Leaderboard


Popular Content

Showing content with the highest reputation since 04/19/2025 in all areas

  1. 4 points
    Hello, and welcome to the first Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes. In this second Dev Diary, I shall focus on the very first level of the mod – the introduction and the Jedi Temple (Please let me know if any of the links and/or images are broken) After you create your character, as we discussed in the last diary, you go through an opening crawl just as you would expect. In the following spoiler, I have written the opening crawl text that you’ll see on screen: After viewing the opening crawl in-game about a week before the mod’s release I actually realized that this is not the final opening crawl draft I had written. Though instead of delaying the mod’s release to fix this, I decided to keep it unchanged as the text still somewhat reflects the current setup of the mod. The only thing I want to address is the part about Bastila Shan, but I shall talk about her later on in the Dev Diary alongside the rest of the Jedi Council. An updated opening crawl text may be added in a future revision of the intro cinematic, or if it’s easy to change the text it can be added in one of our upcoming bug fix updates. After the crawl, the screen pans down to the Tyrena Station from the Demo. Tyrena Station’s model has been updated and the planet you see is Corellia, not Earth as some users have been teasingly suggesting. I would like to point out that, when writing the dialogues, I always imagined Tyrena Station to resemble the Tie Fighter Factory from The Force Unleashed video game. Whilst this updated model is a massive improvement, it still looks a bit small from this perspective so if you’ve seen this new Tyrena Station and felt that my dialogue is a bit odd this is the reason why. For those of us who haven’t yet played or watched the Demo on YouTube, Tyrena Station was attacked by a “Phantom Ship” which destroyed the entire station and then disappeared from the scene without a trace. For the first half of the old ROR mod, there was the mystery of exactly "what" the Phantom Ships were, were they were coming from, and who were behind them (Sith, Hutts, and the Exchange were culprits) before the player would discover that it was the "True Sith" who were responsible sending out the Phantom Ships. This lore was written before the release of the TOR MMO, and since we want the ROR mod to act as a bridge between Kotor II and TOR we’ve rewritten the Tyrena Disaster plotline to accommodate this. The scene opens up to Tyrena Station with a Republic Ship, the Sojourn, flying past it. It then explodes. When I wrote this scene out, I wanted it to be a bit more cinematic than what we have right now. I imagined the scene would play out similar to The Phantom Menace where the screen pans down from the crawl towards the ship and the camera would physically rotate as it flew past (like it does in BOSSR), the next shot would be this scene but when the station starts to explode the Sojourn would take a hard right to avoid the explosions and a piece of debris would suddenly fly towards the camera turning it black and ending the scene. Of course, what I’ve just described isn’t what was produced - but considering this mod has been in development for over a decade, has been cancelled before, and many of you didn’t have faith that we would ever release this mod in any capacity… we’re happy that we can present you, the player, with something, not to mention that this scene is still inherently better than what we had in the original demo. Whilst it isn’t yet shown, I imagine that only a chunk of Tyrena Station has been destroyed instead of the entire station itself being destroyed. I do hope that when we get the updated cinematic cutscene of the player’s ship arriving at Corellia we can see the gutted Tyrena Station floating near the planet with little ships trying to tractor it away to have it scrapped for parts. This scene I’ve described would only be made if we have a finalized Tyrena Station model and the textures and skybox on Corellia are finalized. In the original Demo, the next scene took place inside the opening crawl movie cutscene similar to how the Darth Sion, Darth Nihilus, and Darth Traya intro scenes were all shown in their own respective movie cutscene. This meant that, just like those cutscenes, all you had to do was right click and you could miss the scene entirely. The reason why this cutscene took place in the .BIK movie format is because the Coruscant set you see in the background was added in via a bluescreen effect. Once you completed the original demo, the game would teleport you inside the bluescreen area that was used to make this scene. In this cutscene, King Bardok had requested for Jedi intervention in the Tyrena investigation offscreen and the Chancellor, the General, and a few Senators debated the request amongst themselves. But in the new ROR, the first cutscene has been changed so that it now depicts King Bardok making the actual request in a cutscene in-game. The scene opens up inside the Royal Palace on Corellia, with the Chancellor, the General, and one Senator in attendance as holograms and two new NPCs flanking the King. These two NPCs are Grand Moff Julio to the left in the green and to the right is Octavian, the Grand Vizier. Julio's uniform is seen in the Demo though it's been slightly edited (more on that in a future dev diary), Julio's head was lifted from BOSSR and his hat texture used photo-sourced elements of his uniform which was made by RedRob41. The Grand Vizier's head was made by me with photo-sourced elements from Daemon Drexl's head texture (again from BOSSR) for his eyebags and his body texture is by 90SK from his classic K1 Robes mod. Their backgrounds shall be explored in a future dev diary. Fun fact: The first four lines of dialogue, the brief pause at the start with the flags and King Bardok's three lines were supposed to have Bardok kneeling before the holograms. This was removed as only the animation on the very last line worked, so for the start of the convo he'd be standing up but then at the last second he'd drop down like this. Also in attendance is General Shabayev, a General in the Republic military. In the demo, Shabayev wore a simple soldiers uniform despite being a General. In the screenshot below, General Shabayev now has his very own uniform – this uniform was actually made by RedRob41 for Carth Onasi but since the popular and highly recognizable Admiralty mod by Jinger/Kreia has free permission I decided to give Carth the familiar Admiralty uniform whilst Carth’s original uniform was given to Shabeyev. Despite this change, Carth will still have the new head RedRob41 made for him. Carth appears as a cameo towards the end of Episode One so we’ll talk more about him when we reach that point in the dev diary series . Much like in the Demo, General Shabayev is a sceptic to the New Jedi Order and as such it’ll take much good on your part to sway him to your side should you take a pro-Republic path in the mod. In the original Demo, there were two Senators: Bail Antilles and Maris Foron. These Senators used generic appearances and commoner clothing making them indistinguishable from the likes of Gana Lavin and her Waiter from Kotor I. And what’s worse, since these two appeared in a .BIK cutscene you couldn’t even check the dialogue feed to check their names. In the new ROR, Maris Foron has been removed from the initial cutscene (though may appear with a new appearance later on a different planet) whilst Bail Antilles has been replaced with a brand-new character. I did this as the name “Bail Antilles” is the name of an Alderaanian Senator mentioned in The Phantom Menace and has been used quite a bit in Legends lore due to the name being one of the old names made up by George Lucas during his early Star Wars drafts back in the 70s. This new Character is “Aurin Solo”, the Prince-Senator of Corellia and the youngest son of King Bardok. I was inspired by the character Gaul Panteer, the Prince-Senator of Alderaan in TOR. As Bardok’s youngest son, Aurin Solo isn’t the immediate heir to the Corellian throne hence why he’s on Coruscant acting as Corellia’s Senator. Here's a screenshot from the end of Episode One with better visibility than what's visible in this scene. Even though you can’t see it that well, his head was entirely done by me. His body, much like the Grand Vizier, is from 90SK's K1 Robes mod. I gave him this green outfit by 90SK for two reasons: 1) King Bardok’s outfit is also green. 2) The Green Jedi from TOR. The Green Jedi are a wayward sect of Jedi based on Corellia. In my early drafts of the ROR plotline, the Corellian Jedi were actually present in the plot but Logan23 ultimately didn’t want them and so I wrote them out (though your actions in ROR “may” result in the Green Jedi Order’s founding, though this isn’t confirmed for now). In the Legends lore, the Corellian Jedi’s robes were inspired from the old Corellian flag, which you can see in the background in this mod. If you go the Canon path for Corellia, your actions can also see the green flag changed to the brown flag Corellia is known for, though you may also be given the choice of keeping the green flag or having a different color for the flag depending on your choices. This NPC is the Supreme Chancellor, an Arkanian by the name of Helena Cinn. She succeeded Chancellor Tol Cressa in 3945 BBY after the Gordian Reach crisis in which G0-T0 droids overthrew the Sector government there. There isn’t much to say about Helena as her role as a main character will become quite apparent as the mod continues, needless to say, if you are a Dark Sider who becomes Anti-Republic then she would obviously not be your ally. Fun fact: Ancient ROR lore from 2008 suggests that her last name was originally "Marr", this was probably changed to avoid confusion with Visas Marr's character. In the spoiler below, I'm leaving another one of my controversial proposals that I wish player feedback on. Just like with my last dev diary, if you don't care about what I have to say here then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section. Once the Chancellor approves Jedi intervention and General Shabayev utters the line “I got a bad feeling about this” you are taken to the Jedi Temple where you wake up in the medical bay. This scene from the Demo has been massively reworked. · Firstly, the room now actually looks like a medical bay and is no longer a reuse of Jorran’s hiding spot. · Secondly, the dialogue has been updated and improved. · Thirdly, whilst we don’t have a new voice for this character we did give him some generic beeping VO, so it isn’t mute. · Fourthly, he has a new appearance. Fun fact: This skin actually was made for another mod. Through the Medical Droid, you have the opportunity to have your species affect you stats. In the Demo, there was no information on these stat changes but I decided to list the effects in-game and the stats I listed in-game are now listed down below: These stats are unchanged from the Demo and so they may be changed upon player feedback and testing, if you do not like these stats you can always simply choose the “Species will not affect stats” and so you can have your desired build and play your desired species without your species ruining your ideal build. Special alien abilities like Zeltrons being able to read emotions, Kiffar being able to read inanimate objects, Echani having the Echani Strike feats, and all the other possible alien-based powers are not yet in the mod. We don’t want to make one species overpowered thus rendering the other alien species weak by comparison. If we are to add unique, species based, dialogue or feat options that can be considered an “advantage” then most, if not all, player species will need their own advantageous dialogue and/or feats to make up for it. The player head you chose will also determine how NPCs react to you. For example, a human player would be accepted on a human majority world like Corellia whereas an alien majority world like Nar Shaddaa may discriminate against a human player. Each species you can play as will have certain traits that NPCs can praise or discriminate you with, many of these traits are taken from their Wookieepedia pages. For example, Arkanians are known to be arrogant and so NPCs can discriminate against you because of that, Mirialans are supposed to be flexible so if you’re trying to convince someone that you’re a capable person that may give you an edge in persuading someone over other species. NPCs will be able to recognize that a Chiss has red eyes or that a Miraluka has no eyes, this can result in dialogue in which an NPC acknowledges your features or dialogue in which said NPC becomes frightened by your appearance thus making it harder for you to interact with them than other species. Most player species have NPC equivalents, so whilst Arkanian players can be discriminated against by other NPCs their fellow Arkanians won’t do such a thing and may even be easier to deal with than if you were a non-Arkanian. The only species who don’t get this are the Kalzerians, Miralukans, and Rattataki (but only because the Rattataki NPCs only appear in one area whereas the other species appear everywhere else). Arkanian Offshoots are supposed to be extinct by the time of the Jedi Civil War, so your Arkanian Offshoot player is a hybrid with another species thus retconning that plot hole. Another retconned plot hole is the fact that Arkanians see things in the infrared spectrum, Arkanian players have an “eye implant” that makes them see things normally. Zeltrons are… the opposite of a hopeless romantic if you view their Wookieepedia page. Zeltron NPCs may get unique dialogue responses in future Episodes to reflect this, and they may even get the opportunity to attempt to flirt with party members who you otherwise couldn’t regardless of their gender (Meaning you can try to flirt with the male player’s female love interest as a woman and vice versa but it’ll go nowhere, though do know there are plans for actual same-sex relationships outside of being a Zeltron player). Once you talk to the Medical Droid, you equip your Padawan Robe. There was a unique Jedi Robe based on your class that you used to get back in the Demo, but I had Logan remove that as player’s would typically want to wear the unique Jedi Robe whilst giving Drayen, your Jedi Master, your Padawan Robe. You will have the opportunity to obtain your unique Jedi Robe later on in the mod. I also have not yet touched the Lightsabers in this mod, so we still have this Lightsaber Form color crystal system from the Demo. This “might” be changed in the future to make way for modern Lightsaber designs, both in terms of Lightsaber models and reworked implementation. But for now, the Lightsaber system remains unchanged – though I do vaguely recall being able to obtain Kyle Katarn’s Lightsaber in the Demo, that was removed long ago. Drayen then comes in and starts talking, though without sound... so you have to read. The reason why Drayen, and many main characters, do not have a unique voice right now is in this spoiler below: For now, as many of us can assume, the animations these silent NPCs use are there to compensate for them being mute as they help convey the emotions these characters are going through. Fun fact: just before launch Logan actually used an experimental dialogue editor which is meant to replace the DLGEditor and using it caused all the animations to break thus disabling them all. We had to go through earlier builds of the ROR mod to try and salvage dialogues that still had the animations so that we didn’t have waste hours trying to restore the hundreds of animations we lost. Through Drayen, you are given the option to set the mod to “Canon” or “Non-Canon”. Unlike Atton in K2, there isn’t really a way to get this to work without breaking the fourth wall so this is one of the few points in the mod where we have to break the fourth wall so we can allow you to set your game to one of the two following options: “Canon” means the mod takes the Revan novel into account – meaning the Exile and T3-M4 are dead, Scourge is immortal and is waiting for the TOR Protagonist, Revan is imprisoned and is influencing the Emperor to stop him from attacking the Republic. The Canon ROR mod acts as a bridge between Kotor II and TOR, allowing you to close up any loose threads from Kotor I and II and end the Kotor trilogy on a good note before the TOR era begins… or you can do your own thing and set up a hypothetical different TOR scenario as if you were a time traveller changing the timeline. Do not be surprised if there is no literal “Revan’s Revenge” in this path. “Non-Canon” means the mod will not take the Revan novel into account, however, whilst the Exile and T3-M4 may potentially still be dead, Revan will not be imprisoned like he was in the novel and will not be actively influencing the Emperor to prevent him from attacking the Republic. The endings of the ROR mod between Canon and Non-Canon may be different, where Canon endings will simply bridge Kotor II and TOR the Non-Canon endings will give some sort of definitive conclusion to the Kotor trilogy. Drayen also quizzes you on Revan and the Exile. As this is part of an official test, I have removed the Atton-style one liners from the Demo and added a fade to black system which implies that you are reciting a historical topic you have studied offscreen. I shall discuss the varies ways a Dark Side/Light Side and Male/Female Revan and Exile impacts the story as these Dev Diaries continue. There’s a fade to black, a door closing sound effect, and Drayen is now gone allowing you to look around the room. You’ll notice that we removed the Remote droid, it was supposed to be a parody of the Episode IV Remote Obi-Wan used to train Luke with but in the Kotor II engine the player would actually fight the droid head on. Going outside, you meet your childhood friend – Liana. After you deal with her, you’ll notice that the god-ugly ray shield from the Demo has been removed. It now uses a proper door from the Vulkar Garage that is long enough to stretch across the entire hall. The Jedi operating the terminal is now a Republic Officer who will, in a future update, one day be promoted to a proper Temple Guard. He has some AI generated audio, a brand-new feature of the ROR mod we shall discuss in the next Dev Diary. Going ahead, you’ll meet your second childhood friend – Kyle. Unlike in the Demo, he won’t take the player to visit Moza who subsequently becomes the victim of an assassination attempt by a Batu-Rem copycat. The characters Liana and Kyle are both slated to become party members in future episodes, in the pre-Demo lore you were originally going to recruit two older Jedi who would become your Master figure but with the lore rewrites due to TOR your Jedi companions will now be your childhood friends. These are the main NPCs whom the player may wish to start a romantic relationship with, you recruit them the same way you recruit Brianna and Mical… via your gender, though we may change this so that you can choose one or the other regardless of gender. Though do know that our current plan is to only recruit Liana at first whilst we develop Kyle as an opponent to the player like he was in the Demo. Once Kyle’s opponent and Liana’s party member content is made then we’ll add the opposite, Kyle’s party member and Liana’s opposition content. In the room to the left, there was originally a Padawan studying the news and a Jedi Master in the corner. I originally removed the random Jedi Master and kept the Padawan though when Logan told me that the random Jedi Master I had removed was supposed to be Liana’s Jedi Master and was "important" for her plot I retconned the Padawan and made her Liana’s Master instead. Fun Fact: All of the Exile headed Jedi from the Demo used the Onderon Commoner appearances for some reason, if they were wearing clothes they'd look like this. Liana's Master is now a Yoda creature, she uses the same model and texture as the Jedi Master who trains the Younglings in the Demo. That Master has since had his species swapped to avoid similarities between him and another character in the franchise. There are currently three Yoda characters in the mod - Liana's Master, Ulon Tuain on the Jedi Council, and a third Yoda character who is yet to be revealed. Like the generic Padawan NPC in the Demo, Liana's Master also serves to introduce the player to the HoloNet news feature: Ryloth HoloNet has been downgraded, the Hologram no longer spawns upon interacting with a terminal and is spawned in by default. We may restore the spawn in functionality of the Hologram later on though for now it is easier for us just to have the Hologram spawned in from the start and it will be easier for you, the player, to spot where the HoloNet news locations are. An idea I had for the HoloNet news is "news categories". Similar to the 2002 Website, news articles would be divided into categories with many of the articles found in those categories being filler. As I didn't want to delay the mod's release by another year writing fictional tabloids for a fan-fiction mod, I haven't yet implemented this feature and for the moment you only have the one "BREAKING NEWS" category which will either be relevant to the current plot, foreshadowing the future plot, or reflects on either Revan's, the Exile's, or your past actions. On Coruscant, there are currently three articles you can listen to: the Duros Restoration Project, the Onderon Civil War, or the Tyrena Disaster article. The Duros Restoration Project is written to foreshadow the lore for the planet Duro. When the planet Duro comes out, some of things foreshadowed in this article may be present though the Duros Episode may come with a revision to the Coruscant HoloNet news to account for any future changes. The Onderon Civil War article reflects the Exile’s decision on Onderon. If the Exile was Light Side then Queen Talia is still ruling Onderon and is still part of the Republic. If the Exile was Dark Side then General Vaklu would’ve won and seceded from the Republic, the article tells you how Vaklu sending volunteers to Citadel Station at the end of Kotor II convinced the Banking Clan to fund Vaklu’s regime and allow Onderon to secede - an act the Galactic Republic was too weak to stop. After Kotor II, General Vaklu is assassinated by a beast-rider and his son is now the King of Onderon, you can imagine Effix’s Son of Vaklu head is what ROR’s current Onderon King looks like. The Tyrena Disaster article informs you about the Tyrena Disaster. This sort of article is directly relevant to the plot you’re going to face in the first Episode. Fun fact: Before the current setup with the Beast-Rider Assassin, Vaklu’s regime had a brief war with Czerka over the legal status of Dxun and Vaklu died when a Czerka starfighter Green Leadered Vaklu’s Command Ship. I’m sure we can agree the current setup is more reasonable. Each planet will have a HoloNet news hologram to speak to, and each hologram will have different news articles that’ll either detail current events you’re about to go through, foreshadow future events, or discuss the outcomes of your previous actions. Entering the fountain room you see a Rodian Jedi, she is using a head that was made by JCarter426 as part of a modder’s resource he released some years back. You will see certain aliens wearing armors and other accessories that otherwise weren’t possible in Kotor I and II. This droid guards the landing pad, this version of the Jedi Temple is based on the Jedi Temple mod so this door would lead to the landing pad the Ebon Hawk would land on in that mod. This door is now locked, in the Demo it had another ugly ray shield door and I didn't want to use the Vulkar Garage door trick twice. The Speeder bike from the Demo has been removed, the Twi’lek Padawan (who used an elderly Twi’lek head for some reason) has been moved over here and is now browsing a filing cabinet. Fun fact: The reason there was a Speeder bike inside the Jedi Temple was related to the old lore, in the pre-Demo lore the planet Coruscant could be revisited, and you had to break into the Temple and sneakily retrieve something, once you found it you would be discovered, and you would literally run to this Speeder bike and use it to flee through the window above. Returning to Coruscant, breaking into the Temple, and escaping like that has been removed. This is the training room, and if you’re a follower of my K1 mods something should become quite apparent to you. The Younglings are wearing clothes from my K1 Clothing Pack mod. Yes, the K1 Clothing Pack is fully integrated into the ROR mod, and you can spot more clothes from this mod throughout the ROR mod. The Master training them used to be the Yoda character we saw in the newsroom, at one point Logan changed it to an orange Twi’lek, but when we added JC’s alien heads to ROR we made him a Sullustan. Whilst you don’t get the chance to go sicko mode with the Younglings in this mod, you have the dialogue option to bully them before you leave. You’ll speak to Drayen near the door which led to the Jedi Council chamber from the Jedi Temple mod, and he’ll take you to the ROR mod’s Jedi Council. I must warn you that the Jedi Council scene was a pain to make and is really glitchy, behind the scenes it’s amazing that the game is even holding itself together. The scene begins with an "out the window" shot, and as you can see... we've got permission from Kexikus to include his High Quality Skybox for Coruscant. When it comes to using HQ Skyboxes in ROR, I believe the policy is this - we can reuse skyboxes only if said skybox is for the same planet in ROR. This means we'll be using Nar Shaddaa's HQ Skybox in Episode Two as the HQ Skybox is being used for Nar Shaddaa, whereas we cannot take the HQ Taris Skybox and reskin it to look like Corellia, we cannot take HQ Taris' Skybox and then use it for Corellia either - if we use the HQ Taris Skybox then it must be used for Taris. ROR Skyboxes will vary in quality due to this, like how Corellia's skybox is comparable to vanilla quality in terms of texture resolution. Though with our talented art team I'm certain we will deliver satisfactory skyboxes for all the new ROR planets that'll be worthy of your Kotor III roleplaying experience. Depending on the Exile’s alignment, you’ll be warped into either cort.mod or evcort.mod. Both modules are the exact same except cort.mod has Brianna and Mical in attendance whilst evcort.mod doesn’t, you’re taken to cort.mod if the Exile was Light Side and evort.mod if the Exile was Dark Side. The Exile’s actions in Kotor II impacts the Kotor II party members, so if Exile was Light Side that means Brianna is a Jedi Historian and Mical sits on the Jedi Council whilst a Dark Side Exile has Brianna become a psychotic Jedi-hunting assassin whilst Mical becomes a cold-hearted Senator. If the Exile was Light Side then these two party members appear in the Jedi Council scene whereas a Dark Side Exile will have these two party members later on in areas that fit their Dark Side personalities. You might be wondering; why are they both present? To which I have two reasons. Brianna canonically travelled with a female Exile alongside Mical even though it’s impossible to do in-game without PartySwap. It’s easier for us as modders just to have them both appear in-game as we don’t have to factor in conditionals for whether the Exile was male or female alongside the alignment conditionals. When I previously talked about the current opening crawl, I wanted to speak about Bastila. Obviously we didn’t know of Bastila’s canonical insignificance post-Kotor II before the Revan novel and TOR were released so Logan would’ve written the old Council to imply that Bastila was the leader back in the Demo. Canonically, according to Gnost-Dural, Bastila served as a Jedi Master in the years that followed the Revan novel but later decided to spend the rest of her life with her son, Vaner Shan. I’ve compromised with this new lore by keeping Bastila on the Council as a Jedi Master and, assuming the mod is set to “Canon”, and the player takes all the Canon paths, she will retire from the Council and will end the mod living with her Son. But of course, if Revan was female than Bastila wouldn’t have a son – whilst it hasn’t been decided yet, Bastila’s son might be replaced with a fan-fiction depiction of Carth’s daughter with Revan as her mother if Revan was female. We will also add a dialogue option to give you the option to set a female Revan to be with Juhani instead of Carth, possibly removing Revan’s child entirely or creating a fan-fiction depiction of an adopted child depending on player feedback to the idea. Outside of the romance possibilities, there is also the fact that Revan could’ve gone Dark Side and that Bastila is partially, or fully, responsible for the murder of Jolee Bindo, Juhani, Mission Vao, Zaalbar, Admiral Dodonna, Master Yandar, and the hundreds, if not thousands, of Jedi Knights, Republic Pilots, Republic Officers, and Republic Soldiers who perished at the Battle over Lehon. So whilst it may've made sense for Bastila to have become the leader of the new Jedi Order if she never had a child, with the possibility that Bastila has violated the Jedi Code at best, and is a potential war criminal at worst, there’s no way Bastila could possibly be the Grand Master of the Order if Revan was Dark Sided. So since it's easier for us modders, Bastila is simply a member of the Jedi Council and is not the Grand Master of the Order regardless of alignment or romance status. So, who is the Grand Master? Well, I believe the Jedi Council in ROR should lead by a policy of “Collective Leadership”. The lack of a Grand Master following Nomi Sunrider can be easily explained away thanks to Disney who merged all of the Expanded Universe stories into one confusing “Legends” timeline. You see, Nomi Sunrider was the Grand Master of the Jedi Order… and yet her last documented appearance in the Legends timeline was the time she participated in the Second Battle of Onderon. This story was written by the Wizards of the Coast company to promote their line of Kotor miniature sets that they had released, but because all the Expanded Universe stories were merged into the "Legends" umbrella this story, written to promote a toy line, had become Canon to the overall Legends Star Wars timeline (Canon as in the "Legends" timeline, not to be confused with Disney Canon). And you know what that means? Nomi Sunrider, the Grand Master of the Jedi Order, canonically joined Revan and the Revanchists, just like the Exile did, and fought in the Second Battle of Onderon alongside Revan, Meetra Surik, and General Vaklu against the Mandalorians… and this happened because Wizards of the Coast wanted to promote a toy line in 2008 once. This story written for a toy promotion holds just as much weight in the Legends timeline as the two Kotor games thanks to Disney, and we know from the Kotor games the only Jedi who returned to face judgement by the Jedi Council was the Exile, Meetra Surik, so that means Nomi Sunrider died during the Mandalorian Wars or fell to the Dark Side and joined Revan because that’s what the Kotor games heavily implies happened to the Revanchists. With this new bit of lore, courtesy of Disney, we can assume the Jedi Council during the Mandalorian Wars operated under a “Collective Leadership” policy which continued into Kotor II and has since continued into the ROR mod. Now, let’s talk about the other Jedi Council members. The other Jedi Council members, as you can probably guess, were not Jedi Council members before the First Jedi Purge. These would’ve been Jedi Knights during the time of the Jedi Civil War who went into exile after the war had ended and would later take it upon themselves to become the new members of the Jedi Council. Other than Bastila, Brianna, and Mical, you have new characters like Ulon Tuain, Zane Parlayy, Agnook Acib, Gruku Avadro, Piadre Doaki, and Nawbeca. Zane Parlayy and Piadre Doaki are humans, so we can assume that they were Jedi Knights during the Jedi Civil War, probably weren’t promoted to Masters due to the First Jedi Purge and would later promote themselves to the rank of Master following the restoration of the Order. Fun fact: Zane Parlayy did not have a unique appearance in the Demo, he outright reused Gendar’s appearance from the first game. I’ve reskinned the Gendar head so that Zane looks somewhat different from Gendar. Ulon Tuain and Nawbeca could be old, we know Yoda was over 900 years old by the time of the Movies whilst Chewbacca was around 200 years old. The problem these characters face is that it would make sense for these characters to have been around during the Great Sith War in 3996 BBY and the Great Galactic War in 3681 BBY. When writing these characters, we need to explain why they weren’t present for the events prior to ROR and why they don’t appear in TOR. For Nawbeca, we can assume that he was someone who kept a low-profile, not joining Revan during the Mandalorian Wars and had either gone into exile on Kashyyyk following the Jedi Civil War or on another jungle planet where he could remain hidden. Depending on his age, it is possible that Newbeca could die of old age before the time of TOR though it is also possible for him to have died through other means – various Jedi Council members in The Phantom Menace who do not make an appearance in Attack of the Clones were killed off in novels and comic books to explain their absence in the movie. For Ulon Tuain, this one is a tricky one. If we are to take Disney Canon into account than this guy was definitely alive during the Great Sith War, though due to his species decelerated aging it is possible that he was a Jedi Knight by the time of the Jedi Civil War whose role in the Order was too small to have played any important role in the Jedi Civil War, Mandalorian War, or Exar Kun War. For the same reason as Newbeca, it is also possible that Ulon died before the events of TOR, though it is more likely that he was murdered than having died of old age. Master Yarael Poof and Yaddle from Legends both canonically died doing heroic deeds to save others outside of an active war, so perhaps the same happened to Ulon or Nawbeca. For Gruku Avadro, I actually wrote some backstory for this character. He fought in the Jedi Civil War and lead the Republic forces in the Battle of Rodia against the Sith forces, the Sith were hoping to use their fleet to bomb the planet just as they did Telos and Taris but the Republic victory on that planet repelled the Sith and caused Rodia to side with the Republic during the course of the war. The above Battle of Rodia is Canon in the Legends universe, though in ROR the Battle of Rodia has been expanded for the sake of this character’s backstory. Following the Republic victory, Rodia fell into a civil war between the followers of the pro-Republic Grand Protector and the defeated Sith collaborators who waged a bloody insurgency on the planet. The concept of Rodia being a violent place full of bloody infighting is also Canon, and the idea of an insurgency occurring after one side is victorious in a war is present throughout history. Two modern examples would be Iraq and Afghanistan. Gruku Avadro stayed on Rodia and helped put down the pro-Sith Rodian insurgency, though in doing so he was MIA for many years and once the Rodian Civil War was over the new Jedi Order had already established itself. For Agnook Acib, this one is a bit tricky. There is no Canon or Legends idea of how long these guys live for, and in Legends these guys live on Mon Cala with the Mon Calamari (Admiral Ackbar’s species) who live in semi-isolation with only a few leaving their homeworld to visit the greater galaxy (Loppak Slusk, Visquis, and Saquesh are examples of Quarren who left their homeworld). This means Mon Cala is not part of the Republic and due to it being a water world it’d be difficult for a Jedi to have recruited Agnook when he was a baby. For Agnook, I’d say he developed his Force powers independently of any Force using organization (The Jedi and Sith aren't the only Force using groups in the galaxy, the Baron Do referenced in Kotor II is another Force using group) as a child and would later be banished from Mon Cala for misusing his Force Powers. It is possible that he encountered a Jedi, or the Sith, during the Jedi Civil War and fell into the company of a lone Jedi before the First Jedi Purge. This Jedi took him on as his or her Padawan and he went on to join the new Jedi Council, you could head canon this unidentified Jedi as one of the other Jedi Council members present. I personally discovered that, if you feed Kotor alien VO into ElevenLabs, it uses the alien sample to produce a usable voice. As of right now, the Jedi Agnook and your future party member Nindo from the Demo shall use AI generated VO using their species VO. This scene was a real pain to setup, I took the dialogue from the vanilla Jedi Council scene and removed 99% of the dialogue so that I could use the 5 pre-set “sitting down” animations for the Jedi Masters here before adding 4 more animations so that all 9 of the ROR Jedi Council can sit down. I then used the “Copy Node” and “Paste Node As New” function in the DLGEditor for all the lines in this scene so that I didn’t have to manually add 9 sitting down animations per dialogue. Fun fact: If I had manually added the animations, I would’ve had to have manually added this animation 378 times. As you can see from these screenshots, and in-game, this workaround paid off as we now have an authentic Jedi Council scene. However, there is a rather annoying bug with this scene. If you try to rapid fire spam click your mouse, it will not rapidly fire through the dialogues. Instead, it ends one dialogue line and makes you wait for several seconds before the next dialogue fires and this repeats until the scene ends. And what’s worse, this applies to the player responses. Due to the several second delay, it is possible for the player to select all four dialogue responses though the game will only register the first dialogue response you clicked. This particular line spoken by Piadre Doaki was originally Master Drayen’s line, but upon setting up the Council scene like this the game would always crash every time it came time for Drayen to speak. For some unknown reason, the fix for this crash was to make a Council member says his line for him so I decided to give his line to the underused Piadre. As previously established, Brianna and Mical won’t be present in this scene if the Exile was Dark Side, but for some reason, the game would freeze at the very start of the scene during the opening shot by the window if Brianna and Mical's UTC files weren't present so to fix this we replaced Brianna and Mical with generic NPCs as a temporary bug fix in the Dark Side version of this scene. In order for me to keep the Jedi Council members facing the camera when they spoke, I had to add 9 invisible NPCs directly in front of them. In the dialogue, the Jedi Council member who speaks is the “Speaker” whilst the “Listener” is an invisible NPC standing right in front of them. When I first tested this out, I didn’t realize I had replaced the invisible NPC appearance with a CEC Protocol Droid so here is how the Jedi Council scene would look if you could actually see the invisible NPCs. And at one point before this, half of the NPC puppets I was using to test how I would add these NPCs were hostile resulting in this funny screenshot. As you have probably seen in the mod already, the Jedi Council here informs you of the Tyrena Disaster and you and your Master are sent to Corellia to aid in the Republic’s Tyrena Disaster Investigation, thus kickstarting the plot of the Revenge of Revan mod. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod you can now play for yourself.
  2. 3 points

    Version 1.0.0

    3 downloads

    Simple Reskin - The Ravager KotOR2: TSL ------------------------------------------ Author: Kaidon Jorn March 2025 This mod is a simple reskin of Nihilus' ship - The Ravager. All done with random textures from the internet. It's the first time I've attempted a planet or area reskin, so please, go easy on me. It may not be my forte, but I enjoyed making it anyway. Installation: Extract the .zip file to somwhere on your PC then just copy the subfolder to the game's Override folder. To uninstall just delete the folder from Override. Permissions: For personal use only, do not redistribute the contents herein. Thanks to the modders at DeadlyStream.com for teaching me how to mod the KotOR games and for hosting my mods. 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.
  3. 2 points
    The same way TOR does it - by not recognizing a female Revan. If you choose a female Revan, even if you did everything exactly canonical you can assume the result of your ROR playthrough will not lead up to the events of TOR as Satele Shan couldn't possibly have been born. To reach the events of TOR, you'd have to play ROR in a very particular way to get to those chain of events. Of course, strictly following the canon path is not what we recommend players do. Different play styles and choices will result in radically different outcomes, Revan's gender and alignment is one of them. We'd want players to freely choose their options just like you would in Kotor I and Kotor II and we want players to replay the ROR mod to explore different scenarios.
  4. 2 points
    There have been three major repositories of KotOR mods: PCGamemods.com between about 2004-2006, KotORFiles, between about 2007-2012, and DeadlyStream. PCGamemods.com tapped out at around 750 mods for KotOR and 800 for TSL, or roughly about 1550 mods total. KotORFiles'counter stopped working at 1978 files for both games. Today, DeadlyStream has 1200 KotOR files, and 1184 TSL files. This makes it the largest KotOR modding repository ever! 🎉
  5. 2 points
    Bastila's Sith Holocron strongly implies that she left Korriban to find Revan, here is the full dialogue: Looking at this dialogue, it's somewhat conflicting with what's presented in TOR as what Bastila says here somewhat aligns with what Kreia says about Revan even though what Kreia says about Revan is directly retconned in TOR. The retcon could be explained as Kreia 'projecting' her own views onto Revan, though what Bastila says here will inevitably have to be explained in the ROR mod. I have a feeling the answer as to what Revan's "technique of mass conversion" is is probably explained in the half hour lore-dump that is the Enclave scene. Another bit of useful Dark Side Bastila lore is what she says to T3-M4: Using both the Sith Holocron and T3-M4, we can assume that Revan left his Sith Empire around 3954 BBY. Without the strong, unifying leader that is Revan, the Sith started fighting one another for control of the Empire. The Sith who remained were too weak to control the Star Forge, thus rendering it useless for producing new ships. Bastila appears to be somewhat aware of the threat of the "True Sith" on Dromuund Kaas and so instead of dying in the Sith Civil War she set out to look for Revan. It can be assumed that an alternative version of the Revan novel took place where, between Kotor I and Kotor II, Darth Revan, T3-M4 and Canderous went to Rekkiad and found Mandalore's Mask. After leaving Canderous behind, Darth Revan and T3-M4 took the Ebon Hawk to Nathema where they were shot down by Darth Nyriss and Scourge. After capturing Darth Revan, T3 was left alone on Nathema and spent years repairing the Ebon Hawk so that he could return to the known galaxy. By the time he had finished his repairs, it was 3951 BBY... just in time for the events of Kotor II. And just like in the Light Side ending, Bastila gave T3 the orders as stated above - "If he leaves, he will take you with him - but not I. He knows the bond we share may prove a weakness... but he will take you. If something happens, T3, then I need you to return to the Republic and find me. And if you cannot, then I need you to seek whatever help you can elsewhere, whether Jedi or the Sith... or someone in-between." It is possible that Bastila became privy to Revan's actual plans, Goto and Disicple both speak of Malak as a conquering brute whereas Revan's agenda seems to have run deep and alluded them both. It is possible that Bastila left Korriban to find Revan, she might've found Nathema, though she did not find the True Sith who had captured Revan and so, as she ordered T3, had returned to the Republic as they were the only ones with the capacity to stop the True Sith now. And as I've probably discussed in the diary, only Carth would've known of the full extent of Bastila's betrayal if Revan was Dark Sided. It makes no difference whether Revan and Light Side or Dark Side as Bastila was technically a Sith in both endings, one has her redeemed and save the day and the other has her "redeemed" years later (Again, only Carth would know of the full extent of Bastila's betrayal so everyone else is oblivious to her past). Logan wants "replayability" with the ROR mod, you see that sort of thing with the player species and you'll see it here with Revan and Exile's gender and alignments wherein what you set impacts the story of past characters. In the case of Bastila, we can assume her thoughts and motivations towards the end of the mod will differ based on these factors. At the start of Drayen's dialogue in the Jedi Temple the player asks Drayen how his trip to Dantooine was to which Drayen directly mentions Luur Jada by name. As to what extent, I cannot say, but I can say he will make a cameo one way or another beyond this name drop.
  6. 1 point
    Update: CSLU Toolkit The CSLU Toolkit is now available for download without any license. As such, I do not believe it is necessary for me to fulfill requests. However, I hope the steps I describe below will prove helpful, and I am available to help troubleshoot problems. I have attached additional scripts for working with the CSLU Toolkit. Download CSLU Toolkit Update: SithCodec I have developed a program which can remove and append the headers for KOTOR audio files. Download SithCodec Apparently, I'm one of only a few individuals who still has access to the CSLU Toolkit, software that can output phonemes based on an audio and text sample. Historically, this has been pretty much the only way to generate LIP files for KOTOR so characters' lips will flap when they talk. LipSynchEditor converts from CLSU's PHN format to the LIP format, but to do that you need the PHNs first... unless you want to make lips manually, but that isn't practical. Unfortunately, the Center for Spoken Language Understanding's servers have been offline for a long time. As such, it's currently impossible for new users to install the software required to generate these PHN files. Only a few veterans like myself still have it installed. And I can't even guarantee I'll have access to it forever. It's currently installed on my old computer, but not on my newer system that I built after the servers were offline. I doubt the computer that does have it will last forever, so it's probably only a matter of time before I lose access to CSLU too. Until then, though, I'm able and willing to generate lips on request. And I've gotten a few requests already. Now, I don't want to make a habit of this and get stuck as the guy who does everybody's lips for them because making lips with the CSLU Toolkit is a long, boring process. What I can do for you, though, is tell you can do for me so I don't have to do all of it for you. If you follow the instructions below and send me all the necessary files, all I have to do is hit a button and send stuff back to you. And I have no problem doing that. CSLU requires three things: 1) audio of everything you want to create a lip saved as an individual mono WAV files; 2) a text file accompanying each audio file that contains the words spoken in that line of dialogue; 3) a master list matching each audio file to each text file so it knows what to process. First, you need your VO files in the mono WAV format that the CSLU Toolkit wants. If your VO is new, you merely have to make sure to save it in this format. If you're working with VO from the game, you'll need to convert it first. The game VO files are generally MP3 files with extra bytes added at the start of the file to confuse us. Stripping this header will restore them to regular MP3 files. This can be done with a batch script and you can read up on that here. That will make them MP3, but they still need to be converted to WAV. Any old audio converter can do this. Freemake Audio Converter is one I use for Windows. Alternatively, you can use the Miles Sound Tools to play and convert the VO directly from the original game format to mono WAV. Next, you need to write out all the words spoken in every line and save them as text files. I typically name the text files the same as the audio files. You then need a list of all your audio and text files. This is the most tedious part of the process, but fortunately I've attached batch scripts below to make this easier. text.bat will create blank text files for each audio file. You still have to type the dialogue into them, but at least you won't have to worry about the file names. list.bat will create the master list. It will search for every WAV file and create a line in the list for each one, saving all this as lips.txt. My script assumes each text file is named the same as each audio file, so if you want to use this script, that's required. Send me: 1) all your mono WAV files; 2) all your transcribed text files; 3) your master list of everything to process. Once I have all of those, I can run CSLU's script to generate PHNs and send them along. I can also batch convert to LIP if you want, because that isn't nearly as big a deal as all the above. If you want me to make lips files for you, post a comment below with the necessary files attached or linked, and I'll get to work. Lip Batch Scripts.zip MakePHN.zip
  7. 1 point

    Version 1.0.0

    6 downloads

    Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty. Description In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty. KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game. This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off. These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons. Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed (or Fury) is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed (or Improved Fury) is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed (or Master Fury) is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active. One the (many) complaints made about characters options in TSL, is the extreme disparity in feats support for different options. Two-Weapon Fighting and Lightsabers get high level advanced feats on the Weapon Master and Marauder, but no other options are available. This mod corrects that, by adding Superior Weapon Focus feats for Blaster Pistols, Blaster Rifles, and Melee Weapons. It also adds a Superior Dueling line, as well as a Superior Multishot line, to continue the earlier tree introduced by this mod. The Focus feats all add +1 to attack rolls per level, while the Dueling feats add +1 to attacks rolls and AC. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. The Superior Multishot tree, grants +1, +1, and +2 to attack rolls respectively. The bug that allows Finesse: Melee Weapons to affect Lightsabers is fixed. The bonus from that feat will be removed if the character has Finesse: Melee Weapons, but not Finesse: Lightsaber. Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this. All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with TSLRCM. Fully compatible with Sentinel Sneak Attack with Multiclassing. Recommended Mods TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Superior Feats by darthbdaman is licensed under CC BY-SA 4.0
  8. 1 point

    Version 1.0.0

    6 downloads

    Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty. Description In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty. KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game. This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off. These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons. Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active. The Finesse: Lightsaber and Finesse: Melee Weapons feats from TSL have been added to the game. Finesse: Lightsaber is automatically granted to Jedi Classes, however if a character manages to use a Lightsaber without having this feats, it will no longer be treated as a Finesse weapon for them. Finesse: Melee Weapons is selectable by all human classes, and works as it does in TSL (but the bug that allows it affect Lightsabers is not replicated). Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this. When wielding a Melee Weapon in one hand, you now add 1.5x your Strength modifier to Damage, as it works in TSL. The Dueling feats line will also affect Unarmed attacks, as it does in TSL. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with KotOR 1 Community Patch. Fully compatible with Sentinel Sneak Attack with Multiclassing. Recommended Mods KotOR 1 Community Patch is strongly recommended. You can find the TSL version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Finesse by darthbdaman is licensed under CC BY-SA 4.0
  9. 1 point
    Try running Colors>Value Invert before running Emboss? EDIT: Woah. I think I need to practice reading before posting. Keep the bump map layer and invert that layer's color, then set the bump map layer to something like Addition or Dodge.
  10. 1 point
    Hrm, I was supposed to add a K1 version as a modder's resource. I guess I never got around to that? Whoops. Shouldn't be a big deal, I just need to recompile the model. I'll take a look at it tomorrow. As to the scaling, regardless of whether you want to scale the body up or the Rodian down, you should do a uniform scale of the whole body, matched against a static target mesh. At least to get things into the ballpark. Then you'll need to tweak to get them to mate nicely. Looks like you've got a scale mismatch between the meshes and the rig.
  11. 1 point
    Nice. I always liked the dull / somber lights of the original, but perhaps I should try this in my next playthrough. I appreciate that it is higher definition and in the same style as the original.
  12. 1 point
    I really like it! Especially the rusted areas near the point of entry. Going to grab this for my current playthrough for sure!
  13. 1 point
    Yeah I did exactly that and got it all back to normal. I did forget to say that after I did it as it was getting late. Thanks.
  14. 1 point
    Reinstall everything from scratch, from what I remember the HoloPatcher automatically created uninstaller doesn't account for everything.
  15. 1 point
    Certainly I think this would be a better implementation.
  16. 1 point
    If I might make a suggestion; I think the current implementation is a bit finnicky, and if you do choose to kill them, it feels almost silly hearing the "dark side points gained" jingle every 10 seconds, not to mention how awkward it is that one being stunned forces you immediately out and back into combat Would it be feasible to change this so that Brianna's line about using the appropriate amount of force plays, and then the player is given a choice of: "1. (Incapacitate your sisters.)" "2. (Kill your sisters.)" Or something to that effect. Grant a one-time LS/DS point gain depending on the choice. That way, no need to deal with them awkwardly standing around; you can just give them the ordinary death animations with the player knowing they're just knocked out. Wouldn't be the only time in either game that a death animation is used to represent someone who's lost consciousness
  17. 1 point
    In the Episode Two release, the hologram news reporter will have AI VO and the party member Nindo shall also have AI VO. Voice lines filmed by real actors will have to wait until all the character's lines are completed, for many characters this won't be until the whole mod is finished unfortunately.
  18. 1 point
    I'm far more worried about the differentiation between companions than I am balance implications, though balance isn't an entirely irrelevant factor. My main concern is making sure that some companions do have access to talents which are unique, and keeping Crush & Enlightenment wholly locked to the Exile is critical for me. I would be okay with being able to train Atton with Precognition, as his Echani training does make him predisposed to already having some basic understanding of it, as well as the Disciple actually (since Kreia praises him so much for his insight), but nobody else.
  19. 1 point
    If you're looking for Restored Content with the Community Patch than this mod is your answer.
  20. 1 point
    This mod does not restore the third level of the Vulkar base so I am not sure what you are thinking of. While this is indeed the case, the Community Patch does incidentally restore some content by fixing bugs which prevented access to the content. For example, Sharina now appears on Dantooine if you help sell her wraid plate, which I believe is also restored by K1R. On the other hand, I believe K1R does not restore some small content here and there which K1CP does restore: Some of Vandar's dialogue was erroneously locked out after the player completed the trials. As far as I recall, this included some restored content which let the player talk to Vandar about Belaya being missing and later killing Belaya, if Belaya was driven to the dark side by the player killing Juhani. Several NPCs on Dantooine would not comment about the situation on Kashyyyk due to a typo in script. One of the Sith students on Korriban, Hijata, had the wrong dialogue file configured. Regardless, restoring most content is outside of the scope of K1CP as LusoJedi points out.
  21. 1 point
    The purpose of the community patch is to provide bug fixes and retain the original vision of the developers. It's not meant to restore cut content.
  22. 1 point

    Version 1.0

    286 downloads

    Knights of the Old Republic 2 infamously has a rather abrupt ending: The player fights the final boss, there is some final dialog with said boss, and the game ends. The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps. This mod attempts to make the ending a bit more complete with the following changes: A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment. (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk. If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM. The Visas/Handmaiden conversation is now available even if Malachor is destroyed, as long as the player freed the party from the academy's prison. Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run "INSTALL.exe" and follow the prompts. When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9. It is normal to see a warning that modulesave.2da already exists and has been skipped. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307 If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option. The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you. To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3". For best results, I recommend using a saved game from before arriving on Malachor. However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work. ------------------------------------------------------------------- TRANSPARENT COCKPIT WINDOWS Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options: "OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior. Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior. Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module. This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). It is also incompatible with any other mods which edit the Trayus Core area layout. This mod has not been tested with the Steam version of the game, and it is possible that it might interfere with Steam achievements related to the ending of the game. Use at your own risk. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha MDLedit by bead-v tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 SithCodec by JCarter426 2DA Editor by VarsityPuppet AniCam by JdNoa Lipsynch Editor by JdNoa TSL Loadscreen Template by JCarter426 Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source. Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes. The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them. Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him. The modified Ebon Hawk room models incorporate fixes developed by PapaZinos. Thank you to him for allowing me to use his fixes in my work. This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
  23. 1 point
    Feel free to report these bugs, it's the only way they're going to get fixed. I'll have to have a look at this, though I do believe there is the option to meditate with Drayen to heal your force points so there's that. I would like to stress that this was caused not by our inability to spell but due to the inconvenient modding tool we use to write the dialogues. That little box with the "Leave me alone - I have nothing to say to you" is where the dialogue is written, and when it comes to writing big dialogue trees it can sometimes take hours to do and it is all done in that tiny box. So it's not a matter of "I can't spell", it's a matter of "I literally couldn't see the spelling mistake to begin with". So please, feel free to list all of the spelling mistakes and typos you found and we'll go about fixing them. Thank you, could you please tell us where Revan and the Exile got misgendered so that we can fix it? I do believe there is a conditional that isn't firing meaning players like you are still getting the pre-Tyrena crash site dialogue after you've passed that part of the mod. This shall be fixed. I did notice a lag spike when the Sith Master spawns in. I'm personally not sure what causes it though I'm sure if Logan can find a solution to reduce the lag he'll implement it. As Logan and the others have said, he wants to hold off on the player getting Dark Side points for the duration of the time you're with Master Drayen and once you're outside of his care then you'll be given free reign to go Dark Side. Until that time comes, we are considering the player feedback we are getting. When we release new Episodes, we do plan to update the previous Episodes with any new content and/or revisions that would improve those planets. Once the mod progresses beyond Drayen, we may consider going back and adding Dark Side points for the duration that you're with Drayen - though I believe if we were to do that there'd be double the opportunities for Light Side points then there would be Dark Side points, that means there might be 8 Dark Side points and 12 Light Side points for example. If we have that system as described above, a Dark Side player like you can go the Dark Side path whilst a player playing randomly is unlikely to fall to the Dark Side unintentionally and would remain neutral. There'll also be too few Dark Side points to turn into a grey zombie in front of Drayen. Do note that Logan could swoop in and say no to anything I say, but as I've already said, player feedback in the future might be what it takes to change his mind. I can easily see the mod being halfway complete and then realizing "Oh shit, it's actually impossible to go 100% Dark Side even if you do all the Dark Side options. Let's go back and add some Dark Side options." Master Drayen is a higher level to reflect his status as your Master, since he will still be with you in Episode Two it is entirely possible he'll level up on Nar Shaddaa. Truth be told, I set it up like that for three reasons. 1) It justifies having the Torguta on the main menu (She was on the main menu in the Demo but made no appearance). 2) The Sith Cyborg was going to appear in a cameo like just this in Episode Two, but if we released Episode One without the Sith Cyborg I was afraid people would dig into the mod files, find his files, and when Episode Two came along the reveal wouldn't be as great because people already found his files. 3) Assuming worse comes to worse and Logan permanently disappears and Episode Two never comes out at least you guys got to see these awesome characters (this isn't going to happen but obviously before Episode One's release the optimism wasn't as great as it is today). You don't have to do this, but if you were to watch the ROR Demo on YouTube you will know how much work we've put into Episode One to make sure Corellia doesn't feel like Onderon. Trust me, Demo Corellia felt so much like Onderon you wouldn't be surprised if General Vaklu made an appearance. If you'd like to give an in-depth bug report, feel free to PM one of us and we'll see about fixing the bugs you've found.
  24. 1 point

    Version 1.1.0

    22,227 downloads

    *********************************** Knights of the Old Republic *********************************** TITLE: A Crashed Republic Cruiser on a Nameless World (1.1) AUTHOR: LDR FILENAME: ldr_repshipunknownworld FILESIZE: 176 MB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- There are 2 available methods of installing A Crashed Republic Cruiser on a Nameless World. The standard installation method is done entirely though TSL Patcher, and doesn’t require you to do anything beyond simple button clicking. The manual installation is for those unable, for whatever reason, to use TSL Patcher, and involves the copying and pasting of files from folder to folder. NOTE: With the standard installation method, this mod is far more likely to work alongside any other mods you may currently have installed, which may not be the case should you use the manual installation method. I have attempted naming files in a way where there should be a minimum chance of mod conflicts, but you never know. This mod also has an "Optional" installation meant to use in conjuction with either/both of SithSpecter's High Quality Blasters and Colored Loadscreens mods. To uninstall, remove the files from their respective folders in the SWKotOR directory. ------------------------------ » STANDARD INSTALLATION ------------------------------ 1) Double click TSLPatcher.exe. 2) Click the "Install Mod" button and select your SWKotOR game directory. 3) Sit back, relax, and wait for the installation to complete. ------------------------------ » MANUAL INSTALLATION ------------------------------ 1) Open up the tslpatchdata folder. 2) Copy all files with a .wav extension and paste into the streamwaves folder located in your SWKotOR directory. 3) Copy all files with a .mod extension and paste into the modules folder located in your SWKotOR directory. 4) Copy everything else (With exception to changes.ini and info.rtf) and paste into the override folder located in your SWKotOR directory (If there isn't one, create one). ------------------------------ » OPTIONAL INSTALLATION ------------------------------ 1) Additional install options have been provided for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods. 2) Double click TSLPatcher.exe. 3) Click the "Install Mod" button and select your SWKotOR game directory. 4) Sit back, relax, and wait for the installation to complete. --------------- Mod Permissions --------------- You may not use any assets of this mod in your own mod without first contacting me. ------------ DESCRIPTION ------------ This mod adds 6 new modules, 9 new items (3 equippable inventory, 4 datapads, 2 keycards) on the Unknown World, making the crashed Hammerhead explorable. You must have a save before setting foot on the Unknown World. Please make sure to trigger the Rakata encounter on the beach before exploring the cruiser. -------------------------------------------------- » Version 1.1 Changes -------------------------------------------------- - Fixes a bug where the party was prevented from spawning in during the confrontation on the beach on a DS playthrough following completing the Temple. - Corrects reported spelling/gramatical errors. - Integrates optional install paths through TSLPatcher for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods. ----- BUGS ----- Any mods that modify the unk_m41aa OnEnter script will be incompatible with this mod. Exploring the cruiser before triggering the Rakata encounter on the beach can break the cutscene. To be safe, make sure to trigger this BEFORE exploring the cruiser. "Frame Buffer Effects" turned off in the swkotor.ini results in audio logs without the blue camera effect. If you find any please post them in the comments or send me a direct message. I will address them as soon as I can. ------------------- » MODULE/ITEM NAMES ------------------- For this to work correctly in conjunction with your own mod, you must not use any within the following list as names for your custom module/item reskins. m41ae m41af 152unk 153unk m41ai m41aj LHC LHW Blaster Pistol template 020 Forearm Band template 019 Gauntlet template 019 ------------- Voice Acting ------------- DarthTyren as Medical Officer Audio Log Mellowtron11 as Engine Officer Audio Log Sith Holocron as Republic Captain Audio Log Zhaboka as Kolgrim ----------- Permissions ----------- Permission granted from Darth InSidious to use his alternative beach Hammerhead textures. Permission granted from DarthParametric to utilize his edited mdls from both his Endar Spire and Harbinger Hull Repair mods. Permission granted from SithSpecter to utilize integration for his High Quality Blasters for Modders resource and colored loadscreen templates mod. Permission granted from Thor110 to repurpose his ported K1 Harbinger modules. ------- Credits ------- - To the people who created the tools which have allowed me to create this mod. - Kotor Tool..........................Fred Tetra - K-GFF GFF Editor/DLGEditor..........tk102 - ERF Editor/TSLPatcher...............stoffe - MDLOps..............................cchargin/JDNoa - Lipsynch Editor.....................JDNoa - XVI32 Hex Editor....................Chmaas - CSLU Toolkit........................Oregon Health & Science University My beta testers: djh269, jc2, N-DReW25 and Zhaboka. I couldn't have done this without you! JCarter46 and DarthParametric for handholding me with regards to literally all scripting that was above basic level. Thank you so much. Lachjames for his assistance in helping me generate/test .lip files. Snigaroo for bug reporting and feedback for the 1.1 patch. All of the wonderful folks at DeadlyStream (and Holowan Labs), that led me on and helped me when I hit a snag. All of you who downloaded this mod! Thank You!
  25. 1 point

    Version 1.0.1

    1,145 downloads

    This mod adjusts the statistics and starting equipment of the companions in Star Wars: Knights of the Old Republic, addressing some issues with game balance and consistency in theme. See the attached document or view online for a full list of changes and the rationale for each change. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory (default name SWKotOR). Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore or delete all .utc files affected by this mod. Copy each .utc file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .utc file from your game's Override folder. Credits Design—Sniggles Implementation—JCarter426 KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides ERFEdit—stoffe & Fair Strides K-GFF—tk102 xoreos tools—xoreos team https://xoreos.org/ License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  26. 1 point

    Version 1.1

    563 downloads

    =Human Xor Unique Look= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION AUTHOR: Leilukin FILE NAME: Human Xor Unique Look.zip LATEST VERSION: 1.1 CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod changes the KotOR 1 NPC Xor's appearance by making him a human with a unique look to make him different from other human NPCs. This mod is a successor to my Human Xor Restoration mod, which restores Xor's original appearance as a human in the Xbox version of KotOR 1. Human Xor Restoration has been included in the KotOR 1 Community Patch (K1CP) with my permission. I make mods to make Xor a human, because I have always found it jarring that Xor openly makes anti-alien comments despite being a nonhuman himself ("You Jedi act all prim and proper, but inside you must feel the same way I do about the lesser, nonhuman species"), not to mention later I found out that Xor was actually a human in the Xbox version of KotOR. I change Xor into a human, so it would be consistent with his in-game dialogue and anti-alien nature. Human Xor Unique Look not only changes Xor into a human, but also make him have a unique look instead of a generic NPC look like his appearance in the Xbox version of KotOR 1 and Human Xor Restoration. Therefore, this mod is for players who believe it makes more sense for Xor to be a human, while also want Xor to have a unique look to stand out from the other human NPCs. I made this unique look of Xor by utilizing some assets from SpaceAlex's K1 Enhancement Pack modder's resource. The pack contains a redesign for Xor, but I decided to create my own redesign of Xor, by reskinning one of the NPC textures from SpaceAlex's pack and using the male commoner head as the base for Xor's head model. 2. INSTALLATION: Extract the Human Xor Unique Look.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR directory. Run Install.exe, point the installer to your KotOR directory, where swkotor.exe is located, and let the installer do its job. I also provide am upscaled version of the texture as an optional installation. After installing the main part of this mod, go to the "Optional - Upscaled Texture" folder, drop the files into the Override folder in your directory and overwrite N_XorMiddlH.tpc when prompted. When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod. 3. UNINSTALLATION: Run Install.exe and select your KotOR directory where you installed this mod. From the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: This mod is not compatible with any other mods that change or modify Xor's head. If you want to use KotOR 1 Community Patch (K1CP) along with this mod, you must install this mod after K1CP to override K1CP's restoration of Xor's Xbox appearance. This mod is compatible with KotOR 1 Restoration (K1R). 6. PERMISSION: You may use this mod as you see fit, including showing it in screenshots or making it compatible with your mod. However, both SpaceAlex and I should be creadited accordingly, with SpaceAlex being credited for the original assets from K1 Enhancement Pack. Do not release your mods containing modified files from my mod without my permission. Thank you. 7. CREDITS: SpaceAlex for the K1 Enhancement Pack modder's resource bead-v for MDLedit Fred Tetra for the KotOR Tool ndix UR for tga2tpc and tpcview Cortisol and th3w1zard1 for HoloPatcher THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  27. 1 point

    Version 1.5

    1,520 downloads

    In the vanilla game, Yavin Station is the only location that does not have a proper hangar where the player can walk to and from the Ebon Hawk. This mod adds one that generally matches the original landing and takeoff cutscenes, although I have taken a few artistic liberties. You may notice that, as with the original cutscenes, it looks remarkably similar to the Ahto City hangar on Manaan. I can only assume that the same architect worked on both projects. The hangar comes in two variants: with and without a visible forcefield effect over the hangar entrance. By default, the forcefield is invisible. To change to a visible forcefield, see the INSTALLATION instructions below. Aside from adding the new hangar, I have also made a few additional edits to the station: - Changed the stars to use a different, less-repetitive vanilla star texture. - Fixed some questionable geometry at the main observation window. - Edited the walkmesh by the observation window to correct a glitch where the player could teleport into space, originally documented by the KOTOR 1 Community Patch (K1CP). (This mod's walkmesh fixes were made from scratch and do not reuse any K1CP material.) - Added a proper load screen for the station. (New for version 1.4) - Added corridor geometry behind the various locked doors, in place of the original 2D backdrop. (New for version 1.4) IMPORTANT: To experience the new hangar, you will need a save from before visiting Yavin Station for the first time. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe, and follow the prompts. If you have other mods installed, it is normal to see a warning that liv_m99aa.mod already exists and has been skipped. If you are using "High Quality Cockpit Skyboxes" by Sithspecter, see below for additional instructions. By default, the forcefield at the hangar entrance is invisible. To add a visible forcefield effect, run INSTALL.exe again after finishing the main installation, and select "Optional: Add Visible Forcefield". Version 1.4 changes the appearance of the added airlock doors so that they look less like the Sith base doors. If you prefer the appearance from version 1.0, copy the files in the folder "Option - Alternate Airlock Door (v1_0)" into Override. ------------------------------------------------------------------- COMPATIBILITY This mod is incompatible with other mods that edit the area geometry of Yavin Station. Reskins are technically compatible, but depending on how drastic they are, they might look strange with a few new textures from this mod. If you are using a reskin of the Ebon Hawk's exterior, see the instructions below. This mod is compatible with the Kotor 1 Community Patch (K1CP). It has not been tested with the KOTOR 1 Restoration (K1R) or the K1 Yavin IV Planet Mod, but I do not expect any significant compatibility issues. For best results, install this mod after K1CP or K1R and before any other mods that alter Yavin Station. If you are using a mod that changes the station's load screen (i.e. "Loadscreens in Color" by Sithspecter), install it after this one, and overwrite "load_liv_m99aa.tpc" if prompted. If the loadscreens use .tga files, you will need to manually delete this mod's version of "load_liv_m99aa.tpc" from Override. ------------------------------------------------------------------- HIGH QUALITY COCKPIT SKYBOXES If you are using "High Quality Cockpit Skyboxes" by Sithspecter (which I highly recommend), I have included compatible skybox textures matching my new hangar. After installing the cockpit skyboxes, perform the following steps: 1. Open the folder "HQ Cockpit Skybox Textures" from this mod. 2. Copy the TPC files corresponding to the desired quality into your Override folder. 3. If present, delete the following files from Override: - ebo_yab.tga - ebo_yaf.tga - ebo_yal.tga - ebo_yar.tga - ebo_yat.tga If you are using the alternate airlock door option, also copy the appropriate version of "ebo_yaf.tpc" from the "Alternate Airlock Door" folder into Override, overwriting if asked. "High Quality Cockpit Skyboxes" may be found at https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ ------------------------------------------------------------------- EBON HAWK RESKINS To use a reskin of the Ebon Hawk's exterior with the new hangar, perform the following steps: 1. Make extra copies of "LSF_EHawk01.tga" and "LSF_EHawk01.txi" (if present) from the reskin, and rename them as "yvh_ehawk.tga" and "yvh_ehawk.txi", respectively. 2. Open the new "yvh_ehawk.txi" with a text editor, and change the entry after "envmaptexture" or "bumpyshinytexture" to "CM_WK_YAVHGR". 3. Copy both files into your Override folder. 4. Delete "yvh_ehawk.tpc" from your Override folder. ------------------------------------------------------------------- CREDITS MDLedit and KOTORmax by bead-v KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra NormalMap Online by Christian Petry (https://cpetry.github.io/NormalMap-Online/) New textures and models were based on existing KOTOR material by Bioware. Camera angle for the load screen was inspired by "Loadscreens in Color" by Sithspecter (https://deadlystream.com/files/file/916-loadscreens-in-color/). Bump map created following DarthParametric's tutorial here: https://deadlystream.com/topic/9353-bump-mapping-tutorial-request-for-novices/ Special thanks to: - DarthParametric for suggesting the visible forcefield effect, providing an example from K1CP, and providing feedback on the result, as well as for providing feedback on the new corridor extensions for version 1.4. - muitafruita for reporting that the Ebon Hawk was missing its venting sound. - Thor110 for encouraging me to create a new door texture that looks less like a knockoff of the Sith base doors. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added an option for a visible forcefield effect 1.2 - Added particle emitters at the ends of the visible forcefield 1.3 - Fixed the sound effect of the Ebon Hawk venting in the hangar 1.4 - Created a new texture for the airlock doors - Added a new load screen for Yavin Station - Added corridor geometry behind the various locked doors - Edited airlock door frames to improve seal - Revised particle emitter settings and UV mapping for the visible forcefield option - Consolidated and rearranged lightmaps - Made various minor walkmesh and model improvements - Edited module .vis file to optimize performance - Added scripting code to prevent party members from being accidentally locked outside the airlock 1.5 - Reduced the pixelation of the Ebon Hawk's environment map - Revised the install process to edit the module's GIT, ARE, and module.ifo instead of overwriting them - Changed the ceiling beams' environment map to match the hangar space - Added a bump map to the ceiling beams - Coordinated mesh bumpmapping flags with the presence/absence of bumpmapped textures - Adjusted walkmesh properties over hangar door - Adjusted texture UVs for the fins on the shelf at the back of the hangar ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
  28. 1 point
    Not only does it look good, it gives me a fair warning when I'm about to get obliterated on impossible difficulty (curse the need to stay under-leveled on Taris!). XD
  29. 1 point

    Version 1.0.0

    341 downloads

    A simple armband utility mod that I made for my own use when testing K1CP, because I was constantly annoyed at party members lagging behind and preventing me from transitioning to the next module. When activated it jumps the other two party members to the current party leader (i.e. whoever is using the armband). I figured other people might have a use for it as well. Installation: Run INSTALL.exe to install the mod. Add dp_ptyhrd_arm to your inventory via console or KSE. Equip to one of your armband inventory slots and activate by selecting it in the utility item slot in the UI (as you would a shield or adrenal). Credits: Icon taken from The Old Republic (and sloppily upscaled).
  30. 1 point
    Mate, I think what's happened is he's missed out scripts for his mod... I think you need to extract these two vanilla scripts and rename them with _old against them... k_ptat17ab_enter.ncs k_ptat18ac_enter.ncs Extract the above vanilla scripts into a seperate folder and rename them to: k_ptat17ab_enter_old.ncs k_ptat18ac_enter_old.ncs And then place them in your override folder, I could be wrong though haha. This is the decompiled k_ptat18ac_enter.ncs file I extracted with DeNCS: void main() { if (((!GetLocalBoolean(OBJECT_SELF, 40)) && (GetEnteringObject() == GetFirstPC()))) { SetLocalBoolean(OBJECT_SELF, 40, 1); object oKrayt_skel = CreateObject(64, "krayt_skel", Location(Vector(344.99, 327.62, 81.32), 90.0), 0); CreateItemOnObject("info_pad", oKrayt_skel, 1); } ExecuteScript("k_ptat18ac_enter_old", OBJECT_SELF, 0xFFFFFFFF); } But there is no k_ptat18ac_enter_old.ncs file in the tslpatchdata folder
  31. 1 point

    Version 1.0.0

    1,995 downloads

    Re-texture of Men's underwear HD for Star wars: Knights of the Old Republic. Texture resolution 2048x2048. The archive contains 12 textures, 1 .txi. To Install 1. Download: Men's underwear HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  32. 1 point

    Version 1.0

    3,764 downloads

    In the vanilla version of Knights of the Old Republic many of the textures were of extremely low quality. Through the usage of pictures of actual material and some gems that were left behind in the game files I've taken some of the worst (and some of the most noticeable/prominent) and made them of much higher quality.
  33. 1 point
    Took me about a year or so to realize that this was submitted at April 1st... And now I appreciate it more, lol! 🙃
  34. 1 point
    Do people actually read the mod descriptions I post?
  35. 0 points
    Here, try this out: K1_Rodian_Female_Smuggler_Test.zip Compiled for K1, also fixed the danglymesh for the hair that was apparently broken. If there are no problems, I will submit it as a modder's resource. As to the scaling, seems I scaled the female outfit to fit the Rodian body rather than the other way around.
  36. 0 points
    Star Wars : Knights of the Old Republic II : The Sith Lords : The Expanded Galaxy Project The Expanded Galaxy Project aims to combine both games into one installation utilizing the second games engine and allowing the player to select whether to choose the first, or the second game, as well as the bonus option of Brotherhood of Shadow : Solomon's Revenge, an excellent mod for the first game which I have also ported over to the second game. All three parts of the project now have an installer! Which handles everything. The project is still very much a work in progress, I suggest just trying out the main project for most users as the port and brotherhood are likely to have a lot more bugs! Brotherhood Of Shadow : Solomon's Revenge! This is a short trailer for the KotOR Port, a part of the Expanded Galaxy Project, the trailer was made for me by CatDaddy407, so a big thanks to them for that! I thought I would drop a link to the video here for people to see, though it doesn't show anything special, but it does highlight the state of the project quite well. NOTE : The port is currently not available on DeadlyStream and is only available on ModDB or from the GitHub repository. NOTE : The port is an add-on for the Expanded Galaxy Project. Expanded Galaxy Project The goal of the Expanded Galaxy Project is to provide as much additional content for both games as possible utilising the second games engine. Please join the Discord to find out more about the project and to get access to the latest patches. ( Link at the bottom of this post ) Install Instructions Progress & Plans Current progress for the Expanded Galaxy Project overall is as follows : 1 : Expanded Galaxy Project : Main : Demo (Complete) <-- 100% --> The base of the project is complete. ( Early Demo ) 2 : Expanded Galaxy Project : Port : Demo (Complete) <-- 100% --> The base of the port is complete. 3 : Expanded Galaxy Project : Brotherhood Of Shadow : Solomon's Revenge : Demo (Complete) <--- 100% ---> Brotherhood Of Shadow : Solomon's Revenge has been ported in it's entirety and seems to work almost flawlessly. ( Early Demo ) There is still a lot left to be done, much of which is not documented anywhere currently. Mod Compatibility Overall I have heard that people generally have success installing other mods alongside this but not always or entirely, there are also still many issues remaining in the project on it's own. Currently I do not know what mods do or do not work with my project but I do plan to try and provide compatibility for as many mods as possible in the future. Note : texture, model, item and many other simple mods should work if installed after the rest of the required or optional files for the project. KotOR Modding Tools Here is a list of tools that made this project possible. Included Mods Below is a list of all mods that are included with the Expanded Galaxy Project. Contributions Here is a list of contributors that helped early on with advice on KotOR modding or who contribute to the project heavily. I wanted to say a big thank you to all the creators of the tools that made this project possible and I wanted to provide an accurate list of the tools I used to make this project possible here, I also want to say thank you to everybody that has supported or contributed ideas to the project, if your name is not found anywhere above please feel free to let me know and I will make sure to include you and your contribution above. Thor110 Rate (ModDB), Like (Facebook & DeadlyStream), Watch & Follow (Twitch & Twitter), Watch, Like & Subscribe (YouTube) and get involved on or join the Discord to get the latest updates!
  37. 0 points
    View File Ladies of the Sith Army Ladies of the Sith Army A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.3.0 Release Date: 11.12.2022 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Once the mod is installed, delete "PLC_SSldCrps.tpc" from the Override folder. Description: On Taris, you encounter a female off duty Sith by the name of Sarna who says the following: "I'm off duty right now, so I'm not in uniform. My name is Sarna - junior officer first class with the Sith occupation force."- Sarna A 'first class junior officer' makes it sound as if she is one of the many female Sith Officer NPCs you encounter throughout the game, however, the player has the option of stealing her Sith Armor which instead suggests she is a Female Sith Soldier... so where are the Female Sith Soldiers? This mod will add Female Sith Soldiers throughout the K1 story alongside their male comrades in arms, they can be found in the following locations: Endar Spire Taris Undercity Taris Military Base Manaan Military Base Leviathan Star Forge These new NPCs are a rework of the default Sith Trooper model, giving them feminine curves and the female animations. This, combined with the new Female Sith Soldier soundset (an edit of the normal Sith Soldier soundset), will present authentic Female Sith Soldiers. Only the appearances and soundsets of the modified Sith are changed, the difficulty and loot drops of the affected Sith Soldiers remain unchanged. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. When the Female Sith Soldier dies, her arms sometimes appear to clip into the ground. This is an issue with the model and isn't something I can fix. Incompatibilities: Please report any incompatibilities! Should be compatible with most Sith Trooper reskins! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The Female Sith Soldier models, however, are free for everyone to use! Thanks to: Maris Fett: For the neat model! A Future Pilot: For making the Sith Soldier Texture Restoration mod which was merged with this mod! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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 08/06/2022 Category Mods K1R Compatible No  
  38. 0 points
    Pure Pazaak - Atton Rand Rest in Peace Nicky Katt
  39. 0 points
    An essential (IMO) patch that fixes one of Obsidian's most awful and obnoxious design decisions with this game. I overall love the individual planet storylines in KotOR 2, they're the main reason I keep coming back to it, but the interrupting railroading on Nar Shaddaa is damn near insufferable. Especially with how low the trigger threshold is. I feel like this should be part of the Community Patch. Perhaps as an optional (if highly recommended) one in deference to anyone who feels it's unnecessary and/or extreme, although I doubt many would feel that way. Frankly, I think Aspyr should adjust their versions to make this vanilla behavior in them - that's how grating Obsidian's bad design here is.
  40. 0 points
    A small update on something I have been working on over the past few days. Currently this all resides in a folder called "Korriban Expansion Works" The modders resource is intended for anyone that wishes to add the Library & Teachers Quarters rooms from TSL to the first game, the rubble has been removed and an empty level is included that just contains the assets that are present in the second game so they can be used as reference. I added the missing beds to the teachers quarters and the spotlights under the doors to both rooms and made a number of small edits to the models. There are a few small changes, such as the computers not being broken and each placeable now uses a string from the first games dialog.tlk ( Bag, Computer, Door, Footlocker ) as does the map note waypoint. I have of course also added these areas to the port of KotOR1 and have plans to make use of them eventually. As well as that I spent quite a while editing the visibility file after finding quite a few different spots from which you could see that rooms appeared or disappeared in both K1 and TSL. I am surprised that these made it into the game. There are quite a few more as well, but they can only be noticed from a long distance. I also spent a number of hours editing the minimap and correcting a sizing error present in the original mini map. I created a fixed version of the minimap for K1 as well which doesn't include the extra rooms, turns out some of the rooms are slightly out of line with the player so I tinkered with the map pixel by pixel until I could run around the edge of the entire level and everything felt right. On top of all this I fixed a few geometry errors where there were holes in walls or extra faces that weren't visible in both the TSL version of Korriban and the K1 version and added the spotlights under the doors to the two new rooms. This area didn't have any geometry at all so there was just a hole in the wall which was clearly visible when walking through this hallway. Here are some more screenshots showing the changes. Finally I have cleaned up a load more files that didn't need to be in the port or main portion of the project. Every step forwards is a step closer to completion, I know most people want me to get a move on and populate the areas with content, but I don't want to rush anything, I want to get the foundations laid and free of issues, expand upon and fix whatever I can and then set about adding new content. There is also the matter of making a functional launcher that includes a save importer and allows easy access to all of the relevant functions and is capable of launching both games, at the moment a basic launcher is included with the GitHub version and works but doesn't implement the save importer functions. Still looking for people to join the team, so if you have any modding experience with the games or just want to help out by testing, feel free to reach out to me. The modders resource version of this will be available as soon as it's authorised. I have also submitted Mobile M478EP and Mobile Coruscant. I think that's everything.