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Showing content with the highest reputation since 04/08/2021 in all areas

  1. 12 points

    Version 1.0.0


    *********************************** Knights of the Old Republic *********************************** TITLE: A Crashed Republic Cruiser on a Nameless World AUTHOR: LDR FILENAME: ldr_repshipunknownworld FILESIZE: 176 MB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- There are 2 available methods of installing A Crashed Republic Cruiser on a Nameless World. The standard installation method is done entirely though TSL Patcher, and doesn’t require you to do anything beyond simple button clicking. The manual installation is for those unable, for whatever reason, to use TSL Patcher, and involves the copying and pasting of files from folder to folder. NOTE: With the standard installation method, this mod is far more likely to work alongside any other mods you may currently have installed, which may not be the case should you use the manual installation method. I have attempted naming files in a way where there should be a minimum chance of mod conflicts, but you never know. This mod also contains an "Optional" folder meant to use in conjuction with either/both of SithSpecter's High Quality Blasters and Colored Loadscreens mods. To uninstall, remove the files from their respective folders in the SWKotOR directory. ------------------------------ » STANDARD INSTALLATION ------------------------------ 1) Double click TSLPatcher.exe. 2) Click the "Install Mod" button and select your SWKotOR game directory. 3) Sit back, relax, and wait for the installation to complete. ------------------------------ » MANUAL INSTALLATION ------------------------------ 1) Open up the tslpatchdata folder. 2) Copy all files with a .wav extension and paste into the streamwaves folder located in your SWKotOR directory. 3) Copy all files with a .mod extension and paste into the modules folder located in your SWKotOR directory. 4) Copy everything else (With exception to changes.ini and info.rtf) and paste into the override folder located in your SWKotOR directory (If there isn't one, create one). ------------------------------ » OPTIONAL INSTALLATION ------------------------------ If you wish to utilize any of the files in the "Optional" folder, simply copy and paste all the files into the override folder in your SWKotOR directory. (This is only recommended if you already have both of SithSpecter's mods installed for consistency's sake). --------------- Mod Permissions --------------- You may not use any assets of this mod in your own mod without first contacting me. ------------ DESCRIPTION ------------ This mod adds 6 new modules, 9 new items (3 equippable inventory, 4 datapads, 2 keycards) on the Unknown World, making the crashed Hammerhead explorable. You must have a save before setting foot on the Unknown World. ----- BUGS ----- Any mods that modify the unk_m41aa OnEnter script will be incompatible with this mod. "Frame Buffer Effects" turned off in the swkotor.ini results in audio logs without the blue camera effect. If you find any please post them in the comments or send me a direct message. I will address them as soon as I can. ------------------- » MODULE/ITEM NAMES ------------------- For this to work correctly in conjunction with your own mod, you must not use any within the following list as names for your custom module/item reskins. m41ae m41af 152unk 153unk m41ai m41aj LHC LHW Blaster Pistol template 020 Forearm Band template 019 Gauntlet template 019 ------------- Voice Acting ------------- DarthTyren as Medical Officer Audio Log Mellowtron11 as Engine Officer Audio Log Sith Holocron as Republic Captain Audio Log Zhaboka as Kolgrim ----------- Permissions ----------- Permission granted from Darth InSidious to use his alternative beach Hammerhead textures. Permission granted from DarthParametric to utilize his edited mdls from both his Endar Spire and Harbinger Hull Repair mods. Permission granted from SithSpecter to utilize integration for his High Quality Blasters for Modders resource and colored loadscreen templates mod. Permission granted from Thor110 to repurpose his ported K1 Harbinger modules. ------- Credits ------- - To the people who created the tools which have allowed me to create this mod. - Kotor Tool..........................Fred Tetra - K-GFF GFF Editor/DLGEditor..........tk102 - ERF Editor/TSLPatcher...............stoffe - MDLOps..............................cchargin/JDNoa - Lipsynch Editor.....................JDNoa - XVI32 Hex Editor....................Chmaas - CSLU Toolkit........................Oregon Health & Science University My beta testers: djh269, jc2, N-DReW25 and Zhaboka. I couldn't have done this without you! JCarter46 and DarthParametric for handholding me with regards to literally all scripting that was above basic level. Thank you so much. Lachjames for his assistance in helping me generate/test .lip files. All of the wonderful folks at DeadlyStream (and Holowan Labs), that led me on and helped me when I hit a snag. All of you who downloaded this mod! Thank You!
  2. 8 points
    Words do not describe how excited and elated I am to have finally released one of my big projects. Thank you so much to everyone involved for helping make this a reality. Onto the next one!
  3. 5 points
    Expanded Galaxy Project 1.0.7 Update ( Project & Patches available on ModDB, NexusMods & Discord ) Demo Available on DeadlyStream. https://deadlystream.com/files/file/1717-expanded-galaxy-demo/ Currently that I know of RoR, K1 & K2 can now all be played through in full under the same installation using the templates I provide to swap between them. ( I haven't tested the RoR demo in a little while now but it should still all work fine, I have tested K1 in full multiple times throughout the course of working on 1.0.6 & 1.0.7 as well as have tested K2 up to leaving Telos Academy and tested the latter half of the game multiple times before ) I also have a template that works and allows you to install TJM at the same time as well, but I am awaiting permission to release it. It is also now possible to use the RoR heads in K1 & K2, by installing the Expanded Galaxy Project ( you don't have to install the port, but the templates will be required to swap between K1, K2 or RoR. To do this simply install Expanded Galaxy Project for K2, then install RoR on top of that, then use the template from the Port to swap back to K2 ( K2E Install Template ) Then copy appearance.2da, heads.2da and portraits.2da from the RoR template or install over to the override folder. https://drive.google.com/file/d/1K3RvDkG5n_8Dp66Gd3KX5FYlitwKmbZy/view?usp=sharing The above template allows you to swap back to playing RoR. Hopefully this makes sense to people and is a valid enough excuse to bump my own topic. The overall goal of the project once again is to improve both games as much as physically possible within the limitations of the original engine. Random Desktop Backrounds! Thanks to everybody that has helped the project so far and continues to do so, though it is still just me working on the project for the best part I continue to see new and interesting releases every day as well as receive useful / helpful advice from many, now with the majority of the issues out of the way I can finally begin building on the first game as much as possible and importing variables over from savedata that will allow for changes to be made to the second game using the save importer by lachjames which can easily be modified to import other variables. It is my hope to have the overall outlook of each planet in the first game reflect the initial outlook of each planet in the second game. As well as have a strong story revolving around the main character / companions and another simple galaxy crawl and search for this or that. In the case of K2 that will be the Padawans to the Masters that were on Katarr during the devastation of the Jedi, or something along those lines. For K1 that will be something surrounding getting in contact with the Council for better or for worse to discuss what happened to you. For now the RoR heads / species do not have specific stat boosts in K1 or K2 but I am sure I could get that working at some point too and make it a totally optional mod. ( I decided to figure out how to make this work as I figured people would like to use the other species to change up the gameplay every once in a while, though I know it wouldn't be canon ) Thanks for listening and keeping up with the project. Thor110
  4. 5 points
  5. 5 points
  6. 5 points
    Hello! I am extremely new to modding, but I have an idea I want to pursue that I would appreciate any guidance on. The rough outline is to bring a version of TSL’s richer companion interactions to K1. The method would be to equip a custom “hide” item into your companion’s hidden inventory slot when you finish a companion’s relevant optional quest as a buff/reward. This is the same way that HK-47 receives all their buffs from your relevant repair attempts. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their individual storylines. In my own attempt to research this, I have the following basics mapped out: I would need to create new .uti files for the items containing the buffs. I would need to create a script that equips the item in the “hide” slot (or replace an item already there) I need to then attach(?) that script to the dialog or journal event associated with completing the relevant quest I would also need to change/add text to the last dialog entry associated with that quest to explain to players the nature of the boost [ala HK-47’s repair boosts] The relevant characters and quests are: Carth → Finding Dustil Mission → Mission’s brother Canderous → Jagi’s Challenge Zaalbar → Chieftain in Need The boosts would attempt to make each character closer to the utility of jedi in a way that is consistent with the narrative: I am not posting this in the mod requests section because I would like to figure this out on my own. Looking through the mod tools and tutorial sections, there are a few different tools I could use? Which ones are the best for this kind of task? I have tried to get JRLedit and dlg editor, but I can’t seem to get them working on my computer. Am I on the right track? Is any part of this just not going to work? Any guidance or redirect to the right resources would be amazing.
  7. 4 points
    If you're going to be a "Student" I'd suggest not aggravating and insulting someone who owes you nothing and was trying to help.
  8. 4 points
    It's out! Words do not describe how excited I am to have finally finished one of my projects. I realize I have been very haphazard working on these, but schoolwork has always come first for me. Still, I am so glad and I feel like I have a huge weight lifted on my shoulders. Rest assured, I am always working on these projects, just at my own, weird pace. Thank you so much to everyone involved for making this a reality. Next up: Battle of Dxun!
  9. 4 points
  10. 4 points
    Hi everyone, I wanted to let you guys know we are hard at work on the mod. I have a tutorial video on the KLE ( kotor level editor ) , where I show you how I'm placing in npcs, the dlg and the animation. In the beginning of the video you will see the Hutt Lounge on Nar shaddaa fully populated and animated. The tutorial is for you guys to see the inner workings of building a mod like this. I hope the video is helpful for other modders, giving them a work flow using the KLE in their projects. Second tutorial video is on setting up a combat level using KLE and Fair Strides's NPC Auto-Leveller 1.0. Logan23
  11. 3 points
    Hello! I officially started on this, so I thought I should post progress in the official WIP channel as opposed to the general help one. This is my first attempt at making a mod, so any advice or callouts would be greatly appreciated. The outline is to bring a version of TSL’s richer companion interactions to K1. I am a big believer that story and gameplay should effect each other as much as possible, in TSL that is fulfilled by lots of real benefits for engaging with party members. The Exile has a huge effect on their companions, which makes sense given the plot. The same should be true for K1...but the features just aren't there. The bones for what we see in TSL exists as the upgrade system for HK-47, so that is the foundation I am building this mod on. The mod would give buffs to party members for finishing their sidequests. It would do this by equipping custom “hide” items to their hidden inventory slot when you finish their relevant quest. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their individual storylines. I have the following basics mapped out: Kotortool + K-GFF Editor - Create new .uti files for the items containing the buffs. Kotortool + Kotor Scripting Tool - Create a script that equips the item in the “hide” slot (or replace an item already there) DLG_Editor - Attach the script to the dialog event associated with completing the relevant quest DLG_Editor - Change/add text to the last dialog entry associated with that quest to explain to players the nature of the boost [ala HK-47’s repair boosts] The relevant characters and quests are: Carth → Finding Dustil Mission → Mission’s brother Canderous → Jagi’s Challenge Zaalbar → Chieftain in Need The boosts would attempt to make each character closer to the utility of jedi in a narrative consistent way (Hidden in case you want to be surprised): Potential Concerns/Questions: I am planning to have the scripts activate on specific dialog entries that only appear when the sidequest is concluding. Would this have compatibility issues with other mods? If so, how can I best avoid that? Are there any limitations to what kind of bonuses work on "hide" items? These don't seem to be limited to just one kind of object, since Juhani just has an Eriadu Stealth Unit in that slot. A property like "Keen" typically only exists on weapons, could a single item give this property to all attacks? Are there any limitations to what feats/bonuses work between classes? As an example, could a non-Jedi wield lightsabers? In testing, just providing the Lightsaber proficiency feat did not 100% work (it unequipped when moving between areas). Progress: After initial testing, I have decided to pivot on one of the characters bonuses. Reasoning below; Details above. [4/29/21] Credits (Will continue to update as I go): Big thanks to @Thor110 for directing me to his video tutorial on Kotor modding! Additional gratitude for @DarthParametric as they talked through the issues I posted in this thread Blue for their Kotor Scripting Tool Fred Tetra for KotOR Tool tk102 for their DLGEditor
  12. 3 points
    I updated my KotOR Modding Tutorial series to cover some Blender basics. Should get into Blender more myself but really haven't had the time, these took but a few minutes and probably won't help anyone but they are there anyway. I believe the same or better in guidance is already available on the kotorblender download page.
  13. 3 points
    Yeah, that's normal. You have to remember that KotorTool's pretty ancient, it's trying to contact update servers that no longer exist. Just turn off automatic updates in the options menu.
  14. 3 points

    Version 1.0.0


    Re-texture of Republican soldier woman, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024, 2048X2048. The archive contains 2 textures, 2 .txi. To Install REPUBLICAN SOLDIER WOMAN 1. Download: RepSold HD 2. Download: Armor will not work correctly without this mod. 3. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 4. When/if prompted to overwrite files, press okay. 5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  15. 2 points
    I'm currently learning C++ to finally learn how to use TSLPatcher to pack mods. (Without just using the buttons ) Any advice that helped you get to know TSLPatcher like how to use, tokens, GFF data?
  16. 2 points
  17. 2 points
  18. 2 points
    That is not in the mod! Those are from Brotherhood of Shadow: Solomon's Revenge.
  19. 2 points
    The best source for new Cat Taber lines is SWTOR.
  20. 2 points
    Hi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
  21. 2 points
    I used to make mods for KotOR 2 when i was younger, I did voice overs for NewbieModders Korriban Mod. Now I have a desktop setup with a nice mic and audio editing software. So If you need any voices, I'd be happy to help you! And I'm very passionate about KotOR, and about this project! I've kept my eye on it all these years, amazed at what you had already created and always wishing you well and wishing you had a good team of experienced modders to help you realize this vision. ❤️ - KK
  22. 2 points

    Version 1.0


    Summary This mod allows those playing as a female character to romance Bastila, an option available only for male player characters in the original release of the game. The female version of the romance will play out just as the male version, through talking to Bastila as your player gains experience and by choosing certain dialogue options. The romance can also be ended just as the male romance can, by choosing or avoiding certain dialogue options. Lines will still vary depending on the player's gender; for example, Bastila will not call a female player a man, nor compare her to any man. I have executed this by removing certain lines, or certain parts of lines, that lacked an alternate take for a female player, and in some cases voided the existing female versions in favor of the romance lines. I'm not entirely satisfied with all of these changes - in particular, the male version still has a lot more dialogue, and I don't think that's fair - but my priority was to make everything flow naturally, with minimal editing. Also, this should not interfere with the Carth or Juhani romances; you should be able to go through those as well Bastila's if you so desire. The game does not take issue with it. The romance system is surprisingly straightforward, compared to later BioWare games. As such, I may consider adding a bit of complexity in future updates. Installation Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). This mod only supports the English language version of the game at this time. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod patches the following: k_hbas_dialog.dlg (Bastila's global dialogue) lev40_saul403.dlg unk44_evilbast.dlg This mod may not be compatible with any other mods that edit those files. This mod also installs the following new VO: NGLOBEBAST06951_ NGLOBEBAST06952_ NGLOBEBAST06953_ NGLOBEBAST06954_ NM44ACEVIL01901_ This mod will not be compatible with any mods utilizing those names for WAV or LIP files. This mod patches the modules lev_m40aa, unk_m44acd, and sta_m45ac and may not be compatible with other mods that affect those areas. TSLPatcher is utilized for better compatibility, but there's never any guarantee. This mod must be installed AFTER any non-TSLPatcher mods that edit those areas. This mod includes bug fixes for Bastila's romance scripts on the Unknown World and the Star Forge. You should NOT install another mod to fix these problems, as that would override this mod's changes that remove the gender checks. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe, with updates by Fair Strides CSLU Toolkit – Center for Spoken Language Understanding DLGEditor – tk102 ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 KOTOR Savegame Editor – tk102 LipSynchEditor – JdNoa NWNSSCOMP – Torlack, stoffe, & tk102 Bug fix reconnaissance courtesy Markus Ramikin's Bastila Romance Scriptfix Global variable reconnaissance courtesy Amandalore the Ultimate's save file Permissions Mod JC's Romance Enhancement for K1 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic Attribution Preference "Romance Enhancement by JCarter426" or "uses JC's Romance Enhancement" or some other reasonable phrasing. Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers THIS GAME MODIFICATION IS NOT SUPPORTED BY OR ROMANTICALLY INVOLVED WITH BASTILA SHAN, <FULLNAME>, LUCASARTS, OR BIOWARE. BIROMANTIC ORIENTATION IS NOT SUPPORTED BY NAND GATES. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  23. 2 points

    Version 0.18-git


    Python script I wrote to automate generating LIP files from text. It works by converting entered text to CMU phonemes using CMU pronouncing dictionary, and then converting CMU phonemes to KotOR phonemes. Keyframe times are linearly interpolated between 0.0 and entered sound length. When a word is not present in CMU dictionary, it will be converted to phonemes letter by letter. Requirements: Python 3 reone-tools 0.18 Usage: Determine the length of your sound file Edit tools_dir variable in compose_lip.py to point to reone-tools installation directory Execute the script from the command line, enter text and sound length when asked: `python compose_lip.py` output.lip is your generated LIP file - output.lip.json is its JSON representation Tweaking: Add words that were not recognized to cmudict-0.7b.txt Edit output.lip.json, compile using reone-tools: `reone-tools --to-lip output.lip.json` List of KotOR phonemes (aka shapes): 0 - EE 1 - EH 2 - SCHWA 3 - AH 4 - OH 5 - OOH 6 - Y 7 - S/TS 8 - F/V 9 - N/NG 10 - TH 11 - M/P/B 12 - T/D 13 - J/SH 14 - L/R 15 - K/G
  24. 2 points
    Sorry for the delay. I wanted to put out an update, but I've been addressing bugs. More important, I'm dealing with real life and needed to take some time for myself. This project has consumed most of my free time, I haven't played a game since February of last year. I'll pick this up next week, but for now I'm playing some games!
  25. 2 points
    Okay thank you guys! I actually manage to pull it using MDLeditor, I follow DarthParmetric's advice. So far there is no problem.
  26. 2 points

    Version 3.0


    ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's T3-M4 Reskins AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************ DESCRIPTION ************ These are simple reskins that changes T3-M4's appearance. It adds a metallic shine to T3, like in KotOR 1. It also removes the "damaged look" that T3 has at the start of the game. It shouldn't cause any conflicts with other mods (except other mods that changes T3's appearance). The "T3-M4 to T1-N1" variation changes T3 to T1-N1, but also makes T1-N1 look like T3. So it's swapping the looks of those 2. ************* INSTALLATION ************* Unzip. Pick the folder of your choice, copy the files to your override folder. ***** BUGS ***** None. ************* UNINSTALLING ************* Remove from your override folder: P_t3m3_01.tga P_t3m3_01.txi P_t3m4_01.tga P_t3m4_01.txi PO_PT3m4.tga "T3-M4 to T1-N1" version; also remove: C_DrdAstro03.tga C_DrdAstro03.txi ******************* DISTRIBUTION NOTES ******************* You may not: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if simply you ask me. ********* THANKS TO ********* Fred Tetra for KotOR Tool ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. --------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
  27. 2 points

    Version 1.0.0


    ---------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords ---------------------------------------------------------------------- TITLE: Effixian's Devaronian Player Character AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ------------------------ INSTALLATION ------------------------ Unzip somewhere and run the file "TSLPatcher - Install Effixians Devaronian PC.exe". ----------------------- DESCRIPTION ----------------------- This mod adds a Devaronian player head. The dark side transition gets yellow "movie style" eyes. Apart from that the texture is exactly the same as that of the NPC that's in the game. The Devaronian is one of the very few aliens in the game that has a separate head model, so robes, armor and clothing will show like with the human player characters. I initially made this mod for Steam, Soaring__Sky asked me to add it here because she wanted a TSL Patcher version. The existing mod by Coljas is similar to this mod but it doesn't use the TSL Patcher. --------- BUGS --------- None known. ------------------------- UNINSTALLING ------------------------- 1. Remove the following files from your Override folder: (not harmful if you leave these, step 2 will make the game not use them) p_devh.mdl p_devh.mdx P_DevH.tga P_DevHD1.tga P_DevHD2.tga po_P_DevH.tga po_P_DevHd1.tga po_P_DevHd2.tga 2. If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your Override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the character creator. ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if you simply ask me. ---------------- Thanks to ---------------- Stoffe and Fred Tetra for the needed tools and tutorials ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. --------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
  28. 2 points

    Version 1.0.0


    This was a very random mod I made simply because somebody said "you can't spawn demons" and I was like "weeelllllll" and made this for a random user that was seeking help getting mods onto the mobile version of the game without the use of a PC. ( Though this does require a PC if you plan to install on mobile as I had to do some custom tweaks to make it work for their setup ) Simple TSLPatcher install. Consists of three files. hhrakghoul.uti hhrakghoul.ncs rakghoul.utc And alters "spells.2da" to add the ability for the armband. I was going to release it on Halloween or something, but that means waiting and remembering when it comes back around. Thor110
  29. 2 points
    View File Recruit HK-47 Early Recruit HK-47 Early v1.0 ====================================== By brents742 ============ Version Notes ============= v1.0 - 4/9/2021 - Initial release Description =========== -This mod allows for recruiting HK-47 into your party as quick as possible in a way that lines up with the story arc. -By scrapping the damaged HK-50 unit inside the Telos Military Base, the player can pick up two additional HK parts (HK Droid Processor and HK Chassis). These, in combination with the parts received by the Peragus and Polar Mesa HK-50 encounters, will allow HK-47 to be rebuilt the moment the player returns to the Ebon Hawk after leaving the Telos Polar Academy. -Nothing has changed beyond what you are able to do with the damaged HK-50 droid in the Telos Military Base. If you want him to follow you and explode near the HK-50 Factory door as normal, you can still do that. -This mod simply adds a dialog option for scrapping the damaged HK-50 unit instead of programming it to follow you. Background ========== -I wanted to create a mod that allows you access to HK-47 early but in a way that makes sense. I toyed with giving the player every HK part on Peragus but ran into the question of where is HK-47 on Citadel Station? Was he taken with the Ebon Hawk? He wouldn't have allowed the Handmaiden to just walk in and steal the ship. If he is abducted, why is he nowhere in the Polar Academy? -These are all questions I may solve in a different, admittedly much harder to create, mod later on down the road. -For the meantime, this mod exists to give him to you as early as the story allows. -This, like all my mods, takes things that I usually cheat into the game and makes them part of the game. One could easily open up the cheat console and give all the hkparts the moment they leave Peragus if they wanted. But my vision with every mod I make is to render the cheat console as obsolete as possible. Requirements ============ TSLRCM 1.8.5 or above Installation ============ STEAM TSLRCM VERSION USERS: When installing with TSLPatcher, you MUST select your Steam workshop TSLRCM directory. Not the main KOTOR 2 directory. When asked by TSLPatcher to browse for a folder, go to your main Steam folder, then steamapps. Then workshop. Then content. Then 208580 (This is KOTOR 2's game code) then find the TSLRCM file. For TSLRCM + M4-78 it will be called 1402798020. For regular TSLRCM it will be called 485537937. Choose which of these folders you have for TSLPatcher to install to and let it work. If you are using other than English TSLRCM your folder code will be a little different. !!!IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS AND ARE USING THE STEAM VERSION OF 1.8.5 THE MOD WILL NOT WORK!!! NON STEAM TSLRCM VERSION USERS: Run TSLPatcher.exe and follow the prompts. The patcher will make backups of any existing files you may have that are the same as files this mod uses. Keep track of this backup folder - which will be located wherever you have the TSLPatcher.exe running from. Uninstalling ============ Copy and paste the original backed up files of 232tel.mod and 232TEL_dlg.erf that the TSLPacther made during installation into the Modules folder within your KOTOR II directory. Getting Started =============== This mod works best from a save before entering the Telos Military Base. You can use a save from within the Telos Military Base you may need to head back to the surface and reenter the Military Base to force the game to load the module again. Simply speak to the Damaged HK-50 droid and select the option that reads '[Repair] Scavenge the droid for HK series parts.' Important - Timing ================== You only get one shot to scrap the Damaged HK-50 droid. If you program it to follow you instead of scrapping it, you'll need to load up a different save and try again. Compatibility ============= IMPORTANT - This mod relies upon the hk50.dlg file located in the 232tel.mod and 232TEL_dlg.erf files. Any mod that changes the hk50.dlg file located within the previously mentioned files will not be compatible with this mod. A mod that modifies 232tel.mod and 232TEL_dlg.erf should be compatible so long as the hk50.dlg located within these files is not touched. If you run across a mod that this mod seems to conflict with, please let me know and I will work to update this mod to address it. What Specifically does this mod do? =================================== -hk50.dlg was modified within 232tel.mod and 232TEL_dlg.erf to give the player the option to scrap the damaged HK50 unit in the Telos Military Base. This new dialog option gives the player two HK parts. Specifically, hkpart01 and hkpart02 which are HK Droid Processor and HK Chassis -Created the following Booleans: KES_HK1 boolean - flags when the damaged HK-50 droid has been scrapped, preventing any further actions with the droid. Permissions and Disclaimers =========================== I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. The user of the mod is responsible for any damage to their game that may result from using this mod. Users are encouraged to make relevant backups and do their research on existing mods they have installed to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible but ultimate responsibility lies with the end user to check for possible conflicts before installing. Special Thanks ============== Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Prydeless for their pink lightsaber mod that inspired me to begin modding to begin with. The entirety of the DeadlyStream modding forums for their inexhaustible resources and information that allows anyone with a computer and an idea to sit down and learn how to make their first mod. Lucasarts, Bioware, and Obsidian for making a game I'm still funneling dozens of hours into nearly two decades after its initial release. Contact ======= PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you. Submitter brents742 Submitted 04/10/2021 Category Mods TSLRCM Compatible Yes  
  30. 2 points
    Might as well throw mine up as well. But I'm not going to bother with their life stories since I'm an altoholic so there are too bloody many. Click for embiggening.
  31. 2 points
    TL;DR -- [Update: 04/26/2021/AM] The Sith Empire Name: Santilium [Darth Santilium] Level: 75 Class: Sith Warrior Advanced Class: Sith Marauder Discipline: Annihilation Status: Active Server: Satele Shan Name: Paramitha [Apprentice Paramitha] Level: 28 Class: Sith Inquisitor Advanced Class: Sith Assassin Discipline: Hatred Status: Active Server: Satele Shan Name: Jarrotth [Jarrotth, Hired Gun] Level: 29 Class: Bounty Hunter Advanced Class: Mercenary Discipline: Arsenal Status: Active Server: Satele Shan Name: Alyssdar'vathi'nayya [Agent Alyssdar'vathi'nayya] Level: 25 Class: Imperial Agent Advanced Class: Sniper Discipline: Marksmanship Status: Active Server: Satele Shan Name: Naga Massi [TBA] Level: 1 Class: Sith Warrior Advanced Class: Sith Juggernaut Discipline: TBD Status: On-hold Server: Satele Shan The Galactic Republic Name: Rin Jaani [Rin Jaani Knight of the Republic] Level: 26 Class: Jedi Knight Advanced Class: Jedi Sentinel Discipline: Watchman Status: Active Server: Satele Shan Name: Deadstream [Lieutenant Deadstream] Level: 24 Class: Trooper Advanced Class: Commando Discipline: Gunnery Status: Active Server: Satele Shan Name: Joleemia [TBA] Level: 1 Class: Smuggler Advanced Class: Gunslinger Discipline: TBD Status: On-hold Server: Satele Shan Name: Mintaram [Jedi Mintaram] Level: 21 Class: Jedi Consular Advanced Class: Jedi Shadow Discipline: Serenity Status: Active Server: Satele Shan Name: Kaman Danu [TBA] Level: 1 Class: Jedi Knight Advanced Class: Jedi Guardian Discipline: TBD Status: On-hold Server: Satele Shan Stay tune to be updated and/or make sure to follow the thread for notifications -- will be updating this post frequent as I could! 😁 Acknowledgement: @DarthParametric -- for guiding me since level 7 with my main Santilium, which all and all make it easier for me to likes the game even more @Sith Holocron -- for hosting this thread! 🍻
  32. 2 points

    Version 1.0.0


    Re-texture of Men's underwear HD for Star wars: Knights of the Old Republic. Texture resolution 2048x2048. The archive contains 12 textures, 1 .txi. To Install 1. Download: Men's underwear HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  33. 2 points
    Thank you so much for all of your hard work Hugs
  34. 2 points
  35. 2 points
    Status update: I'm releasing version 2.0.0, which is the first non-beta version of the updated add-on. I've tested it on quite a few models, doing modelling, texturing, rigging, animation, etc. I think KotorBlender is now on par with KotorMax in terms of functionality: it works equally well for editing (and creating) character and area models, and I'm quite happy with the result. Here's the excerpt from the release changelog: Rewritten handling of materials and lights (Eevee) Made materials configurable from Object Properties Implemented import & export of LYT files Implemented import & export of ASCII PTH files (reone-tools) Implemented armature creation (no animations yet) Fixed MDLedit compatibility issues Removed NWN-specific functionality Disabled minimap rendering (until later) Code cleanup and refactoring in accordance with Blender and Python code styles
  36. 2 points
    Thanks for bringing all these points up! The additional ways to enter the Sith Military base are certainly interesting and could be worth a look at if it could be made to make sense within the story. After you pointed out the issue in the Undercity, I did some looking and it appears the script that gave move instructions to party members only accounted for two party members as a third member isn't supposed to be with you yet. The third party member would tag along a little ways and would sometimes pass the trigger that would close the Undercity gate, but rarely. I have changed the script to issue instructions to a third party member and the infinite cutscene issue seems to be resolved. Thank you for pointing this out! I will make sure you are credited as I would not have known about this otherwise. IMPORTANT PLEASE READ: IN V1.0, HAVING T3 IN YOUR PARTY WHEN TRYING TO SAVE HENDAR FROM THE RAKGHOUL CHASING HIM CAUSES THE CUTSCENE TO NEVER END. IF YOU ARE HAVING THIS ISSUE PLEASE DOWNLOAD AND INSTALL THE MOD AGAIN AS V1.1 ADDRESSES THIS. IF YOU DO NOT WISH TO REINSTALL THE MOD THEN DO THE FOLLOWING: 1) You can do this portion with only one other party member. It's only when T3 is present with a second party member other than the main character where the issue seems to arise. 2) Open the cheat console and type 'warp' without the 's and hit enter. This will force you out of the cutscene. Walk forward a little until the door shuts and then you can fight the Rakghoul as normal. 3) You can leave weak Hendar to his fate and bypass the issue altogether. Thank you to N-DReW25 for pointing this out!
  37. 2 points
    You know, I had a crack at making this mod as well back in the day but I never released it due to some issues. In testing, in the Undercity with that little cutscene where you chose whether or not to save Hendar from the Rakghoul, for some reason if you had T3 and Carth with you at the same time the moment you run outside the gate you just stand there and the cutscene never ends. Just checked your files, it appears you haven't attempted to fix that issue so that may be a massive problem for those who play this mod. Why was this even done? The game files heavily suggest that the player could entire the Sith Base at any given time as long as they had T3. That cut line in the screenshot with Canderous is but one of three different scenarios which where meant to play out: 1st scenario, doesn't have T3/Vanilla: "Lucky for you I know just the place to get a droid like that. Davik was having one custom built by Janice Nall." 2nd) Has T3, doesn't have Sith Base Codes: "But that little T3 unit you got from Janice should be good enough to get the job done." 3rd) Has T3, has Sith Base Codes: "See, I put two and two together and I figured out you're the person who stole those Sith departure codes for Taris. So you're exactly the person I'm looking for." Realistically, the only reason why a player shouldn't enter the Sith Base is because the NPCs aren't balanced for a level 3 party with just Carth and weak weapons. Besides that, if the player somehow managed to kill the Sith Governor the only real problem would be that the Sith Codes side quest updates and mentions Canderous in the description (Which can be either ignored or edited to remove the Canderous mention). So the game would go: Start Taris > Buy T3 > Steal Sith Codes > Save Bastila > Go to Canderous in Upper City Cantina > Immediately go to Davik's Estate. Additionally, it appears that the player also had the option to buy a Sith Base Passcard via the Sith Party NPCs in the Cantina based on alternate dialogue like this below. "Well, are you here to close our deal? 2000 credits gets you access to the Military Base. Otherwise we really shouldn't be talking." And if your character has a Sith base Passcard on hand when they enter the base they can say this to the receptionist. "[Persuade] I work here - look, I've got an access card." That would be problematic, as it'd allow you to enter the Sith Base without T3 and would enable you to abandon him on Taris. If for some odd reason you wanted to restore that as well, you'd need to add a conditional to Dark Side Bastila's Ebon Hawk dlg where she says "The droids will still serve you" as then it'd be possible to leave T3 and HK both behind on Taris and Tatooine. So you could technically can restore both possibilities (enter Sith Base early and leave T3 behind) though I would recommend that these versions be optional so players could chose which version they'd rather play.
  38. 2 points

    Version 1.0.0


    Re-texture of Republican Soldier, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024, 2048X2048. The archive contains 2 textures, 2 .txi. To Install 1. Download: RepSold HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  39. 2 points

    Version 1.0


    This modification alters the alignment of various npcs to match their allegiance and characteristics, since in vanilla KotOR BioWare left everything neutrally aligned with few exceptions. Through this, "vs. alignment group" properties now have more opportunities to take effect as they should. Unlike in the sequel, here's no Force Sight so I didn't get too fancy - it's mostly just set values all across the board to ensure everyone is firmly sitting in their respective sides. No longer will the game regard Darth Bandon as this misunderstood Grey individual, but instead as the smug good-for-nothing slimebag we all know him to be. _____________________________ What will this change, really? It will mainly spice things up in terms of combat, the Solari crystal will work fully against every Dark Jedi (and more) you come across. Of course they now have a reduced fp cost so it more or less balances itself out. What if I'm Dark-Sided? The Mantle of the Force crystal can remove your lightsaber's light-side restrictions. Also don't forget, mods that add items with bonuses versus alignments will benefit from these changes too, so you don't need to limit yourself only to what exists in the base game! Compatibility... As long as you install this mod last there really shouldn't be any issues other than different mods hard overwriting my changes, in which case they will take no effect, but nothing too serious. Due to the number of files this mod entails, it is very likely that any other mods that edit .utc files via override will coincide with the ones my modification references. _____________________________ Credits: Fred Tetra for Kotor Tool. stoffe for TSLPatcher and ERFEdit, updated by Fair Strides. The Deadlystream community for being an all-around helpful bunch.
  40. 2 points
    Looking for someone interested in writing dialogue for npcs. Also looking quest writers as well. The idea is that we would either go over an existing quest or a new one we both decide to add. Then you would write the dialogue for the scenes while i build the quest. Once your done with the writing,.. i replace my dummy dialogue file with yours and add in the scripts, jrl entries, etc so its fully playable. Let me know if this interests you 😃 thanks Logan23
  41. 2 points
  42. 1 point
    Huh. I must admit I didn't even know you could use medpacs from the inventory screen, I always use the shortcut bar. But you're right, they aren't functioning when used from the inventory. I'll look into it. Edit: Okay, that was an easier fix than I was expecting. Looks like TSL does medpacs slightly differently from K1 and I hadn't noticed when porting it. Fixed version's up now.
  43. 1 point
    For me the Yavin IV didn't work. Or at least it caused the same missing texture issues already on the character creation screen. So I didn't try playing it further. Not sure why it would work for you but not for me... weird
  44. 1 point
    I will check, but I still must know how to add a character. On FileFront, other than mods by InyriForge, most recruit mods were for existing characters. There were recruit mods for Lashowe, Mekel, Sasha (Selkath), and Yuthura Ban. Do I just add a new "Struct- Type:4 Field count: 6" and put the location information for a character template in the .git file to create a new character? Also, do I still need to add "RemoveAvailableNPC(0)"?
  45. 1 point
    Sounds like a fun time. Honestly, I'm surprised that no one out there made a Rakghoul Overhaul where every enemy is a Rakghoul.
  46. 1 point
    Would you consider adding native support for THIS particular 21:9 ultrawide resolution: (3840x1600) In the meantime, does anyone know how to adjust the 2560x1600 scaling so at least my HUD appears centered instead hanging to the left side? Much appreciated, thanks!
  47. 1 point
    Hm, not an expert on that. There is a known issue with the "vanilla" hilts in the Steam version, not sure if it's relevant to a mod that replaces the models (which I think this mod does). I'd say just try it and see if things work.
  48. 1 point
    Thats an important point! However, the SW Universe is full of very advanced technologies. Even in reality, we already have special glass tech, that switches from "clear" to "frosted" whenever you like. That in mind, privacy wont be an issue for a civilization, that discovered interstellar travelling ages ago.
  49. 1 point
    I briefly checked out some of the new changes and it's amazing to see the galaxy map filled out like it is. In my brief investigation, I found a few, probably known, issues. Alpha channels on the Rakatan planet seem to be missing, giving a lot of things a transparent look. (Elder base exterior, and the crashed Republic ship, for example) The elder's base outer area (where the electric fence is in 1) seems to be missing an exit. Once you're there, you are stuck. The swoop bike guy (yes, it is one of those things that very much interests me lol) on Tatooine seems to now just be a clone of the Telos swoop bike guy (dialogue wise, appearance wise he's still the roodian). When you take him up on his offer of swoop racing he takes to the Telos track and once that's complete, you return to the Telos Entertainment Cantina. Sleyheyron works exactly as your post describes. Still impressive to see it ported over and all that. Awesome work as always though.