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Showing content with the highest reputation since 09/18/2019 in all areas

  1. 10 points

    Version 1.0.0

    73 downloads

    This is a companion to my K1 Main Menu Widescreen Fix mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). But of course the major feature is that it swaps out Darth Malak for Darth Revan. There are four versions included: Version A uses the vanilla Revan N_DarthRevan01 texture, upscaled to 2048x2048. This texture will override the original and be used by the Revan stunt model (or flowing robes mods) during the game. Alternatively, the menu model will make use of any third party texture of the same name, should you prefer those. Version B uses a uniquely named texture, so it will not override the one used in-game, and the menu model will not make use of third party textures. Additionally, the envmap mask on this texture was adjusted to tone down the shininess of the chest and arms, as I found that a bit too overpowering. Version C uses a further modified version of B's texture to also adjust the colour of the helmet/mask visor to make it a little more apparent. Version D takes this a step further and adds a slight glow (self-illumination) to the visor. Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model (including my own - although the replacement KOTOR logos are compatible). As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod. N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS. Installation Instructions Extract the archive, navigate to the folder that contains your desired version, copy and paste the files into your Override folder, overwriting if prompted. If you are using version A and wish to use someone else's texture, don't copy N_DarthRevan01.tpc. Known Issues The crossed over belts lack a proper animation, so they are basically static. Even scaled up the Revan model lacks the shoulder width of the Malak model, so crossing the arms was a bit difficult to replicate. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for TGA2TPC. Thanks to @ebmar for enquiring about the feasibility of the Malak/Revan swap, leading me down the rabbit hole of actually making the mod.
  2. 7 points

    Version 1.0.0

    58 downloads

    Re-texture of Vrook, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. To Install 1. Download: Vrook HD International Global mod 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)
  3. 5 points
    Well glad you like it! Things like wind & vegetation effects would be certainly cool but probably not possible... However, filling the skyboxes with numerous objects would simluate variety to some degree. Dantooine btw. is done with Naboo in mind: Mod: For the Crystal cave im still thinking about emulating the shimmering effect on the rocks here: Still WIP:
  4. 4 points
    Despite the sparse updates recently, the texture production is going pretty well actually, for the upcoming K1 Overhaul i will open a thread soon, but i can assure you guys its a massive, epic mod that blows any of my previous mods out of the water. Literally. For instance all textures (already > 7 GB) have been remade over the years from scratch, and it doesnt use repetitve tex either - e.g. some computer panels using the same vanilla texture like the Sithbase ones are now divided into at least 6 totally different animated panels with original designs from the movies. original vanilla panel: Ep VII: Mod: Panel EP VII: Mod: Or this lock mechanism inspired by BF2 is only used for a tiny texture to make the SB door panels feel more realistic: To get an appropriate feel to Taris Lower City i also made some cyberpunkish Light tech and such: But there's much more to come!
  5. 4 points

    Version 1.0.1

    90 downloads

    DESCRIPTION This is an HD reskin of our cryptic mentor, Kreia! The textures for her body and head are now 2048x2048, and utilizes manually-upscaled edges and photographed textures. I consistently checked my work against the 3D model to ensure there were no texture seams. I even added an environment map to allow Kreia's metal braids and eyes to shine, similar to her incarnation the beta version of TSL. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Drop the .tga and .txi files into the Override directory of you SWKotOR2 installation folder. THANKS Thanks to GIMP, Blender, KotORTool, KotORBlender, mdlops, and the KotOR Savegame editor. Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  6. 4 points
    I think I'll start rendering the vanilla skyboxes once they're all done and while that's in progress I will work on the third party skyboxes (which are not that many so it shouldn't take too long I hope). Then I'll see how far I got with those once the vanilla renders are all done. Actually it's been only about 2.5 years since I started with V2. Terragens v4 came out a few months earlier and while it has seen some improvements since that major release, there are no big new features or anything like that. At least none that I know of. Also, while I'm here: I'm not dead and work on those Nar Shaddaa buildings is continuing very slowly. My focus in the last months simply was on other personal projects and my masters thesis. That might/should change in a few weeks however.
  7. 3 points
    Sure. I haven't looked at it for 2 years, so knock yourself out - https://www.darthparametric.com/files/kotor/k1/[K1]_Carth_Comics_Overcoat_Beta.7z
  8. 3 points
    You don't want to do that by the way. You want to create a MOD and inject your changes into that. Edit: Try this @Stormie97 and see if it works (you'll need to add your item's template name and compile it): void main() { object oStore = GetObjectByTag("m_202_001", 0); // To make sure the item only spawns once, check Dendis for the presence of // a custom local boolean we'll create. If it returns false, spawn the item. // Since the DLG we are firing the script from is owned by Dendis, we can use // OBJECT_SELF for any call that requires a target object, like the boolean set/get. if (!GetLocalBoolean(OBJECT_SELF, 66)) { // The check returned false, so set the boolean to true so that the // item won't spawn a second time on future triggers of this script. SetLocalBoolean(OBJECT_SELF, 66, TRUE); // Create the item in the store's inventory. The values are of the form: // Item template resref (string) / target (object) / item stack size (int) CreateItemOnObject("item_template_here", oStore, 1); } } After compiling it, you'll also need to edit Dendis's DLG and add the script name to one of the nodes. I would put it in the Script #2 slot on Reply 9 ("Just let me shop"). Just make sure not to replace any existing script.
  9. 2 points
    View File Jedi Journeyman Robes (Luke ROTJ Outfit) DESCRIPTION Something that always bothered me in TSL is that your character is supposed to be one of the last Jedi knights of the galaxy, hunted by Sith assassins and the Exchange's bounty hunters at the same time, yet you run around fully dressed in what are unmistakably Jedi robes, swinging your lightsabers left and right. Not the best example of discretion. Thinking back to ROTJ, I noticed how Luke's new attire was elegant, simple and discreet, while still keeping a flair of the Jedi order with the purple tunic over his black jumpsuit. This mods add's Toshi's and DT85's excellent model of that outfit which I ported over from Jedi Knight: Jedi Academy. But this mod isn't restricted to male characters: I've also modified the model heavily to adapt it to female characters. The tunic comes in two main variations: 1. Jedi Journeyman Tunic 2. Master Jedi Journeyman Tunic The latter uses Circa's Luke Jedi Master retexture, and gives a small boost in Wisdom and Force regeneration. HOW TO FIND The first varation (Jedi Journeyman Tunic) for both genders is sold by Dendis Dobo, the honest one of the twin Duros merchants on Telos. The item is added via a script when you ask him to see his wares. The second variation (Master Jedi Journeyman Tunic) for both genders is sold by Daraala, at the scavenger camp on Dantooine. IMPORTANT: The items are added via a script which only fires up the second time you talk to her. COMPATIBILITY This mod is compatible with (and was only tested using) TSLRCM which I heavily recommend if you still haven't installed it. This mod will be incompatible with any mod that alters the PMBJ and PFBJ models, as well the .DLG files of the conversations with Dendis Dobo (dendis.dlg) and (daraala.dlg) IMPORTANT: APPEARANCE.2DA As I was testing this mod, I noticed that the Model J and Tex J columns in appearance.2da had some inconsistensies. Most female character appearances would be assigned PMBJ as a texture for the PFBJ model, except for the handmaiden. Atton had no entry at all, making the game crash each time he'd equip the robes. This TSLPatcher will modify your appearance.2da to edit the Model J and Tex J columns to solve those inconsistensies. INSTALLATION Simply execute the TSLPatcher.exe in the "Luke Tunic Mod" folder and let it do its magic. Give it a hand if it can't find its way into your TSL folder by its own. To uninstall, delete all the files that are included in the "tslpatchdata" folder from your Override folder (excepted for changes.ini and info.rtf which you won't find in your Override folder). CREDITS All credits for the original model and textures go to DT85 and Toshi who created it for Jedi Academy. All credits for the Master Jedi texture variant go to Circa from JKHub SPECIAL THANKS to @JCarter426 and @bead-v for helping me with getting the model to work properly in game and with the appopriate textures @DarthParametric for providing the script that injects the items into the merchants' inventories This is with first mod ever and it was a hell of a learning curve. I wouldn't have been able to make it without their help. Also to the creators of KoTORTool, MDLEdit, KoTORMax, KSE, DLGEditor and Kotor Scripting tool Submitter Stormie97 Submitted 10/13/2019 Category Mods TSLRCM Compatible Yes
  10. 2 points
    Hello! I just thought about informing the local denizens of Deadlystream about a great modification that has recently been released which upscales through ESRGAN a huge number of in-game textures. A new version, according to the author is in the works and will add 750 more, making the upscaling practically apply to each single texture used in the game. I have tested the results myself and it's impressive. Cheers!
  11. 2 points
    Joker was phenomenal. Highly recommend.
  12. 2 points
    On the Xbox version, the "Attack of the Clones" syndrome was far worse than it is on PC. Did you know every Outcast in the Undercity either had like Rukil's head, Shaleena's Asian head or the generic Asian male head on the Xbox version? I bet they sought to fix up Davik's estate guards as they where all Yellow Rodians in the Xbox version but they forgot to fix up the Soundsets. I wouldn't call the PC changes questionable but they were sloppy and kinda rushed considering all they thought about was the diversity of NPCs so you don't just see green twileks and the same commoner every module but they forgot about the dialogue that supports their original appearances.
  13. 2 points
    Damn another dark jedi!
  14. 2 points
    Me when I see people still using the 'Bao Dur's Fate: A TSLRCM Add-on' the 2018 April 1st Mod, to this very day and acting surprised as to why it is the way it is.
  15. 2 points

    Version 1.0.0

    36 downloads

    INTRODUCTION I began this MOD (my first MOD, so be kindly with your criticism) almost by accident. Seeing that I could modify the image files "easily" (I'm joking), I thought that I could see the map of the Industrial Zone instead the map of the Environmental Zone shown on the original screens. I took a screenshot of the map in game and began to paste images and text and improving the result. Adding here, adding there ...and adding again. ---------------------------------------------------------------- DESCRIPTION This MOD replaces the screens and panels of the Diagnostic room and in the Research and Develop room, both located in the Industrial Zone, and the screens and panels at 2nd and 3rd Recharge Stations in the Environmental Zone of the M4-78 planet (the Diag room and the Recharge Stations use the same files, so you'll see the same screens and panels in these areas, personally I can do nothing about that). The screens at Diag room and Env Zone aren't really news. I've re-scaled them since the originals 256x256 to 512x512 and redone them repainting and outlining contours and lines and improving the lights. The texts on screen are redone as well and placed correctly in their windows. What is new now with this MOD is that the panels below the screens (re-scaled to 512x512 too) are improved and animated. In the Research and Develop Center room the panels have been re-scaled since its originals 256x256 to 512x512 and now are animated. In the main screens you'll be able to recognize some of the images I've included (even a more than notorious tribute) but the screens are new completely as well as most of what is shown. By now the same pairs of files (dro_tk 01/02, 03/04 tga and txi files) cover the six screens in the room. I think that the content is quite varied so as not to get bored. ----------------------------------------------------------------- INSTALLATION I've made separate folders for each area so you can choose install that area or do not. One folder is for the Research & Develop Center and the other for the Diag room and Environmental zone. Just drag and drop the files inside each folder in your Override folder. It's convenient that you make a backup of the original files before install it if finally you decide uninstall it. The files of the "After and Before" folder are not needed, they're only for to show the results. ----------------------------------------------------------------- UNINSTALL Remove the files listed from your Override folder and restore your backup files. (If you don't have a backup you'll get a set of fantastic white and shining screens and panels) - Diagnostic room & Env Zone folder: m47_cpanel.tga m47_cpanel.txi (Not included in the original files, be sure of remove it) m47_mon1.tga m47_mon1.txi m47_mon2.tga m47_mon2.txi - Research & Development room folder dro_cpanel.tga dro_cpanel.txi (Not included in the original files, be sure to remove it!) dro_tk01.tga dro_tk01.txi dro_tk02.tga dro_tk02.txi dro_tk03.tga dro_tk03.txi dro_tk04.tga dro_tk04.txi ------------------------------------------------------------------ BUGS Ohh!! C'mon!!!!!!! It's a simple graphic MOD!!!!!!! I can bet a pea... ------------------------------------------------------------------ THANKS To the TSLRCM and M4-78EP teams To Deadly Stream To Sithspecter for let me use the image of the Combat Enforcer from his awesome 'High Quality Blasters 1.0' To Sith Holocron for let me use his 'droid silhouette' and some of the PCB shown and the ideas that brought me his work. ------------------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. ------------------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file.
  16. 2 points
    I usually go: Tatooine, Kashyyk, Manaan and then I always complete Korriban last. I complete Korriban last due to the "Special loot" merchant you can access after completing the Leviathan and due to the amount of Revan dialogue you can have with various NPCs. The first planet after Taris is Dantooine, where you train as a Jedi. I always like to come full circle and be symbolic with the last (chosen) planet you can go to you train as a Sith.
  17. 2 points
    At last ... I finally was able to successfully solo my last Exarch in SWTOR. (That's the Voss one BTW.) I'll have to update my blog about that at some point! Update: Blog updated with a picture and a video.
  18. 1 point
    No, the model for that one uses the vanilla texture. If you want the custom texture, you use the model associated with that.
  19. 1 point
    This looks incredible! Are you editing the areas models to not have duplicate panels in the same area? And what are your thoughts on the more natural looking worlds like Kashyyk / Dantooine, which don't feature as much technology as other planets. I.e. swaying vegetation or bugs crawling across rocks etc? As much of your work features animated textures.
  20. 1 point

    Version 1.2

    4,318 downloads

    This is a companion to my TSL Main Menu Model Fix for Widescreen mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look. As of v1.1, an optional replacement logo is provided. This is a TOR-style version of the logo, created by GOG. Two versions are provided, one of which is offset in order to better align using the current version of ndix UR's GUI mod. A centered version is also provided in the even that the GUI mod is updated. Note that I have only tested this at 1080. I have no idea how the image may be positioned at different resolutions. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model. As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod. N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS. Installation Instructions Extract the archive, copy the MDL, MDX, and TGA files, and paste them into your Override folder. If you also wish to use the upscaled vanilla logo or the TOR-style logo, copy the appropriate version to your Override folder as well. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax that made editing and compiling the menu model possible. Thanks to @ndix UR for testing the mod and various discussions pertaining to its development, as well as all the behind-the-scenes work in getting the new mod tools off the ground. Thanks to @JCarter426 for helping out with filtering via waifu2x to clean up some of the aliasing
  21. 1 point
    Well, late to the party, but: the version including an MP3 patch has been uploaded.
  22. 1 point
  23. 1 point
    Ebony is correct. Not even T3.
  24. 1 point
    They have a steady glow in both games. But no change in brightness. I just checked the Taris tourist protocol droids, and the Czerka one in the Telos shield.
  25. 1 point

    From the album: Modded Playthrough

    Luxa, before her Zeltron race-transition surgery - Legends Marlena Venn by ebmar
  26. 1 point
    Haha, imagine that happening inside the Sith Academy on Korriban or in the Dreshdae cantina and everyone turns towards you.
  27. 1 point
    For me, it's always Tatooine first and then Kashyyyk second to get HK and Jolee. Then either Maanan or Korriban as my 3rd planet. I done both of those last 2 planets as my 3rd planet with my 2 playthroughs. Although now that I think about it, going to Korriban last doesn't make sense if you've just come from the Leviathan. All Sith forces would probably recognize you on sight.
  28. 1 point

    From the album: The Playthrough

    An as-close-as-it-could-get reskin attempt of HK-47; based on a splendid artwork called "Hk47 Wip" by uncannyknack. I managed to edit the looks of HK-47's in-game freecam filter too, so it doesn't look all red anymore [to fit them new eyes too] and with the assumption that HK-47 had all the resources to process the almost-perfect true color; close to human eye capability. The vanilla texture I am using on this attempt is the amazing Quanon's "HK-47 Reskin". This reskinned HK-47 texture is currently used for personal playthrough only. HK-47; was a Hunter-Killer assassin droid & Jedi hunter constructed shortly after the end of the Mandalorian Wars in 3969 BBY.
  29. 1 point
    Nice views of the space battle over Telos from the Ravager -------------------------------------------- Installed BEFORE reach the Bridge of the Ravager. Order of installation ------------------------------------------- 124 - Darth Nihilus Animation Fix 2.0 By Ӄhrizby https://deadlystream.com/files/file/73-darth-nihilus-animation-fix/ 125 - Nihilus Zombie's Death 1.1 By @Hassat Hunter https://deadlystream.com/files/file/196-nihilus-zombies-death/ Statement: Not only die, in the port side they are "impaled" by the consoles... --------------------------- With the end of Nihilus the Ravager is over -------------------------------------
  30. 1 point
    You could try forcing mip 0 via the TXI semantic. Try one or both of: mipmap 0 downsamplemax 0
  31. 1 point
    Only TSL has hard-coded credits. K1's credits are done in-engine.
  32. 1 point
    A clean reinstall is something i always do if I have conflicts. It actually lets me see which mods aren't compatible with each other (The Carth Uniform Plus and Brotherhood of Shadow are two prime examples...) What I'll do is after I get home from work tomorrow I will set up a test bench for this mod to see if I need to update it.
  33. 1 point
    Did you download Prime's Prequel Jedi Robe mod? That mod has the required model files for the textures to be displayed properly
  34. 1 point
    I try to change up based on whom I wish to have when. I almost always do Korriban last.
  35. 1 point
    That's not really possible because there are a limited number of body slots for the player. Unlike K2, which has separate models for the Jedi robes and Jedi Master robes, K1 only has one slot for robes. If you wanted to have two different robe models available for a character, you would have to replace one of the other model slots or use some sort of disguise item shenanigans.
  36. 1 point

    Version 1.0

    316 downloads

    There were lots of discussions and disputes about whether Atris should or shouldn't play bigger role in TSL, care the mantle of Lord of Betrayal or not, and if her dark appearance was essential or completely out of place. In my point of view, the change of her look in the final confrontation would be very symbolic, accentuating her corruption and conscious act of betrayal. So I've threw together this simple mod for personal use, but decided to share it with those who would be interested in facing Atris as "Darth Traya". Enjoy To install: Copy "262tel.mod" from mod directory to Modules folder in the TSLRCM directory (for Steam version - in TSLRCM workshop folder) and confirm the replacement.. To uninstall: Replace modded file with "262tel.mod" from Backup folder found in mod's directory. Credits: - Credit for the base .mod file this mod was based upon goes to creators of TSLRCM. - Dark Atris' robes are present in the original TSL files, so in certain way It's a restoration, and credit for them goes to TSL developer team.
  37. 1 point

    Version 2.0

    4,586 downloads

    This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul. You will find it between the tombs of Ajunta Pall and Tulak Hord. A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, the Sith Lord Robes and the Robes of Azgath N'Dul. This is because of a model change that mod introduces. They won't crash your game, but they will look a bit odd. This mod adds: ten new robes, three new armours, four new weapons, two weapons I've released separately before, a new belt, a new pair of gloves and a new Force Power, not to mention many other items that can be created by the Force Transmutation Device. I've tried to keep the stats fairly balanced, but that's by my judgment. N.B.: Robes included in this mod may not be compatible with robe mods which you have installed. Please be sure to download kyrie's changes.ini fix before installing this mod (click here), and then the 2.2 patch.
  38. 1 point
    I played TSL first. You bought 'em, play 'em any order you wish. But prepared for folks to spoil you on K1 once you tell people you've finished TSL.
  39. 1 point

    Version 1.0

    8,483 downloads

    Ever wonder how it feels to run from level to level and look at nearly every sky texture border to make sure that every pixel matches?.. I sure do now. My goal was to make all of the skyboxes look more "alive" by changing certain values in photoshop to getting rid of the twilight/grey color palette that was used. The only skybox I actually repainted the entirety was dxun to make it look like the player was actually in a thunderstorm and not those grey wispy things. (there were two zones and each required their own texture) I also provided options if you don't want the moon and/or planet on the background on Dxun and two variations on the suns of Dantooine and Telos. (Also included is a small .txi file that makes the girders outside Telos Station more visible and less like paper mache`) Hopefully they make Kotor II more visually appealing than the original game did.
  40. 1 point

    Version 1.1

    11,723 downloads

    1. Description This is an updated version of the Kill the Ithorian Mod. Posted with Doctor's permission. On Telos, there is a caged Ithorian in the Exchange office, mistreated and unfed. Originally, after dealing with the local crimeboss, you could free the prisoner, or leave him in the cage. This had no impact on anything, such as your Light/Dark alignment, and there was no XP reward. This mod gives you an Experience + Lightside Points reward if you free him. Moreover, it offers an option to overload the cage and kill the flatworm, for Experience + Darkside Points. Version 1.1 is essentially the same, but with bugs fixed: - the infinite rewards exploit - the computer skill check not working. 2. Installation To install: copy the two files into your game's Override folder: Deadly_Cage.ncs, term_slusk.dlg. To uninstall: delete these files from the Override folder. This mod works fine with TSLRCM 1.7. 3. Compatibility. Works with TSLRCM, but it does overwrite term_slusk.dlg. This causes no problems. 4. Credits Original author: Doctor (Stream) Version 1.1: Markus Ramikin Concept: Murdrax 5. Disclaimers The usual stuff applies. The mod is provided as-is; by installing it, you accept all liability for any game instability or damage caused. Distribute freely, as long as you give due credit.
  41. 1 point
    Great idea! Havent thought about that. No adequate Picture to represent Telos though; but here you go:
  42. 1 point

    Version 1.0

    2,504 downloads

    New Bounty Hunters on Onderon by 90SK --- Adds bounty hunters to the exit sequence of Onderon. These NPCs are a fairly high difficulty fight and are placed at the end of the Onderon level. They have credits, weapons, and a new armor as rewards for defeating them. This new encounter is completely TSLRCM compatible. Those of you who have played my SUPER content mod may recognize this sequence. This is a TSLRCM compatible addon to the main Onderon quest, complete with credits and a new custom heavy armor reward. --- Copy Override folder from mod archive to your SWKotOR2 program directory to install. Please contact the original author for additional use and please use for personal use only. Contact 90SK via private message on deadlystream.com for any questions. --- Update 3/7 -- Fixed everything with the encounter, added the armored flight suit disguise reward with custom icon. Update 5/20 -- Added HD quality to the flight suit skin --- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR 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.
  43. 1 point

    1,644 downloads

    New Onderon Merchant by 90 SK Adds a wealthy merchant to the main square of the Onderon module with the police tower and the news hologram. He will spawn after Vaklu and Tobin confer about the Exile being on Onderon. He is fully voiced by me. Have fun! (Update 11/12/12: Fixed merchant spawn glitch)
  44. 1 point

    13,083 downloads

    Thorium charge mod. Author: Darth Gil If you don't want to search for a thorium charge to blow up the mandalorian cache door on Dxun then this mod for you! It adds a thorium charge to the mandalorian corpse near the cache door. Installation: extract all files in the archive (except readme, of course) to Override.
  45. 1 point
    Just played it. It felt like some kind of secret society who (kind of literally) control the universe. The Exile has no idea about these strange people changing the galaxy.
  46. 1 point
    A horribly made review for this mod xD
  47. 0 points
  48. 0 points
    Actually, I think it might be easier than I thought: Get the above mod by redrob41, unzip, rename pmhh01.mdx to p_discipleh.mdx, copy that to the override folder (replace my version), done.
  49. 0 points
    Not that I know of, but that is an excellent idea. I'm not sure what TSLRCM does to that scene, but to make this work, someone would have to do some scripting of the global booleans/numbers, some voice splicing and dlg editing to remove references to Talia or insert references to General Vaklu, might have to edit the battle a bit. Idk. But it is possible. More Jedi hypocrisy, don't get politically involved helping the Republic stay stable against the Mandalorians. Post-Mandalorian Wars, Master Kavar getting politcal as a "bodyguard," to keep Onderon in the Republic, but sees the player as fallen to the dark side if you ally with Vaklu.
  50. 0 points
    They were updates for mod's screenshots. Before this some mods were missing their screenshots, so Mods/Admins doing some BTS stuff to make them back; hence the notification. Though some are doing actual update to their content, and one might look at the changelog to see what's going on with them.