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3 pointsIt's entirely possible. Especially because Obsidian already made provision for it. There's an animation to hide the roof tile and there's a fake sky behind it: It just needs to be triggered via a script. I'm surprised TSLRCM doesn't already do it. Edit: Ah, I see what it is. The roof tile mesh isn't under the A node in the room model, so the animation doesn't apply. It's actually already scripted and seemingly unchanged in TSLRCM: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/Vanilla/Modules/232TEL_Telos_Underground_Base/a_shuttle.nss Extract this into your Override folder. Should fix the issue, although note you'll have to load a save before the above script fires. 232tel14.zip
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2 pointsI'm working an an alternative solution that should be easier to modify and doesn't have some of the minor visual glitches that exist. I will update the page when it's released.
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2 pointsI'm afraid that is an RC-K1CP issue and one that is caused by you running the installer multiple times. The reason the patcher adds new NPCs instead of overwriting the .GIT file (which houses the NPC location data) is because if it were to overwrite the .GIT file it would be overwriting any previous modded content you've installed. Sleheyron Story Mode once used an overwriting system which is how installing SSM once broke RC-K1CP as, by overwriting the previously installed content, the installer would end up reverting all of the restored content back into vanilla content and thus removed most of the restored content added in my mod. By installing RC-K1CP multiple times, you have added Shuma, and an untold many number of other restored content, multiple times over. It is highly recommended that you keep a backup of your game files so that, assuming a mistake is made and/or a bug is found in the installer you can simply delete the ruined install, copy over the backup, and start again.
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1 pointI've added it to the K2CP to-do list, so I'll dump it on @JCarter426 to manage the testing.
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1 point
Version 1.0.0
32 downloads
Three variants for the textures of the 2 armors added by Sheam for BaoDur. ----------------- INSTALATION: 1. Install "Bao-Dur Wears Jedi Robes" by Shem https://deadlystream.com/files/file/741-bao-dur-wears-jedi-robes/ 2. Choose one of the reskins you prefer and replace them in the override folder. ------------------ Acknowledgements: Shem - For "Bao-Dur Jedi Robe" --- https://deadlystream.com/profile/17254-shem/ 90SK and L0rdReV@n88 - For the textures at variant 2 --- https://deadlystream.com/profile/8934-90sk/ DARTH DARKUS - For the textures at variant 3 Kaidon Jorn - For the new textures --- https://deadlystream.com/profile/8962-kaidon-jorn/ -
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1 pointHello, everyone. I want to make myself or ask to create a mod that fixes original lore of Star Wars. "Force Heal" and "Revitalize" should be deleted as OP and/or changed. They are cheap and selfish. Maybe it's not suitable for KOTOR 2 exactly but it's needed for all other continuations. True healing through the Light Side is not a transfer of abstract "energy," but a sharing of one's own life force. This is why it is rare, dangerous, and the ultimate antithesis of the Sith's "Force Drain Life" and "Force Drain". The more you sacrifice, the more the Force restores your will to wield it. It's giving your HP for another. The FP return isn't a transaction; it's the result of acting in harmony with the Light Side. A Dark Side user would find this power abhorrent and weakening. The Golden Rule: Light Side = Selfless. Dark Side = Selfish. Light-Sided Power Force Sacrifice – sacrificing one's own vitality (HP) to heal an ally and restoring Force connection (FP) Base Principle: Restores X Hit Points to a single friendly target. The caster loses X * Multiplier Hit Points and restores X * Wisdom * Force Points. The lost HP is of DAMAGE_TYPE_UNIVERSAL (bypasses Damage Resistance and Shields, as it is internal sacrifice). Proposed Scaling (Subject to Balance Testing): Force Sacrifice I: Restores 10 HP to target. Caster loses 15 HP. (And restores 15 FP) Force Sacrifice II: Restores 20 HP to target. Caster loses 30 HP. (And restores 30 FP) Force Sacrifice III: Restores 30 HP to target. Caster loses 45 HP. (And restores 40 FP) Alternative, Simpler Scaling: Caster loses exactly 100% + (10 * Power Level) of the healed amount. (e.g., Level I: Heal 10, Lose 11; Level II: Heal 20, Lose 22; Level III: Heal 30, Lose 33). A successful Treat Injury skill check (DC 15 + 5*Power Level) by the caster could reduce the HP cost by 15-25%. If it's difficult and I am asking too much then just "Removal of "Force Heal" and "Revitalize"" or "Removal of "Force Heal" and making "Revitalize" a DS power" Plot- wise, it would be possible to use this ability by a large number of Jedi to resurrect one life. But one Jedi would die by using it for another in some stories. That would be a great antithesis to Darth Vitiate. "There is No Death, There is the Force"
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1 pointMy apologies, you are right, I was missing lyv_shinybeamb.tpc (God knows why!) and redownloading the mod and adding it to override made the error go away. I seem to have overwritten the installog afterwards by installing the visible force field option. But I ran a test install to an empty folder (after reimporting lyv_shinybeamb, which is what the installer complained about, not the other one) and here's what happened: installlog.rtf Seems like I was also missing "CM_WK_YavHgrBm.tpc", and I've completely misread both warnings. This was totally my bad. Perhaps there were remnants of a past version? In any case I'm replacing the entire mod folder now! Again, sorry for wasting your time!
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1 point@CapitaineSpoque Sorry for the late message, just been busy with other things and don't go on this site much. I just updated it today again. Now feats and force powers go past 20 class levels. As far as any limitations, probably the auto-level up feature is kind of messy with this patch. But now I think most things are working normally now that I updated it again today. If you encounter any bugs or even crashes, let me know please. No problem too and thank you!
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1 point@Masirimso24 Also, as a general advice, you might not want to run any mod's installer several times. As you saw, it can break your game. So unless you know exactly what the Installer does and/or know it's safe to do it again, make sure you only run the Installers once. Like Sleheyron for example. As the guy who brought Holopatcher to the mod, I can tell you that it can do stuff you don't want to happen lol
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1 pointGlad you enjoyed the mod! Regarding Vima: there should be one new dialogue that opens up after the Leviathan about a former apprentice; but that wouldn’t update the journal. The last conversation you should have with her that updates the journal should start the romance. And you’ll probably know when the romance officially commences; so if that happened, things are working as expected. After that you’ll need to progress to the endgame to fully wrap up her story. Regarding pearl shard one: it’s on Sleheyron somewhere! That’s probably the shard most people miss. Without making a spoiler: head back to the general area of the mod around the arenas. You’ll find it.
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1 pointI really like the new reskin, specially the stone and lightning textures. I would add a little more color in the hallways, but that is just my personal opinion. I also like that you made Assasins have lightsabers, perhaps you could diversify them further if some of them had dual sabers (even one normal length and one short). And I still think some rooms could have more placeables (like the antechambers to the training room in front of the archives), or some placeables shuffled from the Dantooine enclave layout (for example, I think the dorm room with the lockboxes is the exact same one as the one in the Jedi Enclave, that could be changed to be more distinct), although I don't know if that is in the scope of the mod.
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1 pointHi there! I've seen this topic quite recently, and i got in touch with Brents as i was working myself on the Jedi Enclave module for K1. I'll be sharing my ressources for my own mod to Brents Im not saying everything displayed here will make its way through, and i'm not making any promises instead of the author himself. Just saying i'm willing to give a hand, we did not settle on anything concrete yet and i wanted to showcase a bit of my own work without opening another thread. As there is a placeable limit in K1, everything you see in the video i'm linking is added into the module models themselves. I reused assets from K2 (Khoonda assets, Peragus kolto tank, Placeables...). The extracted placeables are not lightmapped yet, and i was wondering if it would cause troubles in the long run? There is also the sunlight from K1 Dantooine appearing in the main hall/garden.
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1 point
Version 1.1
5,116 downloads
A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 13.01.2018 Release Date 1.1: 02.06.2018 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: On Onderon you encounter two bounty hunter ambushes. The first one led by a Rodian provides no reward and is unavoidable while the second bounty hunter ambush is led by a Twi'lek who can be persuaded to not attack you if Goto is in the party, this is all well and good until you realize that the Twi'lek carries the Bounty Hunter Starport visa which can be used to make an open Starport visa later on and the only way to obtain his visa is to kill him and his bounty hunters. This mod swaps the visa so the Rodian in the first ambush carries the visa meaning you can still get the Bounty Hunter visa and spare the Twi'lek bounty hunter. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Is incompatible with anything that edits "npc_bhunter1.utc", "pl_bh_visa.uti", "pl_visa_sliced.uti" and "th_lead.utc" This mod is compatible with NPC Overhaul but the Twi'lek bounty hunter won't have his NPC Overhaul gear instead he will have his Vanilla gear Permissions: Do NOT claim credit for this mod Thanks: Bioware for such an amazing game A Future Pilot for editing the Visa files Fred Tetra for Kotor Tool and 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. -
1 pointEpisode I ATTACK OF THE CLONES Turmoil has engulfed the Galactic Republic. A growing insurrection, led by the mysterious Count Dooku and his legion of clones, has gripped the Outer Rim Territories. In a stunning move, Count Dooku has boldly swept into the Mid Rim region of the Republic and lays siege to the peaceful world of Naboo. While the Republic organizes its response, Minister Bail Organa has secretly dispatched Jedi Knight Obi-Wan Kenobi to rescue the royal family of Naboo... One of the biggest problems I had with the prequel trilogy other than the poor writing/dialog, the subpar acting, the over dependence on CGI, and of course Jar Jar Binks was that it didn't quite fit my vision of the story. I'm a first generation Star Wars fan. I stood in line back in 1977 to see the 'Star Wars' and waited patiently for the sequels. I collected the toys, listened to the LP/vinyl story narrations, read the comic books, and listened to the radio dramatization. There wasn't a lot of expanded universe stuff back then. The SW universe was solely the movies. I was reminded of this recently while watching the SW anthology on television. It got me to thinking on how as a kid I thought the story of Darth Vader and the Clone Wars began. This vision was based only on the various small portions of dialog uttered by characters throughout the original trilogy. So, I've begun writing a short story to reconcile my vision with that of George Lucas'. I'm going to let George do most of the heavy lifting. Many of the names, places, etc will remain the same. It's his world after all. I'm just going to reshape it a little to create a more consistent storyline. Some things that I plan on changing: Rearranging the movie title order. It will go Attack of Clones, The Phantom Menace, Revenge of the Sith The clones are bad guys. As a kid, I always assumed the clones would be the enemy. I assumed the practice of cloning was outlawed within the Republic. Cloning may lend itself to a form of slavery or class structure which would be in conflict with a just republic. Also, I kind of saw the clones as unnatural and an affront to the Force. The story will take place over a shorter period of time. Trying to stick to the accepted timeline, I am looking at my story taking place roughly between 22-19BBY I see Anakin as a very different character. First, he will be older and more experienced when he first meets Obi-Wan. I'm basing this on two quotes: "He was the best star pilot in the galaxy, and a cunning warrior"- Obi Wan Ep4 and "When I first knew him, your father was already a great pilot, but I was amazed on how strongly the Force was with him."-Obi Wan Ep6. Plus, when Vader is unmasked in Jedi, he's an older man--well into his 50's possibly 60's. This would mean Anakin would have to be in his 30's when we first meet him and not some child who wins one pod race. He would have already left Tatooine on his own, and there would be no mommy issues. Also, his path to the dark side would have less to do with saving Padme but more along the lines of a reckless quest for power and glory. You might counter that the Jedi would never train someone that old. First, we didn't know that piece of information back in the day. Secondly, we know they are capable of training an older candidate---Luke. Thirdly, Obi Wan says "..I took it upon MYSELF to train him as a Jedi....I was wrong."-Ep6. Finally, I plan on creating a situation where the Jedi need to train Anakin. Obi-Wan will be older as a result. Bail Organa will have a more prominent role than the one portrayed by Jimmy Smits. In her hologram, Leia states, "...years ago you served my father during the Clone Wars". I'm going to bump Bail up to a position similar to a Secretary or Minister of Defense, specifically Minister of Peace. He's the official in charge of the military, and the Jedi work closely with him. Therefore, the Republic will have at least some form of a 'standing army' and fleet at their disposal. I always saw the unforms and weapons used later by the Rebellion as surplus items from this time. Eventually, the Empire would replace these forces with stormtroopers. Padme. She'll be Anakin's love interest, but not really a motivating factor for his fall to the dark side. That gives you a taste of where I'm going. The writing is going well so far. It's not so much an actual short story, but reads more like a Wookieepedia entry. We'll see. It's always evolving. GoldLeader
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0 pointsI don't think that's a "takedown", just the unwritten limitation on attachment lifetime. I have noted a few examples of older threads where attachments no longer exist. If you want to host a mod here, actually submit it properly as a mod. If you plan on simply dumping an attachment in a post, all bets are off.
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0 pointsHi, I've tried the mod on xbox 360 and it works just fine. The installation process is pretty much the same, you need a modded xbox 360 with Aurora and after dumping the game files from the disc to the hdd, you can just transfer the files over to PC to apply the mod an then back to the 360's hdd. Now I'm curious about getting other mods to work on the xbox version and I'm currently watching your video on youtube. Since I've seen someone ask if the mod works with any version of the game, if it can still be of any help, yes it does. I have an italian xbox version of the game, the modded dialog.tlk that comes with the mod simply overwrites the one in the game files.
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0 pointsSo this was a long time coming, way too long I was working on this but finally got it to a relatively good state. I mean it's still messed up in some ways but the biggest thing that gave me trouble was the experience points in alignment to the level-ups. I got that to work but you can't auto-level up lol sorry. But for the exp, I essentially needed to create code caves and track down a struct where the experience points for level-ups were stored. I had to change that offset when the game parses the exptable.2da at the beginning and in a function when you load a character. Other problems are that you can't see the "experience needed" for level ups but it's the same exact equation for calculating the needed exp for level-ups regardless and the same exact needed amounts like in KotOR 2 so peek at the exptable.2da for that I guess lol. And the other problems I know are that you can't get feats and force powers past level 21. You could always mess with the featgain.2da and classpowergain.2da for levels before 21. You can still get attributes and skills past level 21. And you could still be pretty op with all those attribute points, health point, and force power point increases. To install, make a backup of your old K1 exe and 2da files that would be replaced by this mod. Then just put the 2da files in the Override and replace the exe of course. Here is how I worked on it before, but I just fixed the exp problem today. I could go further than level 50, hell the code cave I made can fit way more exp storage data, I could go thousands more but I think 50 in itself is a bit overkill even lol. But no one says you have to keep leveling up anyways. And I just always thought that level 20 was a little too low and just figured matching KotOR 2's level cap was the way to go. I can do this same mod for KotOR 2 btw but I don't think it's needed that much. But if someone really wanted it I could put it out there too of course like raising that cap to 75 or something. Other purposes you can use for this mod are other mods in combination with this like Brotherhood of Shadow, other planet mods, and other mods that add more to the game. You can mod Malak's utc file on the last Star Forge module and make him a lot tougher and stronger to match your higher level character too! There could be other problems too so I might need to make patches for this more down the road. Edit: I fixed a lot of things now. You can download from here again I updated the downloads in this post too. Edit 2: I just updated this again so now feats and force powers go past 20 class levels! So now you can go to level 50 still increasing them! 2das.rar xptable.2da swkotor.exe exptable.2da
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0 pointsJust as an FYI there seems to be an issue, the Apartment Duros doesn't seem to have a consistent appearance. He appears correctly at the Sith Base: But at the apartments he sports his default look: I scoured through the install logs, change.ini files, backups, adjacent mods, but I can't seem to figure out the issue. When installing Galaxy of Faces Unique Duros, I get two errors: This doesn't seem to be related to Apartment Duros, because the file that's missing is "N_CommM11.tpc" though it is in the Duros folder / Unique Duros install option. There is one in my override folder though and looks to be the non-potato sack commoner outfit. So this doesn't seem to be the issue. The mods that affect tar_m02aa.mod and tar_m09aa.mod are Alien Pack, NPC Diversity, Heyorange's mod and Better Twi'lek Heads, but in the context of this one Duros the latter two mods are unrelated, as for Alien Pack the options were Bith and Devaronian and again does not seem to affect this, and checking NPC Diversity's change.ini file it also doesn't seem to change anything regarding the Duros. So there might be an issue with the mod itself, just wanted to let you know. For now I opted to remove N_ApDurH01.tga from my Override for consistency.
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0 pointsLooking at J7's mod, it is, as I suspected, a basic Override dump. I'd question why you'd bother adding it to Nemo's corpse when you could just add it via a save editor. Regardless, and as much as I detest lazy Override dumps, here's a similar edit adding the item I posted earlier. Note that this won't work if you load a save already inside the Ruins. If you're already past that point, you'll need to add it via KSE or the console. dan13_nemobody.utp
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Version 1.2.0
6,310 downloads
This mod improves the models used for Republic soldier and TSF officer armor. Texture mapping errors on the male model are corrected, and the female model is replaced with a higher-quality one based on the male model. Installation Copy all files from the Override folder to your game's Override folder. If you do not already have an Override folder, make one. Uninstallation Remove all installed files. Compatibility This mod changes the texture mapping of the female Republic and TSF armor model to be the same as the male model. That means this mod will not be compatible with mods which edit the female textures, N_RepSold_F01 and N_TSFOff_F01, but it will be compatible with mods which edit the male textures, N_RepSold01 and N_TSFOff01, and those can be applied to all Republic and TSF armors regardless of gender. Replace this mod's N_RepSold_F01.tpc and N_TSFOff_F01.tpc files with copies of the other mod's N_RepSold01 and N_TSFOff01 textures, respectively. Credits KOTOR Tool—Fred Tetra NWMax—Joco KOTORmax & MDLedit—bead-v License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited. -
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Version 1.4.0
53,675 downloads
This mod improves the Republic soldier models. Texture mapping errors on the male model are corrected, and the female model is replaced with a higher-quality one based on the male model. Additionally, there is an option to replace the player clothing models with Republic soldier armor. Installation Copy all files from the Override folder to your game's Override folder. If you do not already have an Override folder, make one. Player Clothing If you would like to replace player clothing with Republic soldier armor, copy files from the Player Clothing folder to your game's Override folder. If you want to replace clothing for all player classes, copy all files. If you want to replace clothing only for a specific class, copy only the files containing the letter corresponding to the class you want: Soldier: L Scout: M Scoundrel: S Uninstallation Remove all installed files. Compatibility This mod changes the texture mapping of the female Republic soldier armor model to be the same as the male model. That means this mod will not be compatible with mods which edit the female texture, N_RepSold_F01, but it will be compatible with mods which edit the male texture, N_RepSold01, and that can be applied to all Republic soldier armors regardless of gender. Replace all TPC files installed by this mod with copies of the other mod's N_RepSold01 texture. Credits KOTOR Tool—Fred Tetra NWMax—Joco KOTORmax & MDLedit—bead-v License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited. -
0 pointsDeadlystream modders cannot accept donations, modders mod from the kindness of their heart or insanity so close your wallet. Merchants are an easy thing to mod so if you could explain exactly what you want to achieve we can probably teach you to do it yourself.
