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Showing content with the highest reputation on 01/25/2020 in all areas

  1. 1 point

    Version 1.2

    32,294 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.
  2. 1 point
    I used a free plug-in for After Effects called Saber. (The plug-in is free; After Effects costs many dollars.) It was made by visual effects artists who worked on the Star Wars films. It has a few shape options, like a line for rotoscoping, but it can also be applied to any layer mask. I used that feature to draw over the shape of the original game texture.
  3. 1 point
    Previous Messages Latest Story Ideas These are some rough drafts of the story ideas I have planned out for the areas I have added into the game, I have noted major plot points so that I can start planning out each level accordingly and trying to tie everything into the main game as best as possible, I have also added a group of HK-50s to each new location so as to offer even more chance to get the HK parts as well as more opportunities to track down the HK Factory ( Which I missed in my recent playthrough ) This is a much more definitive outline of what is now planned for the project than any of the far-out ideas I had to begin with, I look forward to finding out what people think, constructive criticism welcomed and appreciated. Visibility File Fixes
  4. 1 point
    This mod is a dream come true for me, been playing kotor since it first released on the original xbox.
  5. 1 point
    @bead-v? It's good to know its been updated further. As this is a favorite of mine so far looks like it will play well with Chainz version, and I believe also with: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/kreia-to-darth-traya https://deadlystream.com/files/file/81-kreias-assorted-robe-collection/ The idea of her using a lightsaber is a good one again, I for one hope to see more awesome stuff from you The idea of her using a lightsaber is a good one again, I for one hope to see more awesome stuff from you. Cutscenes and everything else which I'm using even while attempting to further trick out my game
  6. 1 point
    I was just thinking of how hilarious it would be if someone said something like, "Man, Visquis is looking AMAZING today!".
  7. 1 point
    Having a pc issue, gimmie a few. And sorry for wait @Sith Holocron, @ZoeyMarcyQuick on my end, the mod seems to be doing well. I've had a few sounds going, now I will have to set up mines and what not for the next part So, not as clear that it's messed up.
  8. 1 point
    Would there be a way to Port this to K1 at all? Or is it an impossibility?
  9. 0 points

    Version 1.0

    2,081 downloads

    Summary In Star Wars: Knights of the Old Republic, the player, like all party members, would occasionally say things during combat and when performing other actions. In the second game, however, the player is mute. This mod restores the player soundset for Star Wars: Knights of the Old Republic II - The Sith Lords. The critical files needed for the original player soundset to function were actually always there, but they were in various states of disuse. This mod fixes them up and restores the player's voice. There are different soundsets for male and female players and they are the same ones as in the first game. Installation Run Player_Soundset_Restoration.exe. Uninstallation Remove the installed files. Compatibility This mod must be installed before any mods that patch soundset.2da. This mod does not use TSLPatcher to patch soundset.2da; it uses a hard 2DA install because the exact line numbers are necessary for the player soundset to work. It feels dirty, but I have to do it. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides SSF Editor– stoffe Permissions Mod JC's Player Soundset Restoration for K2 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference "Player Soundset Restoration by JCarter426" or "uses JC's Player Soundset Restoration" or some other reasonable phrasing. This mod is released under the following licenses: Attribution Only License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers WHOEVER STEPS ON THIS WILL GET A NASTY SHOCK. THAT HURT, I BET! I'M THE LAST THING YOU'LL EVER SEE. SILENT AND DEADLY. 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.
  10. 0 points
    This is a little something that I'll be working on over the upcoming months. A cross-platform modding tool designed to create and modify the various file types used by KotOR's engine. A new KotOR Tool if you will. This is in very early stages so don't expect much and anticipate crashes and bugs - so save regularly! The file size is fairly large as well due to it including needed libraries inside the executable. I do intend to make this open source at some point in the future, but not for the time being. I'm testing this in Ubuntu, so I'm unsure of how stable the Mac and Window versions are so testers are appreciated. I welcome any feedback and suggestions. Whats currently implemented in v3: GFF Editor 2DA Editor TLK Editor ERF/RIM Editor TPC Viewer MDL Viewer Audio Player Saving files directly into modules Opening and extracting files from the game's data Search filter on files from the game's data Any number of game directories are loadable at one time Choose between different themes (System/Light/Dark) Download Links: Windows (7 and up, requires VC++ Redist) Mac (10.9 and up) Linux
  11. 0 points
    A Falleen might be kind of strange from a story perspective since they use strong pheremones to influence business dealings. Then again, that also might lend itself to more interesting character interactions further along the way.
  12. 0 points
    Hello all, I spent several hours last night attempting to get a version of Dooku's hilt working in TSL. I made some progress, but ultimately I think I am doing something wrong somewhere. 1. I started with the Dooku hilt in this mod: https://www.gamefront.com/games/knights-of-the-old-republic/file/movie-style-replacement-lightsaber-hilts 2. Next, I followed these instructions: https://deadlystream.com/topic/1643-how-to-convert-a-hilt-model-between-kotor-and-tsl/ 3. I extracted the MDL and MDX for g_w_lghtsbr02 using Kotor Tool 4. Using the above instructions I attempted to convert the Dooku hilt for TSL, and then replace g_w_lghtsbr02 with the new model using MDLOPS 0.5. For all intents and purposes, the process went exactly as the instructions stated. I then moved over the new g_w_lghtsbr02 MDL and MDX files into override and booted up the game. I apologize for not having screenshots, as I am typing this at work. However, while the hilt worked in game, it was plain silver and the bottom of the saber blade floated above the hilt's emitter. It did not look great at all. I attempted the process again with the same result. I then attempted the same process using MDLOPS 1.0, however the game crashes with the MDL and MDX files that are created. After my failures with the above, I downloaded the Ultimate Saber Mod: https://www.nexusmods.com/kotor2/mods/23. Knowing this mod is not at all compatible with TSLRCM, I did not install it. What I did do was pull all the files I could find that were associated with the Dooku hilt from this mod. After placing them in override, I used KSE to add the hilt directly to my inventory and then booted up the game. This worked a bit better than my conversion attempt. The blade was actually flush with the saber emitter, but again the hilt was just plain silver. Additionally, I am forced to use the USM crystal, otherwise the game crashes. My best guess is I am missing something with textures, along with likely doing the entire process incorrectly. I know jack all about 3d modeling, textures, etc. The extent of my knowledge in this subject lies on the few forum posts I have read, and that is about it. I am however quite computer literate outside of this topic. What I would truly like to happen is to get the Dooku hilt from the K1 mod working, but I am just lost. If someone could assist me, or even convert it for me, it would be very much appreciated.
  13. 0 points
    In this thread, does my information to ZoeyMarcyQuick sound right to all of you? If I'm missing something, please chime in on the thread.
  14. 0 points
    Screenshots Yavin IV - 4 Planets Demo Release 0.7.8 - KotOR II The Sith Lords The mod now includes 6 new planets for the game, Manaan, Tatooine, Kashyyyk, Lehon, Yavin Orbital Station, Sleheyron and it also contains updates to M478 and the ability to manually travel to Malachor V instead of going through a whole host of cutscenes and being forced to travel there straight away. The foundation of the entire project is in place as of 0.7.5 and requires testing for anybody interested. This mod requires TSLRCM 1.8.5, M478EP 1.5.1 and the Jedi Temple / Coruscant mod to be installed in that order followed by the seven files below. - three files also need removing as noted below. 0.5.9 Yavin Demo.7z [NOTE] - Please delete the three .ncs scripts contained in the "end_" folder within "override" in order to fix a conflict issue with the Royal Palace on Onderon. Yavin Demo 0.6.0 TO 0.7.3.7z This is a patch not a "Demo", the above file is wrongly named "Yavin Demo" instead of "Yavin Patch". 0.7.4 Includes an optional file that moves Korriban and Dantooine to the positions they had in the first game. 0.7.5 Should fix every instance of being able to exit during hyperspace, as well queues the hyperspace movie during these new pit stops in hyperspace. 0.7.6 Fixes most of Sleheyron, the doors and most of the buildings appear properly now but the skybox is still missing. 0.7.7 Adds a new planet model and icon for Lehon to the galaxy map as well as some other small changes. - see patch notes. 0.7.8 Adds Peragus back and makes the Galaxy Map accessible after Peragus, also now including Kexikus's Planet Texture and Icon for Coruscant. 0.7.9 Fixes the Ebon Hawk, somehow I broke it applying fixes to prevent leaving the Ebon Hawk after the Ravager and Malachor V I will take a look into fixing this again at some point, it also fixes a number of other small issues and begins to populate Sleheyron. 0.8.0 Further decorates Sleheyron and includes a preview of some of the questline I have started working on. Yavin Patch 0.7.4 TO 0.8.1.7z 0.8.1 Updates and fixes the Rodian Encounter, it also adds another HK encounter to Sleheyron and more placeables. Yavin Patch 0.8.2.7z 0.8.2 Fixes some things in Sleheyron and adds the Dialog / Lip files for the Mysterious Box Quest. Experimental Files Extended Carth Meeting There is now a group of HK-50s on Tatooine, Manaan, Kashyyyk and Sleheyron that are capable of contributing to the HK Factory Questline or dropping a HK part, I have also re-added the missing areas of Dantooine from K1, these can only be warped to at the moment. Prerequisites : I suggest using a fresh install combined with TSLRCM, M478EP and the Jedi Temple Mod followed by this to test it out. Due to the way I am publishing updates all of the above files are required to be installed in chronological order following the prerequisites. I am slowly trying to write dialog and plan quest lines for these planets, please get in touch if you have any ideas or would like to join the project. Latest : 0.7.8 Patch Peragus has now been put back and the Galaxy Map can be accessed after Peragus, I am not sure it's possible to add it back to the tutorial without having a different planet selected, this is what the original Ebon Hawk was for, so that somewhere was selected first, but this way works just as well. The game also continues after completion and allows free roaming of the galaxy, though I will work on this a little bit and try to make sure quests can be handed in, I won't be giving the galaxy a whole new set of quests after the game is complete just yet, I will instead be focusing on the new planets introduced during the main game, I think it should give the game a bit more variety, I will also be making it possible to go to the HK Factory even after the Ravager, both before and after Malachor. This will be via one of the shuttles on Telos : Citadel Station, I have also added the option to deny Carth an audience after the Ravager which is listed as something that was originally intended, currently it just cuts to leaving Telos but I plan on making the guards walk away as they do anyway and then to fade out and leave Telos. Thor110
  15. 0 points
    Thanks for reporting that! It's because those scenes use the same scripts (and so do Sion's scenes at least on Malachor and possibly elsewhere, it would have broken them to). I was supposed to use the TSLPatcher to install them but I wasn't thinking, sorry! Anyway, this will happen with both versions of the mod. If anyone else is experiencing this, your options are: put the files into the override folder only after Sion's kolto tank scene and remove them after you escape the Harbinger OR remove the files and install v1.1 that will use the TSLPatcher and be up very soon! EDIT: The mod is updated! Sorry for the inconvenience!