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  1. 4 points
    The way to do it in K1 is to call SuppressStatusSummaryEntry before the creation or destruction. // 763. SuppressStatusSummaryEntry // This will prevent the next n entries that should have shown up in the status summary // from being added // This will not add on to any existing summary suppressions, but rather replace it. So // to clear the supression system pass 0 as the entry value void SuppressStatusSummaryEntry(int nNumEntries = 1); For example: SuppressStatusSummaryEntry(); CreateItemOnObject("g_w_lghtsbr01");
  2. 3 points
    Don't call it a comeback, but here's 2 more new feats: Rationing Technique and Intimidation Factor. Doing K1 first this time, TSL can catch up later. Special thanks to JCarter426 for letting me know about suppressing inventory messages, which I previously thought was impossible. Opens a lot of doors.
  3. 3 points
    Agreed. I come from the FLOSS side of things, for me it's natural to release sources. And while in the FLOSS space, we disagree on different licenses, we agree that source releases, with a proper license attached to allow for re-use, is important. And "release early, release often" is also a common mantra: things might happen, so while we wait for a drop of perfectly finished and cleaned up sources, maybe you get hit by a bus. Or, less crass, your HDD dies and you don't have any backups. Or something else catches your interest or your RL gets bogged down or a global panini hits and your headspace is just weird as all f. It happens, that's okay. Don't get me wrong, good documentation and detailed documented specs of file format is also important. Ideally, there's both docs and code. With code, though, if you can get it to run, you can immediately see if it's correct. This isn't meant as an attack or rant or anything, just for an explanation of where I'm coming from here.
  4. 3 points
    @Masamune753 Yes, it was caused by the attempt to limit the forms to melee wielders. I'm about to upload an update that should fix it. UPDATE: v1.6: -Fixed bug which was causing stats to stack unpredictably (NB: restriction of the lightsaber form to melee wielders is now only checked when the form is first applied); -Corrected inconsistent spelling in the description of Makashi; -Corrected Makashi description to reflect actual bonuses; -Corrected Makashi to give +2 to Will saves.
  5. 3 points

    Version 1.0.0

    55 downloads

    There is nothing more central to a Jedi's life than a cool outfit, except maybe a sweet saber to boot. So why put on robes with missing textures on their backsides when you could be impressing Sith Lords with your nice getup? Why settle for the shadow of a limberjack when a cool silhouette is half the reason you don the cloak? Let's fix up the game's robes! This mod will provide you with some fixed up versions of all the game's robe models -- that's both the thicker and thinner variants of the Jedi robe, the Jal Shey armor, Kreia's robe, and the Handmaiden's hooded robe. All models will have various issues fixed up, as well as fitting shadows. Any outfit that uses one of these models, regardless of texture/color, will be improved for you, and that includes any new robes from any other mods (just make sure they don't replace one of the listed models in the below Included Files). Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. Once in-game, I recommend turning on soft shadows if you have not already (OPTIONS->GRAPHICS->ADVANCED GRAPHICS->SOFT SHADOWS). If you have TSLRCM installed, check the Included Files section below for any file listed with an asterisk (*). These files are already in your override after installing TSLRCM, so you should delete those versions in order for the new ones to work. The new versions already include all the changes made in the base TSLRCM version, and I have included a folder labeled "TSLRCM backup" which contains those older versions should you need to back them up. If you installed TSLRCM via Steam, you can find the relevant files to delete in "Steam\steamapps\workshop\485537937\override". Uninstallation: Place the files included in the "TSLRCM backup" folder into your override if using TSLRCM, and then remove "Ultimate_Robes_Repair_For_TSL" from your override. Included Files: Compatibility: This mod is fully compatible with any mod which does not replace any of the files listed above. If a mod does include any such models, you will have to pick which version to use, and remove the other from your override. If using TSLRCM, make sure to install that mod first, and make sure that any files listed with an asterisk above are successfully replaced by this mod. See the Installation section for more details. Any texture mods that add new or alter robe skins are compatible with this mod. However, many robe mods will attempt to replace model files (.mdl/.mdx) as well, rather than just textures (.tga/.tpc), so keep an eye out for what files are included with other mods. Movie-style Jedi Master robes by DeadMan, for instance, contains its own version of PFBNM.mdl/x and PMBNM.mdl/x that you are required to use for that mod to work, so you cannot use the versions included here with that mod, though you may still use the other included model files. Compatible mods include Jedi Journeyman Robes by Stormie97, which uses a different model as its basis, and much of Effixian's work, such as Effixian's Lore Keeper's Robes, Strider Robes, and Handmaiden Clothing Reskin. Acknowledgments: Thanks to seedhartha, NdixUR, Symmetric, and Purifier for making importing to Blender simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  6. 2 points
    Nice mod! I have long used Darth_Sapiens' texture after properly renaming the file and was very happy with it but now I will check out SH's recolored version as well. Thanks!
  7. 2 points
    Thanks to advice from both TamerBill and DarthParametric, I finalized Mission's unique feat (tested and working): Survival Instinct Unique Ability: Mission Mission grew up on the streets of Taris where she learned self-preservation. She gains a +1 bonus to dodging and saving throws when she is the last one standing in combat.
  8. 2 points
    Have you tested that? Editing an include file will not, on its own, do anything. You'd need to recompile the scripts that use the include.
  9. 2 points

    Version 1.1.0

    27 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.05.2022 1.1.0 Release Date: 15.05.2022 Installation: This mod requires the Kotor 1 Community Patch to be installed FIRST before ANY other mod: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ Alongside the "Readme.txt" file will be the following folders: "Override Mods" "TSLPatcher Mods" * To install Override Mods, open the Override Mods folder and select which mod you'd like to install and simply copy the files within the mod folder into your swkotor "Override" folder. * To install TSLPatcher Mods, simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic (Do note: This mod, as of version 1.0.0, only has a single TSLPatcher mod). Description: 9 years ago, Pavijan357 released their Unofficial TSLRCM Tweak Pack. That mod changed numerous aspects of TSLRCM based on Pavijan's personal tastes including, but not limited to, the removal of Kaevee or the restoration of Saedhe's original generic head. This mod uses that concept and applies it to the K1 Community Patch where I change, revamp or remove certain features of the K1 Community Patch based on my own personal opinion on that particular feature. Features: Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com Incompatibilities: Report further any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Do NOT claim credit for the K1 Community Patch or any of its integrated mods, please consult the K1CP developers for permission to utilize their assets in your own mod. Thanks: A Future Pilot: For kickstarting the K1 Community Patch mod! DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates! DarthParametric again: For improving the mod logo on the main download page! Bioware: For such an amazing game! Stoffee: For TSLPatcher! Fred Tetra: For Kotor Tool! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  10. 2 points
    View File Unofficial K1CP Tweak Pack A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.05.2022 1.1.0 Release Date: 15.05.2022 Installation: This mod requires the Kotor 1 Community Patch to be installed FIRST before ANY other mod: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ Alongside the "Readme.txt" file will be the following folders: "Override Mods" "TSLPatcher Mods" * To install Override Mods, open the Override Mods folder and select which mod you'd like to install and simply copy the files within the mod folder into your swkotor "Override" folder. * To install TSLPatcher Mods, simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic (Do note: This mod, as of version 1.0.0, only has a single TSLPatcher mod). Description: 9 years ago, Pavijan357 released their Unofficial TSLRCM Tweak Pack. That mod changed numerous aspects of TSLRCM based on Pavijan's personal tastes including, but not limited to, the removal of Kaevee or the restoration of Saedhe's original generic head. This mod uses that concept and applies it to the K1 Community Patch where I change, revamp or remove certain features of the K1 Community Patch based on my own personal opinion on that particular feature. Features: Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com Incompatibilities: Report further any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Do NOT claim credit for the K1 Community Patch or any of its integrated mods, please consult the K1CP developers for permission to utilize their assets in your own mod. Thanks: A Future Pilot: For kickstarting the K1 Community Patch mod! DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates! DarthParametric again: For improving the mod logo on the main download page! Bioware: For such an amazing game! Stoffee: For TSLPatcher! Fred Tetra: For Kotor Tool! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 05/14/2022 Category Mods K1R Compatible No
  11. 2 points
    Update: As suggested by DarthParametric (and reinforced by Sdub), I have added an option for a visible forcefield at the entrance to the hangar. If you've already installed version 1.0 and want to try the new effect, you can proceed straight to the "Add Visible Forcefield" part of the installation. Thanks a ton to Darth Parametric for providing an example forcefield that I could emulate!
  12. 2 points
    The remake is in UE4. There won't be any NWScript in it. It doesn't even use UnrealScript any more, just Blueprints. If you are giving up, then please at least make the current source code available. DS now has its own Github repo for various tool projects. If you'd like to create a repo for it there, jump on the DS Discord - https://discord.gg/h68Z9Ds2 - or send me a PM.
  13. 2 points
    I'd say treat a mod trailer like a videogame teaser rather than a (now defunct) E3 trailer. Show the best examples of what you've added and really use the opportunity to introduce the viewer to some of your characters or themes. Don't hype the viewer up with amazing music and pre-rendered videos when the final product won't look or sound anything like either. Don't show how you wish the mod will look, just show what it actually is.
  14. 1 point
    View File Darth Sapiens’ T3-M4 HD 2k [Ported to Kotor 1] A Mod for Star Wars Knights of The Old Republic Authors: N-DReW25 1.0.0 Release Date: 11.05.2022 Description: On the 21st of February 2015, Darth Sapiens released his T3-M4 HD 2k reskin mod to Deadlystream.com (http://deadlystream.com/forum/files/file/514-darth-sapiens-presents-t3m4-hd-2k/). In the years following his release, Sith Holocron recolored Sapiens’ texture for the other astromech droids in the game /( https://deadlystream.com/files/file/971-refurbished-astromech-droids/) What we didn’t know is that Sith Holocron recolored the T3-M4 texture for his own personal uses as he was attempting to get closer to the coloring seen in the original “vanilla” T3-M4 texture. Sapiens’ original mod can only work in K1 if the player renames the original texture (and the associated TXI file) to the K1 name structure. To quote from Darth Sapiens’ original mod page: "this is a t3m4 skin I have had in the works for a little while now, my usual rules apply, use this however you'd like but give me credit and a PM, all the disclaimers and stuff apply. thanks obsidian and bioware, NO thanks Disney." With this is mind, I have decided to publish Sith Holocron’s modified version of the T3-M4 HD 2k mod for Kotor 1 in particular. All the credit goes to Darth Sapiens for making the original mod. (Please see Credit section for additional credits.) Installation: For Star Wars Knights of the Old Republic - Extract all files into the Star Wars Knights of the Old Republic/Override folder. Uninstallation: Take it out again. Known Bugs: None known at this time. Credits: This mod would not have been possible with Darth_Sapiens' mod so primary credit belongs to him. Oh . . . and credit to Sith Holocron for the recoloring and responding quickly to my questions about this mod. And the screenshots! Additional Mod Suggestions: If you like the look of Sapiens’ mod, may I recommended to you also download and install Sith Holocron’s Refurbished Astromech Droids mod? (https://deadlystream.com/files/file/971-refurbished-astromech-droids/) Unlike this mod, no renaming was required for that mod. You’ll have the added benefit of Darth Sapiens’ design being standard through the game. This of course is optional. Of course, you may prefer Sapiens’ coloring of T3-M4, especially as some of you have been using that texture in TSL for years. That seems fair to me! In that case, I recommend you download Sapiens’ mod (linked above) to your desktop and do the following: - First uninstall this mod - Rename P_t3m4_01.DDS to P_t3m3_01.DDS - Rename P_t3m4_01.txi to P_t3m3_01.txi - Rename PO_PT3m4.tga to P_pt3m3_01.tga - Rename PO_PT3m4.txi to P_pt3m3_01.txi - Move the renamed files and the remaining unnamed files in that folder to your Override 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 by permission of me. This mod is not to be distributed for profit, either. Sith Holocron's Policy: 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 before your use. Submitter N-DReW25 Submitted 05/10/2022 Category Skins K1R Compatible Yes  
  15. 1 point

    Version 1.2.0

    105 downloads

    In the vanilla game, Yavin Station is the only location that does not have a proper hangar where the player can walk to and from the Ebon Hawk. This mod adds one that generally matches the original landing/takeoff videos, although I have taken a few artistic liberties. You may notice that, as with the original videos, it looks remarkably similar to the Ahto City hangar on Manaan. I can only assume that the same architect worked on both projects. The hangar comes in two variants: with and without a visible forcefield effect over the hangar entrance. By default, the forcefield is invisible. To change between the visible and invisible forcefields, see the INSTALLATION instructions below. Aside from adding the new hangar, I have also made a few additional edits to the station: - Changed the stars to use a different, less-repetitive vanilla star texture. - Fixed some questionable geometry at the main observation window. - Edited the walkmesh by the observation window to correct a glitch where the player could teleport into space, originally documented by the KOTOR 1 Community Patch (K1CP). Please note that I have not reused any K1CP material for these edits. IMPORTANT: For everything to work right, you will need a save from before visiting Yavin Station for the first time. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe, and select the option "Main Installation" when prompted. If you are using "High Quality Cockpit Skyboxes" by Sithspecter, see below for additional instructions. By default, the forcefield at the hangar entrance is invisible. To add a visible forcefield effect, run INSTALL.exe again after finishing the main installation, and select "Optional: Add Visible Forcefield". If you change your mind and prefer the invisible forcefield, run INSTALL.exe a third time, and select "Optional: Revert to Invisible Forcefield". ------------------------------------------------------------------- COMPATIBILITY This mod is incompatible with any mods that alter the area geometry of Yavin Station. Reskins are technically compatible, but they might look strange with a few new textures that I have added. If you are using a reskin of the Ebon Hawk's exterior, see the instructions below. This mod has not been tested with the KOTOR 1 Community Patch (K1CP), the KOTOR 1 Restoration (K1R), or the K1 Yavin IV Planet Mod, but I do not expect any significant issues. For best results, install this mod after K1CP or K1R and before any other mods that alter Yavin Station. ------------------------------------------------------------------- HIGH QUALITY COCKPIT SKYBOXES If you are using "High Quality Cockpit Skyboxes" by Sithspecter (which I highly recommend), I have included compatible skybox textures matching my new hangar. After installing the cockpit skyboxes, perform the following steps: 1. Go to the folder "HQ Cockpit Skybox Textures". 2. Copy the TPC files corresponding to the desired quality into your Override folder. 3. If present, delete the following files from Override: - ebo_yab.tga - ebo_yaf.tga - ebo_yal.tga - ebo_yar.tga - ebo_yat.tga "High Quality Cockpit Skyboxes" may be found at https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ ------------------------------------------------------------------- EBON HAWK RESKINS To use a reskin of the Ebon Hawk's exterior with the new hangar, perform the following steps: 1. Make extra copies of "LSF_EHawk01.tga" and "LSF_EHawk01.txi" (if present) from the reskin, and rename them as "yvh_ehawk.tga" and "yvh_ehawk.txi", respectively. 2. If present, open the new "yvh_ehawk.txi" with a text editor, and change the entry after "envmaptexture" or "bumpyshinytexture" to "CM_WK_YAVHGR". 3. Copy both files into your Override folder. 4. Delete "yvh_ehawk.tpc" from your Override folder. ------------------------------------------------------------------- POTENTIAL BUGS During testing, I occasionally ran into issues of teleporting into space while walking between the hangar and the connecting corridor. I believe I have corrected the walkmesh issues causing this, but I recommend saving often just in case. ------------------------------------------------------------------- CREDITS MDLedit and KOTORmax by bead-v KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack, stoffe, and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 TSL Patcher by stoffe ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Thanks to DarthParametric for suggesting the visible forcefield effect and providing an example from K1CP. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added an option for a visible forcefield effect 1.2 - Added particle emitters at the ends of the visible forcefield ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
  16. 1 point
    Thank you, that's good to hear! If I understand your question correctly, LSF_EHawk01.tga and LSF_EHawk.txi should still be left in Override when you're done. They're the textures that reskin the Ebon Hawk on the Star Forge. The end goal is just to make an extra copy of the reskin that is appropriately named so that my new models will use it. There isn't anything special about LSF_EHawk01 versus the other planet-specific copies, I just chose it to have something concrete for the instructions.
  17. 1 point
    Fantastic! I feel your version fits the aesthetic of the game better than any others. Will be a permanent override. 🍌
  18. 1 point
    Thanks for jumping in, Thor110. This will probably be the cause and solution for the typical user with this issue. If you have been to Yavin previously, the game loads the old waypoints, placeables, etc. from the saved game rather than the updated ones in the module GIT. The original exit will still be there, too, so it shouldn't break the module. You just won't be able to get to the hangar before it sends you back to the Ebon Hawk. That would definitely do it. 🙂 Glad you were able to figure it out.
  19. 1 point
    I think I have found the problem. It is all on me as I have altered the spawning points for the party members disembarking the Ebon Hawk. I will test this later but I am quite sure it was a false alarm on my part.
  20. 1 point
    My own limited experience with it was not successful. One of the vanilla Xor scripts relied on it, which was probably one of the reasons why he was so broken.
  21. 1 point
  22. 1 point
    Nice bookmark for the heads: Next to those names you have the dark side transition variations, it's similar for the portraits. For example PFHA01.tpc/tga is the neutral/light side version, then there's PFHA01D1 for half way towards dark, and PFHA01D2 for max dark (I don't think it's actually 50% and 100% dark, but something like that). The appearance.2da info here helps for the other things: There you can find that for example column modela points to the underwear model, texa to the accompanying texture. Now on to the actual filenames, for example the first player entry in appearance.2da "P_FEM_A_SML_01" has PFBAMA in the texa column. Those letters come from Player Female Body A (the underwear column) M is a bit of a leftover from K1, which has different underwear for different classes (S, M, L) A for Asian/Hispanic (btw B = "Black" & C = "Caucasian") Finally there is a number, a texture variation number that's in the item file (.uti). For underwear it's just 1 (always 2 digits so 01). Final filename: pfbama01.tpc/tga (case insensitive). For other outfits there are different texture variations. Advanced: To find which texture an item uses you first again use "Detailed info of 2da files" to look up the column. For example the n columns are for the Jedi Knight/Master model. In column texn you find PFBN (Sticking with the P_FEM_A_SML_01 row, although the skin colour is not relevant here, there's no A for Asian). Now you need to find the texture variation number for a certain item (robe). You need to find the item template file (.uti). You can look it up at GameBanshee. Random example: Dark Jedi Knight Robe -> Template: a_robe_14 Now you open that item template (Kotor II -> BIFs -> templates.bif -> Blueprint, Item -> a_robe_14.uti), you find that the texture variation is 4 (-> 04). Final filename: PFBN04.tpc/tga. I hope this is a good intro, good luck! Feel free to ask more questions here or on the Discord.
  23. 1 point
    Yeah, no worries, if you know that much you're alright.
  24. 1 point
    *Dusts off the cobwebs on this account* Hi! Just finished my college semester lol
  25. 1 point
    Thanks for the feedback, the emitters definitely make it feel more like the vanilla forcefield doors. I like the end result (although the still screenshot doesn’t quite capture it), and I have updated the forcefield version with the emitters. I have also added a subtle plane of static similar to mydoor2. Instead of adding duplicate emitters, I actually increased their Y dimensions to fit the opening height. I also ended up tweaking a few parameters to suit the larger opening. (Side note, it looks like the emitters on mydoor2 are actually not symmetrical, although I can’t say that it’s noticeable in-game.)
  26. 1 point

    Version 3.0.0

    160 downloads

    Description: A tiny mod for KotOR 1 that gives the player the option to avoid becoming a Jedi and remain a Soldier, Scout, or Scoundrel for the entire game. It adds two new replies towards the end of the second conversation with the Jedi Council. As you can see from the screenshot, the new replies start with "[Refuse Jedi Training]", so there should be no confusion as to what they do or which ones they are. If you choose not to be a Jedi, that conversation leads directly into the "corruption in the grove" quest, skipping over several parts of the Jedi training quest. Scripts are included to enable cross-classing as a non-Jedi. So, for example, a Scout can cross-class as a Soldier, etc. The option to cross-class as a non-Jedi is given through subtitles at the end of that second conversation with the Council. To avoid cross-classing as a non-Jedi, simply choose "No" when asked if you want to cross-class. Note that there is no second opportunity to cross-class or become a Jedi. If you change your mind later or you misclick, you'll have to reload or use a save editor. If you're wondering why anyone would want to do this, some people might want to do a "challenge run" without lightsabers or Force powers. Others might want to roleplay a trooper, smuggler, or bounty hunter-type character who refuses to use the Force. If you're wondering how this might be explained from a story standpoint, considering that the PC is regularly referred to as Padawan or Jedi, my explanation is that the PC is a "nominal Jedi". The PC is Force Sensitive and the Council considers them a (stubborn, uncooperative, foolish, and possibly evil) member of the Jedi Order, but the PC refuses to cultivate their Force abilities (in any obvious way), to wear robes, or to use lightsabers. Other than the Council and a few others who insist on treating the PC as a Jedi because they "should be a Jedi", NPCs are playing along. Or they don't know any better. They encounter a Force Sensitive or someone who seems like a Jedi, and assume that they must be one. File Index: dan13_vandar.dlg dan13_zhar.dlg A bunch of custom scripts Installation: Open the I Don't Want to Be a Jedi 3.0 archive and extract the loose .dlg files and .ncs scripts into your Override folder. Ignore the "Source Scripts" folder. Uninstallation: Remove the .dlg files found in the archive from your Override folder. The scripts won't do anything without the .dlg files, so you can leave them or delete them. Credits: Fred Tetra for KotOR Tool Fair Strides for DLG Editor Dotalink for the cross-classing as a non-Jedi idea Bioware for making KotOR in the first place
  27. 1 point

    Version 1.1

    239 downloads

    MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 22 NOV 2021 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Description: ------------ Don’t you hate unfinished business? I sure do. So . . . I was looking over my mods and I realized I had things left to finish. One of the collections that I hadn’t released before I left the staff of DeadlyStream (again!) was a minor texture. These cover the major of the monitors you would see in the Docks section of Nar Shaddaa. One of the reasons that this wasn’t finished was an error on some of the models that had some lighting issues on them. However, ebmar made a quick fix and that seems to have done the trick. In keeping with my M.O., I’ve attached a video so you can see a before and after comparison before you decide to download. With the exception of the NAR_tek1 texture, none of these are animated. Installation: ------------- Place MDL and MDX into the Override folder. Put all included TGA and TXI files into your KotOR2 Override folder. Uninstallation: ------------- Take them out again. To take out specific textures, please refer to the pictures on the download page as they clearly show which ones are which. Known Bugs: ------------- None known at this time. Special Thanks: ------------- Thanks to @ebmar would create that model fix or these textures would’ve never seen the light of day. Thanks to @Jorak Uln for the frame that surrounds the monitor on texture NAR_tekX. I recycled portions of that framework on some of the other textures. Thanks to @N-DReW25 for doing some beta testing and providing helpful feedback towards this project. And thanks to @DarthParametric for attempting to try and walk me through some of the issues regarding that model. He wasn’t successful but he did give it the college try! 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 by permission of the mod author. 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 or to NexusMods. Usage in other mods must be requested AND approved by me before you include my materials in your mod. Modders that request permission to use my mods and don’t do so will have my permission withdrawn after a period of one year after I originally granted (i.e. permission and use is time sensitive.)
  28. 1 point
    Another excellent fix for the game, this always bugged me!
  29. 1 point
    This is an amazing little mod that makes the game feel that little bit fresher, I am amazed it wasn't this way in the first place! Great Work.
  30. 1 point
    It wasn't a stylistic choice, it was a performance optimisation. I very much doubt Bioware's original vision for the game was characters looking like they were taken straight out of the original Tomb Raider.
  31. 1 point
    The other thing you can do is add the emitters that the regular door forcefield has (check the "mydoor2" door model) to each side. I didn't add them to the Leviathan field because it was too big, but maybe the Manaan/Yavin hangar opening is small enough that you won't need too many duplicates. Plus you don't get to wander around the Leviathan hangar anyway, so there wasn't much point.
  32. 1 point
    IIRC, I don't think any of the vanilla K1 or TSL hangars have visible forcefields, just lights around the perimeter to represent some kind of emitters. That's how the original trilogy handled it, too: DarthParametric added a visible forcefield to the Leviathan hangar for K1CP, which I did my best to emulate. Now that I've seen it in action, I have to admit that it's a pretty cool effect.
  33. 1 point
    Coming off of my first major project, K1 Companion Sidequest Rewards, my focus is still on gameplay/design enhancements for the first Kotor. Something that struck me during my most recent playthrough is how unimportant/tacked on skills feel. This next project's goal will be to further imbed skills into K1's gameplay, validating INT/Sent/Skill focused builds as a more meaningful choice for players. The outline for this project builds on the awesome work by @jc2 and their Improved Grenades mod. For the other skills, I have the following ideas (ascending rank in terms of perceived difficulty): Computer Use → "Unlocking" T3-M4's ability to act as an upgrade bench (ala my Sidequest Reward mod) Treat Injury → Swapping Canderous Implants (ala TSL) Repair → Custom skill challenge with T3-M4 to create unique items: Dual Wieldable Stun Batons Lightsaber variants (Reg/Short/Double) Unique Droid Items for T3-M4/HK-47 Recreate Revan's "Original" lightsaber Persuade → Make all* merchants adjust their prices based on persuade skill Awareness → Swap out all Sith assassin encounters ("Malak was most displeased...") with: Create some kind of trigger that initiates a cutscene/dialog Spawn in Sith assassins during scene, framed as though they came out of stealth If Awareness (per current party member) is less than X, they lose half their health Regular dialog/Regular combat (Potential; Spawn in more assassins based on player level/difficulty) I have a sense on how to approach all of these ideas except the last one...creating custom encounters is totally out of my current understanding. As always, if anyone has any tips/comments/warnings on any of the above, I am eager to hear them.
  34. 1 point
    You have no idea how completely hyped I am to hear this! I adore this mod! Thank you! @InSidious Hey is it possible updating on an existing Save may cause issues? Soresu actually decreases my defense by 5 and increases Reflex by 2, Shi-Cho now increases def by 4 and Reflex by 2, Harmony Form does nothing, same with Persistence.
  35. 1 point
    I'd disagree. The proof is in the pudddingcode. But sure, do also release proper, structured documentation, please.
  36. 1 point
    I'm not saying a reverse compiler isn't useful. But I'd like to know how the remake will change things. If the mod community moves from NWScript/NCS to something new in the remake, a reverse compiler for NCS won't be useful for much beyond historical reasons. And we have no idea if TSL will get a remake, so the reverse compiler may be necessary regardless of the KoTOR remake. So for the moment assume this is on hold rather than canceled. So far I've only seen rumors, no definitive proof beyond switching the game engine to UE. And I don't see why NWScript/NCS can't coexist with UE? I'm not giving up, just busy. And the code isn't important. What's important is the documentation I've compiled explaining how, to my knowledge, NCS works. What I've been documenting is a step-by-step model that takes individual NCS opcodes and recreates higher-level operations, which often lead to higher-level operations of their own. It's rarely a 1-to-1 reversal like "CONSTI 1, CONSTI 1, ADDII" (which is "1 + 1" in NWScipt), and often requires examining operations in various contexts. For example, the JMP opcode shows up in four types of statements: Expression statements Jump statements Iteration statements Selection statements And there are three jump statements and two selection statements. That's a total of seven contexts to examine (1 + 3 + 1 + 2). And I've identified an actual error in at least one NCS compiler. I need to figure out if the reverse compiler should try to reverse those broken files, or just quit and complain.
  37. 1 point
    I would assume so, given that they should use the same model and the textures look the same. You'd just have to manually look through the TPC files in JC's mod to find the right files to replace.
  38. 1 point
    That would depend on exactly what the mod does. A trailer is kind of like advertisement, your trailer should pitch the mod to the audience and should make them want to download your mod. The key to making a good Kotor mod trailer is to get things like the music, footage and other special effects to work with what you're presenting. A common error I see Kotor mod trailer's make is that they record their mod footage with either the game's background music, background ambient noises or NPC chatter when these sounds would be best left out of the trailer. If you wanted to show an NPC talking, go into the sound menu of K1 or K2 and turn down the music and background noises to 0 whilst keeping the NPC dialogue up, in-game, you will only hear the NPC speak and the rest of the game will be silent. This would be useful if you wanted to have GLIntercept flyby shots of an area and the scene faded into another scene, you wouldn't want to have a soft flyby of Manaan hearing the loud crashing of the ocean's wave only to fade into Tatooine and unnaturally go from ocean waves to dust winds with no transition. Or you wouldn't want to loudly hear a ship take off in the background when an NPC is talking. If needed, you could use the vanilla game's/mod's sound effect files and add them in your video editor so you, the trailer maker, can choose when these sound effects play to complement the trailer instead of them being an annoyance in the background (A spooky Korriban mod trailer for example would do great with some Sith whispers and background screams which we hear in-game). In addition to the in-game audio, you'll want to make sure whatever music you picked isn't 'too loud'. I remember one of TSLRCM's old trailers having a part with Kreia narrating something and all I can hear is the Sith theme screeching over the top of her... the lesson we can learn from that trailer is: make sure the music isn't loud enough to overshadow the narrator and/or mod footage you are trying to showcase. When it comes to things like music, your pick should 'work' with the 'theme' of your mod. Is your mod an action packed custom content mod? You probably wouldn't want the K2's Rebuilt Enclave music playing for that. Many Kotor trailer's have music and features which work with their video theme, but sometimes these video features don't work whether it be with the video itself or with the mod you're showcasing. I could use various Kotor mod trailers as examples but I wouldn't want to draw criticism on the mods or their authors (Even if their trailers aren't good, most of the times the mods are amazing!). I would like to reiterate what Malkior has stated: I think that a trailer should only be made when the mod is essentially complete (You can discuss and plan it privately before hand, but that's it). You wouldn't want to have a trailer with half finished/poorly made content or, as Malkior put it, have a trailer which shows pre-rendered content which isn't even in the mod (If that was to be done, it'll only leave a bad impression on both your "mod" and yourself as a modder). If it's a teaser, it can be as short as 20 seconds or as long as a 1:30 depending on what exactly you want to show. The teaser should only 'tease' the mod whereas the trailer hence why it should be on the shorter end of the stick, whereas a trailer you'd go all out and do a 1 minute or 3 minute trailer, of course the timing of your trailer will be different depending on what the mod does: Does it rely heavily on combat? Is it voiced? Is it custom content? Is the mod big? etc. Trailers shouldn't really go for longer than 4 minutes I would say.
  39. 1 point

    Version 1.2

    7,346 downloads

    Thematic Sith Lords Premise Anyone who’s played TSL knows that the eponymous Sith Lords are pretty disappointing. The most hyped fight of the entire game, against Nihilus, is almost always trivial. Sion can be dangerous but rarely is, and Kreia’s floating lightsabers are almost always more of a threat than the woman herself. Thematic Sith Lords’s purpose is not to directly address these issues, but to push back against some of the underlying problems with these fights that results in them being so boring. While examining the .utc files for Sion, Kreia and Nihilus associated with their respective fights, I found that there was surprisingly little differentiation between them, especially in attributes, and very little specialization per Lord. Worse still, many feats and powers which the Lords should realistically have had were also missing: Sion, for example, lacked Ignore Pain despite his ability to fight through and even utilize his constant pain being the core of his character! Thematic Sith Lords, as you may have gathered, is not a difficulty mod as such. Rather, it’s a realism mod the goal of which is to increase the overall difficulty of the Lord fights as a natural result of restructuring the stats, feats and powers of the Lords to more accurately fit their physical and mental conditions, as well as their experiences and training, without making every fight harder for all characters. The goal is to make each fight with a Lord feel different, with each Lord having their own specialties, strengths and weaknesses, such that some character builds will do better against some Lords and struggle against others. In Thematic Sith Lords, Sion, for example, has extreme STR and CON, but poor CHA and INT, and abysmal DEX and WIS. His archetype is as a bruiser, who trades taking hits for being able to dish out extremely powerful strikes with no fear of his close-range style resulting in his death—because Sion doesn’t need to worry about dying in a fight, and his combat style should reflect that. This overconfidence results in him being somewhat vulnerable to Force abilities, however, and a Consular might run circles around him while a Guardian struggles to bring him down. The goal is that the opposite will also be true—Consulars who had no trouble with Sion might find themselves in a pickle when their abilities bounce off Nihilus, who now has even higher WIS and Will saves than he did before, and the DEX to frequently dodge the lightsabers of most Jedi not built explicitly for melee combat. Why use Thematic Sith Lords? As noted above, Thematic Sith Lords isn’t a difficulty mod, as most rebalances of the Lords are. The goal is to make each Lord’s attributes, stats, feats and powers a realistic reflection of their condition, and how they would actually fight. If you want pure difficulty, other mods might be for you; if you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Sith Lords is likely for you. Thematic Sith Lords also has two features which other difficulty mods for the Lords often don’t: it also modifies the Sion fight on Korriban and Sion's fight with Atton on Malachor (both of which are frequently left out of other mods), and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Compatibility This mod requires TSLRCM to be installed first, and NOT to be installed via the Steam Workshop, in order to install properly & function. The Workshop is very poor for mod compatibility, so if you have it installed via the Workshop, it’s best you install it via the installer version anyway. This mod should be compatible with anything and everything else that doesn’t edit the Lords’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. Installation 1. Ensure TSLRCM is downloaded and installed, NOT through the Steam Workshop! 2. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 3. Run the TSLPatcher .exe and, when prompted, select your game directory (the one with the .exe file in it). 4. Click “Patch” and you’re done! Permissions & Thanks As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give me credit for the idea and for the balance settings if you choose to retain most of mine, go for it. You don’t even need to ask me. Special thanks to @DarthParametric for his help with putting this together. It was my first time making significant edits with KOTORTool and creating a TSLPatcher install, and this mod quite probably wouldn’t exist without his help. Thanks to @Pavijan357 for identifying the missing changes to Sion in 906MAL.mod, and @DarthTyren for his assistance in helping me clean up my changes.ini and apply the changes properly to 909MAL. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.
  40. 1 point
    Here below are the collected press coverage and reviews of TSLRCM on major websites. Listed in chronological order. 2009 Hooked Gamers - October 20, 2009 KOTOR 2 RESTORATION PROJECT: When gamers set out to complete what a developer started you know you're in for a treat. Lord of Hunger sits down with us to talk about the recently completed Knights of the Old Republic 2 Restored Content Mod. 2010 VentureBeat - July 1, 2010 The KOTOR 2 Restoration: Why You Should Still Care 2012 GameInformer - July 12, 2012 The Best Mods for Knights of the Old Republic PCGamer - July 25, 2012 Community heroes: modders debug and restore cut content in Knights of the Old Republic II Escapist Magazine - July 26, 2012 Modders Restore Knights of the Old Republic II Content Rock Paper Shotgun - July 27, 2012 Grey Skies Are Gonna Kreia Up: KOTOR 2 Is Done Eurogamer.net - July 31, 2012 Chris Avellone: Knights of the Old Republic 2 restoration team "should be given a lot of kudos" Prima Games - July 31, 2012 Chris Avellone Dishes Out Respect to KOTOR2 Restoration Crew Rock Paper Shotgun - August 24, 2012 Get These: KOTOR 2 And Its Restored Content Mod Forbes - October 10, 2012 13 Classic Games Made Awesome with Mods, part 2 GameRant - sometime in 2012 Massive Content-Expanding ‘KOTOR 2’ Mod Finished 2014 Kotaku - May 30, 2014 Why Star Wars: Knights of the Old Republic 2 Is Better Than The Original 2015 PC Gamer - July 21, 2015 Knights of the Old Republic II gets controller support and more Ars Technica - July 21, 2015 Star Wars: KOTOR 2’s first patch in 10 years adds Linux, OS X, 5K, Steam mods Kotaku - July 21, 2015 Ten Years Later, Star Wars KOTOR II Gets An Official Update GameInformer - July 25, 2015 Star Wars: Knights Of The Old Republic II Is Out On Mac And Linux With Some Fantastic Updates Game Banshee - July 29, 2015 How Fans Fleshed Out KOTOR II and Why It's Worth Revisiting IGN - August 5, 2015 The Star Wars Game That Fans Saved - IGN Plays (Video) Paste - September 18, 2015 Modding the Sith Lords: How Fans Salvaged KOTOR 2 2016 Den of Geek! - April 21, 2016 Star Wars: How Knights of the Old Republic II Became Gaming's Great Unfinished Symphony A.V. Club: Gameological - April 27, 2016 In games, you can’t—and shouldn’t—win them all 2017 PC Gamer - Issue 287 (January 2017 Issue) Article: Make Your Old Games New Again Did I miss any? PM me with a link.
  41. 1 point
    2022 OutsideXbox - May 12th, 2022 OutsideXbox's video: 7 Times Fans Had to Fix the Game There are more than a few errors in the video for the TSLRCM section of the video. Feel free to let them know what they are in their video's comments!
  42. 1 point

    Version 1.0.0

    17 downloads

    For some reason I really hate the whole "Revan dual-wields purple and red" shtick. No idea why, but I just do. So I removed his purple lightsaber and buffed his stats a little to compensate for the nerf. I don't remember exactly what I did though, since I made this pre-COVID. To install, simply drop the zipped file into your override folder.
  43. 1 point
  44. 1 point
    I just played through the game for the first time in years with this mod (along with TSLRCM) and it was a blast. I did encounter one bug, though, which was that at some point my Exile's current HP became higher than their maximum HP amount. I noticed this because my character would take damage without the health bar ever decreasing. When I finally checked the character record screen, I noticed that my HP was somewhere around 400/150. Not sure what could have caused this, but it defeated the purpose of increasing the difficulty. Once the excess HP was taken down by enemies, however, the issue resolved itself. Also, at times it seemed like enemy NPCs were not doing much harm to my party members such as during the party only missions on Narshadaa. It was not clear if this was due to the enemies being designed to be easy to handle, or if it was something similar to the previous issue. Besides that, the only issue I had were the level requirements for some of the game's quests, such as sparring with the Handmaiden and Kreia's training being too high to ever be unlocked. I could easily go without those things, though, because the gameplay was so much more enjoyable. Having said that, this is exactly the type of mod I was looking for, and it definitely made the game satisfying and challenging. Thank you so much for taking the time to work on this, and being gracious enough to share it. If you ever decide whether to update it in any way please do not be discouraged in doing so by the low number of downloads or comments, as I can assure you that I enjoyed using it very much. Thanks again! P.S. I forgot to mention that I finished the game at level 12, rather than 20. This was one of the few mods I had installed so I'm fairly sure it was due to this. Not that I'm complaining, though, because that was easily one of my favorite parts.
  45. 1 point

    Version 1.0

    645 downloads

    Like most of you, I loved @Dark Hope's reskin for Jedi Master Vrook, 'HD Vrook'. However, I thought that the mod's changes to his skin tone -- from warm and healthy to pale and decidedly old -- fit far better for his appearance in KOTOR 2. With her permission, I took Dark Hope's HD Vrook as a base and added a bit of warmth to Vrook's skin tone, to suit his appearance in KOTOR 1. You can see this mod's texture in the image below, or compare it with other mod's textures in the screenshots above. 1 - HD Vrook Recolored (this mod) 2 - HD Vrook (Dark Hope's original) 3 - upscaled vanilla Vrook (textures from Ultimate Character Overhaul) Thanks to @Effix for helping me fix a texture error in my robes for the screenshot.
  46. 1 point

    Version 1.0.0

    136 downloads

    THREE-TIERED JEDI ROBES, or VANILLA ROBES REDONE This mod is a simple retexture and tiering of the Jedi (and Dark Jedi) robes already present in the game. Now Jedi, Knight, and Master robes come in all three colors (brown, red, blue), and their Dark variants (black, grey) with matching icons. The Vanilla Brown Jedi Robe is now the base texture for all Jedi/tier 1 robes. The Vanilla Red Jedi Robe is now the base texture for all Jedi Knight/tier 2 robes. The Vanilla Blue Jedi Robe is now the base texture for all Jedi Master/tier 3 robes. This decision was based on a variety of factors and contradicts N-DReW's Dark Jedi Robes mod, although the inspiration is heartily and sincerely felt. My justification is that the Blue Jedi Robe model is the most unique of the three--it has a higher collar and seems set apart from the rest. As Jedi Master Robes offer the best defense in the game save for Qel-Droma or Star Forge, I decided this distinction was warranted. Compatibility note: because of the relabeling of the textures to make the tier system work, this mod is technically not compatible with @constantinople33 magnificent Lore-Friendly Qel-Droma Robes mod. However if you're using this mod you'd likely want to be using that, so. In order to fix this, simply rename those textures from PMBI05/PFBI05 to PMBI06/PFBI06, then open the UTI file and change the texture number from 5 to 6. Sincerest thanks to @heyorange, @N-DReW25, and @Zhaboka for their support and input throughout the modding process. And of course thanks to Deadly Stream itself for being a haven of knowledge and community. May the Force be with you always.
  47. 1 point

    Version 1.00

    26,109 downloads

    this is a t3m4 skin I have had in the works for a little while now, my usual rules apply, use this however you'd like bu give me credit and a PM, all the disclaimers and stuff apply. thanks obsidian and bioware, NO thanks Disney. ps. I used the dds format, please keep it in dds, it's way more efficient and I noticed next to no quality loss.
  48. 1 point
    Slightly clearer instructions would be welcome, but great stuff overall. It doesn't work if installed BEFORE M4-78. That one overrides it. I tried with M4-78 and they don't work together. which strings did you add? Nevermind, this should be enough of a compatibility patch. soundset (2).2da
  49. 1 point

    Version 1.0.3

    621 downloads

    It was suggested to me that I release some of the fixes I have made separate from my main project, so here is my first set of fixes for two levels on Nar Shaddaa and two levels on Dantooine. The preview images show what happens before applying these fixes. Let me know if you find anywhere else in the game that this occurs and I will look into fixing it. Thor110
  50. 1 point
    02 - [TUTORIAL] - Creating a Merchant - TSL 03 - [ADDITIONAL] - Using ERFEdit 04 - [ADDITIONAL] - Picking an NPC to place in your level - TSL 05 - [ADDITIONAL] - Picking Placeables to fill your level with - TSL 06 - [ADDITIONAL] - Picking Alien Voice Over Dialog for your level - TSL 07 - [ADDITIONAL] - Placement & Rotation 08 - [TUTORIAL] - Waypoint Markers 09 - [TUTORIAL] - Scripting Basics 10 - [EXAMPLE SCRIPT] - Spawning NPC's on Enter 11 - [EXAMPLE SCRIPT] - Making NPC's Hostile! 12 - [EXAMPLE SCRIPT] - Trigger talking to an NPC! 13 - [EXAMPLE SCRIPT] - Make an NPC walk randomly 14 - [EXAMPLE SCRIPT] - Place a dead NPC 15 - [EXAMPLE SCRIPT] - Starting Conditional 16 - [TUTORIAL] - Companion Vendor 17 - [TUTORIAL] - Upgradeable Items 18 - [ADDITIONAL] - Door Gallery 19 - [ADDITIONAL] - Main Menu Details 99 - [REQUESTS] - Submit a tutorial idea! I will continue to provide examples that I think might be useful to people, these are all for TSL so far. I hope these tutorials and any others I write will help people continue to make mods for KotOR 1 & 2. These tutorials are getting shorter and less detailed, I may or may not go back and re-write them at some point but if anyone struggles with anything feel free to message me and let me know what I haven't covered very well. Feel free to join the Discord for my project if you need help with anything related to KotOR modding and I will do my best to assist. Discord : https://discord.gg/S3YyfTjMV8 Base Game Scripts & How To Use Them KotOR Modding - Crash Course This 2 hour stream covers the basics of KotOR modding and some of the programs involved, I also regularly stream development of my mod project on Twitch/YouTube. Not all of this covers KotOR modding, there is about 10-20 minutes during the first hour where I get distracted and the second hour of it is mostly me playing games. These are the testing rooms but for K1 the room is lacking a texture but I find this just makes it easier to look through the characters. If anything in any of my short tutorials isn't clear or you don't understand for some reason then let me know and I will do what I can to help.