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Showing content with the highest reputation on 02/23/2020 in all areas

  1. 3 points
    I play KotOR 2 on Steam, so all my KotOR 2 mods had been tested with the Steam version of KotOR 2. My KotOR 2 mods all work on the Steam version of KotOR 2 as long as you do not use ANY mods from the Steam Workshop. I do not use any mods from the Steam Workshop, including TSLRCM, and I also do not recommend Steam Workshop, which is why I do not and never will upload any of my mods to Steam Workshop. I suggest you read this on why Steam Workshop is not recommended for KotOR 2 modding: https://deadlystream.com/topic/7321-why-not-to-use-the-steam-workshop/ If you plan on installing any mods in addition to TSLRCM, I strongly recommend you to use the installer (.exe) version of TSLRCM downloaded from Deadly Stream.
  2. 2 points
    Wil send to you two in the next days ok? I will try to remember tomorrow.
  3. 2 points
    Thank you very much for the comments guys! Really makes my day.
  4. 1 point
    In this Topic i want to share my current progress on a project to make the visual appearance of the Planets in Kotor 2 more appealing. While learning to create textures in my previous Mods like the Complete Overhaul Series for K1, this mod is the end- product of that process over the years. The overall goal of this mod is to bring more of the movie flair to the game by emulating the panel designs of the Prequel, Sequel Trilogy and (perhaps in the future) Battlefront II. I know this is a very ambitious project so i cant tell if im able to pull it off in time, but while its already covering large parts of the game, i try to improve it, by adding some textures here and there from time to time. WIP Screenshots:
  5. 1 point
    Congratulations, you've been successfully invited to play Star Wars: The Old Republic by Sith_Holocron! 7 days of subscription level access with unlimited ability to play all game missions including Warzones, Flashpoints, and Operations up to Level 50 as well as full access to convenience features. Preferred Friends Bundle including a selection of valuable unlocks and customization options via in-game mail. One-time complimentary Character Transfer. It looks like it worked your link. I haven't played the game in over half a year or maybe near a year. I will have to continue and see what is going on. I will probably re sub after the 7 days runs out as income tax will be arriving to do that.
  6. 1 point
    Thank you very much sir, you made me very happy! Many thanks and Kudos for the great work!
  7. 1 point
    I'm so grateful! I'll be downloading that asap. This community is awesome, I swear.
  8. 1 point
    Here you go, just throw the files in Override. Effixians_Mira_Outfit_for_Bastila.zip
  9. 1 point
    Once @Snigaroo makes the sock puppet account, we should be ready to go. However, this thread seems to have a lot of folks that are enthusiastic about the JumpStationZ mods being available to the community. It only makes sense to have many hands helping in this as we don't know how long we have. If you're interested in helping, why not state which of the modders you like to preserve by uploading their work to the site? Here is the recommended way to proceed: 1. State which modder's work you're uploading. Only choose one modder at a time. (You can always volunteer again after checking who is available.) 2. Use the information in the Mod's read-me (where available) to create the mod description. If spelling errors exist, please correct them. 3. If you wish to use the mod to gather pictures, you can do so but it is not required. Use the logo in my last post in the thread and alter it accordingly for each mod uploaded. 4. If the mod is for KotOR1, put down that is not compatible with K1R. If the mod is for KotOR2, put down that is not compatible with TSLRCM. 5. State in this thread which mods you have uploaded by stating both the modder and the official title. This will let other folks in the thread know which mods have already been taken care of so we don't have a duplication of effort. If the admins deem a different way to proceed after I post this, they have blanket permission to adjust the suggestions as necessary. Update: I have uploaded the following modder's mods which are hidden until they can be transferred to the alt account. This list will be updated accordingly so check back here for continual updates. Modders and whether their mod's uploaded have been 100% completed yet AI (100% complete) Achilles (in progress) Agent Xim (100% complete) Alveron182 (100% complete) AVol (100% complete) CaptainSkye (100% complete) Colja (100% complete) Colma Adawin (100% complete) Commas (100% complete) D.J. (100% complete) Dak Vesser (100% complete) Darkkender (100% complete) Darth333 (in progress) DarthMoeller [AKA Moeller] (100% complete) Dragoon ZERO (100% complete) Gsccc (100% complete) JdNoa (100% complete) numark79 (100% complete) Oddball_E8 (100% complete) ORSAN (100% complete) Quanon (100% complete) Prime (100% complete) RedHawke (100% complete, courtesy of jc2) Tesla (100% complete) Torthane (100% complete)
  10. 1 point
    Yeah, I'll tackle Redhawke's mods. If that logo checks out, I think it's a great idea and will use it.
  11. 1 point
    Great work so far! The mod is coming along nicely and looking really good! I can't wait to see how this project will grow in the coming years... Do you plan on also including Taris and Lehon (the Unknown World, home of the Rakata) in your mod? Lehon is a beautiful world and I have an idea on how it could be used in your project. There is a narrow road in the upper left side from the Ebon Hawk ramp which leads nowhere...it could lead to the partially sunken Republic Ship there, you could use the Harbringer or the Endar Spire (or combine both) to craft the unsunken and visitable part of the ship! I also have an idea for a story involving it... This is how the closed road looks like:
  12. 1 point
    Thanks for reporting this! This is a situation the code doesn't consider, so it crashes (unfortunately). I can reproduce the problem, but I'll have to hunt down to place where it happens when I have more time. In the mean time just make sure your animations have nodes in them if your experience another crash (or alternatively delete the animations). Sorry for the inconvenience!
  13. 1 point
    Well . . . the first three chapters are free to play so if you try it out, you haven't lost any money. If you are considering playing it, you may as well go through my link and help get me some SWTOR referral points! http://www.swtor.com/r/Yt4Qdw
  14. 1 point
    Revan the hero robes would make much better light sided robes imo
  15. 1 point
    Rising from the grave once more to dish out yet another mod that I probably won't be releasing for a while, and poorly implement... Decided to make some extra skins for the Revan/Star Forge models, cause why the hell not (actually, it was because of this thread: http://deadlystream.com/forum/topic/5336-star-forge-robesdarth-revans-robes-alteration/). So far, they're just pretty standard recolors and what not. Still messing around with the ideas and textures. I'll mess around with Alpha channels later and show them off in game at a later date. Lemme know what you guys think, and of any other variants you guys can think of. EDIT, June 7th: Alright, after a long time of having to redo the template PSD files, I think I might have my final set of reskinned Revan/Star Forge Robes. Again, any feedback would be appreciated.
  16. 1 point
  17. 1 point
    Very nice! I like the white one most.. I really would like to see them in K1 as well - would be a much nicer approach on the jedi robes...im not quite sure, but do you know if the robe model already exists in K1?
  18. 1 point
    Wow, I haven't touched this thread since May... *Ahem* Anyways... I had a random idea for an Item mod for both K1 and TSL. I plan on making a little thing were you get a bunch of Armbands/Implants/Headgear that can change your appearance to a different Player Character head. I know you can change your appearance with KSE, but that still requires you to save, then turn off your game. With this, you'll still stay in your game without having to turn it off. I'll even throw in the some other NPC heads as extras, like some Party Members, Davik, etc. EDIT: June 26th, 2015. So, while Kaidon works on his Sith Vestments Mod over on his thread ( http://deadlystream.com/forum/topic/3314-sith-vestments/ ), it gave me an idea to make some Jedi-ish variants of this Sith Armor model. The Brown & Tan looking robe is just what I came up with in my head, the White Robe is based off of this http://deadlystream.com/forum/uploads/monthly_06_2015/post-11673-0-91274200-1435062744.jpg
  19. 0 points
    I just double checked the files, all three 2da files are the UNMODIFIED original files within this tslpatchdata. Therefore, the cause of your issue is not stemming from the tslpatchdata folder, nor the installer's handling of the 2da files. It is possible that other mods are conflicting with this, or you may have not installed another mod correctly that did a similar thing (modified the same files). I'd suggest trying to get some help with a forum post, /r kotor post, or /r kotor discord channel, to find out what went wrong.
  20. 0 points
    Hello all. So I don't know how many people are aware of it, but there is a bug between Two-Weapon Fighting and all Double-Bladed weapons in KotOR I. The Two-Weapon Fighting feat says it should affect all double-bladed weapons, but it doesn't, meaning that using a double-bladed weapon will not incur attack penalties like they should, even if a player has none of the Two-Weapon Fighting Feats selected (this can be checked with the combat log). http://steamcommunity.com/sharedfiles/filedetails/?id=728196381 http://steamcommunity.com/sharedfiles/filedetails/?id=728196359 That shows that Blaster Rifle, a two-handed weapon, is only using the primary hand slot for its stats, whereas the Double-Bladed Saber uses both primary and off-hand slot, thus it being a two-handed weapon should not affect the fact that this perk doesn't work correctly with it (also, Two-Weapon Fighting later mentions affect double-bladed weapons in KotOR II, so this isn't an oversight by the devs). I would just like a mod that fixes this small issue, or someone to show me how to do it. I know: "Why would you want to handicap yourself when you aren't facing penalties?". I just want to play the game the way it was meant to be. Thanks for reading! ~Twysted