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  1. 6 points

    Version 1.1

    101 downloads

    Summary This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed. The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game. I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states. To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office. You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect. Installation Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas. This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped. This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later. This mod is compatible with my Fashion Line I: Cloaked Jedi Robes mod and includes an optional compatibility patch for the 100% Brown color option. It adjusts the tailor's dialogue to make all references to robe color consistent with the brown shades in that mod (brown, black, buff, and grey). The tailor will only recognize the original game robe items plus the variants the mod adds in the four standard colors. This mod may be compatible with other mods that add new robe items, but the tailor will only be able to swap around the old kinds. The tailor will only perform for the player and standard Jedi party members (Bastila, Jolee, and Juhani). Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe, with updates by Fair Strides CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks DeNCS – JdNoa & Dashus DLGEditor – tk102 ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 LipSynchEditor – JdNoa
  2. 4 points

    Version 1.0.0

    42 downloads

    The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  3. 4 points
    Deadlystream for the past few months: As dead as Kotor 3. Deadlystream when my PC goes to the shop: The Sleheyron thread explodes to life.
  4. 3 points
    Greetings, fellow Jedi! Have a nice weekend y'all. I'd love for a mod/resource which makes the big-screen inside the Manaan SB Training Room [Model Name: M27aa_20a] to have its Object306\LSI_lite08 showing the screen individually. Originally they went like this - I'm thinking that they could show something like this after the change - I could need only the the mesh split individually to make it possible to achieve the example above, and I'd love to work on the texture after that. Many thanks for considering this, and may the Force be with you. Update: with @DarthParametric's assistance on Discord > r/kotor I finally be able to edit the model. As reiterated from DP - what you'd want to do is only to adjust the UVs, without splitting the mesh. As the UVs are currently set to tile the image 9 times, 3 rows of 3. To edit with ASCII - It only has 4 texture co-ords, one for each corner tverts 4 -1.005 2.005 -1.00499 -1.005 2.005 -1.005 2.00499 2.005 Change that to tverts 4 0.0 1.0 0.0 0.0 1.0 0.0 1.0 1.0 In GMax the way you would do it is to add an Unwrap UVW modifier above the Editable Mesh, click the Edit button, the in Vertex mode enable snapping, make sure you have the UVW Move tool selected, then snap each corner to the outline of the 0-1 space (the thick outlined black box in the middle). Then Collapse To on the Unwrap UVW modifier to bake the changes. Result: Attached the BETA: [K1]_m27aa_TR_BigScreen_[BETA].7z
  5. 3 points
    It's done. Malachor is now complete. I went with the color closer to vanilla as you all suggested and also desaturated the dark clouds a little bit. In addition to that I tweaked the terrain color a little and also improved the terrain itself so that you can no longer see where it begins. Here's what the result looks like: But since this is an animated skybox, pictures can't really do it justice and so here's a video for you all: And as always, there's also a render of just the skybox. Well, two actually. And I have them in two versions. One is the raw Terragen render and one was edited in a similarly to the skybox textures to get darker clouds at the top. Next up is the Unknown World, but that's mostly fixing the skybox model for all modules and rerendering the skybox itself with some tiny tweaks. I'll keep you updated.
  6. 2 points

    Version

    1,541 downloads

    With this modification you can role-play and make as if your favorite Revan's face would grow hair during his adventure. To use the head models just put the files that you want in your override folder from Kotor 1. Both sides have been tested by me without any bugs, but I don't know if there may be any conflict in the long run. You can also use any custom skin from the default heads with this mod, there is no problem because it uses the PMC04 skin for the hair. If there is any bug please contact me on lucasforums. Credits to all the people who have done tutorials on modifying Kotor, thanks to them this conversion was possible.
  7. 2 points
    Remember when people used to download a hundred mods that aren't theirs and compile them into one big mod pack and claim it was all their own work? Well in 2019, people compile a list of up to 49 mods and upload it to the internet as a "Free to Use Master list" claiming you can use other peoples mods in your own mod as if they where a modders resource. And of course, this was found on the Nexus. https://www.nexusmods.com/kotor/mods/1266?tab=files Here is a list of the modders included in this list, keep in mind that there is a 90% chance more than one of your mods were listed:
  8. 2 points
    Aaaaand that's a wrap on CAPTURING FOOTAGE for The Soldier's Destiny!
  9. 2 points
    Cyberpunk and this launching early 2020? Oh my!
  10. 2 points
  11. 2 points
    Hey everyone! Back in late summer I made this thread as I needed help porting Toshi's Luke Jedi Robes model from Jedi Academy. Well, I kind of dropped the project for a while because of school but I really want to get this done soon, preferably before Christmas. The mod is actually near completion, but I wanted to make this seriously and so I took it a step further. Here's the progress so far : The original model has been scaled and reshaped where needed be, I used the hands from the PMBAM model as that method would make it easier for the skinning process. Speaking of which, skinning is done, or at least to at satisfactory level: there seems to be a fine line between looking good and OHMYGODWHYWOULDITBENDLIKETHAT. So there's still a bit of stretching going on in certain animations, but overall I think I wouldn't be able to make it much better. I also created an alternative robe item using textures from another mod (but I do think it needs some tweaks) Naturally, I used the only unoccupied spot for the item (PMBJM) and created two quick items with descriptions. Those are, however, kind of uninspired so if you have any ideas, feel free to throw them in. Here's the cool part. I wanted this mod to feel complete and that couldn't be possible if there was no female version for this. So I went ahead and completely remodeled the robes to fit the base female body model from TSL in Blender. It was finicky, tedious and frustrating, because I suck. But I came through, as you can see: I haven't finished the skinning process for the female model yet. So that's it for now. I still don't quite know how to put these items into the world though, so I might need a bit of help on that matter further down the line. This is my very first attempt at modding and there has been a steeeep learning curve to get here. I should add that I have complete permissions from the original authors of those files, I can provide screenshots if requested. Oh and as the title suggests, I have a few other ideas for models once this will be done, but I prefer to focus on the task at hand for now.
  12. 2 points
    Yeppers. Though I've been thinking about making something custom based off of random Rakatan glyphs in the games.
  13. 2 points
    Fixed some UVs. Played with some smoothgroups. @DarthParametric was a huuuge help. Started building a new base texture. Productive day.
  14. 2 points

    Version 1.1

    235 downloads

    This mod does several things: It makes all texture variations of the commoner clothing available to the player, with all the items - 11 total outfits - placed in various locations throughout the game. I've placed them where those outfits seemed to be the most popular, so if you see an NPC wearing an outfit you haven't seen before, the item can probably be found nearby. It changes which clothing item the player receives on Telos, based on class as seen in the character creation menu. Only the first clothing item the player receives will be based on their class; players of all classes will still be able to find the other variants elsewhere in the game. It adds a male variant of the Czerka uniform to match the existing female texture. For whatever reason there wasn't a male variant, so I've cobbled together one from the female variant and the other male textures. It shuffles around some of the textures so the male and female variants match each other more closely, primarily based on color. I've made sure to patch any affected characters to revert their outfits to their original appearances. It adds unique icons and names to all the items, so you can tell them apart. (They were all just called "Clothing" before.) I've named them based on who in the game wears them; for example, two of the outfits popular on Dantooine I've named "Settler Clothing" and "Fringer Clothing". The icons display both the male and female variants of each item, due to the differing appearances. It adds custom icons for Atton's Ribbed Jacket and Mira's Ballistic Mesh Jacket. They originally used the same icon as commoner variant #1, and since I changed that to look like the commoner clothing I saw it fit to give the unique items their own icons as well. It touches up several of the male textures to fix some discoloration and bad seams. I have also included an option to give the commoner clothing some upgrade capabilities. If you choose this option, you'll be able to upgrade the clothing items with some underlays, the same upgrades available to the miner uniform.
  15. 1 point
    No. TSL uses Odyssey the same as K1. Obsidian only made minor changes to the engine itself. NWN 2 used Electron, a far more radical evolution of Aurora (NWN's engine), but that came after TSL at any rate.
  16. 1 point
    This topic is designed to help you cope with transparency issues in certain droids, armors, as well as weapons in KotOR:TSL. The flaw is inherent in most laptop user’s gamplay, this is due to a insufficient VIDEO GRAPHICS CARD installed in the hardrive. This means that anything that is shiny or has a reflective surface will become clear and you will see right through them. Depending on how reflective the object is will determine how much of their actual form you will see, in short... On Laptops: more reflective = less solid. Other problems associated with the flaw are that you will not be able to see holograms or transmission in their regular translucent blue form; they will be solid and colored. Also, you will not be able to see active shields or the burst of speed effect, although they will be active, you will only see if they are working by the cyan arrows on your characters’ portraits. Another major drawback is you will never see from a camera / droid’s point of view (they are usually a hazy blue or red). The force sight ability will be also lost to you, meaning you will not be able to see a non playable character’s alignment (a shaded background with a bad red character, a good blue character, or a white neutral character). Unfortunately, if you have this dilemma you cannot upgrade your card because it is built into your particular model, and while you can change the card, it is highly recommended you do not, because you will need to take apart the laptop and remove the mother board in order to do so. You can also just buy a gaming laptop or a PC tower with the proper card installed, but chances are slim you want to spend that kind of money if only for this one game. This is a modder’s tip on how to inexpensively reduce the transparency issues only. I have chosen an HK-50 using a DC-15A Rifle mod as an example. If you have downloaded the ultimate appearance or just a particular reflective weapon mod, this will be much simpler, seeing as how I won’t go into how to extract the models, you’ll have to figure that out on your own. To edit the appearance you will need the GIMP painting program. NOTE: I must stress than you make duplicates of the files you plan to make changes to, in case you wish to undo the alterations. Once you have downloaded the GIMP program, go into the object’s destination folder and locate their .TGA file, it’s a good possibility that it will be easy to find, with the characters name in the title. After you have opened the .TGA, you will see the object’s skin on a flat 2d surface. From here, all you need to do is to click on the LAYERS tab on the top of the screen, and then again on the TRANSPARENCY tab, you must then select REMOVE ALPHA CHANNEL. This takes the checkerboard surface off the skin. Save the .TGA in the folder among the files it was originally found with. Enter your edited file, along with any other modifications you wish to go with the skin, into the OVERRIDE folder located within your KotOR:TSL destination folder, or just create one if not already there. NOTE: Please make sure your game is not active while doing this, as this may corrupt the system in unforeseen consequences. The scheme of the color and texture may seem unrealistic, even downgraded compared to other objects, but this is only in some cases, and most of the time the object will in fact look solid and well blended to the rest of the scene. The weapon and facial processes are exactly the same as the armor alterations, as I have already done the same steps with the rifle HK-50 is holding. Check your gameplay to view the results. Congratulations, you now have a solid character / weapon / armor for your laptop’s KotOR:TSL gameplay.
  17. 1 point
    Right, it can only add new lines. There's no way to combine two pre-edited TLKs at the moment except through manual editing. @Fair Strides was working on an update to TSLPatcher to resolve that, but that is pending his busy schedule.
  18. 1 point

    Version 3.1

    63,194 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: 1.Drag Part1 into TSL\Override folder. 2.Install the Parts 2 - 5 via XnView into TSL\Override as shown in HowtoInstall.rar. Because there was a question in the comment : Part 3 contains 2 parts due to the upload size limit - simply extract part 3.1 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!
  19. 1 point
    Hi Clone You're giving very little information. I assume that you mean the computer do not detect the external device correctly. If that is the case KotOR 2 isn't related at all. "Googleing" a little bit I've found this: https://www.thewindowsclub.com/application-not-found-windows I hope it helps you
  20. 1 point
    EA needs to lose the SW license. I don't hate SWTOR, and don't feel that any characters were ruined. But they need to lose the license. EA is a greedy company that hasn't cared for the customer for several years now. T3 was destroyed by the Emperor in the Revan novel. The love for all the old games will never die. They were good for a reason. EA's greed keeps them from funding games that turn out to be just as good with up to date engines. The new SWBF2 had great potential, but their greed has set it back so much.
  21. 1 point
    And this is why I pointed out the Dev teams hypocrisy a few months ago: "I've talked to legal console, and they stated that there would be a high chance of us winning the argument, since this is a mod, but the legal fight would take most likely a year(s) and cost around 100k. It's been our internal policy to end production in this scenario" Clearly lying to try and save face. Knew they would try and claim the morale high ground on whichever company D&C them first. IMO, a scumbag move to make. Just admit that you were in the wrong when you claimed it was a "mod" which made it safe in the first place. P.S For anyone claiming its a mod, let me show you the definition of a mod and a definition of a video game remake: MOD: "The term mod is derived from the act of modifying a game. To mod a game is to create custom levels, objects, characters, or even unique or stand-alone game from an existing game engine. Many games come with an editor that allow for easier modding. A person who mods a game is called a modder." WIKI DEFINITION OF MOD: "A mod (short for "modification") is an alteration by players or fans of a video game[1] that changes some aspects or one aspect of a video game, such as how it looks or behaves. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game". VIDEO GAME REMAKE: "A video game remake is a video game closely adapted from an earlier title, usually for the purpose of modernizing a game for newer hardware and contemporary audiences and is coded from scratch".
  22. 1 point

    Version

    131 downloads

    ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's Miner Uniforms AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Unzip, copy the files from one of the folders to your override folder. ************ DESCRIPTION ************ Two simple reskins of the Miner Uniform. This mod should not conflict with any other mod, except mods that also change this armor. ************* UNINSTALLING ************* Remove from the Override folder: ia_class4_009.tga PFBC09.tga PMBC09.tga ********* 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.
  23. 1 point
  24. 1 point

    Version

    263 downloads

    Original Review on Filefront: "My my my, this is a unique mod we have today. Inyri gets definite kudos for thinking outside the box with it. In a time period where swords were brought back, why aren't there any shields? Pretty much every Sith or Republic trooper you runs into has a vibroblade on him, one would definitely come in handy. Well, now there are, and you'll get to use three different kinds of them. Stat-wise they're all useful, providing 15% resistance against melee damage and a +3 to defense. There's also some various attribute and Force-related bonuses that differ depending on the shield, but overall they're all about equally powerful so you can choose which one to use over simply aesthetics if you'd like. These items can also be found in-game on various planets, so now you won't have an excuse to cheat these onto your character while you're still on the Endar Spire. Remember to run the TSLPatcher once you've downloaded this, and enjoy! Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future. -Emperor Devon"
  25. 1 point
    It was (fortunately) somewhat less work than I feared. I was able to remap the Selkath body to a scaled up version of the Human rig (Selkath are freaking huge). I had to replace their giant hands with modified Human hands so they would animate properly with the new rig. I lopped off a couple of the fingers so it was the same configuration: I also got the UVs in the wrong spot, but that's easy enough to fix. Edit: Fixed, or at least approximated as close as possible based on a completely different unwrap: Here's some combat. I edited the UTCs to give them a mix of sabers and some appropriate melee feats like power attack, flurry, critical strike: The only real problem is their giant fish head is so enormous that they have a tendency to swing their weapons right through it. There's not much I can do about that. Here's some dialogue: Naturally using a completely different rig and supermodel, they no longer have the specific conversation animations of the regular Selkath, like the stroking of the mouth flap thing (cephalic lobes, if you want to get technical). The mouth is a bit stiff and flappy at the moment as it is only using head and jaw weights. I'll have to see if the original can be more closely mimicked by including some of the other face bones. The lobes no longer have bones and specific animations, so I was thinking maybe they could be cut off and changed to dangly meshes.