Leaderboard
Popular Content
Showing content with the highest reputation since 03/20/2026 in Posts
-
Hello, Nice to see to interest on my old stuff; but I'm not sure if I still have all of this on one of my older hard drives... I haven't done anything on Kotor in ages. And, yes, many of these models where compiled with an older tool. Plus I always worked in 3Ds Max, not certain if this makes things worse or not. Also, as I've mentioned before, anyone can use my stuff. No need to ask. Kotor is ancient, it's beyond ludicrous to still have the demand for permission. Giving a line in the credits is nice, but also... Not needed really. Fun to see people still care about this old stuff So, I've packed up a big WIP folder I still had for Scrapyard games: https://www.mediafire.com/file/ar29fe99qxrjrlg/WIP_ScrapYard.zip/file Mind, it might have lots of stuff in it you already have from my other uploads. It's a horrible mess... And I don't remember much... Sorry about that. Added a few more zips to the mediafire Sellout Folder, I found floating about in an old WIP folder. https://www.mediafire.com/folder/eveve4fybr24n/Q_SellOut A new uploaded zip named NarShadda, should have the models and modules you're looking for. Most of these where also compiled with Kaurora Editor. I still have this tool and some of its versions. Would that help?4 points
-
Many years ago in the late 2000s, @Quanon and Glovemaster started working on a mod called Scrapyard Games, aiming to add a space station in orbit around Nar Shaddaa where you could do combat minigames against droids, with some unique rewards. This mod, despite being passed through many talented modders throughout the years, was never finished. In 2011, Quanon created a thread on Lucasforums he called his "Big Sellout" where he posted download links to all of his WIP mods and assets, including Scrapyard Games, so people could use the assets in their own mods. It is through the Big Sellout (and other download links Quanon has sent in more recent years) that a little bit of a KOTOR modding renaissance has popped up over the past few months, due to Quanon's unique talents in creating custom modules for KOTOR. People have been clamoring to use these custom level models to create new mods that don't break immersion by reusing the meshes of existing areas in either game, which is what the majority of KOTOR mods have had to resort to for a long time. Nobody really makes fully custom modules outside of Quanon. (and also Sithspecter.) Because of this, @90SK and I have decided to dig into the Big Sellout, and clean up the assets inside to create a proper modder's resource of all of Quanon's custom modules, as was the original intention of the Big Sellout. A lot of the modules in the Big Sellout are incomplete or non-functional, and the ones that do function in KOTOR a lot of the time have trouble loading in applications like MDLedit, Holocron Toolset, and KOTORBlender due to them being compiled in beta versions of MDLOps. 90SK and I plan to take all the modules in the Sellout (of which we currently estimate around 20 are recoverable), compile/recompile them so they function in all the modern modding tools, fix up texture and walkmesh issues, and potentially port each module to both games so that this utterly invaluable modding resource is more readily useable. Which brings us back to Scrapyard Games, and why I'm making this thread. Several years ago, @Sith Holocron made a video on Scrapyard Games, which I highly recommend watching, as its a great showcase of what the mod was meant to be, and also features a more complete version of the mod than was released in the Sellout. He even commissioned voicelines on Fiverr for the unvoiced NPCs, something astounding for a video that ended up getting such little attention after 7 years. There was, however, a little oddity in the video. The hangar bay of the Scrapyard Games Station is different in this video compared to the version released in the sellout, most notably in the ramp up to the door that takes you to the cantina. The video link I have sent is timestamped to the part of the video showing the hangar, but I have also provided screenshots that show the ramp / upper area. In comparison, this is what the ramp looks like in the version of the module seen in the Big Sellout. As you can see, the version of the ramp in the Sellout is far more cramped and uncomfortable in comparison to the wider ramp seen in the video. Thus, when I noticed the disparity, I decided that I wanted the alternative version for the modder's resource, and contacted Sith Holocron myself to see if he could send it over. But Sith Holocron didn't have it anymore. The version of Scrapyard Games he sent to 90SK had the hangar design seen in the last screenshot, the one in the Sellout. He directed me to Fair Strides, who was able to send a newer version of the module dated 2015, as opposed to the Sellout version which was dated 2008, but this also was the same hangar design, albeit with slightly different textures and lightmaps. Fair Strides clarified that the version in the video was actually an older version of the module, and sent over the earliest version of the module she had on hand. ...Which was the exact one in the Sellout, same date modified and everything. Everyone has been incredibly helpful in trying to track this potentially almost 20 year old file down for me, and I'm more than grateful for that, but things were starting to feel like that scene in The Good Place where Michael is telling Janet to give him the file on Eleanor but she keeps on handing him a cactus instead, especially considering Sith Holocron had it in his video, and he got the build of Scrapyard Games from Fair Strides, but it seems to have at no fault of their own vanished from both of their computers since then. Not keen to give up, and recognizing that every day we waited, the more likely a hard drive would fail and the module would be lost forever, Sith Holocron suggested we contact Quanon himself to see if he still has it. At first the plan was for me to contact him on the Lucasforums Facebook group, but then we decided it would be better if I made a post on Deadlystream which he would send to Quanon, detailing with screenshots exactly what I want, and what I plan to do with it. Which is this post. It's come a little bit later than Sith Holocron wanted, and is also maybe longer than it should be, which I apologize for. I'm not 100% sure this is the right channel for this, considering I'm looking for something which was never publically released, if it's not, then my apologies to the staff here for making my first post a misstep. The main purpose of this post is so Sith Holocron can send it to Quanon, but from what he's said, pretty much every notable modder from this era had their hands on Scrapyard Games at some point in time, so its also a public invitation for anyone who worked on Scrapyard Games to check their old hard drives to see if they've got the version of the module I'm looking for, and also to sound off so I can eventually credit you as part of the Scrapyard Games Team when 90SK and I have the modder's resource finished. P.S. to Quanon, if/when you do end up seeing this, I figure I should also ask about the Nar Shaddaa street module seen in this video. From what I gathered on the Lucasforum Archives, this module was made years after the Sellout, and I think it'd be a very cool addition to the archive of your modules, so I figure I'd ask if you have it on hand as well.2 points
-
given how helpful Sith Holocron has been in motivating me to get my hands on all these different iterations of Scrapyard Games, I figure it's only fair that I showcase some of his (work in progress) upscaled textures. Of the ones he's done so far, the main ones he's upscaled that show a vast difference on my 1080p monitor are the textures for the Barracuda, which are miles ahead of the old ones. BEFORE AFTER The results here really speak for themselves. I'm not someone who typically uses texture upscales, as most of the vanilla textures in these games are good enough for my standards, but this here is just leagues ahead and will definitely be included in the modder's resource. ...If you're wondering why the HUD looks so blown out in these screenshots, its because for whatever reason when I take screenshots in these modules, they come out with extremely low exposure, which I've corrected in an image editor to reflect how it actually looks in game. Here's what it looked like before. Zack Snyder's Scrapyard Games much? Again, no clue why it only does this in screenshots, regardless of my brightness setting. Sith Holocron says its probably an issue with the way the lighting is baked and that I should ask for some assistance with having it rebaked in here, so if anyone has any insights on that be sure to sound off. I'll also say that its very cool that the takeoff and landing cutscenes have been found, major props to @Stoney for that. Sith Holocron and I had all but accepted they were lost to time and that they'd have to be remade from scratch. Insofar as using the 3ds Max files as a base to re-export in higher quality as per Quanon's suggestion, that's not something in my area of expertise but if anyone would like to take a crack at it, that would also be fantastic. I'm far more active in the OpenKOTOR discord than in here, so if you're interested in collaborating on the modder's resource or something else Scrapyard Games related, you'll get more timely responses over there. I'm currently in the process of asking if its allowed to post discord invites in public threads, if I get the go ahead I'll edit an invite into this post. To leave things off, as a fun little bonus to show some of the other stuff you can expect in the modder's resource, here's one of Quanon's (and seemingly Glovemaster's too, if the suffix QGM is anything to believe) Aqualaris modules, specifically 501QGM, the Recreational Zone. This one absolutely took my breath away when I first loaded it, and the screenshots really don't do it justice, I highly implore you to download the zip titled "Aqualaris" in Quanon's original post here and walk around there yourself. I'd love to know what the story behind this mod is.2 points
-
I have high quality voice overs that I commissioned from Fiverr for two of the SG characters if anyone is willing to complete the SG as it's meant to be. In addition, several folks had volunteered to do the various small parts and I have those files as well. Any chance that I can get @GroovyCarrotand @Quanonre-record their cameo lines? Even recordings on your phone in a sound dampening environment (like a car) would likely be an improvement than the original recordings made over a decade ago. I've waited a long time to see these videos. I sure won't make you guys wait!2 points
-
Nice to see there's still interest in finishing this mod. As far as I know (and recall), after Q and GM, the mod passed to @Stoney, who shared it with me. I did some work on it (in early 2011, according to my old DMs from LucasForums). So far as I remember (and the files say), I wrote some descriptions for the masks (and probably corrected typos etc in the rest), and Stoney and I set up the merchant to work. Stoney, I think, added SG to the Galaxy Map (I remember experimenting with this, too, and with adding an item to Goto's Yacht to allow access). I also worked on the Scrapyard Skirmish scripting, though I don't think we ever sorted it out. Eventually we passed the files on to @Fair Strides. This is the archive I shared with FS in early 2012-ish, which, amazingly, is still there: https://www.box.com/s/c6mxh8h5epzp6jwaeh74 The model files are almost certainly out of date, and the scripts are likely a mess, but if they're of interest, they're here. Stoney and I also talked about potentially adding some gameplay where you took control of a droid to fight, and gradually got access to upgrades and equipment to improve your droid as you went on, but we never got further than vaguely talking about it. Life got in the way, as it does.2 points
-
Hey there, I've finally had had the time to start making the mod, and I would like to know if someone could give some help. With Blender and KotorBlender I could import the .glb model, used an .mdl short-sword file extracted with HolocronTool to match the correct size and position of this new sword model, and changed the texture/color of every single component with some simple colors instead, and I obtain something like this: Then I create the "square" .tga for the texture (both raw .tga and normal .tga) on 1024x1024, and with tga2tpc transform it to .tpc. The final texture looks like this: And like this without those lines (I know it doesn't look really good, but it works) Then I created an .uti file with with HolocronTool that looks like this: So I have all of this files on the Overide folder (hadn't done the little icon, nor establish the "power"/"stats" of the sword/items, cause don't know how to do it yet) And with Kotor Save Editor I add this sword to an saved game, although while doing it, seems there's a problem with the textures (.tpc), as you can see here: But still I could add the sword item on save. Then played the game and used it on my character, it's the white square you can see over there with no name: And I can use it during gameplay with the short sword movements (I think), but for some reason it has no texture (which I think is related with the TPC warning I mentioned before). So I would like to know if someone could help me with this, to see were's the moment that the texture doesn't load or give me any advice of how to make this new item work on the game. If anyone could help me with this, I would be reallly grateful!2 points
-
2 points
-
The short answer is: you can't. Saves consist of more than just that. Every module you visit has its own separate archive that tracks the changes in the module state like opened doors, looted containers, dead enemies, etc. Without that, the game would think you're entering every module for the very first time. You have two options. Suck it up and start a fresh playthrough, or look at one of the available save collections to use as a jumping off point and modify with KSE as needed.2 points
-
2 points
-
Well Aqualaris was reused in the Edge of Darkness mod by @90SK which I did some upscales for as well. I would suggest limiting the posts to Scrapyard Games stuff moving forward though as that's what the work (and the original post) is primarily about. If folks are interested in the other materials that @Quanonwas kind enough to offer, I am sure folks will make their own threads (or Discords) to discuss them in greater detail.1 point
-
Definitely gonna take a look at this, despite the search for assets being mostly over. Rest assured that you and @Stoney will both be credited alongside Quanon, Glovemaster, Fair Strides, and Sith Holocron as Scrapyard Games contributors in the modder's resource. One thing I will clarify/reiterate for everyone however, if I have not made it fully clear, is that this modder's resource is not intended to finish Scrapyard Games or even encompass all of the assets of Scrapyard Games. This is in part because I don't actually know how to make KOTOR mods, the entirety of my technical knowledge in this game is module related, no scripting. I recognize this is very much backwards as to how most people learn these skills, but it is just how things have turned out for me. The modder's resource is going to contain *just* the modules, stripped of NPCs and such. With that in mind, no, I do not plan on including voice lines. If the wind ends up blowing the right way, I may *someday* make a modder's resource of every single version of all the Scrapyard Games files I can get my hands on, organized by date, but I make no promises. This, however, I could justify either including or releasing as a separate modder's resource. The Barracuda is a cool looking ship which actually appears in more than just Scrapyard Games (I have what I believe is an unfinished Sleheyron module with the Barracuda in it.) and it'd be a small enough undertaking to pluck it out.1 point
-
It might be nice to have the MDL and MDX files for just the Barracuda ship uploaded to the site as an additional mod. For those wanting to add ship variety to their own mods, such a thing would probably be very helpful. For those not as familiar with Scrapyard Games lore, this is the ship I'm talking about.1 point
-
Greetings, recently I've been replaying Metro game series and also looked at Jedi Fallen Order. The idea I had from mix of those two games was a more of a dark atmosphere related idea based on how Kotor 2 talks about how certain areas with great violence can cause echoes in the Force can be viewed and percieved throughout the Galaxy. So, as I looked back at Taris Lower Levels, Manaan underwater levels, Kashyyk, Dxun, Narr-Shadaa vent areas and Malachor, I suddenly thought - "What if we could be given visions through the Force of how certain events have happened on there to help telling us a story?" For example, in Metro Last Light there were scenes of various people turned Ghosts relieving moments of their deaths in certain areas, kids in their appartments, watching the fall of nuclear bombs, pilots on planes trying to contact airports before suddenly the planes engines turn off and pilots seeing nuclear explosions as the plane is going down and so on. And due to that... I was curious if it is possible to recreats some experiences like that in Kotor 1 and 2, like making certain cutscenes happen with Force Ghost like representation of events or creating micro scenes with us being sent into a small rooms where certain cutscenes will playout, before the game would load us back into a normal world.1 point
-
Hi there, Letstrit. I've looked at the files and after some tinkering, fix is to rename the new custom UV name from "UVMap.001" to the default "UVMap". It seems that the Blender add-on expects for a UV to be named the default way "UVMap". It uses this specific one when exporting. And if no UV is named that way, it skips and the mesh disappears. Hope this helps1 point
-
1 point
-
Not particularly difficult for the most part, if you know what you're doing, but not the ideal first mod for someone who has no experience. This would require multiple script edits, dialogue creation, cutscene creation, and the ever-thorny issue of dealing with adding/replacing vanilla companion/NPC dialogue.1 point
-
Quanon, you have nothing to be sorry for, you have fully proven yourself a legend. At last, we have the alternative hangar. The files are dated August 2020, two years after Sith Holocron's video, and it's evident in the fact that the module looks even better than it did in that video. I had a feeling that this version of the hangar wasn't older like Fair Strides said, and my feeling was clearly correct. This module is absolutely beautiful, and I'm so glad to finally have it in my collection. I haven't fully looked through everything in the new downloads, and I imagine there's some very cool stuff in there that I'm yet to find, but I did take a look at the Nar Shaddaa folder. I was not expecting there to be three whole modules! The street module is gonna take some extra work on my part to get in game (there's no .lyt file), but I was able to get the two club modules to load and they also look amazing. I'm very much going to enjoy cracking open everything in here for the rest of today, I just wanted to get a quick post out to thank you for coming in clutch to such an insane degree. I know you said you don't care about being credited for all this, but I fully believe you deserve recognition for the work that you put into this game that is incredible by today's standards and absolutely mind boggling to think about almost two decades ago for some of these files. When I was talking to Fair Strides about all this, she was of the mind that when I do release the polished up versions of all these that the upload here on Deadlystream should show up under your username, and I am fully willing to agree to that if you do decide you want primary credit for all this. Again, your "old stuff" is at the forefront of a new era of ambitious modding and you more than deserve to see some recognition when these modules get used in expansions and total conversions and such. I can't thank you enough for going through the effort to dig up all this stuff despite your apparent retirement from KOTOR modding. Now, I'm gonna go see what hidden treasures are in these new folders, I may make a separate thread showcasing the cool stuff I find / progress on fixing broken stuff.1 point
-
I wanted to take the model from Manaan (it has more polygons) and transfer it to Taris. No one took it on. I need to test how the texture looks on another model. The texture is still in development.1 point
-
1 point
-
Very odd. That DLG looks to be untouched and completely fine (the breakout sequence DLG is actually semi-broken). And there's no equivalent DLG in the Override folder. I'll have to check the UTP and see if the reference was changed.1 point
-
I suspect it's highly unlikely you'll find a save collection that did Manaan last. Trying to merge your globals into a different world state is just going to break things. If you're completely unwilling to start over, I'd suggest you'd be better off finding either a LS or DS run (to match whatever you did), skipping over Manaan altogether and pick it up from the point of no return after all the maps are done. Don't try to merge in anything, just edit the main character with KSE to change it to whatever yours was.1 point
-
Thanks, I’ve added an in-game screenshot showing the mod in use. That should now meet the upload requirement. I also have footage of the final battle, but for now I’d rather let players experience that part for themselves. Please let me know if anything else needs to be adjusted.1 point
-
1 point
-
1 point
-
At the moment, I'm away and won't be able to check back with you, but of course I'll have you take a look at my changes and let you decide for yourself if anything is of any interest. But I made my changes straight into the single files rather than updating the installer. Locally, I had no need for that. Keep up the good work! 😀1 point
-
Salk, I'm genuinely flattered that you're putting this much thought into my little mod. It wasn't meant to be ideal, more like a personal test for myself, which I decided to publish upon completion. I welcome your changes and additions, especially your idea to rewrite Deesra's greeting trigger. That was a smart and smooth decision, and I hadn't thought of that. Feel free to share your edited files with me if you'd like. I'd be happy to upload an update with full credit to you. Or I could recreate the changes myself and still credit you either way. After the update, I may submit this mod to the KOTOR Mod Build if I can get in contact with someone who oversees it. But only after I'm confident about the quality of my mod.1 point
-
1 point
-
1 point
-
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
-
Hey everyone! I'm ShaolinGhost, a second-year Game Design student at AAU finishing my bachelor's degree and moving onto my Masters this year. I'm working on both of these tools as part of my thesis project, and I'm super excited to share what I've been building. Why I'm Making This KotOR isn't just my favorite game. It literally shaped how I see video games and the world. I played it when I was a kid, and it's stuck with me ever since. That's the whole reason I want to do this: give modders and game devs a toolkit that actually feels like real game development software. Right now, modding KotOR is awesome, but the tools are spread all over the place. You bounce between different programs, learn different interfaces, and it's honestly kind of a pain. I want to fix that. My goal is to bring KotOR modding and the game itself to Unity with a professional-grade modding kit. Two tools that work together perfectly: GhostRigger-K1-K2 — Your all-in-one 3D model editor (import/export, rigging, texturing, the whole pipeline) GhostScripter-K1-K2 — Your IDE for writing quests, dialogues, scripts, and managing everything else Both tools are built to feel like actual game development software based purely off of my experience using things like RizomUV, Zbrush, Maya, Topogun, Acurig, UnrealEngine etc. clean dark theme, intuitive layouts, everything in one place. What GhostRigger Can Do Browse and load any KotOR model directly from your game files Real-time 3D viewport with orbit, pan, zoom, and wireframe view Import your own models from OBJ or FBX (sculpt in ZBrush/Maya, bring it in) Auto-rigging to KotOR skeleton templates Manual Rigging in the tool supported Export back to KotOR format, compile, and test in seconds Handle all your textures (TGA → TPC conversion, UV viewing, the works) Basically: Sculpt your stuff outside, import it clean, and let GhostRigger handle the KotOR technical stuff. What GhostScripter Can Do Script Editor — Write NWScript with full syntax highlighting, auto-complete, and a built-in function reference Dialogue Editor — Build dialogue trees visually with a node-based graph (way easier than text editors) Quest Builder — Templates that scaffold out quests automatically with the right variable names and structure 2DA Manager — Edit spreadsheets like globalcat.2da without pain One-Click Export — Push your mod straight to the override folder or package it as an ERF It all connects together. You can even rig models in GhostRigger, and GhostScripter will automatically pull them in. What I'm Looking For I want to make sure these tools actually solve real problems for modders. So I'm opening this up for feedback: For GhostRigger: What features would make rigging faster for you? Are there things you wish you could do that other tools make hard? What about the workflow? Does the architecture I stated so far feel natural? For GhostScripter: Should I add a visual quest state editor, or is the current form good? Would a script dependency checker (find broken references) be useful? What about integrating a decompiler so you can edit existing mods? Any other QoL features you'd want in an IDE? Drop your thoughts in the replies! I'm building this for the community, and I want to make sure it's something you'll actually use. Timeline & Release Right now, both tools are functional and I'm actively testing them. Once I've verified that all the core features work smoothly and reliably, I'll release them for public use and testing. I want to make sure they're stable and solid before I put them in your hands. I'll keep you posted on progress, and when they're ready, you'll be the first to know!1 point
-
Malachor V [R] Spare me? - Kreia puts Sion into a force choke and shows him that his strength is as meaningless as the strength of her cut-off hand. [R] Sion reports the Exile's arrival - After crash landing on Malachor V, Sion goes to Kreia and tells her that the Exile has arrived. Kreia tells Sion to bring her/him before her. [R] HK-47's interference - Depending on the choices in the HK factory, HK-47 shows up during the Remote/Goto confrontation. Either the HK50/51s come in and then HK blasts Goto or Goto would have taken control of HK and then HK would have blasted the Remote. [R] Atton's Grudge - Atton tells the Disciple how he lost what mattered to him. Disciple and Atton fight. Triggered by Atton's alignment. [R] A powerful crystal - When entering one of the cells, the player can find a crystal of a dead Jedi. [R] Handmaiden's Grudge - Handmaiden tells Visas how she seduced the Exile. Handmaiden/Visas fight. Triggered by whatever happened on the Ebon Hawk (if Handmaiden became angry at PC) [R] Two Paths - When the PC enters the academy, Kreia tells Sion of the PCs choices to save the party or just slaughter the way to Kreia. [R] Atton and Darth Sion - Atton and Darth Sion fight (player controlled). If wins, Atton lives. If lost, Atton was to have his arm chopped off and then Sion would torture him. Triggered if Atton is LS. [R] Atton's Death - Should Atton have lost to Sion, Atton dies in the players arms. Both male and female though the female version, he confesses his love. [R] Atton lives - Atton can live if he won the fight with Sion. He and the PC simply leave the Trayus Core together. [R] Handmaiden/Visas want to go - Handmaiden or Visas ask if she can go with the Exile wherever he is going. However, the PC tells them that they cannot. [R] The Party Attacks - The party plan an attack on Kreia. They attack Kreia who disposes of them easily after taunting them a bit. [R] In the Trayus academy - On the map under the start menu, the doors leading to the "Trayus Crescent" are labeled as "Trayus Prison Cells". [RM - 1.8] What Mandalore knows of Malachor - The player was once supposed to be able to take party member(s) with her to Malachor. The player could ask Mandalore what he knows of the planet. If player should "warp" to 902MAL with Mandalore in the party in a different location in the game, then it is still possible to hear his response. [NR - GenoHaradan or M4-78EP] Sion travels to the Smugglers Moon - Sion announces that he will travel to the Smugglers Moon (while observing a hologram of the Exile) himself to see if the Exile is truly dead. [NR] Mandalore walks the taboo world - Visas and Mandalore were supposed to walk Malachor V together based on the loading screen to module 901MAL. [NR - lack of animations] Hanharr and Mira - Hanharr was to slam Mira into the rock wall before their fight. If Mira was a Jedi, then Hanharr makes note of it and how the gray female told him that she claimed the title Jeedai. After the fight, Mira can ask Hanharr to lead her to Kreia. Hanharr says he will do so though he believes that Kreia will kill Mira and thus end both of his debts. [NR] Leaving the Republic to die - Another choice for the PC was to leave Malachor V and then leave the Republic to die. [NR] Darth Traya is Atris - Instead of Kreia being at the core, it'd be Atris in her dark robes. [NR - lack of animations] Hanharr's Sacrifice - Presumably, if the player has Hanharr in the party and Malachor V is being destroyed, Hanharr would throw the player onto the Ebon Hawk. Hanharr would then die with Malachor V (which players and fans may remember as Chewbacca dying a similar death to save Anakin Solo). Miscellaneous [R] "You look... different than the other women here." - There are things left in the game's programming, to suggest the Handmaiden Sisters were supposed to look different than Brianna. [NR - possibly M4-78EP] Bao-Dur's sacrifice - In the released audio demo, one of Bao-Dur's lines is "Make my sacrifice matter". Presumably, Bao-Dur dies at some point near the end-game.1 point
-
View File Darth Talon Pack [1K] Darth Talon Pack [1K] A Mod for Star Wars Knights of The Old Republic Author: Bullobrien, 90SK and N-DReW25 1.1.0 Release Date: 19.01.2022 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Uninstallation: Depends on what you've chosen to install. Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: * Late 2006, Levi Davis (aka nineball) released the first Darth Talon mod for K2 as a playable head for females. * In 2007, Prime released his Darth Talon mod which replaced Yuthura Ban with Darth Talon. * In 2008, DarthParametric released his Darth Talon mod which replaced Mission Vao with Darth Talon. From about 2009, a third modder named Bullobrien began his own Darth Talon mod; completing the final texture in 2011. But, he was unable to properly setup the TSLPatcher or the associated 2da files and so he passed on the files to a modder named 90SK sometime between 2012-2015 and gave him permission to complete the project. In 2021, a decade since the texture was made, with collaboration with N-DReW25, the fourth Darth Talon mod was born. * Some of you new to Star Wars might be thinking "Who is Darth Talon?" Darth Talon was from the, now Legends, Star Wars: Legacy comic series. Darth Talon was a member of Darth Krayt's new Sith Order around 137 ABY, she is famous in the Star Wars Community as being the red Twi'lek with black Sith tattoos covering her body, head, and lekku; in a similar design to Darth Maul. She was trained by a fellow Twi'lek Sith named Darth Ruyn, whom she later killed on Krayt's command with a decapitating strike of her lightsaber. * What does this mod do?? Option 1) Darth Talon Player Head: Adds a playable female head in the form of Darth Talon, replaces the player's underwear and clothing to Darth Talon's attire. Option 2) Mission Vao as Darth Talon: Replaces Mission Vao's appearance with Darth Talon, gives her two red Short Lightsabers, makes her 25% Dark Side, changed her class to a Jedi Sentinel and gives her a handfull of basic Force powers, nothing else is changed. Option 3) Yuthura Ban as Darth Talon: Replaces Yuthura Ban's appearance with Darth Talon, replaces Yuthura's Sith Officer's outfit with Darth Talon's attire. All textures are in 1K resolution, providing the most high detailed Darth Talon mod to date in a Kotor mod. Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com Incompatibilities: Mission Vao as Darth Talon is incompatible with any mods which alters Mission Vao's appearance, textures and/or character UTC file Yuthura Ban as Darth Talon is incompatible with any mods which alters Yuthura Ban's appearance and/or textures Report any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod! Thanks: Bullobrien: For making the original Darth Talon skin back in 2011 90SK: For making the portraits N-DReW25: For fixing the broken 2da files and setting up the TSLPatcher Levi Davis (aka nineball): Starting the Darth Talon trend with his first playable Darth Talon mod Prime: For creating the Yuthura Ban to Darth Talon mod, thus giving us the idea of including the Yuthura Ban option DarthParametric: For creating the Mission Vao to Darth Talon mod, thus giving us the idea of including the Mission Vao option Darth Ty: Informing me of TSLPatcher bugs Effix: For going out of his way to fix up the player head installation for me! Fred Tetra: For Kotor Tool Stoffee: TSLPatcher Dark Horse: For creating the comic series which brought this awesome character to the community, and providing the inspiration for this mod. Bioware: For such an amazing game Obsidian: For such an amazing sequel Everyone who downloads the mod! Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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. Submitter N-DReW25 Submitted 11/09/2021 Category Skins K1R Compatible Yes0 points
-
@DarthInfi @Ivorach Aiora Dantooine Ruins Fixed.zip LS Scout Guardian Dantooine Ruins Fix.zip0 points
-
Here it is, Inyri Forge's Kotor 1 Bryar Pistol ported to Kotor 2. bryar.7z0 points
-
I gave him the wrong file. Here's the one I use. Randydg - Remove TSL's Ebon Hawk Scaffolding.7z0 points
-
It's not actually a mod that I made but I have kept it in my archive for years.0 points
-
In my archives, I have a mod that makes the scaffolding invisible. Not home right now but I should be able to PM it to you In a few hours.0 points