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Showing content with the highest reputation since 07/01/2021 in all areas

  1. 6 points
  2. 5 points

    Version 1.0.0


    Did this for myself earlier to amazing results. Figured i'd put it up here for others to use. To Install just go to the games local files > streamsounds > Paste When it asks to replace the file in the destination say yes.
  3. 3 points
    Alright I've played around with the "brown" Jedi Knight robe a bit. This time the trousers are black to match the wrist guards and the robe's colouring is slightly more desaturated to avoid the yellow/green look it was having in motion/lighting. There's an unintended side effect of a slightly "worn" pattern on the robe, but it honestly looks kinda nice if I may say so myself.
  4. 3 points

    Version 1.0.0


    Upscaled OG Icons by Sdub Version: 1.0 Description: This mod is an upscale of all item/armor/weapon icons to 256x256, along with some force power icons. There could be a few extra extra thrown in for good measure. You really cannot tell on the force icons but I felt, why not toss them in? This mod was made with @ndix UR high resolution menus in mind. At first it was for personal use because I didn't like the pixilation, but decided to release it. I must be honest these are not the greatest and have some of their own issues, like being somewhat smudged. But mostly helps with pixilation. The difference will be hard to tell in the screenshots. Additional note, if you use the KOTOR Save Editor, you may need to run it in full screen due to the new icon size. Installation: Extract files to override Uninstallation: Delete files placed in override Compatibility: This mod is compatible with any mod as long as it doesn't already replace these files. K1R Compatible: Yes Tools Used: waifu2x Big thanks to the KOTOR Modding Discord
  5. 3 points

    Version 1.0.0


    STARCROSSED: A UNIQUE SHEN AND RAHASIA MOD This mod attempts to combat the clone effect in KotOR by giving our two starcrossed lovers unique heads--or at least heads that haven't been used by 5+ NPCs before you've even set foot on Dantooine. Shen Matale now has a head based on PMHA04, while Rahasia Sandral's takes it's shape from PFHB04. I tried to select the heads based on personality and vibe while keeping the original guidelines. Nurik and Ahlan have been switched to the alternate Old Commoner models of their respective races, and just for some extra spice, they're all color-coded with clothing. Casus's body now uses an edited version of the Chewed Human Noble Corpse--as far as I know it isn't used anywhere else in the game, so this mod straight-up replaces it. If it is, just prepare yourself for a dead skeletal body wearing green instead of red. That's all. Just run the installer. For the changes to fully take effect, it's recommended you load a save prior to landing on Dantooine/completing your Jedi trials. Then presto, Attichitcuk's your father.
  6. 3 points
    What you are asking for might be a bit much, however I did suggest to someone a while back that they could add the Enclave Sublevels to K1's Dantooine. The main problem with that however is that they have the look they did in K2 and could use reskinning as well as their models editing to remove any damage in the area. Just adding them in is easy enough, creating the content to make use of it all is another thing altogether as I know all too well. I did always think it was weird that the doors to the Enclave were always there in the first game. ( the above is a screenshot of the first games levels in the second game )
  7. 3 points
    By request, here's how I make portraits and how I make them relatively quickly without having you use GIMP, NWMax, or other 3D programs. Of course, if you're making portraits for a Recruit mod, you wouldn't be doing such this until you had your model working in game, had the writing finalized, made new textures for your character if needed, and if it was essential - had your new voice lines finished with appropriate lip syncing. Because making portraits before then would be really dumb, right? Right? Anyway, on to the instructions. 1. In the game, engage the person you want a portrait of in a conversation. That'll give you a close up of the face to work with without having to adjust the position of the player character. 2. Take a bunch of screenshots when the camera is focused on the character that isn't your PC. If you have FRAPS, have it set to take snapshots every second and have it saved to BMP format. Otherwise, use the traditional screenshot function in the game. 3. Choose the best picture (or pictures) of your choice. Let's say it's Dustil Onasi, for example. 4. Crop the background out of the picture. 5. If necessary, crop the area left in the picture to what you want in your portrait. You may find that having it as a perfect square may help you gauge things. I recommend leaving enough that what you have will fit on a 1024 by 1024 background. This is larger than the standard portrait size which is why they tend to look a bit crisper than the vanilla portraits you find in game. Note that the Dustil pictures are not for a 1024 background but merely for illustrative purposes. 6. Place the cropped image on to one of three backgrounds (LS, DS1, or DS2). Make sure you don't leave any space between the bottom of the background free picture you copped and your new background or your portrait will look like it's floating. I have three templates background templates - one for LS, DS1, and DS2. I only have three backgrounds as I tend not to make PC portraits for K1. (If you want to see someone else's take on the background, I believe DarthParametric may have made some as well.) If you want mine instead of hassling DarthParametric, then just grab these examples that I’ve archived on Dropbox. 7. Optional step: Personally, I blur the edges of the cropped character you placed on the background. This is barely noticeable when you see it in game but it seems to make a world of difference to some people. YMMV, of course. 8. Save file to name needed. Repeat as needed for the other portraits. 9. Profit.
  8. 2 points

    Version 1.0.0


    ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's PMHB06 Reskin AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Extract the zip, put the contents of the sub folder into your override folder. ************ DESCRIPTION ************ Reskin of the PMHB06 player head. This is a spin off of my KotOR Jolee Bindo Alternative mod, which is a Jolee inspired reskin of Gadon Thek, similar to my TSL PMHB10 reskin. Requested by Ozune. ************* UNINSTALLING ************* Remove from the override folder: PMHB06.tga PMHB06d1.tga PMHB06d2.tga po_PMHB06.tga po_PMHB06d1.tga po_PMHB06d2.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. --------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
  9. 2 points
  10. 2 points
    Basically inspired by @ebmar Three-Tiered Dark Jedi Robes @N-DReW25 "N-DReW's Dark Jedi Robes" and do correct me if anybody's already attempted this. My intentions are to use the brown, red, and blue Jedi robes as the texture basis for the Jedi, Knight, and Master robes respectively. From there you'd have the different color variations under each (brown, red, blue). Nothing fancy, just a bit of color shifting to imitate the original robes where possible. Obviously it's going to vary a bit based on the hues of the base texture--the brown Knight robe is leaning more towards the tan side at the moment--but for those who actually like the vanilla robes I think the opportunity is here to provide another immersive twist (that maybe the game should have had all along, but that's where modding comes in anyway). Let me know your thoughts! I'll update later in the week with my first trial run and see how it looks in practice.
  11. 2 points
    Not my speciality, but I notice you're missing the Sound Exists flag on a couple of lines. That might account for the inconsistency.
  12. 2 points
    Reached level 32. Went to Fassa to finish the pylon quest... ... He doesn't give you quest rewards once you're past level 25. *sigh*
  13. 2 points
    Alright here we are. Jedi (Red) - altered it so that only the robe and wristguards are coloured from the initial brown base. Jedi (Blue) - Same as above, also touched up the colouring to keep it from being too bright. Jedi Knight (Blue) - I'm on the fence still, as it is looking too bright a blue to me. On the other hand, the other robes in this tier are coloured rather brightly, so maybe just chalk it up to the nature of the robe? Jedi Knight (Brown/Tan) - Bled some of the colour out of the trousers, so it hopefully looks more natural now. Dark Jedi Knight (Black/Dark Grey) Dark Jedi Knight (Grey) Dark Jedi colour comparison - is it too similar?
  14. 2 points
    I agree that this feature is in-fact jarring to look at, but the reason why this feature and many features of M4-78EP 1.5 is so "bad" is because (Even though you'd probably think this reason is bogus) the dev team who made M4-78EP are both burned out from modding this game for so many years and the fact that they have real life jobs that takes much of the modders time to actually work on the mod (The lead dev is part of the Video Game Industry for example). As a Beta tester for 1.5, I can confirm that 1.5 was released far too early as there'd be no way for the dev team to finish the mod properly with their burn out and real life obstacles (And this was before Covid-19 so I doubt things have gotten any better). I don't blame you for wanting to use M4-78EP 1.3 as the mod is broken in certain areas. You have a good point, but shouldn't the 4-digit code be written down in the player's journal entry update so that the player can always reference the number? This may or may not be the case in the mod, but it would be a good solution to your problem. Usually, the correct code is the number of droids in the colony so once you finally return to the terminal you must keep in mind you murdered droids to get back. In version 1.2 you would kill 5 droids to get back, so you'd -5 from the 4 digit code to complete the puzzle. In 1.5, technically it's -2 but hey idk if the mod is functioning well enough to account for those droids (Been years since I properly played M4-78EP). This is one of the times where you are most likely correct, this version is indeed buggy. I'm correcting you here, the teleportation system is in-fact as crap as Zelda is saying unfortunately. It would've been better if one of those Fast Travel droids were involved, maybe he'd interject into every convo and ask if the player wants to be teleported with the option to decline... heck, a simple animation of the droid party member walking away and then teleporting would've made this look better. Technically, the version he is promoting is the old Steam version 1.3 which was also released way too early... however, it *does* work. I guess what Malkior is trying to say is that, if you give Dark Side Points to anything and everything you dislike it kind of makes it look as if you are the problem and not the person you've dark side pointed. From the looks of it, you like to take a highly defensive approach when responding to criticism. In this case, you are correct... 1.5 is indeed bad, what you could do is instead is further highlight your criticism of the mod and highlight the flaws in a constructive manner without being defensive so at least you look like a good guy who wants to see M4-78EP fixed at some point... let's be real, no one will be able to fix the problems for a while, but at least if you take my criticisms you won't get attacked by other users who think you are being overtly dramatic. This sort of writing comes off as hostile, if your writing is hostile then people will think you yourself are a hostile person and may not take you seriously... but everything you are saying is 100% true which is why you should write your dialogue in a manner which is respectable to the person you are quoting and to the mod (Even if the mod is buggy as hell). Let's say you are in a public library and you just so happen to find a living pig in the fiction section just chilling, what you'd want to do is calmly approach the librarian and politely inform them of the pig and if they don't believe you need to be friendly towards them and try to lead them over towards the pig so they will believe you. If you instead decided to yell and swear at the librarian and them punch her you're going to be seen as the bad guy and you'd be kicked out of the library... even though you'd be 100% correct, there is a pig in the library. And in this case, the library is M4-78EP 1.5 and the pig is all the poorly executed features and bugs. I've rewritten your quote in a way which is purely informal and rebuts Malkior's false claim in a way which is non-confrontational to Malkior himself: You are incorrect, version 1.3 which I am promoting was released in 2017 on the Steam Workshop and was never hosted anywhere else as it was exclusive to the Steam Workshop. The link I've added is an archived version of the Steam 1.3 version which can be used for Steam and non-steam users via any non-Steam Workshop installation. It is fully compatible with TSLRCM as long as the players install TSLRCM first and M4-78EP 1.3 2nd. Well, that is honestly unfortunate. I think that, as long as a user can point out a mod's bugs in a polite manner they can highlight the problems and faults with a mod which can avoid new players from using M4-78EP and then breaking their game because the mod is unstable. Clearly Zelda was a new player who wasn't aware of what he was in for (The teleportation system is only the tip of the ice burg of 1.5), but I can agree with you; the manner in which Zelda stated his dislike for a change was written in an unfair manner. I applaud you taking this convo with Malkior to the PMs.
  15. 2 points
    Really? Oh is it? Maybe they could add the library at least. Dorak could bring me there, and show me all this. Also, I am doing this because I don’t want to nag Darth Varkor to the point where he will go all “Vorrn Vorrn Vorrn!”
  16. 2 points

    Version 1.0.0


    Mod by TamerBill, requested by JDub96 The Sand People Chieftain no longer pockets the Krayt Dragon Pearl you show to him, so you can listen to the Storyteller and still use it in a lightsaber.
  17. 2 points
    There will be no Voice for the PC.
  18. 2 points

    Version 1.2


    If the Republic is going to go to the trouble of supplying its troops with modular armor, the least they can do is keep their own military's color scheme. A Reskin of the Republic Mod Armor's texture, complete with its own icon. Nothing too fancy, but it should do the trick and at least pretends like the Defense 5 armor textures weren't 3 blatant copies with the colors tweaked. I also touched up the pants slightly, because for some reason BioWare was convinced we needed to see female characters' entire asses and that can't be comfortable. Just unzip and drop the files into your override. As long as no other armors in your override use Model 4, Texture 10 Light Armor, you're good to go. If they do, just rename the texture number to something not in use, edit the uti the same, and replace the "10" in the icon's file with your number.
  19. 2 points
  20. 2 points
    Усиленно голосуем за версию 1.6, пока за неё тут и там идут дебаты ( : All votes for the 1.6 version, while it's being discussed everywhere ( :
  21. 1 point

    Version 1.0.0


    Re-texture of PMHC04, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHC04 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.
  22. 1 point
    This is a great looking reskin but it makes the Exile look older than Revan. If you could get rid off the grey hair it would be perfect. But aside from that I give it a 9.5/10.
  23. 1 point
    Wow. It looks super nice now. I like it! Both Red and Blue one!
  24. 1 point
    Doing the Lord's work. Not necessarily Naga Sadow's, cos I'm sure he designed that overcomplicated power grid for a reason, but some Lord. Maybe Ajunta Pall.
  25. 1 point
    Getting the modules over is easy enough to do thanks to the tools provided by the community. I myself ported every level from K2 to K1 and every level from K1 to K2. Though it was very messy and I would generally suggest people do it themselves to avoid the clutter I created. https://deadlystream.com/files/file/1455-module-templates-for-v040-full-update/ I wrote a tutorial on porting the levels from one game to the other, if you wish to pursue this feel free to do so. It definitely needs a reskin though, but I do wonder if that could be easily achieved by making use of the textures from the Enclave itself.
  26. 1 point
    Just realized I've been off and on working on this thing for ten...count 'em, TEN months!! I'm gunna strangle myself.
  27. 1 point
    I have personally gotten in touch with SithSpecter, he claims that @Neville has permission to use the Helmet Mod.
  28. 1 point
    Hey thanks for the feedback! I was aware of most of those mods, there are some differences in how they are implemented however: Hassat Hunter restored the armband as-is and placed it in the Telos academy while I gave it a new vanilla-like icon and placed it on the Hawk hidden compartment. Both your mod and mine provide a partial restoration to the beast-rider suit as in appearance and descriptions were come up by ourselves and not Obsidian (And stats in my case). Besides the difference in where the suit is obtained, your mod also restores other items which I don't intend to and alters the Beast-Rider on the docking bay. Our choices for the d-package implant variations are different and I also restore and modify icons for other implant categories, and fix the cardio package and pheromone packages being swapped in usefulness (and price) as far as the loot and crafting systems are concerned. The militia armor can be found inside a new box in the Khoonda building garage and the pazaak card can be bought from Dendis Dobo on Telos. I originally wanted for it to be bought on Onderon (missable), but I couldn't find a way to place it that satisfied me without going into too much work just because of it, so I gave up on that for now. Might change it again later though...
  29. 1 point
    I do like a lot of the content presented here, I especially love that M'uhk'gfa though there are a few things worth mentioning here: In addition to those, where did you restore the Khoonda Militia Armor and the +/- 1/2 Pazaak Card?
  30. 1 point

    Version 2.2


    Authors: Kainzorus Prime, Darth DeadMan, Fair Strides Mod Name: [TSL] Clone Wars Armor Pack ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod will add variety of clone armors and two variants of DC-15 rifle to your game. You can either get them from the corpse of a Republic Trooper corpse aboard the Harbinger, or use the console commands. 2. Installation: ========= Run the TSL Patcher and sit back, the installer will handle everything, including compatibility with other mods. 3. Usage ========= All armors, ten DC-15A and ten DC-15S rifles can be found on a Republic Trooper corpse aboard the Harbinger, marked “Republic Quartermaster Corpse”, found in the Crew Quarters. Item codes are as follows: clone_clean - Clean Episode III Armor clone_dirty - Weathered Episode III Armor clone_blue - 501st Legion Armor clone_red - Shocktrooper Armor clone_green - 442nd Siege Battalion Armor clone_yellow - 212th Attack Battalion Armor clone_grey - 41st Elite Legion Armor clone_star - 327th Star Corps Armor clone_neyo - 91st Reconnaissance Corps Armor clone_shadow - Shadowtrooper Armor clone_para - Paratrooper Armor clone_marine - Galactic Marine Armor clone_gree - Commander Gree’s Armor clone_cody - Commander Cody’s Armor clone_bacara - Commander Bacara’s Armor clone_bly - Commander Bly’s Armor clone_deviss - Captain Deviss’s Armor clone_commando - Commando Armor clone_boss - Delta-38’s Armor clone_sev - Delta 07’s Armor clone_fixer - Delta 40’s Armor clone_scorch - Delta 62’s Armor clone_classic - Clean Episode II Armor clone_captain - Clone Captain Armor clone_commander - Clone Commander Armor clone_sergeant - Clone Sergeant Armor clone_lieutenant - Clone Lieutenant Armor arc_basic - ARC Trooper Armor arc_red - ARC Captain Armor arc_blue - ARC Lieutenant Armor arc_yellow - ARC Commander Armor dc_15a - DC-15A Blaster Rifle dc_15s - DC-15S Blaster Carbine 4. Credits: =========== Special thanks to: MarcusLeCoy - Original 501st Legion texture. Dark_Cuillere - Original Commander Cody texture. Ruku - Most of original Episode III Clone textures. Pahricida - Original DC-15A model and textures. SoM3 - Original DC-15s model and textures. Holowan Laboratories - For all the great resources. 5. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  31. 1 point
    Cool mod, thanks for using tslpatcher too.
  32. 1 point

    Version 1.2


    This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: The initial v1.0 of the mod used a version of TSLPatcher with a bug that caused it to incorrectly repack the MOD file, losing some scripts. For anyone that installed that version, please download and install the additional patch. It is safe to use this patch even if you installed a later version over the top, as it only reinstates the missing vanilla scripts. During the beginning of a duel you may briefly see the PC in a frozen pose. I have not been able to figure out the cause, but it appears to be a direct consequence of the measures taken to force the proper facing. If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. While opponents are now healed after a match, I forgot to edit the script for the initial cutscene match between Duncan and Gerlon, so Duncan won't be healed until the start of his match against the player. I'll fix that in a future update. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO
  33. 1 point

    Version 1.0.1


    Tired of seeing the same five people everywhere on Taris? Struggling to tell the Vulkars and Beks apart? Want your named quest-givers to stand out in a crowd? Then this is your mod. Uses TSLPatcher to make the following changes: [Main Mod] The serving staff now has a uniform more or less: red for Upper City, green for Javyar's Cantina. (Note: I chose to leave Gerlon in his red clothes with the logic that he's actively trying to blend into the background given that he's, y'know. A scammer.) Kandon Ark is now orange, and his bodyguard is green. Zelkor and Gurney both wear green now. Like unofficial Tarisian scrubs. Davik's Agent uses an alternate Black Commoner model, as does Hudron. Throughout the Lower City: Various modifications to the Vulkars and Beks to a) give them a little more gender/species equality and b) to color-code the gangs/alien stock models. Now when Matrik says you aren't in Hidden Bek colors, it might actually make sense. Beks: Blue/aqua Vulkars: Orange/red (Note: I left Davik's Estate unchanged. Based on Canderous's intro scene, it seems like Davik has an arrangement with the swoop gangs--either officially or on an individual basis. Indentured servitude: the Exchange at its finest.) In the Undercity: Hester now uses the Black Female Dirty Commoner model so she's not identical to both vanilla!Shaleena and one of the rakghoul victims. The Gate Guard Trewin has his name back. Igear is now Asian, while both of the beggars use different Black Commoner models (because we already have Gurney fullfilling almost the same role and that's just unfairly lazy). The Republic Soldier is in uniform. [Unique Heads] Dia now has a unique head based off PFHA02. Matrik has Zhar's head and wears Cinnegar Weave Armor. Holdan now has a unique head based off Dustil's, giving him a scruffy beard as well as a scar from Dia's vibroblade. Unique heads for Ice, Gerlon, and Marl based off PFHC03, PMHC05, and Gendar respectively, and a unique jumpsuit for Twitch colored to match the combat suits of his fellow duelists. Rukil has whiter hair, blue eyes, and a few tattoos/brands marking him as an Outcast and believer in the Promised Land. On the Swoop Track: Phirk gets a teal-colored jumpsuit to make him stand out while still following the Bek color scheme, while Redros has greener skin than his fellow Nikto and Doba has a morph of a regular and lite Rodian. [Undercity Culture] Gives all the Undercity commoners tattoos that say "Outcast" in Aurebesh. They aren't too obvious, but they do exist. [Optional Asian Shaleena] Gives Shaleena a unique Asian head based primarily on PFHA05. [Davik's Gamorrean Guest] Changes Davik's Rodian guest into a Gamorrean. For the lols.
  34. 1 point

    Version 1.0.0


    Re-texture of Republican Soldier, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024, 2048X2048. The archive contains 2 textures, 2 .txi. To Install 1. Download: RepSold HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  35. 1 point
    So apparently using a Plasma Torch on the thorium charges footlocker isn't a very good idea, nearly killed me with like 64 damage.
  36. 1 point

    Version 1.0.0


    This mod adds a Pureblood Sith head and underwear model from The Old Republic MMO, ported to K1 as a selectable player head for female characters. A few notes: A unique underwear model is included, but because of the different way TOR and KOTOR mate heads to bodies, I had to add a neck stump to the torso to elevate the head to the right height. That makes for a pretty nasty transition at the seam line, but it should mostly only be visible in dialogue. Try not to have too many conversations while naked I guess. By default, the underwear is a sports bra and panties. For those wanting something a little more chaste, there’s an alternative modesty patch that provides a pair of shorts/hot pants instead. After running this installer, simply copy and paste the TPCs from the OPTIONAL folder to your Override folder, overwriting when prompted. Odyssey’s lack of proper specularity, much less the advanced (by comparison) graphical features of TOR, means you should expect that the textures will look pretty flat in KOTOR compared to how the originals look in TOR. KOTOR has a maximum bone limit per mesh of 17. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations, but probably nothing significant for mute player characters. Differences between how TOR and KOTOR handle animations mean that some of the bone weights are probably too strong, so expect some bad deformation occasionally. Especially when the game uses stunt animations in certain cutscenes. An example of this is the opening cutscene on the Endar Spire, where the eyelashes and eyebrows get a bit carried away. If you notice anything particularly egregious, post a comment with some notes of the specifics and a screenshot/video and I'll see if it can be mitigated. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  37. 1 point

    Version 1.0.0


    Feel free to edit and reuse the textures. No need to contact me for any permissions (for distributing or editing these files). Worked on animation Sith Holocron. The resolution of the texture is 8192x2048. I tried to draw each element of the texture in accordance with the original.
  38. 1 point

    Version 1.0


    Quanons Gammoreans Reskin Pack: This little mod will update all the Gammorean skins. All of them had their size increased to 1024x1024. I've been able to put in some extra details, on the faces; better looking eyes. Leather look to their armors. Tweaked the contrast/ brightness; etc... A good overall polish to make them their best, even though they are pigs Installing: Copy and paste all 5 files from my pack. That's it!
  39. 1 point


    This is Shem's Ultimate sound mod I TSLPatcherized both versions for compatibility
  40. 1 point
    At first I was like, this elevator music on Manaan! Nooo! But now I wouldn't change it for the world. Too many good memories associated with that music. Plus the Sith base is awesome.
  41. 1 point
    I agree with you the Jedi like Zez are fine during the game expect for the end game and I'll quote Scorchy on that (with necessary censors, of course 😜) https://lparchive.org/Knights-of-the-Old-Republic-II/Update 47/ "Once again, the Jedi Council proves they can’t learn from their past mistakes and start blaming the Exile for everything. What happened to the Master Zez we talked to on Nar Shaddaa, who regretted sending the Exile away? And the amiable Kavar on Onderon, who was starting to admit they f***ed up? They did a complete 180 here." In the droid planet mod at least, Vash gets her cut dialogue which I think implies she was was wiser than what she ended up being in vanilla.
  42. 1 point

    Version 1.1


    Bastila Romance Scriptfix for Kotor 1 (GOG/retail) by Markus Ramikin version 1.1 ******************* Readme contents ******************* I. The bugs (SPOILERS) II. The bugs - technical description III. Installation IV. Other mods V. Old savegames VI. Changelog VII. Disclaimers and permissions. ************************* I. The bugs (SPOILERS) ************************* After you've kissed Bastila, you can have a final conversation with her where the romance gets put on hold "until Malak is defeated". Two later dialogs potentially have lines that bring up the romance. These dialogs have bugs: First, confronting Evil Bastila on Temple Summit, on Rakata: - if you've had that post-kiss conversation with her, the game will not recognize the romance, and you will miss out on certain dialog options. Second, the final confrontation with Bastila on the Star Forge has an opposite problem: - If you've sunk the romance completely, for example by saying "Sorry, Bastila, that starship won't fly", the game will mistakenly give you the romance dialogue option. Of course Kotor 1 players have known for years that Bastila's romance is buggy, and several attempted fixes already exist. But these modify Bastila's dialog file from the Ebon Hawk conversations, so 1. they don't fix the second situation, on the Star Forge, and 2. they don't help a player whose savegame is already past the kiss+conversation part. This modification fixes both situations directly. Now you will get romance-related dialogue options on Rakata and the Star Forge regardless of whether you've discussed the kiss with her afterwards, but you will not get these options if you've shot her down. ************************************* II. The bugs - technical description (you may safely skip this) ************************************* The romance is controlled by the variable K_SWG_BASTILA. Once you've completed Bastila's plot it should have one of these values: K_SWG_BASTILA = 12: kissed Bastila = romance active K_SWG_BASTILA = 13: kissed Bastila AND talked afterwards = romance active K_SWG_BASTILA = 99: romance sunk (or unavailable because the PC is female) The Temple Summit dialog only recognizes the romance if the value is 12, which is why common advice to players is to not talk to Bastila after the kiss. The Star Forge dialog only recognizes the romance if the value is greater than 12, which means it will mistakenly recognize it even if it's 99, and may fail to recognize it if you didn't talk to Bastila after the kiss. To further complicate things, some of the Temple Summit dialog's endings run a script that sets the value to 13, even when it was 99. This mistakenly restores a killed romance for players who wanted to just stay friends. My fixed scripts recognize the romance at values 12 and 13 in both dialogs, as well as prevent the mistaken reactivation when it was 99. **************** III. Installation **************** Unzip, copy the files from Override into your game's Override folder. ***************** IV. Other mods ***************** Compatible with any mod out there that doesn't modify the same script files, or redesign the romance too much (i.e. the K_SWG_BASTILA variable behaves the same way). Compatible with K1R. At the time I'm writing this K1R contains a different Bastila romance fix, but that simply becomes irrelevant if my mod is present. Its changes to Bastila's dialog file neither hurt nor help. For authors of mods that allow a female PC x Bastila romance: I provide a version of my fix that removes the gender check. "Use it well. Use it for good." Players should note that this does NOT automatically make my fix compatible with such mods - it depends on how these mods are written. Consult the authors to be sure. The mod was tested with the GOG version, and I expect it'll work fine with the old retail/CD versions too. I will not be testing the Steam version, and I make no guarantees about it at all. (PSA: Don't get gaming classics from Steam, kids - good old games are the speciality of Good Old Games, duh.) ******************** V. Old savegames ******************** Compatible with pre-existing savegames, including past the kiss+conversation on the Ebon Hawk, up until the Temple Summit confrontation with Dark Bastila. Savegames from past the Temple Summit may fail to benefit from the fix fully, especially if your character's relationship with Bastila is supposed to be platonic. ***************** VI. Changelog ***************** 1.0 -> 1.1: - Players who were deliberately NOT romancing Bastila could still sometimes get romantic lines in the second confrontation, on the Star Forge. This is properly fixed now; there was one more offending script to take care of. - [by request] added a variant without a gender check, so that this fix can (potentially) be used with mods that allow a female x Bastila romance. ************************************ VII. Disclaimers and permissions. ************************************ The usual stuff applies. The mod is provided as-is and with no guarantees; by installing it, you accept it may melt your computer, cause nuclear war, and hasten the heat death of the Universe. Distribute freely, including incorporating it in your mods, as long as you give credit.
  43. 1 point
  44. 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.
  45. 1 point

    Version 1.1


    ///// 01. Background ///// Being such a main part of the K1 story, I was surprised to see these had yet to be revamped. I was looking to get into modding/reskinning, so I thought this would be a great project. ///// 02. Enhancements ///// First steps were to update the overall model. I wanted some visual upgrades while still maintaining a very-aged and neglected structure. I love the runes scattered throughout the game and I really wanted to incorporate those as well. It seemed fitting to light them. (And you're going to them all over the place.) Next section was so focus on the HUD (for lack of a better term). It was very pixelated and really needed a crisp, new look. I tried to simplify it a bit and ended up removing a couple of parts as well. The biggest change I made was creating a new piece for the planet locators. I simply didn't like the originals and wanted to make the location an actual planet. This was a really fun part--recreating the central galaxy this all revolved around. I used some shots of actual galaxies, nebulas, and starfields. It's hard to beat the real thing. I adjusted the colors slightly for better clarity as well. The mother of a bastard that caused me the most grief, was the dodecahedron in the center of the star map. The texture had such a bizarre repeat pattern and never really wrapped that well. I'm happy to the point I got it to, but would like to make that an actual sphere in v2. ///// 03. Future Plans ///// In thinking about a version 2, I'd like to actually edit the model files. I think some edges could be softened, but mostly I'd like to adjust the mapping to avoid so many repeated areas of the texture. The final opening of the star map, where the PC finds out the location of the forge could use some work. Most (if not all) is model work and I wasn't ready for that. I'd also like to adjust the lighting in a couple of places. Would I go as far as to customize it for every zone you find a map? I dunno, that's a big endeavor and there are a limited number of placeables. ///// 04. Moving Forward ///// This has been a fun project for sure, and I'm happy to see it come to fruition. Please download and let me know your thoughts. I open to constructive criticism and whatever I can do to the better the project, I'm happy to do so. ///// 05. Install ///// Drag 'em to your override folder. These shouldn't conflict with anything. ///// 06. Uninstall ///// Remove the files. ///// 07. Disclaimer ///// Distribute, have fun, edit, whatever. I only ask that you don't claim this as your own. ///// 08. Thanks ///// So many! Shout outs for tutorials, advice, suggestions, testing, encouragement, and more. A Future Pilot, Darth_Sapiens, DarthParametric, DarthVarkor, djh269, InSidious, JCarter426, Kexikus, ndix UR, Rece, Sith Holocron, Sithspecter, Sniggles, tjsase, VarsityPuppet, Zhaboka
  46. 1 point
    @zbyl2, @Hassat Hunter Fix your mod. Or revert to last functional build. Or give someone else the keys. I feel happy and just fine telling these guys what to do with their mod. I was working on it with Stoney literally years before either of them touched it. They didn't have to release an update, but they did. Making it a piece of garbage that doesn't work is not ok; if nothing else they should get over their political idiocy and just upload the most stable recent version (1.8.3?) to DeadlyStream. I'm sure you're both busy. So am I.
  47. 1 point
    Did a comparative play-through of version 1.3, and confirmed that the above issues 8a, 8b, 8d, 8e, 8j, 8k, 8l, 8m, 8n, 8o, 8p are all regressions introduced in version 1.5 as a result of refactoring the Industrial Zone into 4 separate modules to improve the frame rate, and introducing a different ending. As for 8g, version 1.3 includes a separate shader patch to correct the problem. In other words, most of the problems above (some of them quite serious, resulting in incompletable quests) are not present in version 1.3, therefore version 1.3 is the most stable version of the mod available today. It also has a more interesting and believable ending (IMO). Since version 1.3 was never hosted on this site for political reasons, and it's not possible to download without buying the game on Steam, this leaves GOG and Retail game owners with either buggy 1.2, or buggy 1.5. For these users, I am hosting version 1.3 on my web site for the time being. Note that the shader patch component (opengl32.dll and the shaders_override folder) are intended for Steam version only and need not be installed for other versions. http://pa3pyx.dnsalias.org/stuff/m478ep13.7z
  48. 1 point
    The mod is extremely buggy, when it used to not be. Quests have updated sometimes upon reaching one of the new (as in split areas of Industrial) area if I fast traveled there first before reaching there on foot. I had the Assassination Module quest reactivate after completion, causing it to be stuck my quest log. I couldn't ask Kaah about the transmissions anymore in this version, even though I had the quest and I was supposed to be able to. Worst of all, the ending doesn't trigger properly. Once I meet with Vash, Kaah enters the room, is killed by Assassins, Vash is attacked by said Assassins, then all but two of them go hostile and when I finish, the music still stays like it's in combat. I'm guessing Sion is supposed to attack, judging by the new scene with Sion added, but he doesn't? I can then go talk to M478 and get him to give me fuel for Telos, and go back to the Ebon Hawk but the mod doesn't have any sort of ending now. If I kill Vash, then Kaah just kinda hangs out in the Central Zone like nothing happens. The quest log also still indicates that M478 killed Vash, which doesn't seem to be the case anymore. As a side note, I get people complained about all the walking, but the random forced teleporting is really jarring, it would be nice to have an option (mostly talking about the radiation sequence). This is the Steam Version and I'm using the same mods I've always used, installed in this order: (All of these mods are installed through TSLPatcher, and not through the Steam Workshop) TSLRCM M478 Jedi Temple+Expansion+Compatibility with M4-78's Galaxy Map CSA4 Starkiller as PC (PC head mod)
  49. 1 point
  50. 1 point
    I've been secretly working on a new planet mod for both KOTOR and TSL. I'm finally far enough along that I can warrant a WIP thread! So I present to you: Ilum: The Mother Crystal (name pending) Travel to Ilum, home of the Adegan lightsaber crystal to help a ragtag group of treasure hunters find the biggest haul of their lifetimes: The Mother Crystal - New, voiced characters - 3 fully modeled original areas - 2 part story that spans both KOTOR and TSL Projected Release date is a little tricky given my busy work schedule, but it will be out sometime later this year. Screenshots: The New Galaxy Map (Ilum included) Ilum Crystal Cave: Ilum Canyon with new NPC: