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Showing content with the highest reputation since 12/31/2024 in File Reviews

  1. 6 points
    Feels like a really good step up from the Demo. I liked the changes to the areas on Correllia and the overall story felt more smooth and enjoyable than it was before.
  2. 5 points
    I beat the mod. Or at least whats on the planet itself. That was great. Not perfect, but great which is pretty dang close. I seriously haven't had this much fun with a Kotor mod since I was a little kid playing BOSSR or the old Yavin 4 mod when those mods first came out. This was a blast from the past. And the writing was way better than I expected. Well, It would take me a looooong time to explain what I loved most about this mod, so I'll just focus this review on the few things I think could benefit from some improvement. -consider populating Sleheyron with various types of citizens even with the Iridonians walking around from start to finish. It feels weird without them, regardless of story. -make the one-text dialogue with characters like Sith and Iridonians not transition into full dialogue sequences, but just react like other simple NPCs with a text bubble only -Having a lot of areas look just like Taris again, even if it wasn't the exact same module, was still slightly immersion breaking. Please consider reskinning these areas in any way you like, just make it different. You already did this half the time with these modules and it worked well. -this might just be me, I'm not sure, but Rudos shop module is completely broken. The walls and floor are missing. I am running a clean install of the game, outside a resolution mod and some icon texture mods. I even reinstalled the resolution several times to see if that made a difference, the room is still bugged. If this is just me, I'm at a loss as to what could be the cause of this. -Some enemies give way too little experience for what they're worth. The (very neat) reference to the special NPC you fight in the Czerka lab is worth like 30XP which is a joke considering how tough he is. -Try to see if you can make a custom Sleheyron-themed door for all these modules. Having the doors not fully cover the entry/exit just feels kinda odd -Although I think the splicing of modules was really cool to see, it sometimes leaves holes in level geometry. Some weren't so noticable, others glaringly bad. -My biggest gripe with the mod, A few of the modules have absolutely terrible level transition boxes. I think it would be best to just edit the module so that you add an extra hallway that connects to these transition areas instead. This was most noticable in the Czerka lab area. This was frustrating and confusing at times. I'd give it 4.9/5 if possible but we don't have that so I'll settle with 5/5 Oh and what you did with Vanasseus, you're insane man lmao that was too funny
  3. 4 points
    When SAO set out to make this mod, he mentioned hoping that it would feel like if Bioware themselves made a DLC for the game. Suffice to say, he succeeded There is a little jank here and there, mainly to do with the (Bioware-made) incomplete Sleheyron modules, and the occasional oddity I'm sure will be ironed out over time, but these are all small things I very readily overlook. The writing is fantastic, the scenarios and possible outcomes are great, the design philosophy feels very much in line with how Kotor generally does things, and most of all - you've got replayability, and not just on Sleheyron itself since the mod includes a new custom companion You're definitely going to want to try this one
  4. 2 points
    This is great! I have always been frustrated that you couldn't train Visas for a prestige class - but now you can! Thank you! Great mod!!!! Perhaps in the future the option will come along that you can train Atton, Mira, Disciple, Handmaiden and Bao-dur in Prestige Classes - that would be great too! ☺️
  5. 2 points
    I just want to say great work and thank you for making such an enjoyable mod for my favourite game of all time! Its been a long time since I played a Kotor mod that aimed to continue the story of the first two games. I'm excited for future episodes. Also, I realize any critiques I mentioned are all things that take a ton of time and effort to accomplish so please don't think I don't have respect for what was done with this mod. Critiques: 1) I am a little baffled at the decision for secondary and even background characters to get voice overs but some main story characters get none. Makes it feel less polished. It would be nice for all the companion characters, main story line characters and the council to be voiced. I get its a mod but with something that is so story driven it just makes me feel less invested having to read a lot of the dialogue. 2) I would love to have seen some new feats/powers be added. Maybe ones that are specific to the player character, maybe based on species/Jedi class combination. I know there are attribute changes based on which species you chose so more depth there would be really interesting. We have all likely played Kotor 1&2 multiple if not hundreds of times and having new options for building your characters would make the experience feel more like a 3rd game rather than a mod. 3) Last critique, the movies being in original quality is really jarring. Not sure if this is something I can edit with an HD movie mod (compatibility issue?) but I was expecting more custom cut scenes like the establishing shot of Corellia which sure isn't a Hollywood quality cut scene but man it shocked me how well that looked compared to some of the low res movies used elsewhere, which were just cuts of the original movies. Now what I liked: 1) The story is REALLY good. The writing particularly is impressive here. I almost want this to be two different likes but ill keep it in one. Is there some broken or sometimes meaningless dialogue? Yes, but its definitely on the lesser side compared to the really well crafted dialogue and story. Clearly lots of time and meticulous work went into both writing and story. I was interested from the moment I started playing. Without spoiling the plot, it fits almost seamlessly into the period after the Jedi Civil War/Dark Wars and those events. The Republic and Jedi Order are rebuilding and the Galaxy has to learn how to trust both again. We even get a familiar choice, allowing us to decide some of the events of the previous games to set up the story beats in this mod. Very well done. 2) The way you populated the worlds, its just great. One of my biggest gripes with vanilla Kotor is how empty the worlds feel at times. Obviously this was due to hardware limitations back in the day and not being able to have hundreds of NPCs running around who you can interact with. But great job making cities like Corellia and others really populated. 3) Love being able to play as aliens. I always thought it was silly that you couldn't play as aliens in vanilla Kotor. So a really nice touch adding them. also the number of head models is great too! 4) Kinda surprised by how seamless this was to install. I would have expected a mod of this nature to require more hands on install but you did fantastic work here. 5) Music was good. Smart use of other Star Wars tracks but the custom music doesn't feel out of place whatsoever. I will say some track give me late 90s early 2000s MMO music vibes but I find that charming so I'm cool with it. There is much more about the mod I could talk about but I think my ramble sums up my most pertinent opinions. Really great work and I am super excited for more! I gave 4/5 stars simply because I think this mod has SOO much potential. I'm hoping when its all finished that the community looks at this mod with the same regard as TSLRCM. I think it can be that good. Also, if anyone knows compatibility for mods like HD movies, HD UI, Modern FOV and so on, please comment saying so. I went in just with this RoR for the best compatibility possible.
  6. 2 points
    There's a lot in here you'd expect from a Kotor total conversion mod. Very happy with what you guys have put out. It basically feels like this was made for me. Specific items I liked: Green dialogue + Corellian flags (small thing, but visually appealing) News holos (In ideas I've had for a TC mod, I have considered doing exactly this same thing in the same way) Togruta in the main menu (I have experimented with porting Togruta heads from SWTOR) Dialogue barks in the Corellian merchant square (Whoever was in charge of this did a seriously fantastic job) The first cutscene! Ronto quest Animations in dialogue The voice of a certain Duros Canon and Non-Canon options (ignoring the Revan novel but leaving things open for the possibility of SWTOR is exactly how I would do a K2 TC) Overall positives: It WORKS. Area transitions. Containers. NPCs. Objects. Just about everything that allows interaction actually responds. The reskins, module editing, and in particular the prop placement are done very well. Everything is cohesive. It doesn't feel scattered, disjointed, mismatched, etc. (In particular it appears the Iziz sky ramp models were removed from re-used Iziz modules, which if I saw correctly is a good example of what I'm talking about. The King's chamber, with all its props/objects, looks distinctly different from Talia's palace, too.) The concept of the story and the writing. Padawan assisting in an investigation. The lore of KOTOR era sources is taken into account and obviously appreciated in a way that it wasn't in SWTOR (Mentioning Tol Cressa, the situation in the Gordian Reach, the situation on Duro, the Exar Kun war, the aftermath of the JCW, etc.) Species-specific stats and dialogue Stat-relevant dialogue options Functioning quests Gripes (not particularly important, observations you may or may not take into account): Dialogue could use another couple passes to correct spelling mistakes, but also to tighten it up. Some lines could be improved simply by removing a word or two. Once in a while, characters will just talk a little too long. This isn't to say the dialogue overall is poor, but that it is in a decent state and could be made excellent. Bao-Dur, Quan Drayen, and Nessa at Esbek in particular Bao-Dur is pretty close to sounding right. There's a handful of things that felt like they were phrased out of character. Sometimes it feels like Quan Drayen is hitting me over the head and telling me I'm playing a video game. "A companion, if you will" (This one was amusing, but I think the rest of the things he said like this were not) Nessa repeatedly says "hubby" and it rips me right out of the experience. I get what kind of character she's supposed to be. It still seems out of place. Speaking of husbands, there is a woman in the cantina who refers to her "partner", and in the context of a lot of these characters being involved with the CEC, it is confusing if she means business partner or husband at first. Cut back on "Agrilat" just as an example. I think the husband in Esbek says something about his work "sinking in the Agrilat swamps". Drop the Agrilat. It's cleaner. Are the re-used Iziz modules supposed to take place in Coronet? I recall an area transition for "Corellian Merchant Square", which feels vague. It took me probably 10 to 15 minutes of running around to figure out there was an area trigger for the damaged speeder out in the swamps. The journal did mention the speeder, so I was able to figure it out eventually, but it wasn't clear to me the speeder was blocking the specific path I was supposed to go down. I thought at first maybe the mod was broken and I was supposed to enter a non-interactable door I had found. The PC interjecting about Revan in the King's chamber felt very forced. There seems to be no reason for the PC to think that, especially considering the way Drayen chides the PC for not paying attention to their studies. I have to talk to the bouncer to enter the cantina on Corellia, which triggers the same dialogue every time from Drayen about my decision-making. Anyway, I'm familiar with how much work this all is. I've played with Holocron Toolset, KLE, KBlender, K-GFF, etc. I only bring up gripes to possibly help hone the final product. I'm really impressed, really enjoyed playing. I've said before I have been following since I was a kid lurking on LucasForums, so it's really great to finally see this release. Thanks so much for sharing with us and keep up the great work!
  7. 2 points
    Playing through episode 1 felt incredibly nostalgic, it was as if I opened up an old save on Kotor and experienced a brand new chapter. Here are some of my take away's from the mod: 1. The devs used clever use of reskin's to existing and ported levels. While I do hope to see newer areas in future episodes (i.e. using cut modules from Kotor 1, Sleheyron, or even M4-78 ), the level design in the opening chapter was well executed and enjoyed exploring the content in these areas. 2. I particularly enjoyed the difficulty in the combat. Unlike previous games, it made me utilize consumables rather than continuing to spam Flurry on repeat. 3. Side quests were incredibly done and the inclusion of skill checks was impressive. Love the evolution of this from Kotor 2. 4. I really enjoyed how the story unfolds as it begins with a simple Jedi mission surrounded by intrigue to a more complex narrative. There are a few critiques I have with the writing (particularly the epilogue) but it is a great foundation that had me glued to the PC till I completed. 5. Music felt very much like Star Wars but more subdued. Use of existing tracks also were placed well, hopefully a few of the ambient themes from Kotor 1 can make an appearance in future expansions! Cant wait to hear more of the original tracks as episodes release. Glad to see you back at the helm @Logan23! Its great to see your work over the years, the passion from you and the team truly does come through in this release.
  8. 2 points
    I just got done with my first run and like the others said it's a big step up from the old demo. I made a few notes while I was playing episode 1. 1.While I do miss parts of the old demo soundtrack especially the combat track (though I think I hear parts of it in one of the new ambient tracks) the new music is very good too. 2. It feels like we had more dialogue options in old demo though on the other hand there are more skill check options which I like. I also really like the addition of class dialogue too. 3. It would be nice once they are balance to the dev's team likeing that the species effects are listed somewhere outside the game. 4. I think there should be a side quest or two on Coruscant maybe serving as a quick optional tutorial to new or old players who haven't played in a while 5. The loading screens look great and both Coruscant Jedi Temple and Corellia looks good both in the retextures and imported object density. I especially love the colors of the plants in the Corellia jungle 6. I'm happy that you kept in the choice about the pc homeworld from the old demo however small of a thing it is. 7. I had a bit of a bug with the Exile gender. I picked female and Bao-Dur kept calling the Exile him. 8. I love how many different groups that are part of the story so far. 9. There was some hard fights though nothing that took me more then two tries. I was playing on difficult so I view this as a good thing. Both KOTOR were a bit too easy even on the highest difficulty. I have not tried the new difficulty options yet 10. I love the character models for the main villains
  9. 2 points
    Thank you for producing this. I was determined to use the K1R on my first playthrough of KotOR I in ~15 years. Extra content sounded awesome. Well, I should have done more research before downloading that mod. Ran into tons of bugs. Lesson learned that K1CP is better. Running across this mod was a delight. Rather than picking between K1R and K1CP, it looks like we'll get to have our cake and eat it too. Looking forward to future updates with more K1R content.
  10. 2 points
    I died to a gizka. 10/10
  11. 2 points
    FULL OF SPOILERS A very cleverly designed mod that obviously has a lot of efforts poured into it. Definitely would give 5 star if not for a series of immersion-breaking bugs: 80% of the dialogues are skipping. I have to read them through feedback. One of the biggest incentives for me to install this mod is Jolee. However, the whole time he is just a walking doll because all of his dialogues are skipping and I can't interact with him either. I checked tslpatcherdata and found all the sound files from Jolee, and am 100% positive that they're supposed to play. Some new items are cool (e.g. the star forge/revan robe) but as soon as I try to wear them, the game crashes and quit At some points the maps are completely white out, I believe it happens whenever I return to an area that I have entered before Some other minor issues: those are purely my two cents and may not apply to anyone else, and I do not intend any disrespect to the author in any way. The quest description is kinda confusing throughout, and there are many locked doors that only unlock after certain progress is made. For example, when I got the quest to find a shuttle, I went back to the valley twice because I think there might be new trigger points there, and completely forgot about the locked doors. There are also other confusing situations. When I rescue the Mandalorian, I am immediately transported to outside the temple. I thought it was just another bug and went back into the temple to find the mandalorian in the detention area. As I couldn't find him there, I thought the game is broken so I reloaded, and was put in the same situation, again ... Turns out that instant transportation is intended, and the Mandalorian is right there, 200 meters in front of me. If some transition animation is added, or if the Mandalorian is placed closer, it would be a lot less confusing. Adding more annotations on the map could help, too. TL;DR ... When I fail to make tangible progress on a quest after running literally everywhere, I start to lose interest. This applies to the vanilla game, too, especially on Nar Shaddaa. The reused Malachor depth map has a lot of broken textures, and the whole Malachor surface is something that I could do without. This applies to the real Malachor surface, too. The most negative impression I have about this mod comes from the beginning: a broken, reused Malachor map, and a Jolee doll whose dialogues are completely skipped ... Things get a lot more exciting in the temple, though. I could do without some of the prequel lines. I think the author might intentionally put it there for a laugh ... while I did crack at those lines, they felt kinda out of place and cliched. Sion's guest appearance and his lines also felt out of place. The quest concluded very abruptly and makes little sense. This impression may well due to dialogue skipping. Yes, Sion's lines are skipped, too. 🤦 K1's tombs are great because 1) there are motivations for you to visit the tombs; 2) each tomb is associated with unique story and character: Ajunta Pall's tomb has a regretful Sith Lord and Shaardan; Marka Ragnos' tomb has a desparate rogue droid; Tulak Hord's tomb has a insane hermit; Naga Sadow's tomb is the final confrontation between you, Yuthura and Uthar. The tombs in this mod, while conceptually and visually as amazing as the tombs in K1, lacked both elements. You enter the tomb just for loots and fights. Arguably the last tomb in this mod remedies this deficiency to a degree, but it still feels lacking. Things that I really liked: The reskin of the Onderon Royal Palace, it's SO well done and fits Korriban perfectly well. The dialogue where you recite Jedi code against Sith code is very clever despite the fact you shouldn't know what Nihilus looks like at that point of the game, 10/10 The voice acting. Judging from the dialogues that aren't skipped: the Mandalorian and Loqi are 10/10. After listening to some Jolee's voice files I think it's a decent immitation of K1 Jolee, 8/10. The Jawas? LOL Jolee taking on an apprentice. Clever resolution for a temporary companion, too bad all the dialogues are skipped! Might totally give this mod another shot in the future if the immersion breaking bugs are fixed for steam version, somehow. It makes K2 Korriban 5x more interesting.
  12. 2 points
    The lightsabers themselves, are fantastic. Couldn't ask for more (aside from what Obisoln said). The spawn locations, however, completely and utterly destroy this mod. You put a lightsaber, on Taris. Not only that, you put it in an area where we can get it, before we even have Bastila in the party. Just put it on the body of the Jedi on the Endar Spire why don't ya? (Just because I don't doubt that you might, that was a joke. Don't take it seriously.) Dantooine is nearly as bad. You JUST received the ability to even use a lightsaber, and oops, here's a lightsaber that's way better than the lightsaber that you just built that's supposed to be yours for life, AND it's before you even have access to crystals. The others aren't that horrific, but they're still awful. The back of the landing pad. Are you serious? I shouldn't have to explain this one. Kashyyyk's isn't half bad, but it's not even in the Lower Shadowlands. Sorry if this is coming off as harsh, but dude, this is not good. If I was going to place the sabers somewhere, the Lily goes in the Terentatek's belly on Kashyyyk. The Evenstar goes in the footlocker of the Sith Master on Manaan. The Sceptre goes either in the inventory of the Storyteller or the back of the Krayt Dragon's lair on Tatooine. And of course the Righteous Hand goes on Duron Qel-Droma's body in the back of the Shyrack cave on Korriban. As it stands now, as far as anyone that cares about balance or theme (basically anyone that isn't modding MP5s in the game) is concerned, this mod is unusable. Which is deeply sad and frustrating at the same time.
  13. 1 point
    These look really good. A must have.
  14. 1 point
    Terrifying, no notes. Never been happier to be one-shot out of nowhere.
  15. 1 point
    Mod does what it says 10/10
  16. 1 point
  17. 1 point
    A Bith hologram has gone missing in a cantina on Tatooine.
  18. 1 point
    Sith Holocron's TJM Textural Reinterpretation is necessary, if not highly recommended, for playing Trex's The Jedi Masters mod. With The Jedi Masters, it re-used environments from vanilla TSL, only modifying textures or adding in different models from modules to make the areas feel different. A specific example would be Etti IV, which reused Nar Shaddaa modules. The modules were retextured, having that yellow and orange accent with the gears (so many gears...). Sith Holocron reinterprets those textures in a way that looks different and unique from TSL Nar Shardaa while not being overly chaotic or off looking, which Etti IV definitely was. The 2 major changes I'd say, were on the sith ship and Etti IV, although the screenshots posted do very well at showing off the many changes Sith Holocron did. Even the more minor changes, like on your ship (The "Eagle") add to the environment that improves it, making it feel more unique and overall more cohesive. Not to mention, the texture interpretation upscales a lot of the environment textures. I personally really like the changes done to the Sith Ship. I never really disliked the retexture in base TJM for that Ravager module, but Sith Holocron made such a major improvement. The original TJM textures were very repetitive and had so many symbols/runes. The marbles and stones Sith Holocron has done feel more fancy in a way that I'd say changes how the brain processes and feels about the ship. Rather than a tomb or a stone monument, you're in a space ship crafted to be the syths(?) main headquarters. Originally, the marble texture didn't have an alpha layer or a .txi, which I found to make it feel flatter and not like marble at all, which normally has a shine to it. I recommended the shine in a .txi/alpha layer and I think it made it feel much better. While I'm sure people will love Sith Holocron's Texture Reinterpretation, I would recommend you commenting/putting in a review what you want to criticize and feel could be improved. While I'm sure I particularly feel like the Retexture is completed and doesn't need much more work. I can't say how Sith Holocron particular feels, but I know he'd like to receive feedback if people could provide some. Additionally, other people might catch something other people haven't or SH didn't find or I didn't see in my beta testing, which I am sure would help Sith Holocron.
  19. 1 point
    Hey there, Just finished the mod - absolutely loved it. The extra voice work is top quality, and I really appreciated how you’ve woven in lore-rich conversations and side quests that span the galaxy. It genuinely feels like an organic part of the original game rather than something tacked on - beautifully done. The enemy balance felt spot on, and the quest design kept things fresh. I especially liked the multiple smaller quests scattered throughout - it gave me a sense of gradual progress and kept me exploring more deeply. Fantastic stuff — thank you! One small hiccup: I couldn’t crack Vogga’s vault. Tried 27 number combinations with no luck. Totally possible I messed up the entry process, but I’d be curious to hear if anyone else managed to open it. Thanks again for all the hard work! -Josh *edit - @Panthershared the Vogga code from his run - I tried it and it worked fine
  20. 1 point
    Congrats ! This is fire !
  21. 1 point
    great work, of all the mods in the comminty build this is one of my favorites
  22. 1 point
    So when I first heard of this mod, I was pretty interested in it. I like Pazaak, so having some more Pazaak to play was going to get me to download it. It sounded like fun. But after playing it: I was really, REALLY impressed with the extra story content involving Bogga the Hutt. The reward is great. You get tons of credits (plus something special). I love that Bogga's story ties into Sleheyron. Strong recommendation.
  23. 1 point
    Another beautiful addition to my Override. Many thanks for your labor o7
  24. 1 point
    Around a decade past the original demo, and Revenge of Revan: Episode 1 is here! It was exciting to play this on stream. But how good is it? Well... I feel like this mod's original assets are absolutely stellar! The villains look really cool, and having your species actually affect some dialogue options was a good laugh. It's a super awesome mechanical feat that I didn't know was possible in KotOR. (I got called a worm-headed skank! 😨 Made me cackle.) The original music is also shockingly beautiful, I wish I could have them in my own Star Wars vibes playlist! It was that good. But... I wasn't a fan of how linear this felt. Every area had a bunch of stuff where it felt like "oh clearly I can come back here later" and I never did. Quests didn't even really update to accommodate for that to tell me where I should be going, but I knew where I should be anyway because there were no side areas anywhere. It was impossible to get lost, and for some reason I wasn't a fan of that. It felt a lot more restrictive than Kotor 2, or even Kotor 1. And that linear-ness wasn't helped very much by the amount of completely reused areas. Every module from Dxun is reused, minus the thunder and rain. There were a couple of neat set pieces that helped, like the end of the Jungle, but for the most part it felt like literally retreading old ground. Many aliens and props were also reused, and I struggle to find a concrete reason why some were there. The Market area of Onderon is the biggest offender, as there's so much stuff packed into that module that it felt really awkward and not very unified. I feel like a lot of the details could have been separated into other modules. Some retextures are desperately needed, I think, along with some of the aliens or creatures to make them fit more into a solid Corellian lore. There's also a big dialogue gripe that kept ticking me off. I get that you're only supposed to be a Padawan, but more often than not, it felt like you were punished by choosing skill-related options. You would get chided by your two companions for making an observation that they thought was obvious, or just plain wrong. It felt like you were called stupid for USING skills or stats that you put points into, rather than being rewarded with unique dialogue or rewards for it. (And I certainly felt stupid for putting points into any skills, because I never needed any of them.) It also felt like there were way too many options that should have just been a regular answer, rather than something smart or "aware" for you to say. Skill options should be few, but should have some sort of significant impact on the dialogue, like skipping a big chunk of explanation, or actually changing someone's mind. This isn't even mentioning that all of the actually important characters have no audio, something you'd think would be prioritized over some random guard with an AI Tiktok voice. My main complaint with the mod though is this: What does this story have to do with Revan OR the Exile? I get that this is only Episode 1 and Revan obviously isn't going to be seen now, but all the time I was just thinking "what does any of this have to do with Revan?" NPCs seem to just bring him up for seemingly no reason. Yes he's the Prodigal Knight, yes he conquered the Republic, yes nobody knows where he is, yes he should atone for some crimes, but Revan has nothing to do with these new Sith or the politics of Corellia, and we know this. Any mention of him just feels really artificial, and the Exile is treated even worse. The Exile is such an afterthought that Bao-Dur has to think about who you're talking about when you ask. And the weird part is, it would make more sense if it was ONLY the Exile's companions that knew of the Exile, and continued their legacy. If nobody else knew about the Exile, it'd be far more interesting if someone like Bao-Dur was the one to tell you about this person like they're this mythical deity of the Force, someone who learned to live without it, and came back to impart knowledge that would forever change the Force. It's just odd to see, especially since this mod is based on KotOR 2, the only game that has the Exile, and the game that characterized Revan way beyond the barebones depiction in the first game. I'll probably still play the next episode, but like... it just felt like nothing I did mattered. There was always a specific way to play, and a specific way my character was treated. It was a little frustrating. 5/10.
  25. 1 point
    Screenshots don’t do it justice it looks awesome in game.
  26. 1 point
    Proof teamwork makes the dream work.
  27. 1 point
    First of all I'm sorry for not writing much in this forum. As I said in my review for the KOTOR files, real life issues here in Brazil, but I still love these two amazing games. redrob41, I can't stress enough how much care and detail your work add to the animations and how great they look in-game. They are remarkable. I hope that you kepp working and complete the corrections and textures for both games (including the Community Patches when necessary) and the TSLRCM 1.8.6 textures files as well. Thanks for this great community keeping these two amazing games alive in all those years. May the Force be with us All
  28. 1 point
    Genuinely phenomenal, must have for every playthrough.
  29. 1 point
  30. 1 point
  31. 1 point
    I have really enjoyed playing this! Thank you Loto and everyone else that made this possible! Playing with controller feels a lot better on xbox compared to PC. PS I have completed many play throughs of Kotor 2 on PC over the years. But this is my new favourite way to experience Kotor 2, Nostalgia is King. 😅
  32. 1 point
    This is a dream that came truth.
  33. 1 point
    I just finished KOTOR for the first time and installed this mod through the KOTOR Neocities mod build. As it had like 100 mods, I did not really pay attention to what I actually was installing. Anyway, the first thing I did after beating the game was to find information online about I couldn't find anything. In fact, it was hard to find any information about the ship at all. And that's when I found out I had been playing a mod quest the entire time. That's how well attached this quest is to the main game. 😁
  34. 1 point
    I am but a simple Sith. I see good crystals, I download.
  35. 1 point
    Uh, windows defender and virustotal are saying the installer is a trojan. Not sure if this is a known problem or not.
  36. 1 point
    As you noted in the readme there are some artefacts in this scene but also look at the ending what appen to vandar. Ps: your mod is great and even with that it will never get out of my mod checklist good job .
  37. 1 point
    Does what it's supposed to do, surprising to see how much content I missed out on just because I didn't rotate my party enough. Great mod, would highly recommend.
  38. 1 point
    I have no idea why this is one of several files on deadlystream that don't work. I've got an application labelled as INSTALL in the main folder next to tslpatchdata and OPTIONAL, that's blank and doesn't start. I redownloaded it with the antivirus turned off and it's the same thing. Whenever I double click on anything in the extracted folder, it says "the directory name is invalid". Nevermind - seems like WinRar and 7zip are both taking turns with corrupting the files somehow in a way that I just can't figure it out. They extracted fine after 3 different tries and the tsl patcher executable and everything works. No idea what's causing it.
  39. 1 point
    Not only does it look good, it gives me a fair warning when I'm about to get obliterated on impossible difficulty (curse the need to stay under-leveled on Taris!). XD
  40. 1 point
    This is exactly the kind of mod I've been looking for! A proper reworking of the Class Outfits without changing them extensively.
  41. 1 point
  42. 1 point
    Very cool definitely worth checking out if you wanna try something new
  43. 1 point
    Another excellent modification that bear Darth Parametric's quality mark. As usual, recommended.
  44. 1 point
    I like this mod, I play it with every time, but I docked this one star because, despite my love of this mod and what it does, currently two of the Bastila files causes bugs: p_bastilla001.utc and p_bastill002.utc. 001 causes the bug where she is invisible during the interrogation on the Leviathan, and 002 causes the black-screen bug after finishing the Unknown World (light-side) and crashes the game upon playing the cutscene. Until it's fixed, be warned when installing this mod. It plays fine if you remove the two .utc files.
  45. 1 point
  46. 1 point
    Absolutely brilliant mod, and the dialog splicing to correct male/female pronouns depending on the Exile's gender is very well done.
  47. 1 point
    I have this in my current playthrough and it is amazing. I like that it takes the best part of the TSL robes while being visually distinct. It's a nice touch that any characters that don't have cloaks match with those that do.
  48. 1 point
    The installer doesn't work well with Linux(20.1 Mint), and installs the files in a ghost folder. So it doesn't recognize my kotor(steam) destination. Why can't I choose the location to install like the previous versions?? Great mod though. PD: Sorry bad english
  49. 1 point
    Thank you so much for making this. Absolutely awesome playing one of my favorite games on my phone, with the content restored. Any chance of making M478 playable on mobile?
  50. 1 point