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  1. 5 points

    Version 1.0.0

    12 downloads

    Created by: Sith Holocron (and others listed in the credits section) Game: Knights of the Old Republic 1 Version 1.0 Uploaded: 20 MAY 2024 The Brotherhood of Shadows: Solomon’s Revenge Textural Reinterpretation mod was designed to upscale and/or enhance the textures seen in the mod. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. Just a note: I have included upscales of the loading screen. However, if someone wants to take at recreating the loading screen in color, I thoroughly support that effort. I say “load screen” rather than “load screens” as the same loading screen is used for all of the BOS:SR areas. On N_DarthRevan01 (TGA and TXI): The mod doesn’t appear to add anything notable to this skin and the game already has this one available. Though I upscaled the texture, you may safely discard it if you covet another texture instead. If folks do want to change the texture of the traditional Darth Revan, there are so many fine reskins available. In addition, I suggest researching the Flowing Robes mod when researching alternate textures. What’s not included and why: All textures with the header m80, m81, or m82. As upscaling these textures will not improve their quality, I have not done so. You should leave these textures in the Override as-is. fx_Smoke02.tga: Upscaling this texture will not improve the quality. Leave this texture in the Override as-is. Skybox textures (trs_Bsky01.tga, trs_bsky01.txi, trs_sky0001, trs_sky0002, trs_sky0003, trs_sky0004, trs_sky0005, wst_sky0001, wst_sky0002, wst_sky0003, wst_sky0004, wst_sky0005, zzz_sky0001, zzz_sky0002, zzz_sky0003, zzz_sky0004, zzz_sky0005): I highly recommend using Kexikus’ mod instead of using the skyboxes included with the Brotherhood of Shadow: Solomon’s Revenge mod. (https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/) However, if you insist on using the original skyboxes, you’ll be able to find them in the folder named “Original BOS Skyboxes.” From what I have seen in game, both the original skybox textures and my upscaled versions of them are NOT compatible with Kexikus’ skybox mod for BOSSR. If you encounter issues, you have been forewarned. Shadow’s textures I have not made upscales for the character and clothing textures for “Shadow”. I highly recommend using Dark Hope’s mod instead. All added portrait textures: I have not made upscales for any of the added portrait textures for the portraits added with BOS:SR. I highly recommend using ndix UR’s portrait mod instead. Installation: The “twilek_m02d.tga” texture has been both upscaled and converted to be compatible with Ashton Scorpius’ mod “K1 Better Male Twilek Heads” and requires its use to work properly. Make sure that mod is downloaded and installed according to its installation directions before installing mine. That mod can be found here: https://deadlystream.com/files/file/1430-k1-better-male-twilek-heads/ After reading the caveats implied in the “What’s not included and Why” section, then add all of the textures you’ll be using into your Override folder. Allow my textures to override the files there. There are 3 TPC files in my mod: aaa_bla01.tpc, fff_lobla01.tpc, and ooo_lobla01.tpc. Make sure to delete the TGA and TXI files of the same name in the Override folder. I won’t be providing an uninstall guide as the shear number of files that’ll be replaced defies an easy way to explain it. Thanks / Credits: I have used a few of the textures from Dark Hope’s “international Global Mod” who has kindly provided blanket permission for their use. Thanks to Dark Hope for allowing me to do so here. n_sithcomf01, n_sithcomf02, and n_sithcomf03 in the Optional textures folder is derived from textures from Thor110’s ”Topaz GigaPixel AI Upscales - K1 1.0.0.” Thanks to Thor110 for providing his upscales to the community as a Modder’s Resource. https://deadlystream.com/files/file/2160-topaz-gigapixel-ai-upscales-k1/ The “twilek_m02d.tga” texture has been both upscaled and converted to be compatible with Ashton Scorpius’ mod “K1 Better Male Twilek Heads” and requires its use to work properly. That mod can be found here: https://deadlystream.com/files/file/1430-k1-better-male-twilek-heads/ Thanks to Ashton Scorpius for his permission to use his Twi’lek male head template to fix this texture. Any issues with this mod – other than the previously stated skybox issue with Kexikus’ BOSSR skybox mod – can be left here on the download page. Please tag me when reporting those errors as that will speed up the timeliness of my reply. Thank you. Enjoy the mod. (This section reserved for when I get around to making an overview video for this mod.) I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop - with the exception of Hassat Hunter who has my permission to do so. 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.
  2. 3 points
    View File Thematic The One Thematic The One Premise The One: warlord; conqueror; latent Force-Sensitive. A charismatic leader of the Rakata and a near-supernatural anomaly among their people. As an added bonus, he also dies in about two combat rounds! In fairness, with a good character build there’s very little that doesn’t go down in two rounds or less in the lategame. But The One in particular irks me—he’s presented as special, a natural leader in Revan’s own mold, a warrior-prince leading both armies and the political structure of his people. Yet despite having all the resources of the hundreds of islands he has conquered and dozens of crashed vessels he has looted, indeed despite having a Sith Tremor Sword in a bin literally RIGHT BEHIND HIM, he uses two regular vibroblades; despite being so charismatic he convinced his own former chieftain to willingly sacrifice himself and allow his tribe to cannibalize him while being so brick-headed he’s sat on a single island for half a decade, his WIS is 18 while his CHA is only 12; and despite being latently Force-Sensitive, his Will saves are abysmal. This was a ripe field for a Thematic project. Like my similar mod for KOTOR 2, Thematic The One’s goal is not to make the fight against The One actually challenging—this is not a difficulty mod. The fight will be slightly harder than in vanilla, yes, but for some builds this change will not even be noticeable; indeed, I took him out in two combat rounds just like normal. Instead, the goal is to present The One as the game insists he is: a charismatic warrior with vast resources and the—albeit unconscious—power of the Force behind him. Changes The One’s WIS and CHA stats have been nearly inverted, from 18/12 to 14/18; he has been given a Sith Tremor Sword in his main hand and an Echani Vibroblade in his off-hand (neither droppable); his Will saves have been bumped up to 15, to make him about as difficult as an average Dark Jedi to land Force abilities against; his alignment has been moved from Neutral to moderately DS, so that the Solari crystal will work against him; and, most significantly, he has been scripted to use Force Valor at the start of the fight with him. I felt this was important to represent exactly how close The One is to true Force Sensitivity, and how it’s clear that the Force has been supporting his meteoric rise from the start. Compatibility As is the objective with all Thematic-series mods, this mod should be compatible with every other mod out there. Even mods that edit The One should be compatible, as long as they edit his data in the module rather than with a direct .utc file drop to the override; at worst, such a mod would only replace some of my changes with its own. 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. Particular thanks to JCarter426, who made this entire mod at my request but then told me it would be funnier if I uploaded it like it was my own. Ok. Submitter Snigaroo Submitted 05/21/2024 Category Mods K1R Compatible Yes  
  3. 3 points
    I originally made some upscales to some BoS:SR textures for my now-defunct Steam Guide because the low quality textures were especially noticeable when using High Resolution textures for the rest of the game, but those were never meant to be anything other than a quick fix, these on the other hand cover everything that can be reasonably upscaled and you can actually see the work put into it and take it a step further beyond simple upscales. The Skyboxes thankfully aren't included by default (Because of Kexikus' awesome Skybox textures and I can't play either game without them) and the textures for Shadow aren't included at all thanks to the existence of Dark Hope's lovely retexture. Even in 2024, Brotherhood of Shadow is alive and well thanks to the continued efforts of Sith Holocron, Dark Hope, Kexikus, ndix UR, and many others. That said, I think Brotherhood of Shadow is in dire need of new voice actors, dialogue revisions, and overall bug fixes before it can truly be considered in-line with the rest of the game. This upscale pack is is getting us one step further towards that goal. Oh, and there are some video upscales/60fps interpolation of the movies but I have it on good authority those might be remade in the future. Thanks for this and congrats once again on the release.
  4. 3 points
    Thanks, if you have any thoughts, ideas or suggestions feel free to let me know. In regards to updates, I keep my DIscord server regularly posted with progress on the project. But the latest change as of an hour or so ago is that I finally managed to change the colour of the dialog and the hardcoded text colour values in the executable. Took a lot of creative thinking to get there but I got there in the end! The majority of these values are accessible and can be edited with ease in the .gui files, but for whatever reason some of them are hard coded into the executable file. Frustratingly I still have to track down the dark green which is used for the border of some buttons that are also hard coded into the executable. But very soon I will finally have 100% of the GUI recoloured, while I could have just left the dialog green and put the time towards fixing other things, I just couldn't handle it, it drove me nuts and just had to be done. Everything has to be perfect! Still hoping I can get a section on the forum specifically for this mod project as I would love to put out a range of polls about what to add or not to add and how to consider tying everything together, as we all know the possibilities here are endless and tackling all this solo has been mighty troublesome, time consuming and stressful. Really want these games to be the best they can possibly be. Once I have tracked down the next set of values that need changing, I will be sure to add that information to my tutorials. Thor110
  5. 2 points

    Version 1.0.0

    2 downloads

    This mod is a modder's ressource, it does not introduce any item into the game, there is not item sheet related to the models, there is no custom skin for the models. Description and content This mod packs 71 mask model variants, merging the vanilla visors from the game as best as possible. Every models bear the vanilla textures and should not conflict with any items in game. There is no icons provided. Every models are referenced in a specific folder and inside the folder is a .Jpg that you can open to display the model. I packed every vanilla textures for the masks as an additional folder. How to use this - You can make them a brand new items in game, modifying the model variation and adding a custom icon. - You can make customized skins with the provided textures, by modifying the texture names related to the models using Blender or other softwares. - You can use them, either to make them placeables, or add them to npc models using Blender or other softwares. - Anything that comes to your mind if you have the abilities ! Feel free to use anything from this mod, this is extracted from the base game and this is my own edits. Just credit me somewhere. Disclaimers - I tried to make sure every geometry pieces from every masks had unique names, so they shouldnt conflict with anything and between each other at 95%. However, this is a lot of visors and i might have forgotten some, so it might be useful to double check before using one with Blender. - My modeling abilities are limited, so be forgiving about the models i pulled out. I tried my best so they look as fine as possible in game, but there might be some clipping or other visual artifacts i may have missed. - I do not know how animations and animation roots work, so there might be something wrong here even though everything display fine in game still. Credits Every kotor members that helped me during the modding journey. Bioware for their work and base game models.
  6. 2 points
    I understand that logic, however at least two merchants mention carrying swoop parts: the Rodian Czerka clerk on Tatooine and the Ithorian droid merchant on Manaan. That's not to say that two upgrades are mandatory, but maybe it should be that one of those two must be interacted with to perform the upgrade, and once you've upgraded your bike the dialogue about buying swoop parts from them is removed from their rotation of possible greetings. @Hunters Run is still active, so yes certainly this is an option. I am always hesitant to ask modders to change content that they've already produced to fit my standards, unless they've specifically requested build consideration. However, if he's amenable and willing to bear with me probably needing a month or two before I can do a test playthrough of the mod and make a definitive list of what I'd want to see out of an update, I of course have no problem working with the existing mod. Well, as I see it, the "neutral" option would just be not interacting with him at all. He's requesting you put him into shock because he thinks that he can survive while preserving the location of his stash, and the alternative is death of continued imprisonment. To me it seems like an LS decision, though I would have absolutely no problem with a mod which had two install options, one just removing the DS and the other changing it to LS. Yes, I agree, I just didn't know if that was easily scriptable. Stealthed players shouldn't trigger aggro from the guests while looting their junk, as long as they remain undetected.
  7. 2 points

    Version 1.0.2

    26 downloads

    Thematic The One Premise The One: warlord; conqueror; latent Force-Sensitive. A charismatic leader of the Rakata and a near-supernatural anomaly among their people. As an added bonus, he also dies in about two combat rounds! In fairness, with a good character build there’s very little that doesn’t go down in two rounds or less in the lategame. But The One in particular irks me—he’s presented as special, a natural leader in Revan’s own mold, a warrior-prince leading both armies and the political structure of his people. Yet despite having all the resources of the hundreds of islands he has conquered and dozens of crashed vessels he has looted, indeed despite having a Sith Tremor Sword in a bin literally RIGHT BEHIND HIM, he uses two regular vibroblades; despite being so charismatic he convinced his own former chieftain to willingly sacrifice himself and allow his tribe to cannibalize him while being so brick-headed he’s sat on a single island for half a decade, his WIS is 18 while his CHA is only 12; and despite being latently Force-Sensitive, his Will saves are abysmal. This was a ripe field for a Thematic project. Like my similar mod for KOTOR 2, Thematic The One’s goal is not to make the fight against The One actually challenging—this is not a difficulty mod. The fight will be slightly harder than in vanilla, yes, but for some builds this change will not even be noticeable; indeed, I took him out in two combat rounds just like normal. Instead, the goal is to present The One as the game insists he is: a charismatic warrior with vast resources and the—albeit unconscious—power of the Force behind him. Changes The One’s WIS and CHA stats have been nearly inverted, from 18/12 to 14/18; he has been given a Sith Tremor Sword in his main hand and an Echani Vibroblade in his off-hand (neither droppable); his Will saves have been bumped up to 15, to make him about as difficult as an average Dark Jedi to land Force abilities against; his alignment has been moved from Neutral to moderately DS, so that the Solari crystal will work against him; and, most significantly, he has been scripted to use Force Valor at the start of the fight with him. I felt this was important to represent exactly how close The One is to true Force Sensitivity, and how it’s clear that the Force has been supporting his meteoric rise from the start. Compatibility As is the objective with all Thematic-series mods, this mod should be compatible with every other mod out there. Even mods that edit The One should be compatible, as long as they edit his data in the module rather than with a direct .utc file drop to the override; at worst, such a mod would only replace some of my changes with its own. 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. Particular thanks to JCarter426, who made this entire mod at my request but then told me it would be funnier if I uploaded it like it was my own. Ok.
  8. 1 point
    I was afraid that might happen, but it didn't show up in a quick test. She has 3 appearance rows and I think there's a script that's involved in switching between them. I think that's mainly because of the hood up and down mechanic. Nothing I've tried fixes it, so I'm afraid that it's best to leave her as she is. There might even be more problems that may or may not cause crashes. You can place back the appearance.2da from the backup folder that was created inside your extracted folder. Then run the one below, it leaves the Handmaiden untouched. TSL_Effixians_Keep_Companian_Default_Clothing_v2.zip
  9. 1 point
    P.S. (Apart from if it's a wise choice) You can give Visas the feats so that she can wear armour (even heavy) and it will be shown. I think this should do the trick, see the attachment below. - file removed, see my next post below for a new version -
  10. 1 point
    Thanks and I understand. Same here, I had hoped to convince everyone to work together on this project. No bother, I haven't seen this yet so it's good to know. The Port requires an installation of both games to install, so my current guess is that you did not select both installations. This is how the top of the installer should look, pointing to K1 in the first field and TSL in the second field. While I don't think that is your issue I thought I should check, I will speak to the author of HoloPatcher and see what can be done. Would like to note and forewarn people that the Port is currently still far from perfect, while it is playable and can be completed, there are a few bugs lying around and something fatally wrong with the companion classes and the way they level, which I have yet to fix. Currently there is no actual release of it and it can only be downloaded directly from the repository, I would like to issue a new proper release for it at some point soon though.
  11. 1 point
    Just a case of changing the model variation number in unk_m43aa.mod\g_w_vbroswrd002.uti (vanilla uses variant 1).
  12. 1 point
    I'm particularly interested in the following: Restored Swoop Upgrade Functionality It always bothered me that there is no way to upgrade the bike. I have personally worked on making the times to beat on the circuits a much more believable matter, but I would welcome the chance of having some upgrade to the swoop bike available. For complexity's sake, I'd limit it to a one-time event. Bastila Needs to Hide I never had the chance to test Operation Kill Bastla Remade yet, but it seems to me that there is no need to re-invent the wheel. That mod seems to do already what should be done. The textures could be improved and perhaps some other tweaks may be beneficial. But I'd rather collaborate with the author of the mod to make it better rather than start from scratch. Mission Needs to Pay Attention This one can almost be considered a fix. I will work on it. Going into Shock is Good for You I think I've locally already dealt with it so that you don't get the DS points if you're actually helping the prisoner. Not sure about giving LS points though. When I Say Leave, Leave Going the Selven way is fine and dandy, but I think a player on stealth should bypass the second trigger without problems though. I don't remember what happens if you try to sneak in Selven's room while in stealth mode, but in Selven's case I'd go for an automatic detection.
  13. 1 point
    Columns are hardcoded and Level cap is 20. You can't make proper Force Using Classes but you can add Normal classes from the existing Normal classes. for example you have a custom class with soldier feat table, scout saving throw and scoundrel feat gain. Also using class and dialogue will be important
  14. 1 point
    I see, well that rules out for choke but what about mind trick / force confusion
  15. 1 point
    I was wondering if this is a good idea and if someone might like to do it or give me instructions on how to do it myself though I might not understand them. force crush was my favorite power in Kotor 2 and I saw a animation from TSL ported to kotor so maybe force crush can work too. As for mind trick / force confusion I think good jedi need more combat powers
  16. 1 point

    Version 4.0.0

    17,759 downloads

    Revises the opening of the game, so that the player may begin as a Jedi Apprentice, in a seamless, lore-friendly manner. Removes all fourth wall breaking tutorial messages from the game. Description Upon starting the game, instead of Trask waking the player, you will be presented with new dialogue options to potentially select a Jedi Class. You may choose to remain as your base class, and become a Jedi on Dantooine as normal, if you wish. If you choose to become a Jedi, you will immediately level up, and be able to acquire your new feats and powers. Starting equipment has been adjusted, and will be generated after this level up, allowing your new feats and skills to be accounted for. Jedi characters are given a crystal in their footlocker, and can build a Lightsaber at the workbench. They choose its style and color there. You then proceed through the Endar Spire sequence as normal, albeit without Trask. Out of character tutorial messages have all been removed. Jedi characters will have a new Lightsaber duel, and recieve additional items. Early dialogues with party members and NPC's have been adjusted to accurately reflect whether the player is a Jedi or not. Additional Force Persuade checks have been added to many of the characters found throughout Taris. A new path to purchase T3-M4 before completing the Swoop Race, through a Force Persuade check, has been added. This is available to non-Jedi through Persuade as well. Upon arriving on Dantooine, the opening dialogue with the council is altered slightly. The inital training sections, from the Jedi Code to Lightsaber construction is removed, and the player is immediately tasked to Cleanse the Tainted Grove. After this point the game proceeds as normal, without major alterations. If the player chooses not to become a Jedi at the start of the game, then very little changes, besides the removal of Trask and tutorial messages. On Dantooine, a non-Jedi player will be able to construct a Double-bladed or Short Lightsaber, and choose the color of their lightsaber freely. They will also be given an Apprentice robe after constructing a Lightsaber. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. If updating from a version from before v4.0.0, you must reinstall your game to properly uninstall the mod. You cannot install this mod on top of an old version. You must start a new game after updating to this version. The mod has been substantially reworked. There is a version setup for a manual installation. This version cannot be used with most other mods. It is not recommended. You cannot use this with the Community Patch. Your game will break See the docs folder for more information. Compatibility Most mods should be compatible, unless they make major edits to the Endar Spire, Taris NPC dialogue, or Dantooine Jedi Training. Fully compatible with KotOR 1 Community Patch. Install Jedi from the Start after. Fully compatible with Unofficial K1CP Tweak Pack. Do not install the "tar02_janice021.dlg" or "tar09_recept091.dlg" files from Persuade Fixes. They will remove my Force Persuade checks, and Jedi from the Start includes equivalent changes. Fully compatible with Restored Content for K1CP. Install Jedi from the Start after. Fully compatible with Taris Dueling Arena Adjustment. Fully compatible with JC's Jedi Tailor. Fully compatible with Carth's Republic Uniform and Flight Suit. SWToR Style Training Sabers will overwrite my changes to the Dantooine Lightsaber Training, but should not cause any issues. Not compatible with KotOR 1 Restoration. This mod is increasingly outdated. Use Restored Content for K1CP instead. Not compatible with Tutorial Remover. This mod includes its functionality. Not compatible with Trask Ulgo Without Tutorials. Not compatible with Recruit T3-M4 Early. This mod includes equivalent functionality. Not compatible with JC's Robe Adjustment. This mod includes most of its functionality. Recommended Mods KotOR 1 Community Patch is strongly recommended. JC's Jedi Tailor is highly recommended. Thanks to JC for letting me include most of his Robe Adjustment mod. JC's Extra Saber Colors is highly recommended. You will be able to choose additional lightsaber color options when you create a character with this mod installed. Consular Sentinel Class Skill Swap (or KotOR 1 Community Patch which includes it) is recommended if you want the Sentinel class to be somewhat meaningful. Trask Ulgo Without Tutorials is recommended if you want a vanilla friendly tutorial remover instead. Special Thanks/Acknowledgements Talchia and Achilles for the original Padawan mods that inspired this one. KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits DarthParametric - Scripts from KOTOR 1 Community Patch JCarter426 - JC's Robe Adjustment Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Jedi from the Start by darthbdaman is licensed under CC BY-SA 4.0
  17. 1 point
    The original version of the mod released 14 years ago today on KotORFiles. I was originally angry about the unvoiced dialogue present in the existing Padawan mods, and set out to fix that. It was incredibly different from what exists today, but I am eternally grateful that I started working on it. I've released a new major update, which reworks the mod substantially. It replaces Tutorial Remover as well, as you now have the option to not be a Jedi, so I no longer need to maintain separate mods with the same functionality. It should be much cleaner and more compatible, and uses a more modern installer, that has version for linux and mac if needed. Thanks to everyone who has downloaded the mod over the years. I've gotten a lot of good feedback (and bad obviously), but I only really remember the good stuff. Thank you!
  18. 1 point
    The issue is you can't add new animations to either game, only replace existing animations. That's typically a bad idea.
  19. 1 point
    That's a workable solution. I'd want to see how it behaves ingame, and especially for something like this I'd like to see a video of it in an early alpha state just to see how the modules join together, but I like the sound of it.
  20. 1 point
    I had an interesting idea for the lost shadowlands level that I was going to attempt in my port at some point that could potentially be used for KotOR1 as well, though I hadn't considered using it in this way but now I am thinking about it. My idea was to add three area transitions that would lead you back to the same area, like the lost forest in the legend of Zelda games, where you have to go in a specific set of directions in order to reach your destination. So it would be like go East, then North, then West or something, each time you enter the level it could spawn a random arrangement of enemies based on whichever direction you have taken and eventually you could come out near Jolee's Hut or the Star Map. I was just going to have it as an extra area behind the log where Freyyr can be found roaming, but this might be a better use of it.
  21. 1 point
  22. 1 point

    Version 1.0.0

    6 downloads

    This removes the visual “cloud” around your character and the musical sting that occur whenever you gain dark/light side points. This patches visualeffects.2da to remove the visual effect and guisounds.2da to point to a new silent audio file. I wasn't sure if just leaving the reference to an audio file empty was a good idea, so I went with an empty sound file. This should preserve any other instances of the light/dark side music stings playing, since it removes just the GUI sound associated with point gain. Why Because having this play as a cloud of red death manifests around you just because you told some overconfident thug that their skull is overdue for a date with the pavement is ridiculous. Likewise, having this play accompanied by blue air freshener mist because you chose the only dialogue option that makes you sound even remotely like a human being devalues what "light side" is. This doesn't fix the core issue of light/dark side points being handed out in dollops for the slightest actions, but at least this makes the game guilt-trip and gaslight you slightly less. Installation Unzip, read the ReadMe.txt, open Install.exe, follow the instructions. Uninstallation Instructions are in the ReadMe.txt Compatibility Should be compatible with everything, including other mods that change visualeffects.2da and guisounds.2da. Known Issues None. However, as I have not yet finished the game, if VFX_IMP_DARKSIDE and VFX_IMP_LIGHTSIDE are referenced as an effect anywhere outside of creating the cloud around the player character, those instances will be made invisible as well. Tools used Holocron Toolset TSLPatcher
  23. 1 point
    As I mentioned in the description, the script doesn't update instantly when you are swapping weapons in the inventory due to limitations on where it can be injected. If you are equipping the blaster after equipping the sword, exit from the inventory, wait half a second to a second and it should update to have the proper +5 attack. Here is a video demonstration. If blasters don't return to their normal stats after this delay, that means I messed up somewhere, but since the mod and the script itself is very simple all this does every time it runs is check for a main hand weapon against the following list of base melee items types, and if it returns false it constantly attempts to remove the attack bonus effect. if (GetBaseItemType(oItem) == BASE_ITEM_SHORT_SWORD || GetBaseItemType(oItem) == BASE_ITEM_LONG_SWORD || GetBaseItemType(oItem) == BASE_ITEM_DOUBLE_BLADED_SWORD || GetBaseItemType(oItem) == BASE_ITEM_VIBRO_BLADE || GetBaseItemType(oItem) == BASE_ITEM_VIBRO_SWORD || GetBaseItemType(oItem) == BASE_ITEM_VIBRO_DOUBLE_BLADE || GetBaseItemType(oItem) == BASE_ITEM_QUARTER_STAFF || GetBaseItemType(oItem) == BASE_ITEM_GHAFFI_STICK || GetBaseItemType(oItem) == BASE_ITEM_FIST || GetBaseItemType(oItem) == BASE_ITEM_GAMMOREAN_BATTLEAXE)
  24. 1 point
    I edited it with KotOR GUI Editor and extracted it with KotOR Tool and I have no idea.
  25. 1 point
    character.gui from gui.bif Or use this one, you might need to make variants for different resolutions, but this is the default file with the Auto Level Up button moved to -146 which is just off screen. character.gui
  26. 1 point
    For disabling it completely, there are a few ways this could be done. You could either delete that part from the GUI altogether, though I suspect this could cause internal errors, or you could move them off-screen which would probably be the best option.
  27. 1 point
    I don't use Blender as a general rule, so you'd have to look up a tutorial for that. It's not a KOTOR-specific operation.
  28. 1 point
    If you are looking for character animations then yes, they are on the supermodels. Note that if you are wanting to modify an animation, you do not want to touch the animation on the supermodel itself. Import a copy of that animation onto the target model (for example the Dark Jedi in your screenshot) and modify that version. That way only that specific model will use the modified version. Everything else will use the vanilla animation.
  29. 1 point
    Character models typically use supermodels for their animations rather than having animations directly on the model itself. You can see the root supermodel designation in your screenshot in the OdysseyBase properties (just above your circled section). Supermodels exist in a hierarchical chain, with animations being pulled from multiple files. Animations are always pulled from the lowest (i.e. first) instance in the chain, so animations on the model itself will override any animation of the same name in any of the supermodels. This allows males and females to share some anims but have unique variants for others. For example, the base supermodel is S_Female03, which only female characters use. The next one up the chain is S_Female02, which is what males use. That allows for there to be separate walk animations for males and females, for example.
  30. 1 point
    View File Finesse: Melee Weapons and misc. fixes This adds functional Melee Weapon Finesse (melee weapon Attack increasing with either STR or DEX modifier, depending on which is higher) to KoTOR 1. It also works for unarmed attacks. Additionally, since this is a k_ai_master.ncs replacer, it restores the extra attack of repeating blasters. Another fix or two are underway (trying to restore the non-functional damage boost from Battle Stimulants at the moment). Melee Finesse does not currently require a feat to be taken (since I consider it a pointless fun tax for DEX builds), but if there is interest a feat-restricted version would be easy to make. The feat is currently purely cosmetic and is given to the player (at level 2 because of reasons outlined in the installer) and all party members. A version without the pointless cosmetic feat is also available in the same download. Note that due to the (hacky) way this is implemented (ai_scripts) the finesse effect updates every 0.5 seconds (for the player and party only) and cannot update while your inventory is open, so don't panic if your bonus doesn't instantly change when you are swapping weapons. Close the inventory, wait a moment, reopen and the bonus will change. If interested, read the Limitations/Technical details section below. Installation Grab the file, read the readme and either run Install.exe and follow the instructions or drop k_ai_master.ncs from Optional Manual Install into your Override folder. The TSLPatcher installer contains additional instructions for disabling either extra repeater attacks or finesse, as well as instructions for installing this with other mods that modify k_ai_master.ncs. Uninstallation This is safe to uninstall mid-playthrough (if you follow the instructions). Go to Ebon Hawk/Taris hideout (so all of your party members are loaded). Equip a lightsaber or a regular non-repeating blaster on all of your party members who are currently wielding a repeating blaster or a melee weapon (while suffering from a case of very high dex). You can now uninstall the mod by removing k_ai_master.ncs and (if using the full version) restoring the modified .utc and .2da files from the backup folder. Note that the restoring the utc/2da files from backup should only be done if this is the last mod you installed that patched those files. Compatibility Incompatible with any mods that outright replace k_ai_master.ncs: Repeating blaster attacks restoration: includes its main functionality. The optional power shot/sniper shot fix is compatible. KOTOR 1 Improved AI: Should work if you compile k_ai_master.ncs with Improved AI’s files. To do so download K1 Improved AI, take the files from the Source folder and drop them in tslpatchdata\Full (or tslpatchdata\ScriptOnly if installing that version), then install this mod normally. Content Pack - Feats and Powers: Incompatible. Since both mods modify k_ai_master.nss, a manual patch would need to be created. Otherwise it should be compatible with pretty much everything else. Known Issues/Limitations/Technical details As ai script execution is paused in the inventory, there is no way to instantly update the attack bonus display when swapping items, meaning that if you are switching from a melee weapon to a ranged weapon (or vice-versa) the attack bonus from dex (if active) won't be added/removed until after you close the inventory and reopen it after a short delay (~0.5 seconds). Since there is no way (without hacking apart the executable) to "natively" implement this functionality, the Attack from DEX is applied as an Attack Bonus Increase effect. This means it's subject to the maximum +20 feat and effects Attack Bonus cap, which most people likely haven't heard of before since it's basically unreachable in vanilla KoTOR. The bonus is applied as a difference between DEX and STR modifiers, which means that even late game fully buffed-up builds won't be hamstrung by the cap. Additionally, this attack bonus is applied based on the mainhand weapon. This means that on a high DEX build, compared to a build where all of the attack bonus comes from STR, a mainhand vibroblade/offhand lightsaber will result in a higher offhand attack bonus (offhand lightsaber will benefit from dex bonus twice, since lightsabers are already finesse in the vanilla game), while a mainhand lightsaber/offhand vibroblade will result on a lower offhand attack (offhand vibroblade won't benefit from the dex bonus). I don't consider either of these big issues (since the offhand only attacks once per round) and it would be impossible to fix since there is no effect that only grants offhand/mainhand attack bonus. Effects (repeater attacks and the finesse bonus) are checked/updated/removed every 0.5 seconds (pseudo-heartbeat that only runs between regular onHeartbeat calls) for the 9 party members and the player and only on certain perception/combat round end/damage events for all other entities (which automatically excludes all friendly NPCs that don't participate in combat). This should make the effects react very quickly to changing stats/weapons (if the player pops a Hyper-Adrenal Alacrity or switches from a repeating blaster to a vibroblade for example) without introducing any potential lag for NPCs. Tools used Holocron Toolset TSLPatcher Credits R2-X2 for their Repeater Restoration script, which gave me an idea on how to implement finesse. Submitter Nereithr Submitted 05/18/2024 Category Mods K1R Compatible No  
  31. 1 point
    That just means you have a section that isn't being used, so it depends on what the sections are.
  32. 1 point
    Finally changed the dialog text colour in TSL! The GUI can now be completely recoloured.
  33. 1 point

    Version 2.1.2

    1,323 downloads

    This modding toolset is a work in progress and I carry no responsibility to any damage done to your game files or lost work that may occur. Some antiviruses will flag a false positive and prevent you from opening the application. If this happens you will need to configure your antivirus to allow the program to run. Holocron Toolset is a collection of modding tools packaged in a single application aimed at streamlining modding development for KotOR/TSL, drawing inspiration from Kotor Tool and the NWN Aurora Toolset. There are editors available for nearly every file type used by the game. Also included with it is a 3D module editor and a "Map Builder" which the user can use to create new maps by rearranging existing models already used in the game. Discord for suggestions + bug reports: https://discord.com/invite/3ME278a9tQ If you are running Windows 7 or 8 and get a missing DLL error when opening the program you will need to download the Visual C++ Redist from Microsoft. Toolset source File parsing source
  34. 1 point

    Version 1.1.0

    834 downloads

    This mod was created due to the frustration of playing with a small HUD on an ultrawide screen. The mod enhances the HUD/UI and Menus from the KotOR High Resolution Menus mod. I created an enlarged HUD, that makes playing the game much more enjoyable on a 3440x1440 resolution. Due to the larger HUD, one needs to use upscaled assets for it to look good. I used a combination of different assets from (KotOR High Resolution Menus, HD MENUS AND UI Assets and Remastered UI) Installation Before installing please make a backup of your own swkotor.exe You have 2 Options to Install this mod: 1 - You copy the patched swkotor.exe to the Game Folder, then you copy everything from the toOverride folder to your games Override Folder. 2 - You patch your swkotor.exe (The Editable version from here) by installing KotOR High Resolution Menus with a 3440x1440 resolution, then copy everything from the toOverride folder to your games Override Folder. IMPORTANT: ADJUST the Height and Width under [Graphics Options] in the swkotor.ini file in your games folder or IT WILL NOT WORK! It should look like this: [Graphics Options] Width=3440 Height=1440 I recommend installing the mod Very Nice! Load Screens for KotOR as well! Uninstallation Remove the files from your Overdrive folder and restore your original swkotor.exe Compatibility This mod works with the K1R mod, but install it after installing K1R
  35. 1 point

    Version 1.0.0

    557 downloads

    -------------------------------------------- Knights of the Old Republic -------------------------------------------- TITLE: K1 Stormie97 & Effix's Ahsoka/Togruta AUTHORS: Stormie97 & Effix(ian) CONTACT: PM us on the forums or find me on Steam ------------------------ INSTALLATION ------------------------ Unzip somewhere and run the file "TSLPatcher - Install K1 Stormie97 and Effixs Ahsoka Togruta.exe". ---------------------- DESCRIPTION ---------------------- This mod adds a Togruta player character that's based on Ahsoka Tano. The dark side transition is basic, she gets movie style Sith eyes. The underwear is based on the outfit of a Twi'lek NPC. The clothing is a tweaked version of my (TSL) Mission Vao Jacket mod, which is a reskin of the scout outfit. There's no separate class clothing and no height differences for the different classes. The screenshot is from K2, but things should look the same. You'd need a mod to get white light sabers, though. -------------------------- KNOWN ISSUES -------------------------- There's clipping issues with the lekku in combination with some outfits. The custom clothing can cause some wrong textures in the character creator, but things will be fine once you start playing. ------------------------- UNINSTALLING ------------------------- 1. Remove the following files from your override folder: (not harmful if you leave these, step 2 will make the game ignore them) P_AhsokaBB01.tga PFBTG_Ahsoka01.tga PFHAHS.mdl PFHAHS.mdx PFHAHS.tga PFHAHSD.tga PFHAHSD1.tga PFHAHSD2.tga PFHAHSD3.tga po_PFHAHS.tga po_PFHAHSD.tga po_PFHAHSD1.tga po_PFHAHSD2.tga po_PFHAHSD3.tga 2. If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the game. ------------------------------------ DISTRIBUTION NOTES ------------------------------------ If you want to use the head then you'd have to ask Stormie97. You can use my part of this mod in your own mod if you credit me. ------------------------------ CREDITS/THANKS ------------------------------ - Many thanks to Stormie97 for allowing me to use his custom head model, this mod wouldn't be possible without it. You can find his original (TSL) download here: https://deadlystream.com/topic/6832-stormies-newported-models/page/3/?tab=comments#comment-78184 - JC for instructions on porting - Stoffe and Fred Tetra for the needed tools and tutorials ---------------- Donations ---------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  36. 1 point
    I'm just happy that weird stalker twilek finally is getting what is coming to him!
  37. 1 point

    Version 2.1

    2,128 downloads

    The Jedi Masters is a story conversion mod for Kotor2, a fan made Kotor3 with it's own storyline spanning up to 14 hours. For installation instructions, visit : http://www.the-jedi-masters.com/download.html Trailer :
  38. 0 points
    I will take you up on that since I don't want our conversation to discourage others from talking about other requests or suggestions here--we'll move to coordinating this in DMs.
  39. 0 points
    I was messing around with something, as seen in the linked Discord discussion, but it never really went anywhere beyond a basic proof of concept. The top section is a little questionable, but the bottom looks ok to me. Or at least the lefthand side anyway. They did actually make that part an extension of the original with new artwork. They only made it for 16:9 though, so it doesn't solve the issue for ultrawide aspect ratios. So you'd have to do some custom work regardless. You could use it as a starting point perhaps.
  40. 0 points
    I was always going to add you in a special thanks section of my mod but now I'm going to also add you to the credits. Thank you
  41. 0 points
    Hey @Thor110 I just wanted to thank you too for continuing this project. If I had more time and KotOR modding knowledge on my hand I would help but I simply don't. I come back every now and then to check out what cool things the KotOR modding community is doing and this project is always at the top of the list for things I check on. I sort of wish the KotOR modding community didn't have such a strong stance on porting for so long or this project could have started years ago. But regardless I will keep following this!
  42. 0 points

    Version 1.7

    817 downloads

    Knights of the old Republic: Operation kill Bastila remade. As the original site that hosted the mod went down so I decided to recreate the mod operation kill Bastila. This mod will turn the sith troopers patrolling on taris hostile unless Bastila has a disguise on. Bastila must be in the party for this to happen. It is recommended that you start a new game. INSTALLATION: There are two options Roleplay and Gameplay: 1. Select the option roleplay if you don’t mind the disguise giving a -1 to wisdom. The reason for this is in the item’s description. 2. Select the option gameplay if you don’t want a -1 wisdom decrease. 3. OPTIONAL- If you have the Kotor Restoration Patch installed place the file from the compatibility\K1R folder into the override. Replace as needed. 4. OPTIONAL- If you have DarthParametric's Taris escape sequence adjustment, Run the Compatibility Patch option of the installer. UNINSTALLATION: That may not be a good idea but if you insist: 1. Delete the following files from override- appearance.2da, bast_des.mdl\mdx, bast_desh.mdl\mdx, bast_des.uti, feat.2da, heads.2da, kill_bast.ncs, kill_bastsg.ncs, p_bastila.utc, tar02_sithguard.utc, tar02_sithpat22.utc, tar02_sithpat023.utc, tar02_canttroope.utc, cowl.tpc, mask.tpc. 2. Go to the mods folder and find the folder marked backup. Copy appearance.2da, feat.2da, heads.2da from the backup folder to the override folder. Copy dialog.tlk to your knights of the old republic root folder (the folder that has the game). INCOMPATIBILITIES UPDATED PART 2: Any mod that modifies the following files will be incompatible: k_ptar_alertsith.ncs k_ptar_strgrd_en.ncs Do not put the following files into the override folder after installation: P_Bastila.utc tar02_sithguard.utc tar02_sithpat22.utc tar02_sithpat023.utc tar02_canttroope.utc KNOWN ISSUES: None that I know of. Be sure to report a bug if you find one. PERMISSIONS: You may not upload this mod to any other websites. You may use this mod in your mod as long as you credit me and you upload it to either deadlystream, nexusmods, or both. Do note that if you include it in your mod you are now responsible for maintaining your fork of the mod (in other words don’t come to me with user issues). The only exception of course is adding updated versions of this mod (if any) to your mod. FOR MODDERS: Look in the folder marked source. I organized the folders for each thing modified. The idea behind this is compatibility.