a vibroblade for example) without introducing any potential lag for NPCs. Tools used Holocron Toolset TSLPatcher Credits R2-X2 for their Repeater Restoration script, which gave me an idea on how to implement finesse.
  4. 1 point

    Version 1.0.0

    54 downloads

    This removes the visual “cloud” around your character and the musical sting that occur whenever you gain dark/light side points. This patches visualeffects.2da to remove the visual effect and guisounds.2da to point to a new silent audio file. I wasn't sure if just leaving the reference to an audio file empty was a good idea, so I went with an empty sound file. This should preserve any other instances of the light/dark side music stings playing, since it removes just the GUI sound associated with point gain. Why Because having this play as a cloud of red death manifests around you just because you told some overconfident thug that their skull is overdue for a date with the pavement is ridiculous. Likewise, having this play accompanied by blue air freshener mist because you chose the only dialogue option that makes you sound even remotely like a human being devalues what "light side" is. This doesn't fix the core issue of light/dark side points being handed out in dollops for the slightest actions, but at least this makes the game guilt-trip and gaslight you slightly less. Installation Unzip, read the ReadMe.txt, open Install.exe, follow the instructions. Uninstallation Instructions are in the ReadMe.txt Compatibility Should be compatible with everything, including other mods that change visualeffects.2da and guisounds.2da. Known Issues None. However, as I have not yet finished the game, if VFX_IMP_DARKSIDE and VFX_IMP_LIGHTSIDE are referenced as an effect anywhere outside of creating the cloud around the player character, those instances will be made invisible as well. Tools used Holocron Toolset TSLPatcher
  5. 1 point
    Just add some new dedicated upgrade vendor NPCs? Doesn't seem like it should be a big deal.
  6. 1 point
    I really like this one! Same thing for Ulic's Armor in K2?
  7. 1 point
    Decent enough to continuously use it. My biggest complaint is going in completely blind without knowing what has been exactly changed (I only assumed what was changed.) which I do not like. Spoilers on what the mod changes: 4/5 stars. I'd prefer to use this over the skip peragus mod, but I think some things should be changed to further improve the mod. My main feedback points: Other than that, the mod is in a decent state and has shortened Peragus enough in a considerable amount
  8. 1 point
    New Headcanon: the Exar Kun's armor that we can get within game was his old Jedi Armor when he was a Jedi, not his Sith armor.
  9. 1 point
    Could it also be possible toake Sith Masters Unique (the ones like on Unknown World, the Endar Spire (one who got killed by Jedi), Manaan)? Since all of them wear the same armor. Not to mention that the final Sith that reports to Malak on Star Forge doesn't show up much and uses the default Sith Apprentice/Master variant face. Aditionally, lore wise there is also a certain Togrutan Sith on Taris, whose ghost later appears in Sith Inquisitor story in SWTOR (Since he is an ancestor of Ashara Zavross) , stated to be on Taris before the bombardment and who have died in the proccess. Wouldn't it be also an interesting option to add him to the game in some sort of a search party for Bastilla as a possible easter egg?
  10. 1 point
    Absolute GOAT. Works perfectly and made combat much more fun in certain areas.
  11. 1 point
    That's unfortunate, but I hope the full version of the mod comes out one day. Because I really, really want this. We dark side players don't get shit. I wish you the best of luck.
  12. 1 point
    View File Kebla Yurt HD This mod will replace and update Kebla Yurt texture files. To Install 1. Download: Kebla Yurt (CommF02) 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 05/26/2024 Category Mods K1R Compatible Yes  
  13. 1 point
  14. 1 point
    I love the idea of bringing new life to classic games like Star Wars: Knights of the Old Republic. Having AI voice acting adds an extra layer of immersion to the experience, making it feel even more like you're in the Star Wars universe. It's amazing to see the dedication and creativity of modders in the gaming community. I can't wait to try out this mod and embark on Mission's journey to become a Jedi. And hey, if I need help with my gaming essays, I'll definitely check out https://essaypro.com !
  15. 0 points

    Version 1.1

    28,525 downloads

    1. Description This is an updated version of the Kill the Ithorian Mod. Posted with Doctor's permission. On Telos, there is a caged Ithorian in the Exchange office, mistreated and unfed. Originally, after dealing with the local crimeboss, you could free the prisoner, or leave him in the cage. This had no impact on anything, such as your Light/Dark alignment, and there was no XP reward. This mod gives you an Experience + Lightside Points reward if you free him. Moreover, it offers an option to overload the cage and kill the flatworm, for Experience + Darkside Points. Version 1.1 is essentially the same, but with bugs fixed: - the infinite rewards exploit - the computer skill check not working. 2. Installation To install: copy the two files into your game's Override folder: Deadly_Cage.ncs, term_slusk.dlg. To uninstall: delete these files from the Override folder. This mod works fine with TSLRCM 1.7. 3. Compatibility. Works with TSLRCM, but it does overwrite term_slusk.dlg. This causes no problems. 4. Credits Original author: Doctor (Stream) Version 1.1: Markus Ramikin Concept: Murdrax 5. Disclaimers The usual stuff applies. The mod is provided as-is; by installing it, you accept all liability for any game instability or damage caused. Distribute freely, as long as you give due credit.