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  1. 7 points

    Version 1.0.0

    146 downloads

    New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 7 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.
  2. 5 points

    Version 1.0.0

    122 downloads

    Jedi Choice Dialogue Enhancement Author: Emperor Devon Version: 1.00 File Name: Jedi Choice Dialogue Enhancement.zip Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 1. DESCRIPTION The cheesiest three lines in KotOR for me are: "I want to be a Jedi Guardian!" "I want to be a Jedi Sentinel!" "I want to be a Jedi Consular!" They read like something an 11-year-old would yell. I can't take them seriously. So, this mod replaces those three lines with nine different lines, which vary depending upon your PC's alignment. Light Side • "I would defend those who cannot defend themselves, Master Dorak. The Jedi Guardian's path calls to me." • "I would uphold truth and justice, Master Dorak. The Jedi Sentinel's path calls to me." • "I would serve the Force above all else, Master Dorak. The Jedi Consular's path calls to me." Neutral • "I would take battle to the Sith, Master Dorak. The Jedi Guardian's path calls to me." • "I would expose treachery wherever it may be found, Master Dorak. The Jedi Sentinel's path calls to me." • "I would heed the Force above all else, Master Dorak. The Jedi Consular's path calls to me." Dark Side • "I would destroy the Order's enemies, Master Dorak. The Jedi Guardian's path calls to me." • "I would root out traitors wherever they hide, Master Dorak. The Jedi Sentinel's path calls to me." • "The galaxy's lesser troubles are nothing before the Force, Master Dorak. The Jedi Consular's path calls to me." 2. COMPATIBILITY There is another mod (whose name I forget) that replaces the "I want to be a Jedi <class>!" lines with "I wish to be a Jedi <class>." You'll have to pick between that mod and mine, as they modify the same dialogue file. Otherwise, this mod is compatible with all other mods. That includes the several dialogue.tlk mods which modify your PC's dialogue options. 3. INSTALLATION Copy the file to your override folder. 4. UNINSTALLATION Delete the file from your override folder. 5. USAGE AND PERMISSIONS You have my blessing to do whatever you want with this file. If you use it in another mod, or upload it to another website, please give me attribution for my work. 6. CREDITS • Cortisol for developing the Holocron Toolset • Deadly Stream for providing a continued home for KotOR modding • tk102 for his dialogue editor • Wine's developers for letting me run Windows tools over Ubuntu • Wizard for continuing to maintain the Holocron Toolset • BioWare and Obsidian for making great games that people still play 20+ years later. 7. LEGAL DISCLAIMER THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.
  3. 4 points

    Version 0.1.3 Beta

    156 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.1.3 Beta Release Date: 14.03.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops. A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game. Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants. This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4"). So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game. By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor. And all that's just the tip of the ice burg! The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards. This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward! Incompatibilities: Incompatible with the Enhanced Merchants mod. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION 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.
  4. 4 points

    Version 1.0.0

    42 downloads

    Created textures for non-game weapons based on two mods (Weapon Model Overhaul Texture Rework and High Quality Blasters for Modders). To Install 1. Download: Non-game weapon 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.
  5. 4 points
  6. 4 points

    Version 1.0.0

    20 downloads

    Ravager Rapid Transit Author: Emperor Devon Version: 1.00 File Name: Ravager Rapid Transit.zip Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 1. DESCRIPTION This mod lets your PC immediately leave the Ravager after killing Nihilus and placing the last proton core. There is no longer any long walk back to your shuttle. The cutscene of the Ravager exploding simply loads once your PC says it's time to leave. If you kill Nihilus after placing the last proton core, you will leave the Ravager following the conversation between Visas and Mandalore (if you spare Visas) or Visas' final words (if you sacrifice her). If you place the last proton core after killing Nihilus, you will leave the Ravager after doing so. Why make this mod? Because running through the gigantic empty ship back to the docking area was tedious. Plus, TSL's endgame has you run through more than enough empty or combat-filled areas with minimal dialogue. The less of that, the better. 2. COMPATIBILITY This mod is designed for use alongside the TSLRCM. If you don't have the TSLRCM, installing this mod won't break your game, but you will only instantly leave the Ravager if you place the last proton core after killing Nihilus. (Since the dialogue files which trigger that script come from the TSLRCM.) This mod is compatible with all other mods. 3. INSTALLATION Copy the files to your override folder. 4. UNINSTALLATION Delete the files from your override folder. 5. USAGE AND PERMISSIONS You have my blessing to do whatever you want with these files. If you use them in another mod, or upload them to another website, please give me attribution for my work. 6. CREDITS • Cortisol for developing the Holocron Toolset • Deadly Stream for providing a continued home to KotOR modding • tk102 for his dialogue editor • The TSLRCM team for restoring so much of the game's cut content • Wine's developers for letting me run Windows tools over Ubuntu • Wizard for continuing to maintain the Holocron Toolset • BioWare and Obsidian for making great games that people still play 20+ years later. 7. LEGAL DISCLAIMER THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.
  7. 4 points

    Version 1.0.0

    32 downloads

    Restored Rage Feat By djh269 Date: 22.02.2024 Description: I was looking through k_inc_force.nss and I notice some leftover Force Powers / Feats and decided to restore Zaalbars Rage Feat. Compatibility: Compatible with any mods, if there's any issues please don't hesitate to contact me. Credits: KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides
  8. 3 points

    Version 1.0.0

    60 downloads

    New textures for Escape Pod. Resolution 2048x2048. To Install 1. Download: LTS_EscapePod 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.
  9. 3 points
    In the politest way possible, we wouldn't be making a mod for you to play if we'd instead just tell you everything from the get-go. We actually can't say, just like with K1 & K2 the mod isn't a linear experience... there are plans to revisit the different planets and these revisits to the same planet could act as an Episode in their own right. Similar to what TSLRCM does with the Atton/Bao-Dur VS Bounty Hunters sequence, ROR will use "cloned" modules to our advantage. In-game, you'll think you're in the same place but at a later date when behind the scenes the same module has been cloned. This can allow us to have a different set of commoner NPCs to give the impression that time is moving forward and the background people are moving on and you're encountering new people in their wake. This sort of thing is being saved for later, as right now there's an internal controversy where the RPG elements are somewhat nerfed because it'd look dumb to have the player commit all sorts of evil and actively fall to the Dark Side with Drayen in the party. I'd expect these sort of major decision influences to take place once Drayen dies and the player is now alone, it'd make sense this way from a story perspective too! I know I wouldn't want a repeat of the K2 influence system as the influence system sort of represented how the player was impacting the party via their Force Bonds. Internal testing would have to be done with different party members to see if the Influence System can work with modded party members & how much of it we can actually touch as I'd assume much of it is hard coded (assuming we just rename influence as trust that is). How ever we chose to implement the trust system, do know that multiple "success" and "fail" states are written for many of the party members so that at the end of the mod, based on the players choices, alignment, faction loyalty, interactions with said party members, trust/influence and other factors the party members can chose to remain loyal to your chosen cause or defect in some way or another... very similar to how influence works in K2. It's planned to have a Canon & Non-Canon path for ROR, this is chosen at the start of the mod alongside Revan & Exile's gender & alignment. If you chose Canon, it'll follow the events of the book with the Exile being dead with the only possibility of an appearance being through a Force Ghost and Revan being locked away for 300 years and would only appear via dialogue mentions & maybe a brief cameo in some capacity. You could argue that this doesn't make sense considering it's "Revenge of Revan", to which I say this mod was in development before TOR came out so we simply have to accept ROR as a fan fiction mod that can bridge K2 to TOR depending on the correct path. But the Canon version isn't being developed at this time, instead the Non-Canon path is. It is loosely based on the book, so characters like Scourge & Vitiate might exist but the Exile may or may not be dead and Revan will make a physical appearance. As you can imagine, there'd be a point where you'd meet Revan and this "point" in the mod would change dramatically depending on the Canon VS Non-Canon choice.
  10. 3 points
    High Quality Blasters for Modders was released as a modders resource with instructions saying as long as you PM him with a screenshot he's okay with you publishing the edit even if he doesn't reply. ToastyFresh was the original creator of the models and textures found here: https://www.nexusmods.com/kotor/mods/1096/ And he says: You are allowed to alter assets in this mod and release it separately without my knowledge.
  11. 3 points

    Version 1.0.0

    71 downloads

    New textures for armor. Resolution 1024x512. Edited model - DarthParametric To Install 1. Download: Stunbaton 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.
  12. 3 points
    Try these: K1_Stun_Batons_High_Poly.zip The variant 3 model was actually using the variant 2 texture, so I switched that.
  13. 3 points
  14. 3 points
  15. 3 points
    Hi everyone, I'm still alive as this project. I just encountered some personal difficulties. Now I'm moving on. I did look out for a way to manipulate the cutscene to incorporate the models in it. I also lost myself along the way. So I've put this aside for the moment. It will not a big glorious update. But still... The modded OG The new HD mostly done. But I found out I need to touch up some parts. With the not done arm version. I'm working on adding dirt and scratches on the metal. Making an HD custom textures for the arm with an option of gore and no gore. It is in the plans. But I don't know when I will add them. Will the icons be animated? I have no idea if it's in the possibilities.
  16. 3 points

    Version 1.0.0

    113 downloads

    This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Heal VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Improved Heal VANILLA: VP = WIS + CHA + level + 15 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 15 Master Heal VANILLA: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons.
  17. 2 points

    Version 1.10.0

    173,723 downloads

    The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent. A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file. List of Contributing Authors (alphabetical): A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation: Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first. N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here. It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Compatibility/Known Issues: K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible. K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know. The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/ These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder. Uninstallation: Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed. Permissions: Due to this mod being a compilation from many different authors, please do not distribute/rehost it. Acknowledgements: All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
  18. 2 points
    I'm back & I'm once again sharing some more restored content that I've added to the RC-K1CP. I've now restored the 4th Black Vulkar who was suppose to threaten Calo Nord in Javyar's Cantina. The most important thing about this restoration is that the 4th Black Vulkar actually has an English speaking line. In-game you will have this Black Vulkar speak English during this scene. Some minor changes have been made to this scene, so instead of having one English speaking Twi'lek and two non-English speaking Twi'leks you'll have one English speaking Twi'lek (using the restored orange appearance), one non-English speaking Twi'lek who's green and a Nikto. Other than the presence of the 4th Vulkar and a restored English speaking line, there's not really much difference as to the outcome of this scene. Please be sure to let me know what you think of this small little restorations, and if there's any bugs you encounter in regards to this scene feel free to report it to me on the mod's page found here.
  19. 2 points
    I don't recall anything in regards to TSLRCM in the old Demo, though when ROR was in its infancy so was TSLRCM so I can understand if something like this was hinted at... it was a different time back then. We treat ROR like this: the base game is the "core content" that cannot be disputed (akin to how the Expanded Universe under both Disney and Lucas treats the Movies) whereas TSLRCM is secondary canon and other mods are third canon. And as you've said, there aren't a lot of differences between the vanilla and base game when you really think about it. By our own rules, Fassa should be a Twi'lek instead of a Toydarian in ROR because that's what he was in the base game... but instead Fassa outright doesn't appear on Nar Shaddaa. Is Fassa a Twi'lek or is he a Toydarian? That's up to you, the player, to decide. If it's has the potential to cause problems but is minor enough to be ignored it simply won't be referenced. Is Batu Rem a GenoHaradan Agent? Did Jorran steal Suulru's farming equipment or was it Kaevee? Did B4-D4 end up in Vogga's warehouse? Did the party get their asses kicked by Kreia? That's up to you, the player, to decide... ROR won't directly conflict with either vanilla or TSLRCM where it can be avoided. Other mods might be referenced as cameos, an NPC might make reference to a Sith holdout on a "legendary droid planet" or make reference to a pirate named "Daemon Drexl" but ROR will never outright say the Exile or Master Vash went to M4-78 or that Solomon's Revenge actually happened as were depicted in M4-78EP & BOSSR. When Revan appears in ROR, he will have a set pre-determined appearance for both male & female which cannot be changed in-game, however, our pre-set appearance can actually be changed via a ROR addon which will act very similar to the Revan Unmasked mod where you'd download our addon, overwrite the ROR Revan head with a K1 player head from the addon and you can have mullet man, Logan Star or however as your Revan. The same could apply to the Exile, though that all depends on their role in the story (A Force Ghost Exile looks more likely, though take that claim with a grain of salt). As I believe I mentioned before, you can choose the alignments of both Revan and Exile alongside their genders. This will change how NPCs view each former protagonist and can allow for some unique things to happen that didn't in TOR, such as Revan and Carth having a child instead of Bastila and such. You could pick the canonical LS male Revan and LS female Exile and not end up in the TOR timeline if you pick the "wrong" choices in ROR or you could do the "right" choices in ROR that should lead to the TOR timeline but still not end up in that timeline as you can choose to not follow the Revan novel, have a DS female Revan and an LS male Exile. Unlike TOR, ROR will have customization & whilst it is possible to do a faithful TOR playthrough it would be encouraged to do whatever you wish. Though do know the non-canonical version of ROR, with a Revan who "escaped" Dromuund Kaas, is the ROR in development with the canonical version being slated for development after the non-canonical version is made.
  20. 2 points
    I don't know how things are in other modding communities, but even as far back as Lucasforums, we had a general good faith policy of communicating with the mod authors. A form of common courtesy to reach out and check in with them. This allowed for open communication, everyone being aware (as they could be) of what was going on, and even assisting in refining the work or helping to avoid pitfalls. And that was a wonderful system. The point was the common courtesy and being able to have evidence of a good-faith attempt to update the mod author on things. Even with KotOR's Filefront died, we as staff discussed and agreed on a process using the community's historical precedent of good-faith contacts. We checked each author's permissions and when necessary, we reached out to those authors through any channels we had. Then we waited a respectable time for a response (I can't recall how long that time was, but I believe it was at least a month). This was well-received by many, and a key point was that we reached out before we went and did a thing. Now, I realize that was years ago and cultural norms shift, especially online, but this has usually never been an issue in this community. I can well understand SH's response to getting told about `proper modding etiquette`; SH has been a stable pillar when it comes to that very concept for well over a decade. The seeming lack of perspective to realize that is surprising. I don't know if the person frequents NexusMods more than here, or how knew they might be, but I foresee this problem could come up more and more over time with the sheer size of an outlet like NexusMods.
  21. 2 points
    A (hopefully) simple request: Could someone make an AI upscale of the textures used in the Brotherhood of Shadow mod? With this, hopefully if alphas are present t, they'll be resized and included as well. Thanks for your consideration.
  22. 2 points
    Well well, look who decided to upload more mods!
  23. 2 points
    I just received a lifetime Premium membership on Nexus Mods for free as a reward of my mods hosted on Nexus Mods reaching 30,000 unique downloads: https://leilukin.neocities.org/blog/posts/2024-03-06-I-Received-a-Lifetime-Premium-Membership-on-Nexus-Mods-for-Free
  24. 2 points
    Nice mod once again...though...the shape of stun baton is questionable XD
  25. 2 points

    Version 1.0.0

    34 downloads

    Deadmans TFU Lightsaber pikes for K1 1.0 By djh269 Date:18.02.2024 Description: As per request I have ported over Deadmans Saber pikes from TSL into K1. You can find the Pikes on one of Korribans merchants. https://deadlystream.com/files/file/138-tfu-lightsaber-pikes-for-tsl/ Compatibility: Should be compatible with any mods, if not, reach out and I will seek to change that. Credits: Deadman - For the original TSL mod Holopatcher - Cortisol
  26. 2 points
  27. 2 points
    I have once again returned with a new entry for the series. Like how the NPC Diversity Pack was the "base" mod for Heart of Beskar, Galaxy of Faces and my other NPC mods, my newest mod... the K1 Loot Overhaul, shall serve as the "base" mod for my upcoming item mods. The loot overhaul changes the loot found throughout the Kotor game, it changes the enemy loot drops, merchant inventories and placeable loot on every planet. My changes to the loot were all made with balance in mind, do not install my mod expecting to have overpowered gear upon leaving Taris. As an example of some new loot, you will either receive, or can buy, Blaster Carbines, Hold Out Blasters, Battle Armor and Heavy Battle Armor on Taris. This can give players a diverse choice of weapons and armor to choose from, do you use Bendak Starkiller's strong upgraded Blaster Pistol or do you use the weak Hold Out Blasters with stun capabilities? Should make Carth wear Battle Armor for that extra defense at the cost of his agility or do you stick with Light Battle Armor? Not only does my mod add, it also removes some loot from the early game and reimplements them further up in the game. The Republic Mod Armor and the Echani Fiber Armor you can find on Taris are some of the most overpowered armors of their type, and since you can obtain them so early on these armors make all the other light armors redundant. Instead of armor, you will now find credits and some extra rewards on Taris and the Republic Mod Armor shall be given to you at the end of Manaan and you can buy the Echani Fiber Armor on Tatooine. Some features of the Heart of Beskar mod have been removed from HOB and have been added to the K1 Loot Overhaul instead. Brejik's Mandalorian Blaster, the Mandalorian Assault Rifle on Dantooine and Sherruk's loot are now part of this mod instead. My future armor and weapons mods shall be made with the K1 Loot Overhaul in mind, similar to how my NPC mods currently act with the NPC Diversity Pack.
  28. 2 points
  29. 2 points
    There's nothing for the Community Patch to fix. Don't change the resolution in-game. Leave it at its base setting and use the widescreen patch to edit the resolution.
  30. 2 points
    Most likely, at the end of each Episode will be an "ending" of sorts that would take you back to the main menu. This *could* be an updated end credits scene though I can't confirm that at this time. But let's pretend that it would be an end credits scene, this scene would require a script to activate. Let's say this script is called "end_ep1" for example... in Episode 1's release this script activates the ending whereas when the Episode 2 update is released we'll replace the "end_ep1" script with a warp script to go to Nar Shaddaa but it this new warp script is still named "end_ep1" to make it compatible with Save Games. Though our primary goal is finishing the actual Episode off first, so take all this with a grain of salt as things can change with time.
  31. 2 points
  32. 2 points

    Version 1.0.0

    55 downloads

    Czerka Docks Dialogue Enhancement Author: Emperor Devon Version: 1.00 File Name: Czerka Docks Dialogue Enhancement.zip Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 1. DESCRIPTION This mod alters the conversations with the Czerka guard and docking bay master on Citadel Station. The Docking Bay Master Your PC may now use [Force Persuade] to make him cooperate over the false Batu. It bugged me that Kreia could do this but a PC with Affect/Dominate Mind could not. Your PC may now use [Force Persuade] to make him share his information for free. Again, classic use of the Force upon the weak-minded. Your PC may now use [Persuade] to haggle down his price from 25 credits to 10 credits. The difficulty is slighter higher than the initial [Persuade] check to make him admit he can help. Changed his response to Kreia's "You will help us find..." from "But I see no harm..." to "I will you help find..." Mind tricked people are supposed to parrot back the Jedi's words. Changed a couple PC lines to better reflect the docking bay master's prior responses. For example, if you threaten him and he doesn't budge, your PC will say a surlier "Fine, I'm going," instead of "I'll be going." Added several PC responses to other lines of his. Mostly cosmetic things (e.g., "Very good" after he says your shuttle is prepped for departure) to make the conversation feel more real. Fixed a developer misspelling. "Discrete" should have been "discreet". Fixed a developer grammatical error. "I must protest to your language!" is now "I must protest your language!" The Twi'Lek Guard Your PC may now use [Force Persuade] to make him open up about the wanted criminals. Previously, the only option was to threaten him for dark side points. Your PC may now use [Persuade] to offer him a 20 credit bribe towards the same end. Changed the PC's "I'll be doing" line to a more fitting "All right, I'm going" after the guard asks him/her to leave. Added two PC minor responses to the information he gives: "That's all I needed" and "That's not much." As with the duros, these are intended to make the conversation feel more real. Minor alterations, but it bothered me that haggling and Jedi mind tricks weren't options in those conversations when they are in most others. 2. COMPATIBILITY This mod should be compatible with all other mods. I know of none that alter the dialogue files for these NPCs. 3. INSTALLATION Copy the files to your override folder. 4. UNINSTALLATION Delete the files from your override folder. 5. USAGE AND PERMISSIONS You have my blessing to do whatever you want with these files. If you use them in another mod, or upload them to another website, please give me attribution for my work. 6. CREDITS Cortisol for developing the Holocron Toolset Deadly Stream for providing a continued home for KotOR modding tk102 for his dialogue editor Wine's developers for letting me run Windows tools over Ubuntu Wizard for continuing to work on the Holocron Toolset BioWare and Obsidian for making great games that people still play 20+ years later. 7. LEGAL DISCLAIMER THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.
  33. 2 points
  34. 2 points
  35. 2 points
    Hello! I decided to try my hand on making a custom version of this. I added a couple of static cameras with a filter to try to improve the cinematics. The result can be seen here.
  36. 2 points

    Version 1.0.0

    26 downloads

    Geonosian Electro-Staff by Deadman into K1 By djh269 Date:18.02.2024 Description: I have ported Geonosian Electro-Staff by Deadman into K1 and added the weapon to Marl, a thug in Daviks estate and on a Kashyyk Merchant. Compatibility: Should be compatible with any mods, if not, reach out and I will seek to change that. Credits: Deadman - For his original TSL mod. Holopatcher - Cortisol
  37. 2 points

    Version 1.0.0

    28 downloads

    Separate Force whirlwind By djh269 Date:17.02.2024 Description: Makes the Whirlwind Force Power separate from the usual Force Push spell chain. Compatibility: Compatible with any mods that don't affect the Force Push - Force Whirlwind - Force Wave chain. Credits: KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides
  38. 2 points

    Version 1.0.0

    248 downloads

    Integrates Force powers from KOTOR II into KOTOR I. DETAILS This mod adds 6 Light side and 6 Dark side Force powers from KOTOR II to KOTOR I. Added powers: • Master Heal • Force Barrier • Improved Force Barrier • Master Force Barrier • Revitalize • Improved Revitalize • Drain Force • Improved Drain Force • Master Drain Force • Force Scream • Improved Force Scream • Master Force Scream I wanted any added powers to feel like they fit naturally in K1 while keeping faithful to their design in K2. For this and other reasons the following powers are excluded: • Powers restricted to prestige classes • Powers granted to the Exile through the story • Powers with hardcoded effects / that would take more involved scripting to implement (Mind Trick, Force Body, Force Deflection) • Battle Meditation - Try my mod Bastila Has TSL Battle Meditation to give this to Bastila as a unique starting power. • Master Energy Resistance - The Energy Resistance tree was rebalanced in KOTOR II so this power isn’t much better than Improved Energy Resistance in K1, at least not enough to justify it taking its own slot. • Master Revitalize - Level 21 power in K2, level capped at 20 in K1 This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to. The Force Scream VFX/sound, Revitalize VFX, and Force power icons are ported from KOTOR II. INSTALLATION To install, run TSLPatcher.exe (Required) Unaltered copies of any modified files will be placed in the “backup” folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: • spells.2da • visualeffects.2da • effecticon.2da • k_fp_barrier1.ncs • k_fp_barrier2.ncs • k_fp_barrier3.ncs • k_fp_masterheal.ncs • k_fp_revitalize1.ncs • k_fp_revitalize2.ncs • k_fp_scream1.ncs • k_fp_scream2.ncs • k_fp_scream3.ncs • k_fp_drainforce1.ncs • k_fp_drainforce2.ncs • k_fp_drainforce3.ncs • ip_frcbarrier01.tga • ip_frcbarrier02.tga • fp_frcebarrier03.tga • ip_frcscream01.tga • ip_frcscream02.tga • ip_frcscream03.tga • ip_masterheal.tga • ip_revital01.tga • ip_revital02.tga • ip_drainforce01.tga • ip_drainforce02.tga • ip_drainforce03.tga • v_frcscrm1.mdl & .mdx • v_frcscrm2.mdl & .mdx • v_frcscrm3.mdl & .mdx • v_revite.mdl & .mdx • v_pro_scream.wav • fx_slash04.tpc 2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder. 3. Move any remaining files in the backup folder to override. COMPATIBILITY AND NOTES Should be compatible with any other mod as long it uses TSLPatcher or you install this mod after. Worst case if another mod adds any of the same powers you will have two versions of it. The only mod I know of is InSidious' Four Force Powers which adds a similar Revitalize power. From k_inc_force it seems that some of the powers in KOTOR II don’t function exactly like they’re described. For example the Revitalize powers heal a flat amount instead of a percentage as stated in the description. Drain Force steals a maximum of 20 FP from an enemy, not 10, and Improved Drain Force affects multiple enemies in a range, instead of a single enemy. Some of these seem to be intentional changes that were just never updated in the Force power description. I decided to implement the powers the same way they function in TSL and correct the descriptions. I’m not sure it’s possible to add custom casting animations so Force Scream uses the regular “hand out” animation instead of the “fury” animation it uses in KOTOR II. PERMISSIONS Please don’t reupload this without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL
  39. 1 point
    What is the Blade & Sorcery mod? Update: Is this what you're talking about? https://www.nexusmods.com/bladeandsorcery/mods/7802?tab=description
  40. 1 point
    That should be fixed in K1CP.
  41. 1 point

    Version 1.0.2

    70 downloads

    Improves the AI of KotOR 2. I know there are other Improved AI mods out there, but here is my version. Hope you guys are gonna like it. Changes: - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have one) - Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely) - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...) - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target - Enemys reactivate shields after 200s - Some minor bug fixes - Jedi Support AI reworked
  42. 1 point
    Everything is fine. Needs a little adjustment on my part. I'll have to update the icons)
  43. 1 point
    View File Restored Rage Feat Restored Rage Feat By djh269 Date: 22.02.2024 Description: I was looking through k_inc_force.nss and I notice some leftover Force Powers / Feats and decided to restore Zaalbars Rage Feat. Compatibility: Compatible with any mods, if there's any issues please don't hesitate to contact me. Credits: KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides Submitter djh269 Submitted 02/22/2024 Category Mods K1R Compatible Yes  
  44. 1 point
  45. 1 point
    I've updated my Personalised Crystal mod and I've also updated my TSL Inspired Crystals and robes.
  46. 1 point
    I posted it on their discords but they didn't respond yet lol. I assume they are really busy, just like I usually am. So I don't think I would have time to help them, but thanks for the comment!
  47. 1 point

    Version 3.1.2

    83,620 downloads

    This is the first part of an ongoing series. The purpose of this mod is to bring the much more up-to-date design choices from SWTOR to Kotor. All textures have been made from scratch; the big animated screen on the bridge comes with whooping 81 pics and 5k resolution for maximum quality. Update 2.0 brings brand new lighting to the ship, utilising warmer colors like in SWTOR, as well as new polished window frames & a new Planet retexture. Update 3.1 out now! It brings a lot of visual improvements over previous versions - new doors, animated consoles & more.... Video covering mod Showcase (Ver. 1.0) / Installation Process: Installation: Download the file, extract its contents with an archive extraction tool such as WinRAR or 7zip, and move the contents to your game's Override directory Compatibility: This mod uses cubemaps, so there could be minor incompatibilites with mods that uses custom cubemaps too. ( but i actually dont know any mod that does that) Just to be on the safe side, i recommend to install my mod last. Beside that it should be compatible with everything that doesnt retexture the Endar Spire or the Stars/ Planet Taris outside. Credits: I want to thank Darth Sapiens for his wonderful Cubemap-Ressource pack, which enabled me to do a lot of things that would otherwise been not possible. Also a big thanks goes to Xuul for making one of his fantastic videos for this mod. Enjoy!
  48. 1 point

    Version 1.0.1

    987 downloads

    ----------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords ----------------------------------------------------------------------- TITLE: TSL Effixian's Zeison Sha & Jal Shey Alternative 2021 AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- This mod replaces all Zeison Sha and Jal Shey armors and adds a few variations that you can only cheat in*. I've tried to keep them in line with each other, but there's quite a few differences between the female and male versions. The female version uses the Atris 3D robe model (provided by DarthParametric) and the male uses the Disciple's model. * Apart from that, without TSLRCM and without cheating it's practically impossible to acquire some of these robes. https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Robes#Armor Armored Jedi Robe (item: a_robe_06) Replaces: Zeison Sha Initiate Armor • Dantooine (Enclave Courtyard) - Purchased from Daraala Files: PFBM02, PMBM02 & ia_ClassZS_002 Cost: 350-490 Cannot Equip: Bao-Dur Defense Bonus: 4 Max Dexterity Bonus: +4 Saves: Fortitude +1 Does not restrict use of force powers. Polar Historian Robe (item: a_robe_07) Replaces: Jal Shey Neophyte Armor • Onderon (Merchant Quarter) - Purchased from Gegorran • Nar Shaddaa (Refugee Landing Pad) - Purchased from Geeda after opening up trade routes Files: PFBM03, PMBM03 & ia_ClassZS_03 Cost: 570-840 Cannot Equip: Bao-Dur Defense Bonus: 3 Max Dexterity Bonus: +4 Charisma: +1 Skills: Persuade +1 Does not restrict use of force powers. Ansata Librarian Robe (item: a_robe_11) Replaces: Jal Shey Advisor Armor * • This item is either very common or randomly placed throughout the game. Files: PFBM07, PMBM07 & ia_ClassZS_07 Cost: 1300 Cannot Equip: Bao-Dur Defense Bonus: 3 Max Dexterity Bonus: +4 Skills: Persuade +1 Charisma: +2 Wisdom: +1 Does not restrict use of force powers. Robe of the Living Force (item: a_robe_16) Replaces: Zeison Sha Warrior Armor • This item is either very common or randomly placed throughout the game. Files: PFBM01, PMBM01 & ia_ClassZS_001 Cost: 5000 Cannot Equip: Bao-Dur Defense Bonus: 5 Max Dexterity Bonus: +4 Saves: Fortitude +1 Does not restrict use of force powers. Ancient Master Robe (item: a_robe_20) Replaces: Jal Shey Mentor Armor • This item cannot be obtained through any conventional means. Files: PFBM06, PMBM06 & ia_ClassZS_006 Cost: 11500 Cannot Equip: Bao-Dur Defense Bonus: 4 Max Dexterity Bonus: +4 Skills: Persuade +1 Charisma: +4 Wisdom: +1 Does not restrict use of force powers. Sith Lord Robe (item: a_robe_26) Replaces: Darth Malak's Armor TSLRCM only, this item is not random loot in the vanilla game. Files: PFBM05, PMBM05 & ia_ClassZS_005 Cost: 25000 Cannot Equip: Bao-Dur Defense Bonus: 7 Max Dexterity Bonus: +4 Restricted to: Dark Side Strength: +1 Regeneration: 2 Does not restrict use of force powers. Armored Dark Jedi Robe (item: a_robe_37) • This item can only be obtained through cheats (giveitem a_robe_27). Files: PFBM08, PMBM08 & ia_ClassZS_008 Cost: 350 Cannot Equip: Bao-Dur Defense Bonus: 5 Max Dexterity Bonus: +4 Strength: +1 Saves: Fortitude +1 Does not restrict use of force powers. Sith Inquisitor Robe (item: a_robe_38) • This item can only be obtained through cheats (giveitem a_robe_28). Files: PFBM09, PMBM09 & ia_ClassZS_009 Cost: 350 Cannot Equip: Bao-Dur Defense Bonus: 4 Max Dexterity Bonus: +4 Skills: Persuade +1 Charisma: +4 Wisdom: +2 Does not restrict use of force powers. ------------------------- INSTALLATION ------------------------- Extract the zip somewhere, copy the files to your override folder. You don't need to start a new game, but Zeison Sha and Jal Shey armors that you have acquired will keep their original item name. You can choose to only take parts of this mod, for example leave out the changed item names, male or female updates, icons. Feel free to contact me for help with that. * Note: Similar to my Zeison Sha & Jal Shey Reskin 2020 mod: In the vanilla game the Jal Shey Neophyte Armor (a_robe_07) and the Jal Shey Advisor Armor (a_robe_11) use the same texture and icon. I've changed that in this mod. However it won't change a Jal Shey Advisor Armor (=Ansata Librarian Robe) item that you've already acquired in a save. That said, you don't need to start a new game if you want to use this mod, if you do already have the Jal Shey Advisor Armor (=Ansata Librarian Robe) then it will simply look the same as the Jal Shey Neophyte Armor (=Polar Historian Robe). ---------------------------- COMPATABILITY ---------------------------- This mod will conflict with other mods that change the Zeison Sha and Jal Shey armors. This includes a couple of my own mods. ------------------------- UNINSTALLING ------------------------- Remove from your override: a_robe_06.uti a_robe_07.uti a_robe_11.uti a_robe_16.uti a_robe_20.uti a_robe_26.uti a_robe_37.uti a_robe_38.uti ia_ClassZS_001.tga ia_ClassZS_002.tga ia_ClassZS_003.tga ia_ClassZS_005.tga ia_ClassZS_006.tga ia_ClassZS_007.tga ia_ClassZS_008.tga ia_ClassZS_009.tga PFBM01.tga PFBM01.txi PFBM02.tga PFBM03.tga PFBM05.tga PFBM06.tga PFBM07.tga PFBM08.tga PFBM09.tga pfbmm.mdl pfbmm.mdx PMBM01.tga PMBM01.txi PMBM02.tga PMBM03.tga PMBM05.tga PMBM06.tga PMBM07.tga PMBM08.tga PMBM09.tga pmbmm.mdl pmbmm.mdx ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You may NOT use the material from this mod in your own mod without giving me credit, implying it was your own creation. You will likely get permission to reuse material from this mod in your own mods if you simply ask me. -------------------- THANKS TO -------------------- DarthParametric for providing me with a headless Atris robe model With the above in mind, I'd like to also thank those that did a similar mod: mjpb3 and Oldflash Stoffe and Fred Tetra for the needed tools and tutorials waifu2x.udp.jp for offering free AI upscaling ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- 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.
  49. 1 point
    Keep in mind that the Jedi Maters in TSL were part of the Coruscant High Council, not the Dantooine Council (except Vrook, who may have been transfered), so having them all around like other ordinary Jedi, in the middle of the war, may not be the most normal situation... Maybe pick one of them?
  50. 1 point

    Version 1.50

    783 downloads

    Request by 134340Goat, Prevents the PC from unlocking or breaking down the door, which was supposed to require the PC to destroy the Star Forge Droids. After Malak force chokes and kills the two Jedi, he closes this door and forces the PC to deal with the droids. However, this was not the case, and the PC could merely knockdown the door and continue. Simply copy and paste into override. I apologize for the inconvenience and have fixed the issue as of 3/12/2018. Credits: JC JC2 Deadlystream.com 134340Goat FairStrides Bioware