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  1. 9 points

    Version 1.1.0

    36 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.11.2024 Installation: Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms. In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory. For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now. At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1. The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location. Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise. There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod. Known Bugs: If you click on the Sith Students on the computers too much, they stop doing their "typing" animations. This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base. Thanks to: Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist! Obsidian Entertainment: For adding these new rooms to the second game! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher and the Holocron Toolset! 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.
  2. 3 points
  3. 2 points
    Speaking of this landing pad... I spent today working on this little beauty, my plan is to delete the landing pads from 950COR, that way they don't feel too familiar and aren't seen in the background of the level. I've also deleted the council chambers from this version of the level, that way an elevator can be taken down and another elevator can be taken to the council chambers, just as in the existing mod. Quite proud of this, but I have yet to see how it actually fares in-game, the walkmeshes need some adjusting and I need to finish the cross join hallway in the middle of the building to add two elevators, or possibly a room, I am not sure yet. There's still a lot of work to do, but this took me the best part of a day to put together. This shows the landing pad without, for some reason it only had safety rails on 2 of the 5 gaps in perimeter, so I added them to all 5 on both sides of the level. Nar Shaddaa has these gaps too, but I think it's fine for a run-down old landing pad on Nar Shaddaa, not some fancy fresh landing pad on Coruscant. And a preview of the hallway from the inside. I might attempt to make a landing/take-off animation myself, though I have no idea how it will turn out or if I will even get that far yet, the surrounding area needs decorating somewhat still I think.
  4. 2 points

    Version 1.0.0

    2 downloads

    You don't need the previous versions of my mods (As for my two previous versions) I REALY THANK Dark Hope to let me use the textures of her great mode here is the link of her great mode I've only edited the face and the body in my version the base work is hers. Very talented !
  5. 2 points

    Version 1.0.0

    20 downloads

    Contain 1. A new version of my Malak redone i used many tools but the base was hand made. in this file is also a update on the same way of a fiew of my textures mods. 2. Update for my Gadon mod 3. Updated mission face 4. Update of my Zhar mod 5. Update of my Ithorian mod 6. Updated Bastila You don't need the previous versions of my mods ON the preview mission have a well made set you can find there but its not in the Pack i propose (As for my two previous versions) I REALY THANK Dark Hope to let me use the textures of her great mode here is the link of her great mode I've only edited the face and the body in my version the base work is hers. Very talented !
  6. 2 points
    To anyone who has asked for help or had questions about either my mods or anything else, I apologize for being slow to respond. My family has been in the process of moving to a new apartment and I won't have much time to work on anything until we're settled in. In the meantime, I will try to respond when I can.
  7. 2 points
    I have a better idea as I have been working on a port of K1 to K2 for quite some time now, I will release it here when it's actually ready. Play my port of KotOR1 to KotOR2 https://github.com/Thor110/Expanded-Galaxy-Port Though I will say, it isn't finished yet and is FAR from perfect, still quite buggy.
  8. 2 points
    After far too long (years), I finally released an update to my Repeating Blaster Attacks Restoration mod. This fixes a bug that could cause your party members to get locked out of the bonus due to scheduled scripts not executing after a party change, module transition or savegame. It's a complete rewrite and should be very stable now. So if you were using the mod before, or considering it, I'd encourage you to update to the new version.
  9. 2 points
    Hey everyone! This took me several years longer to get back to than I had hoped. But now after many hours of struggling with KotOR's highly limited scripting functions, I have finally fixed it. The update has now been uploaded, enjoy.
  10. 2 points

    Version 1.0.0

    13 downloads

    KotOR1 Random Panels AUTHOR: Sith Holocron ORIGINAL RELEASE: 15 NOV 2024 GAMES: Star Wars Knights of the Old Republic Description: While recuperating after open heart surgery, I needed a small project to keep me occupied. Something relatively stress-free so I could go about the work without getting to frustrated. I landed on redoing some of the panels for the various planets that *mostly* tend to look the same with minor difference in coloring. I settled on the panels included here. There are separate downloads for each game but some of the textures appear in both as Obsidian did reuse some of the textures. Installation: Drop the TGA files and TXI files into your Override. My textures have been labeled with their names on the download page so if there's one that you don't particularly care for, don't drop that one into your Override folder. If using another texture pack that includes identically named textures (whether they are TGA, TGA with TXI, or a TPC file), remove those from your Override before putting mine in. Uninstallation: Take the files you put in, out again. Known Bugs: None known at this time. Legal Disclaimer: All materials and copyrights belong to LucasArts, BioWare and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration.. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. 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. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Thieves need not apply. (You know who you are.) Credits: Fair Strides, ConansHair, and LordMerek: For feedback on textures before release.
  11. 2 points
    Work on my Dark Jedi/Sith Academy mod is starting up, but in order for me to start that mod properly I need to finish up the first release of my K1 Alien Pack mod. The Ithorians are ready, the Bith are 90% ready, and the Duros are 50% ready... these are the three species that will be in the first release of the pack. I've already showed off the Ithorians, now it's time to show off the Bith. The goal of the pack is to ensure every species has 5 alien variants, this will be easy for Aqualish and Rodians as they only have 4 variants meaning only one texture needs to be made for those species... this isn't true for the Bith as they only have 1 variant. The vanilla black Bith will only appear as Cantina Musicians whilst the Bith you'll encounter in-game will use my new appearances. Whilst I did make the reskins you'll see, I also photo sourced assets from BithBiter's TSL Party Project 1.01 (as the mod page says the mod's assets can be used with credit given), and assets from the Revenge of Revan mod by RedRob41 (used with permission). For the Bith appearances, I used Wookieepedia to determine that Bith skin color can be yellow, green, pale pink, and red... so those are the colors I used in these appearances. Whilst I think the new appearances are "alright", I personally feel some of the skin colors don't "fit" with the scenes they're currently in... which is why I would like your opinion on whether or not I should switch certain Bith appearances around. Green Bith: This one was especially jarring to see when I first saw it in-game in this scene. Red Bith: His skin and his outfit are so dark, so much so that he's almost camouflaging into the dark environment around him. Pale Pink Bith: I rather like this appearance, I could change the color palette of his clothing if this is desired. Pale Yellow Bith: Dare I say this Bith is without flaw. So... what do we think of these new Biths?
  12. 2 points
    A good part of doing anything significant in the game - like your recruitment/companion mod example - requires scripting. That's not something you can really make a video about.
  13. 1 point
    Yes, unfortunately the "add column to .2da files and make them work" has always been a modding pipedream. 😔
  14. 1 point

    Version 1.0.0

    500 downloads

    Sick of having so few force powers? Tired of not leveling up throughout Taris to get more powers later? Well, here's your solution. This little thing gives you more force powers for when you get a jedi class. Now you can go ahead and get to that level 7-8 on Taris without bothering yourself with saving level-ups for the jedi class. I mean, you still can, but now there's less reason to. Each Jedi class will get a different amount of points for immersion and role playing purposes. Guardians get 4, Sentinels get 5 and Councilors get 6. If you don't care for the balance, immersion and all that crap, 'Unlimited Power' variant gives all classes 10 power points. - - -Installation- - - Drop to overwrite and pat yourself on the back for a job well done.
  15. 1 point
  16. 1 point
    What the heck, I never did anything with my sad attempt years ago, perhaps one of you will do better. I was hoping someone might make landing and take off videos for deathdisco's Jedi Temple mod. A simple bullet point list of suggestions: Use any music from KOTOR, TSL, or SWTOR that fits your videos. Use this skybox mod for the skybox. Have the Ebon Hawk fly past either (or both) of these windows . . . completely optional: also add these 3 additional textures to your Override folder as well If you're checking out this thread and you also don't have the ability to make movies, why not drop a like on this post to let people know you're interested in this request?
  17. 1 point
    I was just made aware of this mod, and that you are using my code for the repeating blaster attacks. Would have been nice if you had messaged me about it, but oh well, glad that I have inspired you on how to implement finesse. However, my code had a flaw, caused by scheduled scripts not persisting across some situations sometimes, such as savegames, party member changes or module transitions. Depending on how close your code is to mine, you might run into the same issue. I updated my mod a few days ago (after many years), where the issue has been fixed. You should probably check the new code (source and comments included in download just as before) and update your mod. Lastly, I'd appreciate it if you included in your description that the blaster attacks restoration is there because you included my mod (which I don't mind on principle, but I did state to ask me first) and provided a link to it, rather than just stating it as a feature of your mod and relegating me to a footnote.
  18. 1 point
    It’s all good, you’ve done the lords work and I am happy I get to play kotor with controllers like I did on the original xbox when I was 9 or 10. The buttom prompt stuff isn’t super necessary in my opinion, the only real issue I can see is the bugs you pointed out on future planets, and the UI issue for controllers. I have close to 0 skill with any of this but I can try and learn and help where I can. Also, even though the devs who made space marine 2 are working on “Star Wars: Knights of the Old Republic”, this is, for me, is recapturing my childhood magic. I always hated playing the kotor games on m/k, it never felt right to me. i’ve purchased kotor 1 and kotor 2 on ios and android, bought them on xbox, bought the physical disks & bought them on steam for $0.99 each, and the mobile ones were the best versions for me because both ios and android have mod “support” (every mod like tslrcm/kse) fun fact for anyone who stumbles across this, you have to use itunes to move files into the directory for either game and virtually every mod that works on the pc version also works on IOS. And if it works for ios, it works for android
  19. 1 point
    Even TSL says left click with controller support, but I think that it can be added in, it would just have to be a completely different dialog.tlk file. I am trying to keep things as vanilla as possible while also expanding and enhancing the game, so that's a no from me, but you can always mod it in yourself, people are free to release mods for my mod too. Yeah, there are still a number of issues for me to fix, as I mentioned don't expect perfection just yet! But I would say it's 99% complete. Changing all of the UI was difficult enough and required hexediting the executable to get a number of specific things to change colour. It's also possible to swap between playing K1 & K2 under the same installation, which I felt was necessary. The selection screen does have a flickering highlight and new items have a green/yellow border. I had to overcome a lot of obstacles to get it this far, there are quite a few cutscenes that need fixing up, the first level needs reworking to include the special messages for each class and fixing the cutscenes, on Taris, the cutscene with the Hidden Beks is broken, the Rancor is broken, Malak walks off after being defeated during the ending. Oh, the current release has a broken version of the Naga Sadows tomb level, but it is fixed in the repository. Feel free to post any issues you encounter in the WIP thread for the project or on my Discord server. Hopefully with a few more years I can make it perfect! But there's still a lot left to be desired. EDIT : Unfortunately the tokens for the buttons don't work like they do on console, but it could be manually written in. ( "<abutton>" etc ) When I get around to programming a proper launcher, I could potentially add a tickbox that swaps between dialog lines specific to using or not using a controller, but that's a long way off. There's a lot of things that are more important left for me to work on unfortunately, but I would like to get around to doing everything eventually.
  20. 1 point
    True! But that is a totally different breed of mod! Looks so damn good too!!!!!!!
  21. 1 point
    Nothing compared to how long another much anticipated modification has been brewing. 😁
  22. 1 point
    I can appreciate that updating the lightmaps to better ones is a pain. I was merely pointing out that I had the impression the perhaps the original work was not that good.
  23. 1 point
    View File Complete Sith Academy [BETA] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.11.2024 Installation: Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms. In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory. For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now. At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1. The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location. Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise. There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod. Known Bugs: If you click on the Sith Students on the computers too much, they stop doing their "typing" animations. This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base. Thanks to: Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist! Obsidian Entertainment: For adding these new rooms to the second game! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher and the Holocron Toolset! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 11/14/2024 Category Mods K1R Compatible No  
  24. 1 point
    Yeah, I didn't do anything with the lightmaps. Someone was going to take a look at them for me but they haven't got around to it, it might be possible for me to paste parts of the lightmaps from the K1 levels, but figuring out which tiny blotch of pixels to copy across would take a while.
  25. 1 point
    Well, for my own purpose (installing of the mod manually) I was very grateful for the presence of the m35aa.git changes in the .ini file. Would you mind terribly telling me how Holopatcher can do the associations without . ini instructions? Thanks! EDIT: Oh and one more question: is it just my impression or the added rooms have a bit of a darker atmosphere? I'm mostly talking about illumination. When moving into those rooms I literally see a little less well. I added a couple of pictures to illustrate. The situation is particularly evident in two of them. Notice how there is a clear and abrupt passage from practically no illumination and light on surface under the archway in the second picture on the path into the last room (the blue arrow indicates it).
  26. 1 point
    It's 100% something I forgot to remove, though the HoloPatcher doesn't do anything with it so all it's doing is occupying space in the zip file.
  27. 1 point
    Ah, I guess that's probably been fixed now then! My bad. It could all use a little more work but I was unsure on how to handle some things, such as the Arch which I didn't repair as there was no rubble from it, so I figured that it is possible that it was damaged prior to the events of K1.
  28. 1 point
    The file has been updated.
  29. 1 point
    So the name of the mod is "Malak Redone 2024" but it contains other characters besides Malak, this name is very misleading and I feel it should be named to something else ("Elayerfawkes45's skin pack" or something like that). Also, your Mission Vao screenshots uses Mira-INSPIRED Default Clothing Reskin for Mission Vao for the body despite your mod changing her normal clothes. If this is the case, then this screenshot is very misleading.
  30. 1 point
    I used many tools and finished with ai to give a realistic skin. YOu are right i will update it as soon as possible. Yes I forgot to thank you for malak and i am realy sincerely sorry. BECAUSE i could'nt have done it at first without a such good base texture
  31. 1 point

    74 downloads

    Cathalan Improvement Project By OzilsEyes What started out as a learning tool for myself, actually turned into quite a fun project... CATHALAN! Orange returns (Sorry!). I was really eager to brush up on my TSL modding skills, I'm fairly new to modding in general. I'd downloaded Cathalan and tried it years back, realising I could never complete it & it was just a buggy mess. When I started working on it, I couldn't believe my eyes (not because of the brightness of the orange either!). It needed a LOT of TLC. It really had the potential when Jaevyn first released it, it was a new planet, new quests, new characters, new items... but, it was let down by the amount of bugs and to an extent, incompletable content. I think I've now got it to a state, where it's actually a viable mod to add to your playthrough, If you've never actually completed the story, please take the time to do so, it's actually got quite a cool ending, which I enjoyed the first time I played through it after finally fixing half the quests. I firmly believe the community is driven by great ideas & great mods, the original creator, once had a great idea & tried to make it work. I don't know the history of Jaevyn or Cathalan, I know it's had it's rough patches, example: copyrighted music. In this post, I'll run through all the changes I have made, there may be spoilers to please, read at your own discretion. Now compatible with: TSLRCM M4-78EP Coruscant: Jedi Temple Mod Expanded Galaxy Mod Compatibility install with TSLRCM, M4-78EP & Coruscant will update the galaxy map to include 'Cathalan'. As the game restraints are 16 planet slots, this is not possible with the Expanded Galaxy Mod. To get around this, I have added an additional NPC who spawns on the Ebon Hawk, he has a shop (different items based on main story progression), medical table, some lore & fun dialogs. SM-K1 (Definitely not named like this because it looks like an abbreviation of my dogs name: Smokey) On the expanded galaxy compatibility install, go to the security computer on the ebon hawk, choose 'Device Memory', a cutscene will occur where SM-K1's hologram will appear: He will give you a list of uncharted planets, one being Cathalan which you will be able to travel to. Installation: Please note: You do not need to have the original Cathalan installed to play this mod, if you do have it installed do not worry just run the installation as normal. Download the package, unzip & run the holopatcher.exe Options: 1. Install Cathalan Improvement Project - Compatibility with the base game + TSLRCM + M4-78EP 2. Install Compatibility with Coruscant: Jedi Temple Mod - Compatible with use with Coruscant: Jedi Temple Mod 3. Install Compatibility with Expanded Galaxy Project - Compatible with Expanded Galaxy Project Choose your preferred option, then let the installer run. Start up your game. It's advised to start a new game BUT it should be compatible with existing saves. Uninstallation: Holopatcher will back up your files when installing, you can use the installation / backup folder to re-place your old files. Fixes, changes & additions General Improvements: Quests: Level specific improvements: 451CAT - Keralt High Level 452CAT - Keralt Middle Level 453CAT - Entertainment Promenade 454CAT - Keralt Lower Level 455CAT - Warrior Base 456CAT - Wyvern Base 457CAT - Eastern Dark Lands 458CAT - Matterson District 459CAT - Western Dark Lands 460CAT - Outsiders Enclave 461CAT - The Crypts 462CAT - Keralt Sector 51 New load screens: All the old load screens were (terrible) not great, so as part of the release I'd created new upscaled versions, they're all 2048x2048, relevant to the area & look a lot better. Please note: These are subject to change, I've updated a few already since release. Overall, working on the project was very fun, it gave me a good insight into modding KOTOR TSL, which is what it was intended to do. I decided to share the project as it's actually quite a fun playthrough, it gives you the benefit of a few extra levels, some credits, items etc. There is so much more I would have loved to do with this but I didn't want to change it too much other than fix the bugs and add a few things. Please, if you do like the changes I've made or the work that has gone into the project, drop me a comment/message. React to this mod / show appreciation Most of all, use it! Have fun! Legal Disclaimer ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties. Credits: Tools used:
  32. 1 point
    Those scripts are not right, so I'm not surprised that Tamlen is not actually doing anything. There are several other critical issues with this modification in the current state, including a pletheora of missing references in the modified .git file. Resources need importing from K2. On top of that, the original m35aa.vis file needs to be edited to account for the added rooms. With some extra polishing, this will be a great addition to the game.
  33. 1 point
    It could very well be a global problem as I got the animation script from the Sith in the Manaan Hangar modules, the one you meet Ithorak in. Not right now. I think there should be one for the Library, the hall is long enough to have a proper patrol go through it. These should be the decompiled scripts from the mod, the first one controls animations and the second one directs the NPC to face the computers. k_pkor_ambient01.nss k_pkor_ambient02.nss I could add that in, yes. Thank you for reminding me of that mod.
  34. 1 point
    KBlender will automatically load all referenced textures as long as you have defined the texture locations in its settings under Edit -> Preferences -> Add-Ons: You can specify multiple folders separated by a semi-colon ( ; ).
  35. 1 point

    Version 1.0.1

    18 downloads

    AUTHOR: Sith Holocron ORIGINAL RELEASE: 15 NOV 2024 GAME: Star Wars Knights of the Old Republic 2: The Sith Lords Description: While recuperating after open heart surgery, I needed a small project to keep me occupied. Something relatively stress-free so I could go about the work without getting to frustrated. I landed on redoing some of the panels for the various planets that *mostly* tend to look the same with minor difference in coloring. I settled on the panels included here. There are separate downloads for each game but some of the textures appear in both as Obsidian did reuse some of the textures. Answer to Possible Question: Where is the texture for the panel on Peragus? It is included in this separate download: https://deadlystream.com/files/file/1375-peragus-medical-monitors-and-computer-panel/ Installation: Drop the TGA files and TXI files into your Override. My textures have been labeled with their names on the download page so if there's one that you don't particularly care for, don't drop that one into your Override folder. If using another texture pack that includes identically named textures (whether they are TGA, TGA with TXI, or a TPC file), remove those from your Override before putting mine in. Uninstallation: Take the files you put in, out again. Known Bugs: None known at this time. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration.. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. 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. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Thieves need not apply. (You know who you are.) Credits: Jorak Uln: For frame created used in NIH_tk02 texture. ScrierOne: For one of the button designed used in the Onderon texture (OND_tk01). ConansHair: For overlay on the Onderon texture (OND_tk01), and for feedback on textures before release. Fair Strides and LordMerek: For feedback on textures before release.
  36. 1 point
    I must say I really enjoyed this. I remember the original version and this is just lightyears ahead. Thanks for releasing this it's amazing!! Highly recommend. The only improvement that would complete this would be the voice acting its terrible lol but i know thats not your doing
  37. 1 point
    I found a different workaround. By adding an effect that can be checked for, but that does not seem to have any actual impact (and if working as intended, an absolutely miniscule one), I can check for the effect and prevent re-application after all. The effect in question being EffectMissChance with a value of 1 (meaning 1%) - which is actually incorrectly detected as "EFFECT_TYPE_CONCEALMENT", but alas that works anyway. I also checked, it does not clash with disguises being worn or stealth being active. Still it's really ugly, a shame I didn't find a better way. I wish we had some reverse engineer geniuses that patched the engine, like other lucky games found over the years. Thanks! Not just in combat. k_ai_master is run for basically everything. All the OnDefHeartbeat, OnHenHeartbeat etc. just call k_ai_master with the parameter of their respective portion (switch case) of the solitary function in k_ai_master.
  38. 1 point
    Per a comment from JC back in 2022: KOTOR 1 goes up to 72 and KOTOR 2 goes up to 109 I think the free/unused ones in K1 start in the 50s. You'd have to check the vanilla scripts to see what they use. Also note that various mods also make use of them which could lead to compatibility issues. Which reminds me, I should probably revert a few of those cases in K1CP and use the standard plot booleans instead.
  39. 1 point
    Anything with the MG prefix is "minigame", i.e. either turret or swoop (the former in this case). Stunt is a layout only used for cutscene versions of the Hawk. You should refer to the list below for the module names (i.e. m12aa.lyt is the one you want) :
  40. 1 point
    Yeah, kind of. It's a really strange issue I haven't encountered in other programming situations, since the NSS scripting in KotOR is extraordinarily limited even in its most basic parts compared to writing ordinary code. I have not tested non-party NPCs, though I assume they would be impacted by saves or module transitions of the player the same way.
  41. 1 point
    View File KotOR1 Random Panels KotOR1 Random Panels AUTHOR: Sith Holocron ORIGINAL RELEASE: 15 NOV 2024 GAMES: Star Wars Knights of the Old Republic Description: While recuperating after open heart surgery, I needed a small project to keep me occupied. Something relatively stress-free so I could go about the work without getting to frustrated. I landed on redoing some of the panels for the various planets that *mostly* tend to look the same with minor difference in coloring. I settled on the panels included here. There are separate downloads for each game but some of the textures appear in both as Obsidian did reuse some of the textures. Installation: Drop the TGA files and TXI files into your Override. My textures have been labeled with their names on the download page so if there's one that you don't particularly care for, don't drop that one into your Override folder. If using another texture pack that includes identically named textures (whether they are TGA, TGA with TXI, or a TPC file), remove those from your Override before putting mine in. Uninstallation: Take the files you put in, out again. Known Bugs: None known at this time. Legal Disclaimer: All materials and copyrights belong to LucasArts, BioWare and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration.. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. 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. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Thieves need not apply. (You know who you are.) Credits: Fair Strides, ConansHair, and LordMerek: For feedback on textures before release. Submitter Sith Holocron Submitted 11/15/2024 Category Skins K1R Compatible Yes  
  42. 1 point
    Written tutorials are all well and good. However, I am the type of person where a video showing the steps and tools would go a long way for me. Is there by chance a channel dedicated to videos of the tutorials on here? I tried searching on youtube but not many out there. If anyone could point me in the right direction if there is any that be great thanks. Trying to get back to doing a recruitment mod making a new npc. Sometimes when I see huge texts with everything it can freak me out lol. Thanks for all the amazing work you guys are great.
  43. 1 point
    The problem with those is that for Carth the warning about the Katarn was never intended for Kashyyyk. Kotor 1 had an E3 Demo much like Kotor 2, and just like how the Kotor 2 Demo contained elements that weren't in the final game the K1 Demo had a few oddities. First off, the game's engine wasn't final so the game looked like this, it was set on Dantooine, you could recruit Carth and T3-M4 (who was owned by Bastila), there was a Sith Base on Dantooine (It possibly reused the cut Czerka Depot), the player was a Jedi who wore Nemo Robes (So the player character Jedi you see throughout the vanilla game were the players in the Demo), and Katarns were the primary enemy on Dantooine. The Carth quote about the Katarns goes like this: "CARTH: Is your communicator on? It's Carth. Just wanted to remind you to be careful out there. Don't end up as a meal for one of the katarn." That line exists on TLK number 380, and you'll see that "CARTH" is actually written on that line. The very next line, 381, goes like this: "CARTH: Get back to the base! The Sith have attacked! Just follow the smoke! Hurry!" So... there isn't much to go off of in terms of restoring the Katarn warning because it was never intended for the actual game. And as for the HK-47 lines about the Sand People Messiah, as far as I'm concerned I've never found, or heard of other modders finding, the cut lines which could be used to restore such a scene. We all most likely know about the Sand People Messiah content through former Bioware devs who worked on the game instead of through cut dialogue lines, so again a mod that adds the Sand People Messiah would have to be costume made. As an actual discussion forum, perhaps, but there are still mods being worked on, published, and updated by modders and said mods are still being downloaded by players. So the mod hosting element of Deadlystream is still kicking, and the Discord side of the Deadlystream community is thriving, if you think this site is dead that's where everyone went.
  44. 1 point
    KotOR 1 & 2 Texture Analysis So, after noticing this mod I decided to have a look around and see if there are any other textures in the game that got smaller in the second game and I came across a few oddities as well. It seems some actually textures are smaller in the first game and larger in the second game, while some are larger in the first game and smaller in the second. https://deadlystream.com/files/file/1330-kotor-1-texture-to-kotor-2-game-bridge Thanks to @Malkior for making a start on this and discovering some of the textures that got smaller in TSL. The fact that Manaan has a bunch of OLD textures was pointed out by @N-DReW25 Early Access Release This includes all the textures and bump maps I have found so far. I also removed the alpha layer from the Hutt textures which was causing the transparency in Malkior's release. KotOR2 K1-To-K2-Bridge.7z KotOR1 K2-To-K1-Bridge.7z I felt like all of this was worth documenting as it appears I will have to go through and compare every texture in both games. Switch Anomalies As pointed out by @N-DReW25 there are some anomalies with the Switch version of the game worth making note of. Textures To Remake - ( COMPLETE ) What I have discovered so far manually by chance. I get the feeling that going through this will have to be a group effort, there's no way I can compare all of the textures in both games myself, I have automated the majority of the work but the remaining files in "Not-In-Both.7z" need to be compared manually or piped through an AI model if possible. Textures That Have Bump Maps But Don't Use Them It seems these textures actually have bump maps which are not assigned to them in the associated .txi file, I have set up .txi files for them. When I am finished looking through all the textures and comparing everything I will release a mod that updates everything accordingly. Textures Meant For The Original Xbox File Analyses Comparison Results - ( COMPLETE ) This is a complete analysis and comparison of all files in both games swpc_tex_tpa.erf packages. KotOR1 : 3285 Files KotOR2 : 3275 Files It does not however take into account things such as the following. Textures that might exist throughout either game at different resolutions and with different filenames. In order to determine if any textures exist at different resolutions, the following lists of files must be compared manually or piped through an AI if possible. Files From K1 Not In K2 ( 1757 Files ) Files From K2 Not In K1 ( 1780 Files ) Files That Are Identical But Have Different Filenames ( COMPLETE ) - [ Left is K1 - Right is K2 ] - [ K1 : 231 Files] - [K2 : 206 Files ] Identical-Different-Filenames.7z The following lists of files couldn't be converted to TGA with Xoreos Tools, but could be extracted as TGA using KotOR Tool. As far as I can tell all that exists that is of interest amongst these lists is an old incomplete version of "LMA_tech01" Files From K1 That Couldn't Be Converted To TGA And Don't Exist In K2 ( 6 Files ) Files From K2 That Couldn't Be Converted To TGA And Don't Exist In K1 ( 8 Files ) Files That Are Identical In Both Games That Couldn't Be Converted To TGA ( 3 Files ) As for determining if any textures exist in either game at larger resolutions than one another, I think that has to be inspected manually using the same lists, or possibly could be handed off to an AI model. Files That Are NOT Identical But Exist In Both Games - ( COMPLETE ) - [ 145 Files ] Not-Identical-Release.7z These 145 files are some of those that will need inspecting and comparing manually. Files That Are Identical In Both Games - ( COMPLETE ) - [ 1225 Files ] Files Not Included. Files From K1 Not In K2 - ( COMPLETE ) - [ 1757 Files ] "Not-In-Both.7z" at the bottom of the post. Files From K2 Not In K1 - ( COMPLETE ) - [ 1780 Files ] "Not-In-Both.7z" at the bottom of the post. Files From K1 That Couldn't Be Converted To TGA And Don't Exist In K2 - ( COMPLETE ) - [ 6 Files ] K1-Didnt-Convert-Xoreos.7z Files From K2 That Couldn't Be Converted To TGA And Don't Exist In K1 - ( COMPLETE ) - [ 8 Files ] K2-Didnt-Convert-Xoreos.7z Files That Are Identical In Both Games That Couldn't Be Converted To TGA - ( COMPLETE ) - [ 3 Files ] That's everything, now between us all we just need to look through the files that aren't in both games to see if any textures exist at different resolutions like I and others have pointed out that don't use the same filename. NOTE : I accidentally left "M37aa_02_a0004d.tga" in "K1-Not-In-K2" just delete that one file, saves me reuploading 265mbs. I found it as I have "Identical" folders for both games, this is also how I found the Extra TXI files listed below. Not-In-Both.7z K1 has some TXI files K2 does not, as does K2 which are included below. Extra-TXI.7z I believe that covers everything, but let me know if you spot anything I missed!
  45. 1 point
    Hi everyone, This is probably my first topic here about a WIP, so I'm gonna get to it. During my most recent Kotor 2 installation, I remembered that if you enslave Ramana she only gives you money until you get your prestige class, same for the Red Eclipse slavers in TSLRCM. You get 100 credits for each level, so at level 15 you get 1500, but then once you get a prestige class, you no longer get any money because the script keeps checking your base class level, not your total character level. So a level 16 character with a level 1 prestige class gets 0 credits instead of 1600. I've always wanted a mod to change this but I never found one so today I just went for it and tried to do it myself, and I did it. I made two versions: Option 1 makes it so that you keep getting money after your prestige class. I changed the scripts so it checks for both your base class level and prestige class level, adds them together, and uses that number to calculate the amount of credits you get. Normally, the script only checks for base class level. Option 2 is a bit of a cheat, made for people who want to maximize their profits. If you want to get the most money out of Ramana, you need to check back every level because the game doesn't keep track of levels you missed. So if you don't collect your reward at level 10, and level up to 11, you will lose the 1000 credits you would get from level 10. I'm not good enough to rewrite the script to make it keep track of levels missed, so I came up with a workaround. With Option 2, Ramana will give you money based on T3M4's level and the Red Eclipse will give you money based on HK47's level. In other words, you can freely level up the Exile as much as you want and not have to worry about missing out on credits - as long you keep holding levels for T3 and HK. This also has another advantage, since the two scripts use different characters, you don't need to go back and forth between Nar Shaddaa and Telos every time you level up to maximize profits, you can collect all the money for all of T3's levels on Telos, then move to Nar Shaddaa and do the same for HK. T3 and HK were perfect because as droids they don't get second classes, and you get them both early... and I rarely use them to begin with, so holding their levels for maximum profit is not a problem. Only downside is that you need them in your party to collect the credits, so you won't get any money until you have them. I have one problem though, I have no idea how to use the TSLPatcher and Option 2 won't work without it because the "c_global_lt_lev.ncs" script needed to be changed to accomodate both HK and T3. So the only way Option 2 works is if you inject the files into the 207TEL and 306NAR modules directly. I can use ErfEdit for this easily but an installer would be nice. I was hoping someone could make one for the files for me. I've attached a zip file with everything, including the source files and instructions on what goes where. I've tested the files with Ramana and they work but I haven't had the chance to test them with the Red Eclipse or HK yet. However, given how similar the scripts are, there shouldn't be any issues but if you do find something, let me know. If anyone could help with this, I'd appreciate it and also, feel free to use what I made in your own mod if you want to. Ramana Red Eclipse money fix.zip
  46. 1 point

    Version 1.0.0

    602 downloads

    UPDATE: Shoulder-plate clipping issue with the model has been fixed! Description: I've always been a fan of Deadman's "Movie Mandalorians" mod that was released for K2/TSL and I loved the aesthetic of it, but was disappointed that no equivalent was released for K1. I have ported his models for the three main ranks of regular Mandalorian NPCs that appear in-game for K1 (Mandalorian "warriors" in blue, "captains" in yellow, and "elites" in red), and have used the alt textures for them created by Mcfly because I felt they were closer to the original textures. However I've included the actual textures from Deadman's original mod as well, for anyone who would prefer to use them. To be clear, the models and textures for specific NPCs such as Canderous and his rival Jagi, as well as additional weapons added in Deadman's original mod, are not included in this mod. For now I would recommend using other mods for those things. Installation: Just run the TSLPatcher the direct it to your game file. To install the original textures used by Deadman, install the main mod with TSLPatcher first and then just copy the files from the "Deadman's Original Textures" folder and paste them in the "Override" folder. To Uninstall: Remove the files from your Override folder and add the backup .2da file to it Compatibilities: This mod will be incompatible with any other mods that edit the textures and/or models of the armored Mandalorians but otherwise there shouldn't be any issues. Permission & Distribution: Anyone is welcome to use my models and textures, just please ask first and be sure to give me credit. Thanks to: Deadman for the models and Mcfly for the textures, which I've always preferred since I felt they were closer the the ones used in-game, and Effix, Thor110, and DarthParametric for giving me advice from time to time concerning the porting of models and assigning of textures, as well as additional modding advice from N-DReW25. 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.
  47. 1 point

    Version 5.2

    54,923 downloads

    In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!
  48. 1 point
    I told you as soon as I realized I likely wouldn't be working on the project for a while. The last update was January, my hiatus was May. I had no reason to explain my personal life, I wasn't looking for sympathy. I explained why because I was forced to remind someone this is a hobby, which takes a backseat to real life. I don't owe you, or anyone, an apology. Like other modders, I work on this because I want to, when I am able. I am currently unable, and anyone who cannot accept that is being unreasonable. If earning your acceptance means begging for your forgiveness and subjecting myself to your insults, then I don't want it. You also forget your place: it is you who rely upon me to provide this work. I don't have to do anything, and I honestly wish someone else would continue the work. That's why I've documented my progress in this thread. But no one has, so it continues to fall to me to do what I can. Not for you specifically, because quite frankly you don't deserve it. It's for everyone else who, despite their disappointment, anger, etc... refrained from attacking me even though they didn't get what they want when they wanted it. If you're so set on getting this done, feel free to start a GoFundMe or Patreon. In the meantime, life beckons.
  49. 1 point
  50. 1 point
    Since I was checking K1 for modules that reuse the same music even though they are different places, I created a spreadsheet that lists all of K1's modules and their corresponding Day, Night and Battle music. Day and Night is always the same (with one exception) and I think the game actually only uses Day anyway. All tracks are listed with their number corresponding to their row in ambientmusic.2da, their file name and the name given in the KotOR Soundtrack playlist linked below. You should hopefully be able to sort the spreadsheet by any of the values. To do so, click in the column you want to sort by, press Ctrl+A to select everything and then in "Data" select "Sort by Column XX...". That's all there is to it. I don't know if anyone will ever use this but since I made it, I figured I might as well shart it^^ At the very least you can use it to get warp codes Here you go: K1 music overview spreadsheet Note that most of the STUNT modules do not have any ambient music assigned. That does not mean that no music plays in this scene. Instead the music is most likely started by the script that controls the cutscene. While building this list, I also found some music pieces that are not used in any of the game's modules. However scripts could still play them anywhere in the game. If you happen to know where exactly, please let me know and I'll add the information. Those are the following tracks (once again with the name for the linked playlist): 1 mus_gui_start (The Old Republic Theme) That's the theme played in the main menu. 7 mus_theme_carth (Captured by the Leviathan) This one is played in the cutscene where the Ebon Hawk is captured in the Leviathan's tractor beam. 33 mus_bat_out (The Temple) 45 mus_bat_valsith (Uthar Wynn's Trials) 46 mus_bat_sforge (Star Forge Battle (Not quite sure here as I haven't checked the game file)) And finally, here's the playlist.