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Showing content with the highest reputation on 09/26/2025 in all areas

  1. 1 point
    A Bith hologram has gone missing in a cantina on Tatooine.
  2. 1 point
    Sure, it should be a valid choice, but I don't think it should be a choice which casters should be making lightly. Armored robes should be items which are more obvious choices for melee-focused Jedi, with casters having to carefully consider whether the defensive benefits gained from them are worth the offset (in my view). I also personally disagree with your conclusions about the defense nerfs. Your examples are valid, of course, but are also of a very specific scenario: a Jedi who invests overwhelming priority into DEX, which is often not the case. It should absolutely be possible for Qel-Droma robes to be better than armor, but the player should have to build towards that in order for it to be the case, which is where it currently stands. For most players the armor is likely going to be better--as it should be--but it shouldn't be so much better, with no penalties to casting, that it's an obvious go-to for almost all build types that aren't specifically min-maxing robe defense bonuses.
  3. 1 point
    showcase of the voice set i made for him KoTOR Weequay Race - voice and graphics showcase This is not really a race mod you can play with the original voice, it just comes of very strange, the original voice actor doesn't fit at all. He does have some new lines, "rancor bait!", "sith's blood!" and instead of "damn" i used "dank farrik!" (Mandalorian)
  4. 1 point
    Regarding the Sith Armors don't restrict force powers request, I have a personal mod I've used for a long time that changes Exar Kun's Armor, Ulic Qel Dromas Armor(in K2 and K1 if restored), and Darth Bandon's Armor (in K1), to not restrict force powers (and edits the descriptions to match the K2 Jedi Armors verbiage). I personally haven't had a strong desire to nerf the armor as well (though I'm not opposed). The thing I really dislike about the K2 Jedi Armors is how absolutely horrific they are. Some of this is just Battle Precognition breaking the game, but the armors themselves just have extremely low defenses, compared to the attainable Dex values with Robes. K1 doesn't have quite the same problem (your Dex isn't likely to get over 40, while 50+ is not out the question in K2, nevermind adding Wisdom on top of that with battle precog) The Qel-Droma robes are already +5 defense and +2 Wisdom, which is very strong, and have no Dex restriction (and Darth Revans and Star Forge robes are both better, but so late I won't consider them). Fully upgraded, Bandon's armor is 7 defense, +5 max dex, and some fire and mind affecting bonuses, Ulic Qel Dromas is +8 defense, +4 max dex, fire and cold bonuses, and Exar Kuns is +9 defense, +3 max dex. They also all require armor feats (Exar Kuns will require medium and won't be available to scoundrel players, while the others won't be available to jedi companions without a feat, so this is mostly affecting the player) Assuming you are under the affects of valor at all times, you would have a constant +5 to Dex, and Dex adrenal can add another +6, you are probably not pumping those constantly in K1, but for important fights you can use them. If you were invested heavily into Dex and had 20 base, with another +10 from items, at the end of the game, that gives you a +15 modifier, or +12 without adrenal. That would give you +20 defense in Qel-droma robes (+17 no adrenal). Exar Kuns armor obviously caps out at +12 no matter what, and you can conveniently set your Dex at 11, and go into strength. This is overall proabably still better (though your maximum defense will be lower and you do not get the +2 Wisdom) because you can focus Strength for damage. (I know that there are other issues with the effects mod cap which will reduce the value of defense bonuses, but increase the value of raw armor defense and dex mod, but that's too complicated and probably washes out anyway) I do think there is a place for some nerfing of defense values, but I don't think Wisdom penalties and the like are right direction imo. Wearing Armor as a Jedi should be a valid choice, and it absolutely isn't in either game now.
  5. 1 point

    Version 1.0.0

    179 downloads

    This mod adjusts the statistics of blaster items in Star Wars: Knights of the Old Republic to bring them more in line with their statistics in Star Wars: Knights of the Old Republic II - the Sith Lords and correct some balance issues. A table showing the base item type changes is included in the screenshots. Heavy Weapon Damage According to developer commentary, Heavy Weapon items were intended to make an extra attack per round, but this feature was never implemented. Due to this discrepancy, several Heavy Weapon items are mechanically worse than comparable Blaster Rifle items, despite costing more and having a more niche prerequisite feat. Other mods exist which grant the extra attack through other means; however, there are limitations to adding extra attacks and complications with mod compatibility. Instead, I have opted to add an extra damage roll for these item types. I have also adjusted the item properties of the Baragwin Assault Gun and Baragwin Heavy Repeating Blaster because items seem to have been designed with this limitation in mind, having been added to the game later with the Yavin Station DLC. Instead of a +2d6 damage bonus, these items receive a flat +2 damage bonus. The expected damage output is still slightly higher than in the base game. Installation Options Multiple installation options are provided for for compatibility with other mods which make similar changes to individual item classes. Full Installation: This option modifies the damage and critical rolls for all blaster items. Heavy Weapon items are given additional damage to replace the missing attack roll which is missing for these item types. Blaster Pistol & Blaster Rifle + Critical: This option modifies the damage rolls for Blaster Pistol and Blaster Rifle items and the critical rolls for all blaster items. Blaster Pistol + Critical: This option modifies the damage rolls for Blaster Pistol items and the critical rolls for all blaster items. Installation Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. Click "Install Mod" and select your game directory. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore or delete all all .2da files affected by this mod. For each, copy the corresponding .2da file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .2da file from your game's Override folder. Delete all other files installed by this mod from your game's Override folder. Credits KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
  6. 1 point
    new undies and more detailed body
  7. 1 point
    more lore accurate eyes and some other changes
  8. 1 point
    Can you please port this one into kotor 2 also?
  9. 1 point

    Version 1.2

    40,348 downloads

    Like previous version and the version before, this made the head of Jedi Exile as canon as possible. This time, I changed the eye color to blue based on the latest information of Wookieepedia. Also, because my photoshop-skill has improved, I redone those illustrations for better looks.
  10. 1 point

    13,040 downloads

    Original Review on Filefront: Masks are as much a part of Star Wars as Wookiees or the Sith. The only problem with those masks like I said in my review of Shem's KotOR I version of this mod is that they look a bit... silly. Very few masks have the certain something needed to make the wearer look cool. Now if you're like me and of course my good friend Shem you think the same thing. So how do we get rid of the eyesores that give us enhanced feats, attributes, and skills without giving up the bonuses that come along with them? Well that is where Shem comes in. He has devised an ingenious way to get rid of them without giving up those certain bonuses. The solution is just to make them invisible. By using the "Null" model in the game and renaming it to portray all of the default masks in the game he has successfully made them invisible. So no more of the "should I wear this mask or does it make my character look stupid" dilemma. You can just get an invisible mask on and wear it with pride. So I really have to say awesome job Shem. Not only did you make all of those fashion statements you did it for both games! So really GOOD JOB. Now to all of you TSL freaks who have been itching to get your hands on this... Enjoy! Also, sorry for the long delay everybody. Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future. -SithRevan
  11. 0 points

    471 downloads

    ============================================ Better / Fixed Czerka Salvager – OzilsEyes ============================================ We all know how annoying the Czerka Salvager can be on our lightside play throughs. He sometimes decides to just stop dead until you run back, sometimes just gets stuck walking around objects or through doorways.... This patch will better / fix the Czerka Salvager in the Telos underground. Currently he gets stuck on objects, you have to run back sometimes – it’s not ideal. Now he will follow your party, if he does fall behind or get stuck for whatever reason, will warp towards your party. The leaving script has also been fixed to accommodate my new script, it has been cleaned up & now has a check for combat before initiating too. He now walks towards the door and fades out instead of sprinting in the same spot for 5 seconds before disappearing. Install: ================= Run the tslpatcher.exe, choose your root installation folder (NOT override). Let it run -> Play the game Please note: This will only take effect on a save where you haven't already been to the Telos Underground Base. Alternatively, if you want to run this mod without tslpatcher, it will work in override. Uninstall: ================= A backup of your original 232TEL.mod file, replace that if you need to uninstall. Legal Disclaimer ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all involved parties in this release. Credits: OzilsEyes – Deadlystream Tools used: tslpatcher Holocron Toolset KOTOR Scripting Tool Special thanks to all creators / developers of these tools
  12. 0 points
    Light Side Points Gain Influence Gained: Everyone