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Showing content with the highest reputation since 02/24/2019 in all areas

  1. 7 points
    To all my friends that I have made over the years on this site, I cannot begin to tell you how much your friendship has meant to me. Unfortunately, my activity on Deadly Stream will be ceasing to a halt (aside from the occasional download) due to having orders from the United States Navy. OCS here I come!
  2. 5 points
    Experience a Legacy, coming soon!
  3. 5 points
    “The LORD is my shepherd, I shall not want. He makes me lie down in green pastures; He leads me beside quiet waters. He restores my soul; He guides me in the paths of righteousness For His name's sake. Even though I walk through the valley of the shadow of death, I fear no evil, for You are with me; Your rod and Your staff, they comfort me. You prepare a table before me in the presence of my enemies; You have anointed my head with oil; My cup overflows. Surely goodness and lovingkindness will follow me all the days of my life, And I will dwell in the house of the LORD forever.” ‭‭Psalms‬ ‭23:1-6‬ I love you, Grandma
  4. 4 points

    Version 1.0


    This mod adjusts the wearable Mandalorian armor items to make their appearances consistent with that of other Mandalorians in the game and to fix various other oddities associated with them. The main part of the mod concerns the Class 9 Mandalorian armors (Mandalorian Battle Armor, Mandalorian Heavy Armor, and Mandalorian Assault Armor). These items will now follow the usual blue/red/gold ranking system. There are two options for this: With Option A, the armors use the Class 9 model. Mandalorian Heavy Armor and Mandalorian Assault Armor are given new textures, recolored red and gold variants of the Mandalorian Battle Armor. With Option B, the armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances. Both options also include the following: Class 9 Mandalorian armors have new icons to match their appearance with each option Class 8 Mandalorian Armor has a new icon with the correct appearance (previously it looked purple) The Mandalorian helmet plot items have new icons to match their appearances (previously they were both blue, even though neither was dropped by a blue Mandalorian) The Mandalorian Commander on Kashyyyk drops Mandalorian Heavy Armor to match his red appearance (also, I believe this item couldn’t be found anywhere in the game before) Finally, there is a third Extra Textures option with texture overrides for the NPC Mandalorians (and disguise appearances). They tone down the shaders a bit, matching what I did with my Shader Fixes for K2. They can be installed alongside Option A or B.
  5. 4 points
    Now this is podracing...
  6. 4 points
    GenoHaradan Legacy has been released! Though it is far from final. In 2017, I set out to make Exile007's 2012 "The GenoHaradan" mod compatiable with TSLRCM with my own improvements. During my development, I wrote a new GH plot inside the Jekk Jekk Tarr so I dropped Exile007's mod to make my own. Recently, I figured if my planned GH mod will take so long to make but Exile007's won't why not finish my work on Exile007's mod and release that for the time being. Essentially, I've made Exile007's GenoHaradan mod compatible with TSLRCM fixing all major bugs and generally improving the mod. This mod is far from final, if any bugs are found I will release bug fixes and content patches in the coming months and when my own GenoHaradan mod is finished it shall be called "GenoHaradan Legacy Enhancement Project" or "GenoHaradan Legacy EP" (Yes, I went that there). Go ham with what has been unleashed and leave feedback, advice and criticism
  7. 3 points
    I like the direction of the content, but not the content itself. Seems neat though.
  8. 3 points

    Version 1.0.0


    AUTHOR: Sith Holocron ORIGINAL RELEASE: 3 MAR 2019 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: If you’ve seen DarthVarkor’s series, perhaps you might have considered making your character sound like his. With this mod for KotOR1, now you can. I asked DarthVarkor to record all of the lines that the PC says. He even threw in a couple of extra takes (“p_plyermw_slct9 (improvised extra) and “p_plyermw_stlh4”) as his character might be more likely to say the lines that way. You could rename those lines to replace the normal lines if you do desire. If you decide to do that, be sure not include the original line you’ll be replacing. As his series’ main character hasn’t had the spoiler-laden reveal in this sound set, he’s not wearing a mask so there’s no filter here. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - the game doesn't have them activated, rendering the Exile mute. If you wish you attempt to perform a work around, that is your own responsibility and not my own. Feel free to make your suggestions on work arounds below if you find a suitable one. Installation: ----------------- You'll not be dropping these into your Override like my usual mods. This time you have new steps to follow. 1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game to a place you can find them. (I recommend a folder on your desktop but you do you!) Those files will be located in the "Streamsounds" folder. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. 3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there. Note: If you're using the mod on Steam, this quote may prove helpful. “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!” Uninstall: -------------- Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder. Legal Disclaimer: ------------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless notified in writing of permission granted by me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me in writing before your use. Special Thanks: ----------------------- DarthVarkor: For recording the lines so his fans can play as his character! You have seen his movies, right? Here’s a preview of next feature featuring this character. https://www.youtube.com/watch?v=zcSsoSn4LTc
  9. 3 points
    Disney mulling over KOTOR series. Read more about it here.
  10. 2 points
    shame we cant go back in time (and a good bunch of years) to permanently add to base game p_plyermw_slct8, p_plyermw_stlh4 (and so on) to add even little more variety (and to permanently keep installed) all these but still.... I'll be switching among these rather regularly to listen to them. for now, I'm "mixing" p_plyermw_slct8, p_plyermw_lmin3, p_plyermw_low1 and few others with the Male Jedi Knight from SWTOR PC Replacement soundset and I'll be testing this "mixture" for awhile. These 2 voices in particular don't seem too diferent in these brief statements ... or do they to you?? great upload again SH thanks
  11. 2 points

    Version 1.0.0


    Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.)
  12. 2 points
    "Birth of a Monster", pretty sweet fan film.
  13. 2 points

    Version 1.0.0


    Juhani Lightsaber Fix 1.0 A Mod for Knights of the Old Republic Author- Mellowtron11 Release Date-3/4/2019 Why does Juhani have a red lightsaber in the Dantooine Grove? Going off the older EU canon from back in the day, most red lightsaber crystals were made through the use of making synthetic crystals. So how did Juhani make her lightsaber red, especially in a hostile environment filled with Kath Hounds and Mandalorians?? Since this game was made before the idea of making a lightsaber crystal bleed was canon, this mod aims to fix that. Installation Notes- Drop the Folder’s dan14_juhani.utc file into the override folder. To have the mod take effect, load a save game before entering the Dantooine grove. If you install this mod after entering the Grove, the intended changes will not take effect and this NPC will have its usual loot. Uninstallation- Delete dan14_juhani.utc file from your override folder Changelog 1.0 · Removed the two red lightsabers in her dropable inventory and added a single blue one · Set force points to 60 so Juhani can use her powers more often · Set strength to 14 for a little extra damage · Set Challenge Rating to 5, bringing total XP for killing her to 100 XP at level 9 · Removed all armor proficiencies and guard stance feats from her feats list Known Bugs- This UTC has been tested by myself several times before release. There have been no bugs so far. If you find any, please PM me. Occasionally, Juhani has dropped additional loot like credits and repair kits for some reason. Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- · Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. · Fred Tetra for the Kotor Tool. · TK102 for the K-GFF Tool. · Everyone who downloads and uses the mod. · N-DReW25 for the mod name suggestion. · JCarter426 for pointing out the use of K-GFF Tool to edit inventories instead of KOTOR Tool. · Strategy Wiki and Gamebanshee for stats and items info on the KOTOR series LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Juhani Lightsaber Fix Mod.zip
  14. 2 points
  15. 2 points
    Almost ready with a new tutorial for my Recruit Function mod resource. Would people prefer it in a video format or written format? Or both?
  16. 2 points
    Safe travels, look forward to blog #101 "Another Happy Landing." On a side note, funny to see 2 of the three people in the example screenshot commenting.
  17. 2 points
  18. 2 points

    Version 1.1


    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 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
  19. 2 points

    Version 1.3


    Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, and 21:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. It won't work for the Steam version. I looked at the Steam version, but it is too dissimilar. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Simply extracting the graphics as TGAs, scaling them up, and placing them into Override/ solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/
  20. 1 point
    Well, I've played 1.2 several times, and I think I liked that version better than 1.5. 1. I didn't like bringing the Sith Assassins in. Though not great, I liked Vash dying better in 1.2 than in 1.5. 2. Didn't like Kaah's death all that much either compared to 1.2. I would rather he and Vash live somehow (re casting the voice may be the way to do this like you said). 3. Not sure if I missed it, but I didn't like removing that quest with the droid who gives you a mission when you play as Hk, T3 or GO-TO. 4. The droid that gives the mission to find out where the true colonists come from appears to be have been removed sadly. 5. Not sure if it just me, but the black market droid crashes every time I click on it. 6. I liked the original opening scene better and this one didn't seem as good IMO. 7. I didn't like the police droids being removed either. 8. This version felt a lot more buggy over all (one quest I completed (rogue assassin part quest I think) opened back up in the Research and Development center after it was already closed.). 9. Not sure why the recent events mission was removed. I liked that one. 10. I would also just get rid of the new sequence on the landing pad at the end. Felt weird and out of place imo.
  21. 1 point

    Version 1.2.1


    This mod adds proper ears to male Twi'lek heads in KOTOR I. In the vanilla game, male Twi'lek heads had no geometry for ears, leaving them as flat textures on the head. For every other head in the game that has ears, those ears stick out. After noticing this inconsistency, I decided to take a shot at fixing it. This mod makes an additional adjustment by fixing the eyelid origins, so that they no longer clip through the face when blinking. It may be a small-scale change, but given the frequency of Twi'lek NPCs, it's a nice visual improvement that keeps consistency with other character models in the game. There's also a KOTOR II version available here. Installation & Uninstallation To install this mod, drag the files located in "Override" to the Override folder located in your game's directory. If prompted, select replace, although you might want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete the files from the Override folder located in your game's directory. There's a list of files included in the download's readme.txt for reference. Compatibility & Known Issues This mod should be compatible with any other mod as long as they don't override the same files. Any Twi'lek male retexture mods should also work fine with this installed. Known issues: None as of this version's release. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Fair Strides, MDLOps Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If I give the go-ahead, just make sure to give the proper crediting.
  22. 1 point
    That’s because before the TSLPatcher (And even quite awhile after it was released) the only way to use .mod files was to copy them to the modules folder. So two mods with .mod files would be incompatible because you’d either use one mod’s .mod or the other, but you couldn’t use both. Now the TSLPatcher can patch files inside .mod files, so it’s not an issue anymore. The exception is that some mod authors don’t properly utilize the TSLPatcher’s features, and still just use it to overwrite .mod files in the modules folder instead of patching them. The Community Patches patch .mod files properly though, so they’re compatible with just about anything.
  23. 1 point
  24. 1 point

    Version 1.0.0


    This mod adds a new type of stimulant item that will remove status effects applied to the user. There is a bug with the game that in some instances causes effects such as Slow to be applied to the player/party (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Cup of Caf" item (g_i_adrnaline025) to your inventory via KSE or console command. It will appear in the GUI alongside other stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the user. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The droid-specifc companion mod, Droid Oil Bath, is available here. Known Issues: Uses the "inject into thigh" animation like all stims/meds. I did attempt to disable that, but I suspect it is hardcoded. Acknowledgements: Thanks to @JCarter426 for pointing out the cause of the bug and coming up with the original script fix Cup image/icon modified from "Coffee cappuccino cup" by PikWizard Gulp sound effect modified from "gulping and drinking_1-2" by schatzl03 / Freesound
  25. 1 point



    In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120. I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first. This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives. Using the TSLPatcher, compatibility is ensured.