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  1. 2 points
    Oh my, folks. Something interesting is gonna be uploaded here to the Download section in the near future. No, it's not from me. When you see it, I think you'll know it.
  2. 2 points
    0.8.3 Experimental Files for the Expanded Galaxy Project now feature demo levels of the Endar Spire. The video is outdated and the levels are now 99% functional / can be played through, I suggest starting a new game, skipping the prologue and then warping to "end_m01aa" In the future I might work on more levels, I found deconstructing and rebuilding these levels to be a really fun experience. I also think that they play and feel a lot better.
  3. 2 points

    Version 1.0.0

    22 downloads

    Introduction The audio files of Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords (KOTOR) contain extra headers of what seem to be superfluous data that obfuscate access to the original audio outside of the video games. Most audio software will refuse to open the files, or interpret the extra bytes as audio data, leading to glitches. It has also been observed anecdotally that files lacking an appropriate header may fail to playback in certain releases of the games. SithCodec is an application that can automatically detect and remove an extraneous header from a KOTOR audio file, or alternatively prepend a KOTOR header to a standard audio file and allow for the introduction of new audio content to these games. Running SithCodec SithCodec requires Windows (32-bit or 64-bit). Make sure to extract SithCodec to a folder where you have read & write permission. The code is not signed (because code signing costs an extortionate amount of money) so your firewall may warn you about running an unrecognized application. Commands Commands in SithCodec are executed by combining keywords into certain command sequences that the application recognizes. Input may be passed as command-line arguments when SithCodec is launched, or entered manually through a command- line interface if the application is launched without any command-line arguments. Keywords may be entered in short form (dash followed by a single letter) or long form (double dash followed by a full word). SithCodec keywords are not case sensitive, but—depending on your operating system—other data that you input may be, such as the names of files. Help Screen Entering -h or --help will display the help screen, showing a list of all keywords and their function. -d, --decode decode audio -e, --encode encode audio -f, --format set output audio format -m, --music streammusic format -s, --sfx streamsounds format -v, --vo streamwaves/streamvoice format -a, --all all files -l, --list list files & formats -i, --in input path -o, --out output path -h, --help display this menu -c, --commands display list of commands -x, --examples display example commands -q, --quit exit application Commands Screen Entering -c or --commands will display a screen with the list of all valid commands. -d -i=[input path] -d -i=[input path] -o=[output path] -d -a -d -a -i=[input path] -d -a -o=[output path] -d -a -i=[input path] -o=[output path] -e -f -[format] -i=[input path] -e -f -[format] -i=[input path] -o=[output path] -e -a -f -[format] -e -a -f -[format] -i=[input path] -e -a -f -[format] -o=[output path] -e -a -f -[format] -i=[input path] -o=[output path] -l -l -i=[input path] -l -o=[output path] -l -i=[input path] -o=[output path] Examples Screen Entering -x or --examples will display some example commands. Encode all files in SFX format from the input path, to the output path: -e --all -f --sfx- -i=in_folder -o=out_folder Decode a file, outputting to a new file: -d -i=oldfile.old -o=newfile.new Decode a file without specifying output, possibly overwriting the original: -d -i=file.wav List all files & formats in a given directory, printing to the console: -l -i=my_folder List all files & formats in the current directory, printing to a file: -l -o=file.txt Batch Files SithCodec comes with batch files that are set up with commands for some common operations. decode.bat This file will decode all files located in a folder called "in" (no matter what their format) and save the new files in a folder called "decoded". encode_music.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "music". encode_sfx.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "sfx". encode_vo.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "vo". Copyright SithCodec is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. SithCodec is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with SithCodec. If not, see https://www.gnu.org/licenses/. All trademarks (including logos and icons) are used for identification purposes only and are the property of their respective owners. Star Wars and related items are trademarks and/or copyrights of Lucasfilm Ltd. SithCodec is not affiliated with or endorsed by Lucasfilm Ltd., their subsidiaries, associates, or employees, or any Star Wars license holder. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  4. 1 point
    View File Modder's Resource - HARIII's Coruscant Level Models Modder's Resource - HARIII's Coruscant Level Models Modeling by HARIII These models are thematically of Coruscant, there is documentation of what has been done and they are not fully finished into modules, they need walkmesh, uvmapping for the majority, lightmaps, etc. The model work for 29 levels has been completed. This includes in depth the Jedi Temple interior and exterior. This is a developer's resource for modelers and level designers. If used, credit HARIII for modeling. The textures in the archive were created by 90SK Submitter 90SK Submitted 05/30/2020 Category Modder's Resources  
  5. 1 point
    This one adds it as a disguise, which is not the most ideal approach: https://www.gamefront.com/games/knights-of-the-old-republic/file/keep-bastila-s-slave-outfit If you want something simpler, Kex's tutorial breaks down what each column of appearance.2da does. What you want to do is edit Bastila's row (label "Party_NPC_Bastila") and replace one of the existing body columns with the slave outfit. If you wanted to make the slave outfit appear for her underwear, for example, then all you would need to do is edit the texture, since the slave outfit shares the same body model. The underwear appearance is body A, so you'd just need to edit the "texa" column which is the texture and change that to "P_BastilaBAS". If you wanted instead to change her clothing appearance, then you'd need to change both the model and the texture. Clothing is body B, so you'd change the "modelb" column to "P_BastilaBA" and the "texb" column to "P_BastilaBAS", same as before. You could do the same for any or all of the other body appearances as takes your fancy. C to H are armours, I is Jedi robes, J is Revan/Star Forge robes.
  6. 1 point
    Textures aren't universal. You can't just rename a random texture and have it magically work with a different model. For the most part what you talking about in broad terms is done via an appearance.2da edit. That defines the models and textures for each given body type - underwear, clothes, armours, robes. If you want Bastila to wear her slave outfit (or alternative versions), there are already a bunch of existing mods for that (unsurprisingly). Aliens are primarily full body models - i.e. they don't have separate heads. So they are limited to some simple palette swaps unless you plan on making custom models. As to doing it yourself, yes, it's doable once you learn the robes. But not without tools. Like I said, it's not magic. Some simple filename changing is not going to achieve much (besides a mess).
  7. 1 point
    Yeah, I saw so many posts where people who completed the game 2-3 times complain that "GO-TO is obviously unfinished, since we have never seen the man himself after the yacht". They never found out... When there is only one available slot for teammates on Onderon, who will choose rather weak and "unfinished" GO-TO (you can make him somewhat useful after manual leveling and equipping him, but other companions will still be better)? And Dantooine, surely GO-TO isn't the first choice when you think about that planet. The problem, in my opinion, is that there are no situations in the game where the presence of GO-TO in the active party would be more beneficial for the player than the presence of other team members. I can only name 2 moments when I wanted GO-TO in my active party and both of them from M4-78 mods: 1.The original M4-78 Mod mostly consists of fights with endless swarms of droids. I vaguely remember one diffucult fight where strong spider-droids with shields from Kotor I and a bunch of others just surrounded my party from all sides. Using GO-TO's ability "Manipulate droid" there can be pretty fun and useful. 2. In the M4-78 EP 1.2 at the beginning of the planet player must use one of the droids, and each droid has unique sidequest. So we have a reason to try GO-TO there (reminds me of Leviathan from Kotor I).
  8. 1 point
    I don't know about the order; I did not look at the approach that BoS: SR takes, but it's worth a try. If BoS: SR takes a more sophisticated approach, then you might be able to combine these 2 in that order.
  9. 1 point
    You're not looking in the right place. There are a bunch of placeables, including some invisible ones used for the Force items. They do use an OnUsed script to give the items to the player though, k_mus_treasure: void main() { if (GetTag(OBJECT_SELF) == "mu_treasure1") { CreateItemOnObject("a_robe_21", GetFirstPC(), 1); } if (GetTag(OBJECT_SELF) == "mu_treasure2") { CreateItemOnObject("a_gloves_12", GetFirstPC(), 1); } if (GetTag(OBJECT_SELF) == "mu_treasure3") { CreateItemOnObject("u_l_crys_18", GetFirstPC(), 1); } if (GetTag(OBJECT_SELF) == "mu_treasure4") { CreateItemOnObject("u_l_colo_09", GetFirstPC(), 1); } SetGlobalNumber("506OND_MuseumThief", 1); DestroyObject(OBJECT_SELF); } So adding extra items is just a matter of editing the script and adding in some extra CreateItemOnObject instances for one or more of the placeables.
  10. 1 point
    I'm a little ignorant on this topic, but I did a little research, and I think the issue might be a messy appearance.2da file. Did you download the mod from here?
  11. 1 point
    Is there a simple way to use DLGeditor to merge two versions of a .dlg file to create a "patched" version for compatibility, or do I have to do it manually?
  12. 1 point
    Depending on what changes the two files contain it could also be possible to use TSLPatcher for that. Use TSLPatcher to create an installer by comparing one of the two to the vanilla version, then run that installer to patch the other one. But that only works if they change things in different places or only add entries and don't change them.
  13. 1 point
    Rigmor of Bruma Voyage is live now! No, I've never done a dedicated mod stream before, nor did I ever expect to stream Skyrim, but here we are... https://twitch.tv/darthtyren
  14. 1 point

    Version 0.8.2

    36 downloads

    This is the 0.8.2 Full Install / Demo Release of the Expanded Galaxy project. ( I will continue to patch this version from here on out ) 0.8.2 brings a lot of updates since 0.5.0 check the patch notes for full details. The player now has the choice to manually travel to Malachor V now, there are also a lot of small fixes and updates to levels from the main game. There are five new HK-50 encounters that offer the chance to get a HK part or scan for the HK factories location, there is the mystery box quest available from the swoop registration office on tatooine, there is a smuggling quest and an encounter with a gang on Sleheyron as well as merchants that will offer different items depending on how many Jedi the Exile has found. This also includes the upgradeable swoop bike mod by bead-v, the extended jedi council meeting by kexikus, the extended carth meeting by danil-ch, m4-78 fog fixes by timurd2003, sideways malachor v doors by varsitypuppet and a few others all noted in the readme. ( I sought out and received permission to include these modes ) - I am also looking for others mods to include so if you are a modder or know of a mod you think should be included let me know and I will consider it and contact the author to request permission to include their mod. I am looking for suggestions for things to alter throughout the course of the main game so feel free to comment and let me know if you have any ideas or have found bugs in the main game. Also looking for people to get involved with the project so if you are interested contact me through DeadlyStream, Discord or on ModDB. The ReadMe File is included below Expanded Galaxy Project v0.8.2 Yavin Demo Release for KotOR II : The Sith Lords by Thor110 <-----------------------------------------------------------------------------------------------------------> This Mod is also intended for use in conjunction with the following three mods. ( TSLRCM, M478EP and the Jedi Temple / Coruscant mod ) the following is an overview of the steps I followed to install this project and optional steps I have tested. 0. 1.0B Patch "sw_pc_english_from200424_to210427.exe" 1. Aspyr Patched Files ( Optional ) 2. The Sith Lords Restored Content Modification v1.8.5 https://deadlystream.com/files/file/578-tsl-restored-content-mod/ 3. M478 Enhancement Project v1.5.1 https://deadlystream.com/files/file/277-m4-78-enhancement-project/ 4. TSL Jedi Temple https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/ 5. HQ Cutscenes & Music ( Optional ) 6. Expanded Galaxy Demo 0.8.2 <-----------------------------------------------------------------------------------------------------------> This is the order I installed them in for everything to work correctly. Install to the SWKotOR2 directory ( C:/Program Files (x86)/LucasArts/SWKotOR2/ ) <-----------------------------------------------------------------------------------------------------------> Credit to everybody that helped me along the way or contributed. bead-v - Upgradeable Swoop Bike Mod Ashton Scorpius - Ebon Hawk Downloadable Map (No Longer Included) - Ebon Hawk Map Unlocks On Enter Instead Darth Insidious - advice DarthParametric - advice DarthRevan101 - advice Darth_Sapiens - Animated Logo ( TSLRCM / M478EP ) - I will update this to say the correct version numbers JC - advice JCarter426 - K2 Loadscreen Template - SithCodec Stoney - Sleheyron Demo / Maps ebmar - advice InSidious - advice deathdisco - Coruscant / Jedi Temple Mod ( Not Included but recommended ) TimurD2003 - M4-78 Fog Fixes Kexikus - Updated Coruscant Texture & Planet Icon - Extended Jedi Council Meeting VarsityPuppet - Malachor V Sideways opening doors. danil-ch - Extended Carth Meeting a big thanks to the creators of so many great tools for kotor modding that have made this project possible. and many more. <-----------------------------------------------------------------------------------------------------------> Due to the way I have structured the mod there are a lot of worlds to work with and over all a whole lot of levels, so I am looking for people to get involved if anybody is interested and wants to work on a story for a world. New Areas in the game Kashyyyk Coruscant Tatooine Manaan Yavin Lehon Sleheyron Extra Planet Slot - Yavin Duplicate There is also a new set of each planets levels for the end game free roam which are contained in their own modules, these areas are as follows and will also need new storylines. Telos Nar Shaddaa Dxun Dantooine Korriban M4-78 Kashyyyk Coruscant Tatooine Manaan Yavin Lehon Sleheyron Extra Planet Slot Has been used to put Peragus back onto the Galaxy Map. A total of 14 worlds, not including Malachor V and Onderon. If anybody is interested contact me on DeadlyStream or Discord and let me know what you had in mind. <-----------------------------------------------------------------------------------------------------------> Please do not redistribute or release without my permission. Thank You Thor110
  15. 1 point
    I don't suppose it's to late to say that I am still interested.
  16. 1 point
    Speaking of which, that's actually one thing the armbands are really good for - positioning when right up against collision. Since characters have a "personal space" boundary around them, it can sometimes be difficult to gauge exactly where they can move in close proximity to collision when working in Max, etc. I found this when doing some adjustments for the post-Lehon crash cutscene in K1. For one shot where I had Mission walk to a console, she wouldn't obey using a target co-ord taken from Max, because she couldn't actually reach it, even though it seemed to me like she had heaps of room. So I hopped into the game and jammed the player as far as they could get into that corner. Using the armband's position resulted in Mission correctly doing what she was told because the waypoint was now a few centimeters further back on walkable geometry.
  17. 1 point
    Also remember that the whereami armband and I assume the force power as well give you the orientation of the player character and not the orientation of the camera. So make sure to go into first person to accurately rotate your character before getting the rotation.
  18. 1 point
    TSL Patcher comes with a fantastic user guide and the software is quite user friendly. Take the time to sit down and read through the guide thoroughly. Besides, for head ports you'll basically just need to use the simplest features of the patcher, i.e. adding a few rows in appearance.2da, heads.2da and portraits.2da, as well as copying the necessary .mdl, .mdx and .tga files over to the user's override folder.
  19. 1 point
    Armbands are more "approximate" than accurate. Typically though the quaternions they output should be more or less in the right direction. Or at least that's my recollection from the odd occasion I've used either StarAdmiral's "Utility Armbands" in K1 or Darth333's "WhereAmI Armband" in TSL. If you want truly precise values, you'll have to derive them by loading the module into Max/GMax/Blender.
  20. 1 point
    Perfect timing, I have been needing to decode / trim a large amount of audio files for a while. It works perfectly, Thank You for this amazing tool!
  21. 1 point
    Looking for a voice actor with a relatively decent mic and a somewhat authoritative voice. If you're interested please PM me!
  22. 1 point

    Version 11.0 Beta Version

    177 downloads

    feel the true power of the Sith there always need to be a Darth Traya Lady of Betreyal my mod add for her a unique robes which is fully animated except Kreia002 model
  23. 1 point
    So just to give you all an update on the documentary . . . @DarthVarkor has been making very nice videos for use in the documentary. Those videos will both be released separately complete (with one minor exception by request of the contributor) and excerpts of the videos will be in the documentary itself. DV has made a few of these videos so far. (I've shared DV's videos using each contributor's audio back to the each contributor. For the time being though, DV is going to be busy until his own project premieres on YouTube. This shouldn't be a cause for alarm but rather a sigh of relief for those that haven't had the chance to get their audio (and transcripts) handed in to me. You've received a reprieve! (Even though I've never asked for a deadline because all know how deadlines worked out for Obsidian, you may might feel less stress.) So contributors: Hand in your stuff when you're ready - you know who you are - and everyone check out DV's premiere on the 20th of June! And if you'd like to give me an update in lieu of the materials, I'll take that too in a PM.
  24. 1 point

    Version 2.0

    3,794 downloads

    SLM 2.0 ------------- for TSLRCM 1.8.4/M4-78EP 1.2 For mod compatibilty with TSLRCM and M4-78EP using the STEAM VERSION of the game, you will need to install this mod into TSLRCM's Workshop Override Folder, but only after M4-78EP 1.2 (if you plan to use it). Then you may install SLM and the M4-78EP Compatibility Patch. See this thread on the Steam website: http://steamcommunity.com/sharedfiles/filedetails/?id=488641307 Author: Kaidon Jorn (formerly Qui-Don Jorn) Date: Summer 2015 This is a large scale lightsaber mod which was designed to work with TSLRCM 1.8.4 with the option for M4-78EP compatibilty (1.2). This lightsaber mod will not work properly without the latest version of TSLRCM (1.8.4) installed. In this mod, each party member that is trainable as Jedi will have a lightsaber to build on the workbench through new dialog options after they have become a Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have the crystals. These lightsabers can be used by anyone. In version 2.0, lightsaber schematics have been redesigned so that they are usable items that you click on to learn. They are destroyed upon use and will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. There are now NINE additional lightsabers rewarded as 'boss loot' drops depending on the planet you are on, and perhaps multiple ones on the same planet. These lightsabers have very small bonus stats tied to them and most have unique TOR inspired blade colors. The training sabers from the TOR Saber Mod I did have been integrated and are buildable on the workbench and come in three types for three models - ion, electrical and energy damage. There are minor skill checks to create them. With the M4-78 compatibilty files installed, Master Vash and Kaah Otohk will brandish thier own unique lightsabers which are not available in normal SLM gameplay. This is the final lightsaber mod I will make and it uses lightsaber models from different mods I've made over the last several years, though most come from what was going to be HotOR 1.7 before that mod was abandoned. Install by running the .exe file called "SLM 2.0" If also using M4-78EP, apply the compatibilty patch. Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .mdl's, .mdx's, uti's, and also Zez.utc) Notes: *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Apostle's) or vice versa because it will crash your game. *Kaah's lightsaber will be the standard yellow, not "gold" as originally planned. Although yellow blades look a little more "gold" now. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibilty patch installed. *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to pathfind. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the one you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) Credits: Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed. Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off. Thanks to DeadlyStream for hosting my mods. Permissions: This mod and all my mods here on Deadlystream are all now up for grabs. Change them, fix them, do what you want. You do not need my permission nor consent and you may rerelease it whereever/however you like. I do however, expect to be credited as the original author in the readme. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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 THESE FILES.
  25. 1 point
    Hi everyone. Sorry to the mods for the double posting and I hope the screenshots are not to much. So before we start a short update: Now witness the firepower of this fully armed and operational batch station. So yeah I learned batch a little which helped producing the progress. In order to give an overview: All saber hilts are updated by hilts from @Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models and textures and icons go fully to him! Update for Kaidon Jorn's: Revan's Tor Saber 1.1 to use the new blades Ambient light for lightsabers 3d models for blade core and inner glow symmetric lightsaber blade planes with a modifed version of @Sithspecter crossguard saber UV layout. (in principle compatible with his unstable textures) black core sabers are possible homogeneous brightness of the blade (no more brighter blades when viewed from the front) all sabers are fully upgradeable (added black core crystal) (Cross guard are updateable but don't have a unique crystal yet.) Now to the to do: Need permission from Sithspecter to use th UVs. I only modified them but he created them so I need his permission. I hope you are all right man! Need Icons for the crossguard saber Test: Someone to test the .uti with the english version of the game (I am only owning the german version) Test the K1 version at some point in the future Hope that some talented texture artist is willing to update my blade textures with good ones Possible update with a full set of unstable saber blades if Sithspecter gives the permission to also use his beautiful animated textures. Known Bugs: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix sorry. The lightsaber hilts will peak through the blades. (See some posts before. DarthParametric sad it is not possible to fix it.)
  26. 1 point
    View File Kotor III : The Jedi Masters 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 : Submitter Trex Submitted 04/24/2020 Category Mods TSLRCM Compatible No  
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  30. 1 point

    From the album: Tests

    Testing some work on the cliff textures. I tried to stay closer to the Vanilla look both because I like its visual impact and because I want this to be a test for more similar upscales without having to rebuild every texture from scratch.
  31. 1 point

    From the album: Tests

    Dynamic shot of the new cliff texture. It's generally a much lower resolution than the rest, and I may add a lot of miniature details to make them blend together better.
  32. 1 point

    Version 1

    1,805 downloads

    Have you ever wondered why there is a bunch of retextures for every teammate but Hanharr? Even NPCs who are not even part of your party, like atris and sion, have a lot of new texture projects dedicated to them... So why not poor Hanharr? Yes, he is one of the least popular party members, but there are even textures for GOTO, so this can't be the reason alone. The main reason is all that hair, in my honest opinion. It is really a pain in the (swears in Huttish). I couldn't let poor Hanharr sit between all those shiny HD textures looking like he was pulled straight out of an Commodore 64. Frankly, his texture was bad from the beginning, even for 2004 standards. So I remade it. I put a lot of work in this and I hope you like it. Because there is such an abundance of skins for other characters I felt like 1 texture for Hanharr wouldn't do. So I made 2. Version 1 (With Scar) features a scar on his stomach, to show in what condition he is and what he's been through. (Screenshot for reference) Version 2 (Without Scar) just doesn't have that scar If you don't want to have blood and similar content in your game, this Version is for you. Installation: Move the P_Hanharr.dds from the "with scar" or "without scar" folder into your override folder Credits: CGTextures (now just "Textures"): www.textures.com This Eye texture ressource: http://xoriu.deviantart.com/art/MMD-Naturae-Eye-Texture-249285720 and Biowares TGA to DDS converter, here from deadlystream.
  33. 1 point

    Version 1.0.0

    240 downloads

    DESCRIPTION This is an HD reskin of our driven mandalorian, Mandalore. This texture is now 4096x4096, A.I. and manually-upscaled and incorporating downloaded textures. I constantly checked my work against the 3D model to ensure there were no texture seams. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Click the "Start Patching" button down below. UNINSTALLATION Move the files from the newly created "backup" folder to the KotORII "override" folder. THANKS Thanks to GIMP, wildtextures.com, Blender, KotORTool, KotORBlender, mdlops, and the KotOR Savegame editor. Special thanks to Red11BY for his Character Overhaul pack (https://www.nexusmods.com/kotor2/mods/1060?tab=files). Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  34. 1 point

    Version 1.0.3

    2,519 downloads

    DESCRIPTION This is an HD reskin of our cryptic mentor, Kreia! The textures for her body and head are now 2048x2048, and utilizes manually-upscaled edges and photographed textures. I consistently checked my work against the 3D model to ensure there were no texture seams. I even added an environment map to allow Kreia's metal braids and eyes to shine, similar to her incarnation the beta version of TSL. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Drop the .tga and .txi files into the Override directory of you SWKotOR2 installation folder. THANKS Thanks to GIMP, Blender, KotORTool, KotORBlender, mdlops, and the KotOR Savegame editor. Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  35. 1 point
    So I made this rendering of Arren Kae, and from that came the idea of doing a version of the model that you could actually use inside the game. Now as I happen to be particular about game modifications being seamless, I decided that Arren’s apparel should for the most part resemble the Handmaiden’s robe, which is why the white robe on this model has no Jedi librarian patterns. Thought I’d still put those on the garments underneath the robe, but it’s not quite the same. Obviously I used Kreia’s model, the changes I did to the geometry are limited to the hood and the eyelids, which coupled with the work I did on the textures, result in the looks of a woman about the age Arren probably was at the time of the Mandalorian Wars. We don’t know if she was Echani or not, but I left the hair color unchanged. Her lips and eyes are as close to the Handmaiden’s as I could make them, because supposedly Brianna “bears the face of her mother.” The blue stone and necklace is there because her Darth Traya look includes an ornament with a red stone. All in all it’s not terrible, maybe I’ll work on it some more in the future
  36. 1 point

    Version 1.1

    389 downloads

    -Description: This is a small fix for the fog on M4-78. It deletes the fog from non-radiating areas and adds it to the Industrial zone skybox in the first mission. It was tested with 1.2, 1.3 and 1.5 versions of M4-78 EP but I think it'll work with the previous versions. -Installation: Run "TSLPatcher.exe", choose the part you want to install and select the game dictionary. Choose "Fog fix (v1.2 and v1.3)" if you're playing with M4-78 EP 1.2 or 1.3; choose "Fog fix (v1.5)" if you're playing with M4-78 EP 1.5. -Bugs: It shouldn't have bugs but if you find one just PM me. -Permissions: You may not reupload this mod and use it as a part of your own (except for M4-78 EP new version of course) without my permission. -Thanks: M4-78 team for this wonderful addon. Sith Holocron for answering my questions. -Disclaimer: 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.
  37. 1 point
    For anyone who feels that the stats are absurd, just open the .uti files (q_scepterlghtsbr, for example) using Kotor Tool, which you probably already have. You can delete all the bonuses, save, replace, enjoy.
  38. 1 point
    1. I'd love for there to be a way for at least Kaah to survive the sith assassins. 2. The ending was kind of abrupt and unfulfilling and I actually thought something was broken for a moment. 3. Black market droid worked fine for me, perhaps because I didn't interact with it until after fixing the radiation leak? 4. 'Deadly Upgrade' could not be completed on my own, I had to fetch CS-28 for it to complete. 5. Found the sound mixing to be quite annoying with some voices quite loud and some whisper quiet. 6. Found the Industrial Sector much less laggy but still had a strange bug where it would freeze for a moment then fast forward for a few seconds. 7. Some of the Sith assassins don't become aggressive and remain standing around after the fight. 8. Atton acts like he isn't a Jedi in the intro(Provided you made him one). 9. I get Bao-Dur's shield breaking allowing you to sequence break into the environment zone, But why not your Lightsaber? 10. Never had a problem entering the Enviro-Zone with party memners. 11. Never got the fixing droid quest, perhaps because I progressed too far? On a similar note, I never returned to Telos right after the academy; Instead doing so before/after completing M4-78 and now Telos is messed up with Grenn missing and me being told to wait for Grenn to arrest me again among other things. 12. Found the teleporting to get thru the radiation leak stuff to be kind of jarring but understand the limits. Shame the 'teleport-via-map' from K1 was never implemented... 13. Lip flaps for Kaah and Vash are broken. 14. Part of me wishes I could take all 3 droids to deal with the radiation.
  39. 1 point
    Well, I've played 1.2 several times, and I think I liked that version better than 1.5. 1. I didn't like bringing the Sith Assassins in. Though not great, I liked Vash dying better in 1.2 than in 1.5. 2. Didn't like Kaah's death all that much either compared to 1.2. I would rather he and Vash live somehow (re casting the voice may be the way to do this like you said). 3. Not sure if I missed it, but I didn't like removing that quest with the droid who gives you a mission when you play as Hk, T3 or GO-TO. 4. The droid that gives the mission to find out where the true colonists come from appears to be have been removed sadly. 5. Not sure if it just me, but the black market droid crashes every time I click on it. 6. I liked the original opening scene better and this one didn't seem as good IMO. 7. I didn't like the police droids being removed either. 8. This version felt a lot more buggy over all (one quest I completed (rogue assassin part quest I think) opened back up in the Research and Development center after it was already closed.). 9. Not sure why the recent events mission was removed. I liked that one. 10. I would also just get rid of the new sequence on the landing pad at the end. Felt weird and out of place imo.
  40. 1 point
    While being a good mod, unfortunately it is not quite as tested and polished as one would like. This is especially evident in version 1.5, which introduces a large number of regressions (mostly cosmetic, but some of them quite serious; see https://deadlystream.com/topic/4979-bugs-errors-reporting-with-m4-78ep/) compared to version 1.3. In addition, the ending from version 1.3 was replaced by a more awkward, less elaborate, and less believable one, with no gameplay courses to trigger the original ending (despite the voice-overs and dialogues still included in the game). And to add insult to injury, version 1.3 (which appears to be the most stable released version of the mod at the time of this writing) was never released for non-Steam users; neither on DeadlyStream, nor on ModDB. All things considered, version 1.5 is a formidable case of "newer is not always better" both story-wise and quality-wise. Version 1.3 is recommended to play at this point. As of version 1.5.1, the 1.5 release is not recommended until/unless the regressions are fixed and the original ending is made available as an option.
  41. 1 point
    Well, as this is 1.5 we're talking about and I did Beta test 1.5 and know about the previous versions I think it'd be best to leave my opinion on M4-78. First of all, Zybl revamped the intro to Korriban on the Hangar platform to use cut Atton lines from the E3 Demo instead of the spliced lines of 1.2 and before. While most of those splices where pretty bad *cough* HK-47 *cough* I felt some lines where remarkably good such as the one with Kreia where she says "Droids gather while we wait here" was absolutely well done it sounded completely natural, the only way someone could guess it was a splice was because the line "Our enemies gather while we wait here" is so iconic. Most of them have been removed except for, you guessed it, the HK splices I hate. The Atton lines are alright though they do sound a bit awkward and Atton does say "you should keep your Lightsaber up or do whatever you Jedi do in these situations" despite the fact you may not have a Lightsaber. In previous versions, the player would have to play as either Goto, T3 or HK through the radiation sometimes walking long distances to get to a location. To make the walking less like torture an optional sidequest was added in and was odd in the fact you got the quest from one foreman droid but depending on who your character was whether it be T3, HK or Goto this one Foreman droid would have an entirely different purpose, personality and sidequest with a different plot but same overall pacing. For HK this foreman droid was an off-world assassin droid hunting down a specific droid, for T3 it was a droid tracking down a computer virus intent on destroying the archon M4-78 and for Goto is was some sort of package retrieval mission. At some point, you'd be stopped by three police droids who question your droid over the deaths of recent droids (2 droids or more depending if you did the optional sidequest) and they'd put your droids arrest on hold until they fixed the radiation leak. Once the Exile arrives on the planet the Exile can destroy the police droids once they threaten to arrest him/her for refusing to hand over the droids. All of this was removed in favour of a teleportation transport system to make the radiation section quick, the teleportation is, in my opinion, would be better if it showed your droid move away and then teleport to give that immersion that your droid did move away instead of being teleported. While that filler sidequest is good for being removed I felt those Police droids should have stayed, Zybl2 actually forgot to remove the police droids 100% last time I played the mod which may have been the late Beta/first release of 1.5. Just before you fix the radiation backtrack a bit and you should be able to find the Police droids and approach them from behind. On top of turning the industrial zone into 2 sections to reduce lag the actual research centre part has been severely downgraded lacking lots of the droids and placeables from the earlier version making it feel empty and incomplete, while I can understand they are the cause of the lag I felt that downgrading the level severely was somewhat uncalled for, cutting down was inevitable though I felt they went a bit too far. Not that I'm complaining about my less laggy experience though. The new ending is kinda weird, and by weird, I feel it is bugged. You can go to the environmental zone first, fight the droids and convince Kaah to help you get to industrial archon to reach M4-78. I'm loving the freedom of choice with that though of course, this method is somewhat hidden (You need to use Bao Dur's shield breaker to break into the environmental zone). What I don't like is how Darth Sion on Korriban is tracking the Exile as he does on Malachor in cut content with the meditation and the hologram (Which is broken for females). On Malachor he says 'prepare my ship, I'll attend to this myself' but here he instead sends the Sith Assassins. The Sith Assassins, with basic attack and no force powers, kill Kaah and Vash in an ambush and once this ambushed has happened I fell that is where M4-78 ends. I much preferred the original ending as it felt more... like an actual ending and it had an actual resolution with M4-78 and the droids as well as Kaah and Vash in a believable way. Not that the new ending can't be bug fixed and enhanced, however. For 1.5 that's all I can think of. For M4-78, in general, I dislike the infinite medical equipment droid merchant and the inconsistencies with the environmental zone droids.
  42. 1 point
    Not really a "hate"-hate, but I find some of the voice acting is rather uneven. Starting with robtic filtering that is way too strong, so much it warps the character's voice when they speak, having no filtering at all for some lines, like IS-43's system overload warning for example. Some of the lines are way too quiet, such as the Escort Droid's. Other times it's simply the writing, making them speak in a fashion that is way too humanized, or not using the proper words. I've seen too few instances of "organics" or "sentients", but that might just be me. Speaking of Escort Droid, it seems he can only take you forward to the manufacturing part of the industrial zone, but won't take you back to his initial post in that zone, only to the Archon, Back to Central, or the Enviro Zone's locations. Also, it would be prudent to also add him to the maintenance area of the Industrial Zone, as currently the fastest way to get there is to warp to manufacturing and go back into maintenance from there, as the alternative is to leg it all the way through the long reactor corridor. A glitch can also occur when multiple copies of I1-02 will spawn in the small diagnostic shed in the industrial zone, and play the same diagnostic cutscene with the droid there, way past the point of the plot when it was supposed to happen. The doors leading further into the Industrial Zone, and in the Environmental Zone cannot be crossed until their canned animation finishes. It seems the script keeps the invisible wall and the interaction reticle in place until that is done. The infamous crash when entering the Enviro Zone with party members is still present, so many years after the initial report, and can only be circumvented by going in solo and re-adding the party once there. Some of the droids later on still have their wallhack abilities and can shoot you through the walls, without any way to fight back until the door opens. Some quests like the Fixing Droids or Deadly Upgrade seem to be unable to be completed, either due to glitches in the script because the player skips a step in the quest log chain, such as not informing the droid in the Central Zone that they found the War Droid with the illegal upgrade installed and simply went on to destroy him and bring back the part, which in theory should complete the quest, but the journal entry is stuck on "inform the droid" entry, or because the item necessary to fix a droid, namely the Central Droid Processor, doesn't spawn at all, apparently because the main plot progressed too far. That's what I spotted during my latest run through the place, at least.
  43. 1 point

    Version 2.3

    4,599 downloads

    Authors: Kainzorus Prime, Darth DeadMan, Fair Strides, DarthParametric Mod Name: Clone Wars Armor Pack ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod will add variety of clone armors and two variants of DC-15 rifle to your game. You can either get them from the corpse of Republic Trooper aboard the Endar Spire, or use the console commands. 2. Installation: ========= Run the TSL Patcher and sit back, the installer will handle everything, including compatibility with other mods. 3. Usage ========= All armors, ten DC-15A and ten DC-15S rifles can be found on a Republic Trooper corpse aboard the Endar Spire, marked “Republic Quartermaster Corpse”. Item codes are as follows: clone_clean - Clean Episode III Armor clone_dirty - Weathered Episode III Armor clone_blue - 501st Legion Armor clone_red - Shocktrooper Armor clone_green - 442nd Siege Battalion Armor clone_yellow - 212th Attack Battalion Armor clone_grey - 41st Elite Legion Armor clone_star - 327th Star Corps Armor clone_neyo - 91st Reconnaissance Corps Armor clone_shadow - Shadowtrooper Armor clone_para - Paratrooper Armor clone_marine - Galactic Marine Armor clone_gree - Commander Gree’s Armor clone_cody - Commander Cody’s Armor clone_bacara - Commander Bacara’s Armor clone_bly - Commander Bly’s Armor clone_deviss - Captain Deviss’s Armor clone_commando - Commando Armor clone_boss - Delta-38’s Armor clone_sev - Delta 07’s Armor clone_fixer - Delta 40’s Armor clone_scorch - Delta 62’s Armor clone_classic - Clean Episode II Armor clone_captain - Clone Captain Armor clone_commander - Clone Commander Armor clone_sergeant - Clone Sergeant Armor clone_lieutenant - Clone Lieutenant Armor arc_basic - ARC Trooper Armor arc_red - ARC Captain Armor arc_blue - ARC Lieutenant Armor arc_yellow - ARC Commander Armor dc-15a - DC-15A Blaster Rifle dc-15s - DC-15S Blaster Carbine 4. Credits: =========== Special thanks to: MarcusLeCoy - Original 501st Legion texture. Dark_Cuillere - Original Commander Cody texture. Ruku - Most of original Episode III Clone textures. Pahricida - Original DC-15A model and textures. SoM3 - Original DC-15s model and textures. Holowan Laboratories - For all the great resources. 5. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  44. 1 point
  45. 1 point
    The lightsabers themselves, are fantastic. Couldn't ask for more (aside from what Obisoln said). The spawn locations, however, completely and utterly destroy this mod. You put a lightsaber, on Taris. Not only that, you put it in an area where we can get it, before we even have Bastila in the party. Just put it on the body of the Jedi on the Endar Spire why don't ya? (Just because I don't doubt that you might, that was a joke. Don't take it seriously.) Dantooine is nearly as bad. You JUST received the ability to even use a lightsaber, and oops, here's a lightsaber that's way better than the lightsaber that you just built that's supposed to be yours for life, AND it's before you even have access to crystals. The others aren't that horrific, but they're still awful. The back of the landing pad. Are you serious? I shouldn't have to explain this one. Kashyyyk's isn't half bad, but it's not even in the Lower Shadowlands. Sorry if this is coming off as harsh, but dude, this is not good. If I was going to place the sabers somewhere, the Lily goes in the Terentatek's belly on Kashyyyk. The Evenstar goes in the footlocker of the Sith Master on Manaan. The Sceptre goes either in the inventory of the Storyteller or the back of the Krayt Dragon's lair on Tatooine. And of course the Righteous Hand goes on Duron Qel-Droma's body in the back of the Shyrack cave on Korriban. As it stands now, as far as anyone that cares about balance or theme (basically anyone that isn't modding MP5s in the game) is concerned, this mod is unusable. Which is deeply sad and frustrating at the same time.
  46. 1 point

    Version 1.0.0

    805 downloads

    This mod adds the head model of Sith Warrior companion Jaesa Willsaam from The Old Republic MMO as a selectable player head for female characters. N.B. Some screenshots feature @ndix UR's KOTOR High Resolution Menus A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair mesh is currently using skin weights and is fairly rigid. Possibly I may add a danglymesh version in a future update. The underside of the hair at the back of the neck is fairly bare. I may add some additional hair elements in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  47. 1 point

    Version 1.0

    985 downloads

    Replaced the main UI to something more slick, a little inspired by the original KoTOR one. Just put all the files into to your override folder. Should be compatible with everything except most other UI mods in a similar vein.
  48. 1 point
    Yes, I have done that. The only small worry is that the recompiled code is not identical but I believe it is nothing that can affect the end result. I tested it and it seems to be working fine. The Dead Settler quest is a mess though and there is quite some material to restore by keeping the droid outside the estate at its original place unlocking the Sandrals front door (I also improved on the dan14_cutscene.dlg as detailed here). I am working to make it possible to finish it even if the player completes the Rahasia and Shen Romance quest first.
  49. 1 point
    Speak of the devil and he shall appear. I was done with KotOR modding, but I was coaxed out of retirement by TSL's Steam release. The latest version of the Content Pack is the TSL version which can be found on Steam, on the Nexus, and on here when I get around to it. This is the mod I'm currently actively updating. I'll probably go back and bring the K1 version up to speed once I'm happy with this one. Don't get too excited about overhauling the combat system, though, a lot of it is hard-coded. As for the loot overhaul, that's a series of mods I really like, I think it's a significant improvement to the game, but... finishing it is super boring. The game's really not set up for it, you see, so I have to manually script workarounds for every single enemy with a weapon. It's done up to the end of Taris, and that's where I lost interest like three years ago.
  50. 1 point
    Because it is meant to be "Mandalore's mask", not helmet. This mod has been done to make right the Obsidian oversight or ignorance about the design of this special artifact. This is how the mask should really look like according various Star Wars comics (the original wearers of the mask - Mandalore the Indomitable and then Mandalore the Ultimate - were the Taung, not the humans, so the entire helmet would not fit Canderous, anyway :-) ).