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  1. 2 points

    Version 1.0.0

    10 downloads

    Gives Mira a new top to layer with. Stylish Concerned it might ruin immersion? Don't worry, the dialogue lines referencing Mira's outfit still work: Mira's "Men are easy" -> neckline still low enough that men can still be easy Atton's "Maybe without the plunging neckline" -> Atton thinks the vanilla female underwear is hot so anything over an inch below the collarbone may as well be a plunging neckline to him Installation: Drop P_MiraA.tga and P_MiraAD01.tga into your override folder Uninstallation: Delete P_MiraA.tga and P_MiraAD01.tga from your override folder
  2. 1 point

    Version 0.3

    1 download

    Part of the... AniCam Author: JdNoa - [contact info in read-me] Notes on dlg fields compiled from observations by Tupac Amaru, Dashus, and JdNoa. Tupac Amaru did most of the testing for this. Thanks! Thanks also to tk102 for updating DlgEditor for us & Darth333 for passing it along quickly. It made testing *much* less painful. Thanks to several people for their notes/code about the mdl format: Torlack for notes on binary mdl and for NWNMdlComp, sorcerer for notes on ascii mdl, and cchargin for MDLOps. --------------- Version --------------- Beta 3 - Dec 1 2005 History: beta 3 should fix the bug where cubic interpolation treats angles as numbers and so interpolates the wrong way across the 360 degree mark. --------------- Description. --------------- AniCam is an internal tool used by TSLRP (The Sith Lords Restoration Project). It is being released to the public "as is". There is no warranty, implicit or explicit, of any kind. AniCam is an animated camera editor for KotOR 2. Animated cameras are just models in a specific format. AniCam lets you open & edit existing camera models or create your own. You can then use the animated camera model in a .dlg. --------------- Installation --------------- Requirements: JRE 1.5 or newer. (Developed with 1.5.0.04). AniCam will not run with JRE 1.4. Simply extract this zip to your preferred install location and run the jar file, AniCam.jar. --------------- Uninstallation --------------- Delete the files that came in the .zip, plus the configuration file anicam.conf (if it was created). --------------- 1. How to use AniCam: --------------- --- 1a. Basics: Fill in your desired camera name and the length in seconds of the camera shot. Add entries for your camera. An entry needs the time in seconds, position as x,y,z, and orientation as h,p,r. (heading, pitch, roll). To add an entry, select "insert row" from the Edit menu or type ctrl-i. Orientation is done in degrees. Straight ahead is (0,90,0). Left is (90,90,0). Right is (-90,90,0). And so on. If you're getting position from WhereAmI, keep in mind that the Z location given is lower than what you see (I think it's the location of your feet). You probably want to add 3 or 4 to get a shot at eye level. When you have all of your entries, select save from the file menu. The files cameraname.mdl and cameraname.mdx (which is an empty file) will be created. These can go in your override folder. To use the new model, set the camera model field in a dialog, then in the dialog entry/entries that will have the camera shot, set the CameraID to -1, use CameraAngle 4, and set CameraAnimation to a useful number (probably 1200 or 1000: see part 2 for details). An example: Entry Time x y z h p r 1 0.0 -70 20 3.5 0 90 0 2 3.5 -70 30 3.5 70 90 0 3 4.5 -70 31.5 3.5 50 45 0 4 6.5 -72 31.5 3.0 30 0 0 with animation length 7.5. This will (1) start looking straight ahead, (1)->(2) move along the y axis and rotate left, (2)->(3) rotate right and down while moving a little more along the y axis, (3)->(4) rotate right and point straight down while moving a little along the x axis, then (4) hold position for 1 second. -- 1b. Interpolation: If interpolation is selected, then when you save, extra intermediate entries will be generated to smooth out changes in position and orientation. So, if your entries have the camera going straight forward, and then moving left, instead of an abrupt transition from forward to left, the camera will move in a curve. If interpolation is not selected, what you entered is what you get. Sudden changes in direction will be abrupt. -- 1c. Importing: You can import from a binary model, an ascii model, or xml. For both binary and ascii models, I'm only looking for the data found in the standard animated camera models. This means that there is a single node, called camerahook, with animations called CUT###W (where ### is a number, usually 001), which has positions and orientations. The import routines can't handle anything else - no mesh nodes, no emitters, etc. (Note that, if you're looking at the original camera models, importing 003EBOcam.mdl will fail because they misspelled "camerahook" - the camera won't work in-game, either.) The XML import is *very* limited and has pretty much no error checking. It was set up to import data from Excel. If you enter your time, position, and orientation in Excel - like on the main screen for AniCam, but without the "entry" field - and then save as XML, you should be able to import into AniCam. --------------- 2. Indices, Multiple Animations, and your Dialog --------------- -- 2a. Multiple Animations and their Indices One camera model can have multiple animations. As a .dlg file can only have one associated camera model, this lets you do multiple animated camera shots in one dialog. (An example: kreiatch.dlg in 301NAR uses 2 of the 3 animations from 301narcam). Each animation has a name of the form CUT###W, where ### is a 3-digit number. The number should be 001 or greater. If there is only one animation, usually the single animation is called CUT001W. This is not required (101percam uses CUT002W). When you add an animation to your camera model, the ### is what you're putting in the "New Index" box - so if you enter 5 and click New Animation, you'll get a new animation called CUT005W. -- 2b. Some general notes on using animated shots 1. Once you start an animated camera shot running, it *keeps* running, in real-time, even if you've switched to static shots. If you do 'start animation'->static shot->'continue animation', the second animated shot will probably be at a different position/orientation if the user clicked to skip one of the earlier nodes in your dialog, or if they had to choose a response. 2. Only one animation will run at a time. If you 'start animation' with CUT001W, then 'start animation' with CUT002W, then 'start animation' CUT001W again, the final call will start back at the beginning of CUT001W's camera shot... it won't pick up where it left off the first time. And if you do 'start animation' CUT001W -> 'start animation' cut002W -> 'continue animation' cut001W, the 'continue animation' will continue with cut002w, not cut001w. Once you start a given animation running, it's the only one you can use until you start another one. -- 2c. Your .dlg file: Useful fields are Camera Model in your dlg header, and CameraID, CameraAngle, CameraAnimation, Delay, and WaitFlags in your entries. -- 2c.1 Camera Model In the dialog header ("General Properties" in DLGEditor), set the Camera Model to your new camera's name. -- 2c.2 CameraID and CameraAngle Every node that is animated uses CameraID -1 and CameraAngle 4. (Although all the Obsidian .dlg's use CameraAngle 4, other CameraAngle values will also work.) -- 2c.3 CameraAnimation You also need a CameraAnimation field in each entry using an animated camera shot. CameraAnimation is where you specify which animation to use if you have multiple animations. 'start animation' is 1200, 1201, etc. To start CUT001W running, use CameraAnimation 1200. To start CUT002W, CameraAnimation 1201. And so on. 'continue animation' is 1000. Or 1001, 1002, but... ...in the official .dlg's, at the very least, 1000, 1001, 1002, and 1401 are used - but testing doesn't show any difference in using them. If you start with 1200, then call 1001, it's not going to jump to the other animation. If anybody sees a difference between these, please let me know! -- 2c.3a Start/Continue and the end of the animation Your animated shot is 20 seconds long, but you gave the user a choice of responses in between animated shots, and they took 30 seconds to pick a line. What do animated .dlg entries do after the end of the animation? If the entry is set to 'continue animation', it will hold the last position/orientation from the animation. If the entry is set to 'start animation', it will re-start the animation. You could probably do some looping with this. If you reach a 'start animation' entry and the current animation hasn't finished, the behaviour depends on which animation you specify. If it's the same one that's already running, it won't restart - it'll continue, acting like a 'continue animation' entry. -- 2c.4 WaitFlags If you set WaitFlags to 1 and use 'start animation', the entire camera shot (or the remaining portion) will be used in one entry. This won't work if you use 'continue animation'. If you leave WaitFlags at 0, the camera shot will run for as long as the entry does, so you can either have VO or set the Delay field. (WaitFlags = 3 is used in kreiatch.dlg, but I've seen no difference between WaitFlags=3 and WaitFlags=0 in my testing). Setting WaitFlags doesn't block the user from skipping the entry. -- 2c.5 Delay If WaitFlags is not 1, the animated shot in your entry will last as long as the VO lasts, or for the length of your Delay field if it's set. If there's no VO, like the long animated shot of the ruined Dantooine enclave, then you'll want to set Delay to specify how long your camera shot lasts. Delay is set in seconds. Note that if you set Delay=0, it seems to override your VO length, so it may skip lines. If you're not using Delay it should be -1, not 0. -- 2c.6 CamVidEffect doesn't work CamVidEffect will *not* be applied to animated camera shots, but you can use a script to turn video effects on and off. Check out the first two nodes in intro.dlg in 001EBO: they call a_video_effect to turn T3M4's freelook on and off. (Notice that the developers tried to use CamVidEffect!) The a_video_effect script simply calls EnableVideoEffect(VIDEO_EFFECT_FREELOOK_T3M4) or DisableVideoEffect(). Don't forget to disable your video effect, or it will stay on forever. --------------- 3. Some examples from the original files: --------------- These are a few places where camera models are used in different ways: kreia_kr.dlg in 701KOR has a camera shot that spans several entries. Under "{Intro to 701KOR...", it starts at "{Animated camera begins}" and ends at "{Angry at end...". kreiatch.dlg in 301NAR has an animated camera that plays intermittently. It has animated angles followed by static angles followed by animated angles. It also uses two different animations, CUT001W and CUT003W. enc_ruin.dlg in 605DAN consists of one long animated shot.
  3. 1 point

    Version 1.0.0

    5 downloads

    ************************ Knights of the Old Republic ************************ TITLE: Effixian's PFHB05 from K2 to K1 AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Run the file "TSLPatcher - Install Effixian's PFHB05 from K2 to K1.exe". ************ DESCRIPTION ************ This mod adds a playable character PFHB05 from KotOR 2. As requested by LegendOfAB. ***** BUGS ***** None known. ***** COMPATIBILITY ***** This mod adds a player character labeled as PFHB09, which is not in the vanilla game. This mod is not compatible with mods that might do the same. ************* UNINSTALLING ************* 1. Remove the following files from your Override folder: pfhb09.mdl pfhb09.mdx PFHB09.tga PFHB09d.tga PFHB09d1.tga PFHB09d2.tga PFHB09d3.tga PO_PFHB09.tga PO_PFHB09d.tga PO_PFHB09d1.tga PO_PFHB09d2.tga PO_PFHB09d3.tga 2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise: 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, yet the associated files (listed at step 1.) would still be in the Override folder. ******************* DISTRIBUTION NOTES ******************* You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if you simply ask me. ******** Thanks to ******** - Stoffe and Fred Tetra for the needed tools and tutorials - bead-v's MDLEdit - JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit ------------------- 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.
  4. 1 point

    Version 1.0.0

    842 downloads

    Compatability Note: If you're using TSLRCM, Extended Enclave, or M4-78 EP mods, please install the optional Patch file matching your resolution after installing those other mods. The cutscenes were upscaled using Topaz Gigapixel AI, and interpolated to 60fps using SVP Pro 4. Black bars are used to maintain the aspect ratio of the content while bringing the videos to 16:9 overall. TO INSTALL: Make a backup of your "Movies" folder, which is in your main game directory. Download the main pack(s) that matches the resolution you play at. 1440p and 2160p are each broken into three packs. If using TSLRCM, download the matching Patch file as well. Extract/unzip the pack(s) you downloaded. Replace everything in your Movies folder with the extracted files. Do not place them in your Override folder. If you're using Aspyr's (Steam) version of the game, these should work "out of the box" without any tinkering. If you're using a different version, you can use UniWS to patch your game to the correct resolution. If this doesn't work on your version for whatever reason, you may need to use a hex editor to change some values in your game executable to get them to play correctly. Please refer to the following guide on how to do this, skipping the parts about upscaling the cutscenes: https://deadlystream.com/topic/4631-how-to-force-kotor-i-iis-bik-movies-to-play-in-any-resolution/ NOTE: Many cutscenes in KotOR 2 are in-engine recordings. These have be re-recorded at 4k60 rather than upscaled.
  5. 1 point

    Version 1.0.0

    7 downloads

    *************************** Knights of the Old Republic *************************** TITLE: Effixian's Bearded PMHC04 AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************ DESCRIPTION ************ This mod simply adds a beard to the PMHC04 player character (a.k.a. Mullet Man). Requested by Lexone. ************* INSTALLATION ************* Unzip. Copy the files from the folder to the your game's Override folder. ***** BUGS ***** None. ************* UNINSTALLING ************* Remove from the Override folder: - PMHC04.tga - PMHC04d.tga - PMHC04d1.tga - PMHC04d2.tga - PMHC04d3.tga - PO_pmhc4.tga - PO_pmhc4d.tga - PO_pmhc4d1.tga - PO_pmhc4d2.tga - PO_pmhc4d3.tga ******************* DISTRIBUTION NOTES ******************* You may not: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if simply you ask me. ********* THANKS TO ********* Fred Tetra for KotOR Tool ------------------- 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.
  6. 1 point

    Version 1.0.0

    14 downloads

    *************************** Knights of the Old Republic *************************** TITLE: Effixian's Female Underwear Alternative AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************ DESCRIPTION ************ This mod replaces the underwear body model of Bastila and all the female player characters with that of the Twi'lek model and uses a texture that is a mix of the Twin Suns, Twi'lek and Luxa textures from KotOR 2. This mod contains 2 versions that you can choose from; one where the underwear is white but turns to black when the character is fully darkside. In the other version there's only black underwear. The classes do not have different kinds of underwear. ************* INSTALLATION ************* Unzip. Copy the files from one of the folders to your game's Override folder. ***** BUGS ***** None. ************* UNINSTALLING ************* Remove from the Override folder: - p_bastilaba.mdl - p_bastilaba.mdx - P_BastilaBA01.tga - P_BastilaBAS01.tga - PFBAL.mdl - PFBAL.mdx - pfbal01.tga - pfbalA01.tga - pfbalB01.tga - pfbald01.tga - PFBAM.mdl - PFBAM.mdx - pfbam01.tga - pfbamA01.tga - pfbamB01.tga - pfbamd01.tga - PFBAS.mdl - PFBAS.mdx - pfbas01.tga - pfbasA01.tga - pfbasB01.tga - pfbasd01.tga ******************* DISTRIBUTION NOTES ******************* You may not: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if simply you ask me. ********* THANKS TO ********* Fred Tetra for KotOR Tool ------------------- 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.
  7. 1 point

    Version 1.0.0

    6 downloads

    ************************ Knights of the Old Republic ************************ TITLE: Effixian's Atton from K2 to K1 AUTHOR: Effix CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Run the file "TSLPatcher - Install Effixian's Atton from K2 to K1.exe". ************ DESCRIPTION ************ This mod adds a playable character with the head of Atton from KotOR 2. As requested by phatshady on deadlystream.com. ***** BUGS ***** Sometimes a vertical line can be seen in between the right and left side of his face. It's not in the texture and not something I can fix. ************* UNINSTALLING ************* 1. Remove the following files from your Override folder: P_AttnH1.tga P_AttnH1.txi pmhc09.mdl pmhc09.mdx PMHC09.tga PMHC09d.tga PMHC09d1.tga PMHC09d2.tga PMHC09d3.tga po_pmhc9.tga po_pmhc9d.tga po_pmhc9d1.tga po_pmhc9d2.tga po_pmhc9d3.tga s_female2.mdl s_female2.mdx 2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise: 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, yet the associated files (listed at step 1.) would still be in the Override folder. ******************* DISTRIBUTION NOTES ******************* You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if you simply ask me. ******** Thanks to ******** - Stoffe and Fred Tetra for the needed tools and tutorials - bead-v's MDLEdit - JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit ------------------- 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.
  8. 1 point

    Version 1.0.0

    9 downloads

    *************************** Knights of the Old Republic *************************** TITLE: Effixian's Mira Outfit for Bastila AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************ DESCRIPTION ************ This mod changes Bastila's default clothing to that of KotOR 2's Mira. Not compatible with other mods that change her default clothing. Requested by JediArchivist. ************* INSTALLATION ************* Unzip. Copy the files from the folder to the your game's Override folder. ***** BUGS ***** None. ************* UNINSTALLING ************* Remove from the Override folder: - p_bastilabb.mdl - p_bastilabb.mdx - P_bastilaBB01.tga ******************* DISTRIBUTION NOTES ******************* You may not: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if simply you ask me. ********* THANKS TO ********* Fred Tetra for KotOR Tool ------------------- 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.
  9. 1 point

    Version 1.0.0

    9 downloads

    ************************ Knights of the Old Republic ************************ TITLE: Effixian's PFHA04 from K2 to K1 AUTHOR: Effix CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Run the file "TSLPatcher - Install Effixian's PFHA04 from K2 to K1.exe". ************ DESCRIPTION ************ This mod adds the playable character PFHC04 from KotOR 2 to KotOR. As requested by Mad Bro Sheo. ***** BUGS ***** None known. ***** COMPATIBILITY ***** This mod adds a player character labeled as PFHC09, which is not in the vanilla game. This mod is not compatible with mods that might do the same. ************* UNINSTALLING ************* 1. Remove the following files from your Override folder: pfha09.mdl pfha09.mdx PFHA09.tga PFHA09d.tga PFHA09d1.tga PFHA09d2.tga PFHA09d3.tga PO_PFHA09.tga PO_PFHA09d.tga PO_PFHA09d1.tga PO_PFHA09d2.tga PO_PFHA09d3.tga 2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise: 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, yet the associated files (listed at step 1.) would still be in the Override folder. ******************* DISTRIBUTION NOTES ******************* You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if you simply ask me. ******** Thanks to ******** - Stoffe and Fred Tetra for the needed tools and tutorials - bead-v's MDLEdit - JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit ------------------- 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.
  10. 1 point

    Version 1.23.3

    1,372 downloads

    N-DReW's K1 Gameplay Improvement Demo A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0 Release Date: 03.7.2016 1.23.2 Release Date: 12.02.2020 Installation: 1) Make sure you install my mod first before any other 2) Simply place the ALL the files within the "For Override" Folder into your Star Wars Knights of The Old Republic override folder 3) Then place ALL the files within the "For modules" Folder into your Star Wars Knights of The Old Republic modules folder 4) Make sure you place all the VO audio in "For Streamwaves" into your Star Wars Knights of The Old Republic streamwaves folder 5) Then place the "dialog.tlk" into the Star Wars Knights of The Old Republic folder and overwrite the one currently in there This is not necessary though if you want the soldier uniforms in High Quality simply open the "Optional" folder and copy ALL the files within "HD Soldier textures" and place then in your override folder Description: N-DReW's Gameplay Improvement is an upcoming mod project that plans to cover the whole game by improving certain features in the game including NPC's, Party Members, Merchant Loot, Custom and Restored Content, Items, dialogue and much more. Future updates may yield content including small side quests! Please be aware this is only a DEMO and is incomplete but it does *plan* to span across the entire game and add new content! 1.23.2 Fixed a bug where the Sith Base was forever locked 1.23.1 Fixed a bug where Carth's blaster appears white Fixed a bug where an Upper City Cantina dancer wears normal clothes Added 3 new Bith variants Fixed the Drinking animation Fixed the bug where you got Sith Armor instead of a Sith Passcard 1.23.0 Fixed the bug where, when you wore K1 Jedi Robes and another NPC wore TSL Jedi Robes the model of the K1 Jedi Robes would break Janos the Ithorian is now a Gamorrean with matching dialogue Carth's blaster is now upgradable, Canderous' repeating blaster is now fixed (One upgrade was broken on it) Added new models for Carth's Blaster, Canderous repeating blaster, Calo Nord's blaster, Bacca's blade and Ajunta Pall's sword from T7Nowhere's WOTOR Czerka Scientists wear a grey uniform, Czerka Merchants wear a Czerka commander variant uniform from ROR, Czerka admins wear a red commander variant uniform Restored a Czerka employee on Kashyyyk who warns the player not to put their hand in the Wookiee cage in Janos' office Modified the dialogue of the Czerka Merchant and Junior scientist Eli and Matton have new heads and a modified dialogue Fixed the broken male Twilek Slave texture in Davik's Estate, added a human slave to the Estate You now can bribe the Cantina Sith (Regardless of your Gender) to allow the player to attend the party Added TSL Slave outfit variants for Twileks (Model based on JCarter's, textures from ROR) Added DeadMan's "Laser Swords", these Laser Swords are new items which are seperate from Vibroswords. In future updates these will be scattered throughout the galaxy Modified the XP Table, now the player should be able to become a Jedi on Dantooine at a lower level Captain Dehno has a new head, Denho's patrol will have new lines Davik Kang now wears Tarisian Noble clothing during his intro, wears Verpine Fiber Mesh during his fight instead of Verpine Zal Alloy Mesh Fixed a misplaced Dreshdae citizen with a Sith Hopeful as it was meant to be Added TSl style pilots and modified Czerka staff on Korriban Major/Experimental Feature: The Sith Soldiers and Sith Party no longer give Sith Armor, now you recieve a Sith Passcard which can be used to enter the Sith Base. Inside the Sith Base Armory is an Armor locker which contains the Sith Armor. The Elevator leading to the Sith Govenor is locked and can only be unlocked via the correct terminal, the option to unlock the elevator only appears if T3-M4 is in the party. The Sith inside the Sith Base have been made significantly easier to accomidate this change. For previous updates please check the update log Main Features: Trask is now a lore friendly Jedi Twi'lek (No more Trask Tutorial) NPCs overhauled throughout all areas the mod covers NPC Loot Drops overhauled Merchant loot overhauled (Merchants now have lore friendly loot worth buying) Item stats overhauled Party Member and player stats overhauled Movie Style Dark Side Transitions Realistic Visual Effects "Blasters Reloaded" style balance Ported TSL Items Various Cameos and custom created characters that are seen throughout the journey New items Incompatibilities: Will be incompatible with anything that uses .mod files (So yes k1R and K1 NPC overhaul aren't compatible), appearance.2da, baseitems.2da, classes.2da, classpowergain.2da, featgain.2da, and regeneration.2da If you want to know if a certain mod is incompatible with my mod please PM me on Deadlystream If you have any suggestions for future idea's please give me a PM on Deadlystream and give me a detailed description of what you want and it may be considered (Don't be shy). If you would like to help the mod out I will accept whatever help I can especially if you can script or make textures! Permissions: You can NOT edit, upload to other websites or claim as your own without permission from me. Thanks: Bioware for such an amazing game Obsidian for the second game and its assests Fred Tetra for Kotor Tool FairStrides for trying to help me with ERF Edit VO Talent: Zhaboka- Kaah Ohtok Credits: Bith Musician items/HK Melee Mod- Khrizby Dark Side Reimagined Mod- darksidebirdie Jedi from the Start scripts- darthbdaman M200 Intervention Sniper model- Skateordie808 Realistic Visual Effects Mod, Jedi Robe Skins- Shem Various textures- 90SK K1 Enchantment Pack assests- SpaceAlex Wookiee, Echani, Combat Suit skins- redrob41 Dark Jedi Robe texture- Ankh MedHypo mod- Rtas Vadum Sith Commander/Manaan Sith Soldier Skins- Dak Drexl Scout/Scoundrel uniforms- jonathan7 & FoolInTheWave Force Fashion 2- jonathan7 Sungladdes, Shields, Female Mandalorians by Inyri Forge Saber Pikes by DeadMan Brotherhood of Shadow Assests- Silveredge9 Female republic soldier skin and the HD republic soldier skins- Dark Hope Republic Helmet- SithSpector Revenge of Revan Assets- Logan423, RedRobe41, Paige Lehnert Various Textures- Whyp JC2, TheRealDarthRevan- Scripting aid Sith Stalker- Qui-Gon Glenn, Dak Drexl, redrob41, Marius Fett, Varsity Puppet and j7 JC's Heads Modders Resource- JCarter426 Saeikan's Armors of the Old Republic Textures- Saeikan Leviathan Differentiated Dialogue- Revanator K1 Better Twi'lek Heads- Ashton Scorpius Robes for Korriban Sith Students assests- Shem JC's Vision Enchantment/JC's Slave Bastila/JC's Supermodel Fix/JC's Head Modders Resource/JC's Republic Soldier Fix- JCarter426 WOTOR weapons- T7Nowhere Manaan and Korriban Sith Soldier- sELFiNDUCEDcOMA Drinking Animation- Darth Parametric and Alvar007 This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  11. 1 point

    Version 1.0

    838 downloads

    This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game. When wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models. If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list.
  12. 1 point

    Version 1.0.0

    83 downloads

    Add Ahsoka Tano as a playable character, adversary, or player companion in Jedi Academy. ADDITIONAL NOTE: Single-player character selection menu addon available here. RELEASED: 4 August 2015 AUTHOR: Cerez SUMMARY: New Model: Yes Bot: Yes NPC: Yes Team Support: Yes Custom Sounds: Yes Custom Lightsaber: Yes DESCRIPTION: A lifelike rendition of the character Ahsoka Tano, Padawan to Anakin Skywalker, from around the time of her departure from the Jedi Order. FEATURES: ----------------------------------- AHSOKA AS SINGLE-PLAYER SIDEKICK: Have Ahsoka assist you on your single-player missions. After loading a level and activating cheat mode, type this in the game's console: npc spawn ahsoka A CHATTY BOT: Ahsoka's multiplayer bot has a true-to-character, chatty personality, and is loaded with new things to say -- directly sourced from and inspired by her character talk and snap-backs from official games and TV show episodes, leading up to the end of The Clone Wars. NEW DUAL LIGHTSABER COMBINATION: Ahsoka being a dual lightsaber wielder in the traditional fashion, with a shoto blade, I've included her second lightsaber in the game's lightsaber selection menu. This allows the player to actually use a shoto (shorter bladed lightsaber). I found this makes fighting against duals a little less predictable, and helps to spice things up a bit both visually, and in terms of gameplay. Console Reference: Primary: tano Supporting (Shoto): tano2 INSTALLATION: ----------------------------------- Simply move the PK3 files into the "base" folder of your game directory. KNOWN BUGS: ----------------------------------- Slight clipping with the skirt and limbs in certain movement/poses, unavoidable due to the game's technical design limitations. CREDITS: ----------------------------------- Designed by: Cadellin and Cerez Modelled by: Cadellin Model Edited by: Cerez Weighted by: Cerez Textured by: Cadellin and Cerez Shaded by: Cerez Audio Sampling: Cerez Icon Design: Cerez NPC and Bot Files: Cerez Lightsaber Hilt by: AshuraDX SPECIAL THANKS TO: Cadellin for his patience with my fine-tunings, and for taking on this project wholeheartedly. Asgarath83 for investing countless hours into tutoring me and for all his tremendous support. AshuraDX, DT85, Archangel35757, and everyone at JKHub for their kind and generous feedback, help and support. Psyk0Sith and Spacemonkey for their incredibly useful if somewhat rough-around-the-edges tutorials on character rigging for the game. AshuraDX for his permission to use the awesome lightsaber hilt bundled with this character model. PROJECT TECHNICAL DETAILS: ----------------------------------- Total Design and Development Time: 1 year Software Used: 3DS Max, Silo, Photoshop PERMISSIONS: ----------------------------------- Hereby permission is given to anyone to edit and create derivative works of the contents of this mod under two conditions: 1. Due credit is given to the author. (If it makes sense, please also include this readme.) 2. The author is informed of the new use/release of the material (out of courtesy). THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS ™ & (©) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
  13. 0 points

    Version 1.0

    76 downloads

    Summary The Harbinger, the Hammerhead-class ship in Star Wars: Knights of the Old Republic II - The Sith Lords, has a distinctively different appearance from that of Republic ships in the first game. This mod gives the ships in the first game the color scheme of the ships from the second game, changing the red to a more muted teal. Installation Copy the files from the mod directory Override to your game's Override folder (if you don't have one, make one). Uninstallation Remove the installed files. Compatibility This mod is incompatible with other mods that alter the Endar Spire/Hammerhead ship textures. Credits KOTOR Tool – Fred Tetra tga2tpc – ndix UR Permissions Mod JC's Teal Hammerhead for K1 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic Source of Ported Assets Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment Attribution Preference "Teal Hammerhead by JCarter426" or "uses JC's Teal Hammerhead textures" or some other reasonable phrasing. This mod is released under the following licenses: Attribution Only License Ported Content 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. Ported Content License (PCL) This mod contains ported assets. The original source of these assets must be attributed in the same manner as the mod creator is. (For example, "This mod contains assets ported from Star Wars: Knights of the old Republic II - The Sith Lords by Obsidian Entertainment.") Disclaimers FOR THE REPUBLIC!!!!!!! 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.