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  1. Hello there! It's been a long while since i've been there, since i've been mostly active on discord. I felt like i could share some WIP here, just to show that the project is still alive New ranged weapons sounds and visual effects Vulkar recruitment Manaan fast travel Workbench and lab station crafting system Undercity Floating mine for K1 That's pretty much it from the videos i did. I'm still in silent mode for now, but i'll have a lot more to showcase hopefully in the future. I'm currently working on the apartments content, the undercity and the vulkar base. Further areas are sewers and black market. We're slowly getting there
    5 points
  2. Hey KotOR community, I need help. As you may know, I like making model and texture mods. My biggest weakness though, is actually packaging them up and releasing them. I'm sitting on a few small piles that I should just stop nitpicking and release them already. Since I don't check in very often, I fall out of the loop and so I have some questions which leads to option paralysis. Specialized Combat Suits HD I have made 4x upscale versions of my Combat Suits mod, so I'd like to replace the old one. The thing is, I don't know the best way to group the files for the end users. I want to have versions for 4x tga files (2048x2048 px), 4x tpc files, and 2x tpc files. Should I make three separate mod releases or combine them into one 7zip download and ask the user to pick their preferred files? What size icons should I include 128px or 64px? I don't know if there are issues with the icons depending on if someone is using upscaled and/or widescreen menus or maybe it doesn't matter? I do plan on releasing separate K1 and TSL versions. There are eight combat suits to choose from. Here's a K1 sample: Here's a TSL sample: Any advice you have will help me with the Read-Me instructions.
    4 points
  3. 3 points
  4. Update: I have finished the lightmapping and attached the updated version. Now all it needs is someone talented to create a texture for it. Dantooine I-Wing (Lightmapped).zip
    3 points
  5. OK, I have completed the lightmaps and submitted the finalized mod for approval: https://deadlystream.com/files/file/2973-high-quality-taris-freighters/. The lightmaps should bring the freighters' brightness much closer to vanilla levels. In other news, I have put together a rough draft of DarthParametric's I-Wing on the roof of the Sandral Estate. I still need to lightmap it, but I have attached the current draft for reference in the meantime. Since DarthParametric's model already included seats and control console boxes, I did my best to finish off the inside of the cockpit frame and made the glass transparent...but of course you can't see most of the interior from the ground anyway. I think the transparency still enhances it, but if people prefer, I can black out the windows instead. Dantooine I-Wing (Draft).zip
    3 points
  6. I know I'm a little late, but how about this? Before: After: Before: After: A few notes on the edits: The Manaan freighter is slightly larger than the original ones on Taris. I chose to keep the Manaan sizing instead of trying to scale them down. I relied on the in-game lighting instead of creating new lightmaps, which is why the new freighters look somewhat darker than the originals. While I was at it, I also patched a major hole in the bottom of the upper freighter's platform. High Quality Taris Freighter.zip
    3 points
  7. Hello friends, I am currently developing a patch for K2 that extends the active Party from 3 to 5. I've got a lot of it worked out: Adding to party from party select screen Combat, Skill Usage, Quest Reward Experience Propagates to 4th and 5th slots Buffs/Debuffs can be added to 4th and 5th slots. The icons display. Autolevel up will autolevelup 4th and 5th slot members. Most movement related bugs are sorted, still some quirks with pathfinding and spawn location to sort out GUI has been fixed to show 4th and 5th slots. 4/5th slots can react to conversations, start dialogue, gain/lose influence. Things still needed: 5th slot doesn't show level up icon. (Shouldn't be a difficult fix) Scripts that hard code iterating through the party with 3. These will all have to be changed. In menu portraits don't show, researching fixes for this. Coming to a KOTOR Patch Manager Near You, some day, don't ask. I'm working on it.
    3 points
  8. Sure, I'll work on that next after I finish the Taris Freighter lightmaps.
    2 points
  9. Having a quick look at it, the main issue is that the landing gear is split out to a dozen other meshes for animation, which makes it way more of a pain to deal with. Fortunately though most of the work is in the main body which is all one mesh. I'd suggest putting that on its own 512x512 map, and then group the landing gear into its own separate map that can be 256x256.
    2 points
  10. The wrecked ones should be OK as-is, they look like they already have a similar detail level as the Manaan/Nar Shaddaa freighters. To clarify, for Taris I just borrowed the higher-quality freighter model from Manaan as noted by Dark Hope in this thread:
    2 points
  11. FYI Folks, many new patches have been released. https://github.com/LaneDibello/Kotor-Patch-Manager New Aspyr Fixes: Lightsaber Hilt rendering - Lightsaber modders rejoice, the hilt textures no longer disappear Bump Map Restoration - bump maps are back! Others: Allowing all 12 of the K2 Portraits to be visible on party select - Modders can now use a slot for a recruitment mod by using whatever slot the user isn't using for mira/hanarr, and no longer need to utilize the armband while using partyswap. Wiring for Good and Very Good Alignment heads. - If any modders want to take up making good and very good alignment heads, these were in heads.2da already but there wasn't any exe logic calling to them, it now works at 70 and 90 alignment. Also working on a patch to expand the max dynamic lights to 9 instead of the vnailla 3. All of J's fixes have been ported as well.
    2 points
  12. Big preservation win for the KotOR modding community today. Several long-dormant classic tools are officially no longer abandonware and will now be maintained under the OpenKotOR umbrella. These utilities have been part of the foundation of KotOR modding for years, and having active stewardship again means bug fixes, modernization, long-term preservation, and future quality-of-life improvements are finally back on the table. Huge thanks to @Fair Strides for helping make this possible and for entrusting the community with the source and continued maintenance. Official new repository homes: TSLPatcher โ† (yes you are reading this correctly) ChangeEdit โ† (yes, your eyes are NOT deceiving you!) ERFEdit JRLEditor TalkEd SSFEdit This is one of those moments that quietly changes the future of the ecosystem. More information: - OpenKotOR is dedicated to keeping source code and legacy applications maintained to prevent elitist-like behavior resulting from knowledge hoarding/scalping, we also try our best to provide open source knowledge and information to the best of our ability. This is our passion and we wish to share it. Please see https://openkotor.com for more information.
    1 point
  13. I have contacted HarIII to see if he can assist with his mod.
    1 point
  14. View File Dantooine Raiders Fix Some of the Mandalorian / Duros raiders on Dantooine had no feats to equip their melee weapons, some didn't use their grenades and some just weren't fighting at all. Now that is fixed. Also Sherruk the Mandalorian boss now uses his lightsabers. If you don't like the changes to Sherruk just delete the 'dan14_sherruk.utc' file from the override folder of your game or just do not install it to begin with. Submitter GearHead Submitted 05/25/2026 Category Mods K1R Compatible Yes  
    1 point
  15. Lyn Sekla dheb_LynSekla.rar
    1 point
  16. I would recommend three separate downloads given the size. I'd probably go with 128. Icons tend to look worse when scaled up too much, but on a 1080p screen the equipment icons are about 96 pixels.
    1 point
  17. https://github.com/CrispyW0nton/Kotor-3D-Model-Converter/tree/qt-ghostrigger Development Update: GhostRigger Has Taken a Big Step Forward Hey everyone, I wanted to post an update on GhostRigger because the project has been moving fast lately. The short version: GhostRigger is still very much a WIP, but it has grown from a basic model viewer / importer concept into a much more serious KotOR development toolkit. A lot of recent work has focused on making the tool feel less like a loose utility and more like professional game-dev software for working with Odyssey/Aurora assets. Major Recent Progress GhostRigger now has much stronger support for: Loading and browsing KotOR 1 and KotOR 2 game assets directly from the game directory Rendering MDL/MDX models in a modern Qt viewport Texture handling improvements, including fixes for wrapping/clamping issues on module and character textures Better module/area model categorization and labeling Improved viewport controls, including transform/gizmo work Measurement tools for inspecting models and scene scale A new lighting system inspired by the Aurora/Odyssey render pipeline Experimental lightmap baking tools Better module rendering, including ongoing work around baked lightmaps MCP tooling for automated inspection, validation, and asset transfer workflows Continued work on the Character Builder pipeline One big area of research recently has been KotORโ€™s โ€œmesh objects as bonesโ€ system. KotOR does not use a modern armature system like Blender, Unity, or Unreal. Instead, the named MDL node hierarchy itself is the skeleton, and many _g meshes are both visible geometry and animation bones. That changes how the Character Builder needs to work. The โ€œBuild Skeletonโ€ step is being reworked around this native KotOR logic instead of trying to force modern FBX armature assumptions onto the game. Character Builder Direction The Character Builder is being reshaped around a clearer workflow: Choose a base KotOR model/skeleton Load the custom mesh Align the mesh to the KotOR skeleton Assign/build the KotOR node hierarchy correctly Assign or preview animations through the supermodel chain Preview heads, weapons, equipment, and attachments Export a game-ready MDL/MDX There is still work to do here. I do not want to pretend this is launch-ready yet. The goal is not just โ€œcan it import a model,โ€ but โ€œcan a KotOR modder actually use this smoothly to get a model in-game without fighting the tool.โ€ That means the rigging, preview, animation assignment, texture handling, and export flow all need to feel reliable. Huge Thanks to LordVader I also want to give a major shoutout to LordVaderCW, who has been contributing a lot of important work through his fork. Recent collaboration from LordVader has brought in substantial improvements, including: A new Aurora-style lighting system A new transform gizmo system Measurement tooling Experimental lightmap baker work Lightmap/rendering patches Fixes around rendering artifacts, including Windows-specific GPU issues General cleanup and modernization across the Qt branch This collaboration has been extremely helpful. A lot of the recent progress is coming from comparing approaches, merging work, testing real KotOR assets, and trying to make sure GhostRigger behaves like a proper KotOR tool rather than just a generic model viewer. Current Focus Right now the main priorities are: Making module rendering more accurate Improving lightmap and texture correctness Continuing the Character Builder rework around native KotOR skeleton logic Making the viewport/gizmo workflow smoother Building a real animation and equipment preview system Making sure exported assets are structurally valid for K1 and K2 The big question I keep coming back to is: would this actually help a KotOR modder get a custom model into the game faster and with fewer headaches? That is the standard I am aiming for. Thanks again to everyone who has been following the project, and especially to LordVader for the recent collaboration. There is still a lot to do, but GhostRigger is becoming much closer to the kind of full game-dev toolkit I originally wanted to build for KotOR.
    1 point
  18. The I-Wing was already there in the vanilla game, I'm just swapping in DarthParametric's remodeled version. I always assumed it was the Sandrals' personal ship or something like that. (Screenshot stolen from Wookieepedia)
    1 point
  19. Just a question: why would there be a I-Wing there? I'm sure I'm missing something... ๐Ÿค” But great work, WildKarrde! I like the transparent glass myself.
    1 point
  20. View File High-Quality Taris Freighters This mod replaces the freighters parked outside the Sith base on Taris with the higher-quality version from Manaan. While I was at it, I also patched a large hole in the bottom of the upper freighter's landing platform. Lastly, I have replaced the freighters' texture with higher-resolution version from elsewhere in the original game files. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Copy all files in "Installation" to your game's Override folder. If you are using a mod that reskins the freighter, do not copy "v_freightl02.tpc" into Override. ------------------------------------------------------------------- UNINSTALLATION Delete the files back out of the Override folder. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with the KOTOR 1 Community Patch (K1CP). It is incompatible with mods which edit m02ab_03b.mdl/mdx/wok. If you are using a mod that reskins the freighter, see the INSTALLATION section for special instructions. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 TGA2TPC by ndix UR Thanks to Dark Hope for requesting this mod and for pointing out the higher-quality version of the freighter on Manaan. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. These models may be used as a basis for mods which make additional edits to the same models as long as appropriate credit is given to this mod's author. Other uses require the author's permission. This mod shall not be reposted on any sites other than Deadly Stream without permission. Submitter WildKarrde Submitted 05/17/2026 Category Mods K1R Compatible Yes  
    1 point
  21. View File Collar fix patches for JC Cloak mods Description I love the Kotor 2 style jedi robes, who doesn't? its probably THE jedi robe used in modlists now, and yet I think the black collar in JC's original kotor 2 mod looks weird to me. Luckily two mods came out that fixed that issue, Heyoranges collar fix mod and Shems Cloak revival retexture. Then I realized that DarthParametric's JC's cloaked jedi mods still have the collar problem, meaning they'll look out of place with the texture replacements. This mod is moreso an override patch to replace DarthParametrics JC's cloaked roebs to match with whatever collar fix you choose Installation: YOU MUST INSTALL JC'S CLOAKED MOD AND DARTHPARAMETRICS JEDI MODS FOR MY MOD TO WORK: -JC's Fashion Line I: Cloaked Jedi Robes for K1 -Diversified Jedi Captives on the Star Forge (Also install TSL Robes compatibilty patch in the optional files) -Jedi Diversity on the Star Forge -Dark Jedi Wear Robes After the mods are installed, its just a simple override loose file process, all you have to do is download and extract this mod, and pick the specific folder of the mod your using (Or all if thats the case), select the folder of which collar fix your using, and drag the files into your override folder in the swkotor folder and override all files when prompted to Recommended mods: I highly suggest you pick either Heyoranges collar fix mod or Shems Cloak revival retexture, as they give JC's cloaked robe collars and they just overall look nice. I've made two seperate folder for whatever texture your using for whatever mod you chose to use. Thigns to note: I chose to do the simple gloved brown robe textures cause thats what was originally used for DarthParametrics mods. It may be a little hard to tell texture file is which, so refer to the images (Or look at Shems Cloak revival retexture or Heyoranges collar fix to pick which one you prefer more) Credits: - JCarter426 for his amazing Jedi cloaked mod -DarthParametric for his awesome jedi mods -heyorange for his collar fix retexture and giving me the insperation to make this patch -N-DReW25 for giving me permission to use Shenms Cloaked Revival textures for this patch Submitter HeartMan Submitted 05/14/2026 Category Mods K1R Compatible No  
    1 point
  22. Damn, a decade since I did that thing. Interestingly, having a look at it, there are minimal overlapping faces, so it would require very little work to create functional lightmap UVs. Just a small bit of shuffling for the overlapping islands. There's plenty of space, because it was a pretty inefficient unwrap in terms of maximising pixel density.
    1 point
  23. It's recommended to install KOTOR 2 Community Patch before PartySwap.
    1 point
  24. @HDR1 Yes, I have been informed of the KotOR Patch Manager feature that provides a potential replacement for the PartySwap item. The PartySwap item is not used for anything other than adding Handmaiden to the party, so in theory removing it with KSE should not cause issues, at least game-breaking ones.
    1 point
  25. I can't believe my eyes. This is so cool. You should publish it.
    1 point
  26. so far, so good. Still a lot of work to do, but yeah, i play with partyswap.
    1 point
  27. Vanity and good business-sense. The backstory I have in mind for it is that the arena was built by a non-Hutt businessman on Sleheyron, and he named it after Nal Hutta to honor his Hutt overlords (and more importantly to bring their business to the arena).
    1 point
  28. Here: Ratgo Door Fix.zip I just wish one of you miscreants could tell me how you're managing it. I have never been able to recreate it. Edit the save to add in an armband that runs a custom script to close the door and reset its plot state, load the game and fire the script, save, test the scene triggers correctly and exit, edit the save to remove the armband.
    1 point
  29. Bendak Bounty hunter non-darkside hash is missing so I can't sync. Tried redownloading and to no avail. Can't sync as is. Edit: NVM for some reason there was .zipped version in the downloads folder instead of the .dlg? No idea how that happened but I deleted it and it worked after that. Thanks for all this BTW. A lot less tedious than doing it manually.
    1 point
  30. First picture seems to be broken UVs on the left and bad/non-existent lightmapping and a missing emissive panel on the right? What about the second picture? UV misalignment? Not matching the layout on the right? And what's the module/s and the specific locations?
    1 point
  31. PLC_TwlkCrps.rar
    1 point
  32. Almost a year ago now, the first Episode of the Revenge of Revan mod was released to the public - allowing you to play the first visit to Corellia. Now, in the Big 2026, I am here with an update to the mod's ongoing development. Despite the silence here on Deadlystream and, sadly, in the ROR Community's Discord server, development of the mod is going well. ROR Episode 1.5 is slated to appear on Deadlystream at some point this year. This will be a ROR Addon which will be uploaded here on Deadlystream and will be installed after ROR Episode One. ROR Episode 1.5 will add bug fixes, quality of life changes, and even the much requested side quest, into ROR Episode One. The content which will shall experience in the ROR Episode 1.5 Addon will be included in ROR's Episode Two update which will add Nar Shaddaa to ROR which can be played after the Party leaves Corellia, instead of end credits as there is now you shall be teleported to Nar Shaddaa and the game will continue with new areas, NPCs, and side quests to play. In the mean time, I am displeased to announce that the current Revenge of Revan Community Discord Server is going to be discontinued. In its wake, I am pleased to announce that I shall be making a new Revenge of Revan Community Discord Server to replace the old one. The problem with the original ROR Discord Server, the one that Logan launched with the release of ROR Episode One, is that Logan was both the sole Admin and didn't use Discord meaning it is vulnerable to spam attacks as no one active in the Discord dev team can do anything to stop the intrusions. This new Discord Server is obviously the best solution I can implement to curtail the spamming problem in the ROR Community as I, and active member of the community, shall be at the helm as Administrator. I do hope that, with the launch of the new server, that players like yourselves shall be able to engage with the community without having to deal with spammers. It is advised to all users in the original Discord Server to leave and join the new one. I shall get around to posting the old screenshot leaks from the old Discord Server and into the new one, alongside some brand new screenshots previewing the current work. Here is the link to the Discord Server, please let me know if the link is not working for you.
    1 point
  33. Sorry I've been slow to update this thread. A lot of the discussion has moved to Discord for better or for worse. But I'll try to put major updates here when I can. @DarthOuroboros Regarding a Lua machine, I had considered this option previously when I was planning out the script extender, but discarded it as the scripting community is already very well established, and asking people to adopt a new scripting paradigm might be a hard sell. However, that's not to say there'll never be a Lua machine implemented as you describe. There's room in the patching project for all sorts of ideas and features (provided someone is willing to create them). It just isn't currently on my or anyone elses docket to look into that.
    1 point
  34. Oh? Now I'm curious as to what base texture package might be replacing the "Ultimate" line... I"ll hop on the Discord then. I'm curious about trying to add it myself. I think i've got a functional build working, but I'm not a modding expert. I'm intermediate at best.
    1 point
  35. Hello there everyone! I didn't post a proper update for a while. To be honest i'm not doing any "insane" progress lately but we keep going forward! The reason of this post is simple, I'm gonna have some (well earned) holidays from November 1st to November 11. I want to organize a long stream showcasing the state of the mod and most of its current content. 2 main goals: Showing the work, and most of all, getting your feedbacks! ๐Ÿซก We'll be discussing a lot about where the mod is going, so if you want to provide some ideas, feel free to jump in! I'll be streaming on Friday night, 7 November, on my youtube channel (link: https://www.youtube.com/@zobizobstudio/streams). If you cannot join live no worries, i'll be uploading the entire thing on my channel aswell so you can still reach me in the comments, on Deadlystream or on the dedicated discord channel for the project. @vurt Wow, i've just noticed your message but i've seen your retexture work and it looks amazing! I'd be more than happy to have you on board for some retextures. Atm the only thing is, as I'm using K2's assets or some other modder's assets from Vanilla, i wish the textures to be close to the vanilla art style. If that still interests you we can work on some npcs variations, like their clothings or stuff like that! Especially for aliens. I couldn't post without showcasing some stuff, so here are some of the things i've showcased on discord. A kinrath model that sprays acid The hidden bek bartender: The outcast keldor: Very small showcase for the back alley entrance: Very small showcase for the new back alley module: New way to kill Selven: A new teleporting chadrafan npc concept: All of this is WIP of course Hope to see some people on stream!
    1 point
  36. [TUTORIAL] - KotOR Modding Tutorial Series These tutorials should be enough to get anybody started making levels for the game using the available resources and tutorials / tools etc IMPORTANT NOTE : A lot of the tools I use are outdated now that Holocron Toolset is out, however I still prefer working with each filetype as I am use to the programs that edit them directly that I use throughout this tutorial. So if you are using Holocron Toolset or KotOR Level Editor, things will be different, but the general idea should be the same. I suggest trying out Holocron Toolset if you want an all in one program for editing levels, it does everything KotOR Level Editor does and most of what all the tools I have below do, except perhaps findrefs, dencs, kotor gui editor, walkswitch, anicam, ptheditor and lip synch editor, but it does everything the rest of the programs do and it might even do some of the things from the programs I just mentioned, I am not sure! Available Source Material & Tools These are the tools I use for modding the game. Lots of source material is available on DeadlyStream as well as many tutorials, some old, some new and very detailed information on the filetypes and the game itself, so make sure to have a good look around. .nss scripts for every script I have been able to access from both games are available in the GitHub repositories for my project. Some scripts from KotOR1 require the files to be trimmed of some excess bytes, there is some information on it around here somewhere and I will post a link to it when I next find it, the scripts in question are some of those from Tatooine, Manaan, Kashyyyk and the Unknown World. Actually Decompiling Scripts Steam KotOR Tool Issues KotOR2 Expanded Galaxy Thor110/Expanded-Galaxy-Main: Expanded Galaxy Main (github.com) KotOR1 in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Port: Expanded Galaxy Port (github.com) Brotherhood of Shadow : Solomon's Revenge in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Hood: Expanded Galaxy Hood (github.com) PLEASE do not redistribute the entire project anywhere without my express permission, but feel free to learn from the source material to make as many modifications to the game as you wish. If you wish to work on the project or contribute by offering or allowing your mod to be included with the project feel free to contact me on here or elsewhere. In future I might go beyond these basic scripting tutorials and add other types of tutorials such as texturing and modelling that are focused around KotOR2 TSL or working with others towards making a comprehensive KotOR modding guide. Most material I write will be aimed at KotOR 2 TSL, though a lot of the structure of the game is very similar between them both if not almost identical. For now here are some really basic written tutorials for getting setup with Blender and modding for KotOR or just messing around with the models from the game. I will continue to work on these providing screenshots and more as necessary. The first two blender tutorials here are a little outdated, there is a new version of KotORBlender for example which can import MDL files without the need for them to be converted to ASCII. I advise having a folder with all of the games model files ( mdl/mdx/wok/dwk/pwk ) and related files ( .lyt/.vis ) as well as textures ( swpc_tex_tpa/swpc_tex_gui ) And even all of the .gui files, this way you can use that folder to instantly import an entire level as well as properly display .gui files in the KotOR GUI Editor. Blender Tutorial 00 - Getting Blender Setup ( OUTDATED ) Blender Tutorial 01 - Asset Editing ( OUTDATED ) Blender Tutorial 02 - Creating A Placeable Blender Tutorial 03 - Character Editing Blender Tutorial 04 - Level Editing Outdated Tutorials & Intro Individually written and quite specific tutorials, mostly scripts and guidance towards achieving specific goals or tasks. 01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map! The first tutorial should be a great guide for porting a level from the first game into the second game as well as that it shouldn't be too difficult to work out how to do it the other way around from there on out! These are some useful links that I have found around that might guide you towards making mods for the game. Useful Links for learning to mod TSL & KotOR Thor110 In the following post in this topic are many more tutorials that I am working on to guide people through the process of making mods for KotOR.
    1 point
  37. Hello there everyone! As always, i'm in the middle of thousand different projects for the mod, but I felt like providing an update for the current WIP lower city and hidden bek base The new hidden bek appearances The lower city The hidden bek base The project goes further and further! Not as fast as i'd hope, but still we are very slowly getting there! ๐Ÿ˜… For the people interested, i've created a discord channel dedicated to the project. It is not very active at the moment, but i post some screenshots or videos here and there so if you want to be up to date with some work in progress you can see it in there. You can also directly provide some feedback. It'll be way more active once i'll release the alpha build obviously! My discord for the project See ya next time! ๐Ÿ‘€
    1 point
  38. Make T3 An Actual Character I was actually thinking of doing something like this after my next K2 playthrough, to make sure it's (his?) character remains consistent. My full idea would include a potential retcon for T3, to help develop a backstory their character in a KotOR-like manor. In KotOR T3 is supposed to be a brand new droid, and this could easily be used to explain it's non-existent personality, since it hasn't developed a distinct personality yet. The retcon would change that somewhat. It is explicitly stated in the game that Davik commissioned T3 so this opens up some options. In my idea T3's memory core was a stolen Republic code breaking droids core that was partitioned, rather than memory-wiped, to preserve it's high level code breaking capabilities, while suppressing any undesirable memories or loyalties. Revan could use Computer Use to unlock new memories and abilities in much the same way as using Repair on HK. This would also be a good excuse to give T3 it's quirky personality rather than a fresh-off-the-production-line default. Like many characters T3's backstory would involve the Mandalorian Wars and tangentially Revan, to help create a connection between the two, rather than just "I own you, do what I say". Of course that would all be optional dialogue. Just giving T3 some more dialogue and interactions independent of that would also be part of the mod, assuming I can wrap my head around the scripting necessary. Since the level-up unlocking of dialogue is used for the other characters I think I could basically just copy-paste simple scripts like that, and adding T3 interjections to dialogue based on whether they are in the party or not is mostly just finding the right dialogues in the first place. Inter-party dialogue is a different matter, as it would largely necessitate unused or forgettable dialogue from the other party members to avoid repetition. But there isn't a lot of this in the first place, and if I remember correctly I think it only takes place on Taris. Although it was years ago, I have worked on building dialogue trees before, so I am sure I can do that. If you have any specific requests or concerns let me know, and I'll keep them in mind while working on this.
    1 point
  39. Star Wars: Knights of the Old Republic II: The Sith Lords is a fun game to play, at least as far as character leveling and battling your way through the game is concerned (so many of the sidequests being broken as all get-out, not so much). Which is good, because if the story as-is was the main draw of the game? I might have donated or pawned my Xbox copy and never looked back. Because... hot take: The majority of KotOR II's writing is crap, especially in regards to the Jedi Order and the Sith Triumvirate. Now, there are some things and concepts I like, but there's a lot (especially to do with the areas just mentioned) that has grated on me more and more with every subsequent playthrough. So, I'm going to cover the things I have problems with and pitch fixes for them (marked with underlines). Now, I realized a lot of these fixes cause contradictions with Legends storylines that referenced this game, but you know what? Serves Legends right for having mindlessly rubber-stamped practically every non-Lego game that came out after SotE as canon (especially The Force Unleashed). And for the NJO novels. * Letting the player decide whether Revan embraced redemption or reverted to evil. Letting the player have it either way as far as Revan's gender is concerned? That's all fine and dandy (that is, aside from the sloppy coding not checking this properly especially wrt the stupid Jedi Masters). But KotOR II also tries to let you choose whether the first game had the Light Side or Dark Side endings (hence why the galaxy is so jacked-up) but that. Doesn't. Actually. Work. Because except in the situational alternate Dark Side ending, THE STAR FORGE DOESN'T GET DESTROYED on the Dark Side path. The Dark Side ending of KotOR 1 is: "Revan kills Malak, reclaims the Sith empire and the Star Forge, is poised to conquer the galaxy." With something like the Star Forge in play... trying to have it both ways like KotOR II does just doesn't work. I'm sorry, but no. Revan needs to be locked in as Light Side. * Most of the attempts to tie the Sith Triumvirate and their crap, and the Trayus Academy, to the first game need to be excised. 1. Revan already had a secret ancient Dark Side MacGuffin facility that was part of what factored into their going Dark: it was called the Star Forge. 2. I'm sorry, but I think if Revan and Malak's empire used the Trayus Academy to convert Jedi then Malak would have taken her there rather than Lehon, no? 3. If Revan was sending suitable captured Jedi to Trayus as well as "disappearing" Force-sensitives from the ranks to send them to Trayus (and this seems too big a thing to keep secret from Malak), then somehow I don't think the Dreshdae Academy on Korriban would have been so blindly welcoming to defector Jedi and supposed defector Jedi. And would have been screening students in need of "correction". 4. Subtext in the first game seems to strongly indicate that Revan was Vrook Lamar's Padawan. Chris Avellone's Mouthpiece Kreia doesn't get to usurp that. Chuck it all, work in a nonconflicting setup for the Trayus Academy. * Speaking of Kreia... Ugh. Just... Ugh. I think the game would almost be better off without her, but she's a little too enmeshed to be chucked so some rewriting will have to suffice. Chris Avellone has said: "When it came to the narrative, a lot of thrust for the storyline came from an examination of some interpretations of the Force that were coming out of Episode I, II, and III, mostly the fact that the Force seemed to have a will of its own and it had a plan for everybody in the universe but that plan didn't seem beneficial for a whole bunch of people, result in a lot of death and destruction, and then lastly the idea that we didn't really have any choices over our actions; it was a lot of predestination. As a role-playing game designer, all of those things kind of bothered me" (quote found on Kreia's Wookieepedia page, but it's not the original source). Hence Kreia's extreme bitterness towards the Force and its will, to the point that she's trying to kill the Force. But there are some major problems with that thrust. 1. The timeline proves that Avellone is either fibbing or mis-speaking in that interview, because TSL predates RotS and so RotS (and interpretations of the Force based thereupon, including a more competent examination of "the will of the Force" from Matt Stover's novelization) can't have actually been much of a factor. 2. Speaking as a prequel fan I don't seem to recall people talking that much about "the will of the Force" in the films. 3a. While those interpretations may have been present in Expanded Universe novels and whatnot of the time, they don't really match up with what the movies themselves (OT or PT) show (indeed, the movies themselves would seem to portray predestination as false - "Always in motion, is the future," remember? Avellone referencing that makes this writing even more painful- and actions that assume predestination as dangerous and self-destructive), or George Lucas' conception of the midi-chlorians and the Whills (which is more along the lines of destiny-as-choice, same for George Lucas' personal beliefs). 3b. George said in 2003 that what he was exploring with the prequels was how someone would fall into evil ways, and that his conclusion was the inability to let go and move on in the face of change and loss - which is exactly what we see with Anakin in the prequels; "will of the Force" has nothing to do with it, nor is it said to (at least in the movies). 4. All of that being said, Chris Avellone's counter-interpretation of the Force as mouthpieced through Kreia comes off as more than a little shallow and knee-jerk. It's made worse by the fact that the narrative doesn't offer much in the way of counterarguments to the interpretation given through Kreia, so it feels like the game is shoving that interpretation down your throat. For me at least, this is amplified by the fact that you're rarely if ever allowed to actually counterargue any of Kreia's philosophical attitudes. Rebuff? Yes. Counterargue? No. Something else Avellone said is that the lesson he hoped players took away from KOTOR II was "it's okay to question the franchise." Well, as far as I'm concerned he couldn't have blown that one harder if he'd tried. Because what I took away from this game was "It's not okay to question my super-negative intepretation of the Force and I'm gonna viciously staple it to your forehead." Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is) * Kreia's prophesy re: Mandalore is dumb for various reasons even in the context of Legends (I'm sure Karen Traviss in particular probably had a few things to say to Avellone about that one). Rewrite it for accuracy or just chuck it outright and never look back. * The Jedi Masters' verdict on Dantooine feels very forced and abrupt, especially given Kavar and Zez Kai-Ell's individual reactions to a Light Side player. The first couple times I played through the game, I actually thought both Light Side and Dark Side players got this scene and it didn't properly take Light Side players into account (because, well, it honestly doesn't). As it stands, this is an unacceptable mess. Fix 1: Insert sufficient buildup to actually justify the verdict Fix 2: Change their reasoning for why they're doing what they're doing (maybe along the lines of "Under better circumstances, we would be content to let this be, but there are dangers"?) Fix 3: Change what they're doing and the setup for Kreia's intervention entirely * This game's presentation of the Battle of Malachor V doesn't seem to quite jibe with what the first game told of the last battle of the Mandalorian Wars. Not sure of a fix here, admittedly. But... It does feel worth commenting on. * It feels like there's a bit too much information critical to plot logic walled off behind Influence with party members. * The game tries to pull the same "trying to toughen the galaxy up for an outside threat" retcon on Revan that was elsewhere attempted in Legends re: Thrawn. It doesn't really work with Revan (it was semi-plausible with Thrawn, at least as an original, pre-corruption-by-Palpatine motive), although I'll admit that trying it with Revan still isn't nearly as bullcrap as people using it to try and excuse Palpatine and the Galactic Empire's sins. Regardless, it should probably be chucked. * Rewrite the timing and wording of HK-50's drugging of the Exile and sabotage of the Harbinger to better fit with the established info about picking up the Ebon Hawk and investigating the Sith warship I realize this is a huge undertaking, and not everyone will feel the same way I do about the narrative... But I feel it would be worth doing.
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  40. As the title implies, I'd like to see lightsabers from SWTOR for KOTOR. My ideas for specific hilts for specific characters are as follows: Revan of course would craft their lightsaber hilt, Bastila would use the Nova Saberstaff model, after having turned to the Dark Side, she'd use the Darkwalker's Saberstaff model, Jolee would use Jolee Bindo's Lightsaber, Juhani would use the Solar Wrath lightsaber model, Darth Bandon would use Darth Bandon's Double-Bladed Lightsaber model, and Darth Malak would use the Betrayer's Starforged Lightsaber model. I would like to add two more to the list, but I feel like all the major characters are covered. I don't know how the admins are about hyperlinking, otherwise I'd spare everyone the trouble of searching and hyperlink each saber listed to the image shown on TOR Fashion. If anyone can make this mod happen, I'd be immensely grateful.
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  41. The _recom value is a priority, not a level number. So if you set it to 11, there are 10 other feats the system will recommend first.
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  42. To anyone who thinks they are a master of KOTOR combat... Are you willing to put that to the test?! I'm pleased to announce that my Sleheyron mod now features a special challenge: The Arena of the Glorious Jewel! Face off against infinite waves of randomly-generated enemies with some serious mechanics! Strategize each wave and build the best character you can to see how far you can make it! And to celebrate Star Wars Day, I have a special contest related to this mod: Do you think you have what it takes to be THE champion of KOTOR? Well now's your chance to prove it: Join up in a contest where you'll compete against other Knights of the Old Republic to see who can make it to the furthest wave of the arena! And whoever makes it furthest will win a Star Wars game Steam key from me! (Within reasonable price range, and maybe it doesnโ€™t even have to be a Star Wars game)... If you're interested in partaking in the contest, click the Discord server link here: https://discord.gg/9vSBSh8a And, of course, the Sleheyron mod can be downloaded here: I hope to see you all in the arena!
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  43. ๐Ÿ”ฅ AMAZING , Looking forward to using this one day!
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  44. If a mod is added to this list, it MUST have a link to the place where it can be currently downloaded. If a mod is no longer able to be downloaded, it will not be on this list. In addition, the mods listed below individually work with TSLRCM but may not work with each other. Deadly Stream holds no responsibility for mod's interaction with each other. Keep in mind that some mods in the Compatibility List have extra requirements which are indicated next to the title. For mods hosted on Deadly Stream itself, check the YES/NO to TSRLCM compatibility, listed on each page. They will not appear on this list. To request other mods to be added on this list, contact the TSLRCM team via Private Message. Mods confirmed to work with the TSLRCM Movie-Style Retextures for Kotor and TSL by DarthJacen Ultimate Sound Mod by Shem (will give a blank force power with HK description though, bug with the mod itself!) Realistic Nar Shaddaa Skybox by Sharen Thrawn Coruscant Hiqh Resolution Textures by Exile007 Handmaiden Style Underwear for Female Exile by Shem Movie Style Jedi Master Robes by Darth_DeadMan Fixed Mandalorian Banners by J7 Coruscant Jedi Temple by DeathDisco (However, this mod is NOT compatible with M4-78 EP unless you also use the compatibility patch too.) Better Male Bodies by Trex Imperial Officers by Prime Full Force Mod by Team Hssiss Fixed Kreia's Fall Movie by Jinger Movement Animation Fix for KOTOR & TSL by ZimmMaster Darth Nihilus Animation Fix 2.0 by Khrizby Any Spell Mod by iLike_Speed Droid Enhancement by ElecManEXE Expanded Workbench Revised Revision 2.02 by Vanaheim (AKA Vanir) Realistic Visual Effects (for TSL) by Shem Remote Tells Influence by tk102 Insane Dustil by Princess Artemis TSL Visual Enhancement 2011 by Xarwarz High Level Force Powers by Stoffe (AKA RevanAnt) Bao-Dur's Charged Armor by ChAiNz 2da Peragus - the Republic Mining Station by Jamesolbyo52 Movie Mandalorians (4.2) by Darth_Deadman T.W.O - Heavy Repeater Pack by BryanWee20 Blaster Rifle Pack by BryanWee20 Heavy Blaster Pack by BryanWee20 Sith Assassins - with Lightsabers by Shem Invisible Headgear for TSL by Shem Invisible Reticles for K1 and K2 by Darth Enervus Skip Peragus Turret Game by Goldberry2000 Bao-Dur Wears Jedi Robes by Shem PFHA03 Red-head reskin by Fair Strides Mira Reskin by Fair Strides Dance Armband by Fair Strides Global Boolean Tracker by Fair Strides Warper Armband by Fair Strides Visas' Dancer Outfit and Dance by Fair Strides Onderon Museum Upgrade by Mono_Giganto The mods below this list will either not work with TSLRCM or require special attention to enable it to work with TSLRCM.
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