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  1. 11 points

    Version 1.3

    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/takeoff videos, although I have taken a few artistic liberties. You may notice that, as with the original videos, 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 between the visible and invisible forcefields, 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). Please note that I have not reused any K1CP material for these edits. 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 select the option "Main Installation" when prompted. 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". If you change your mind and prefer the invisible forcefield, run INSTALL.exe a third time, and select "Optional: Revert to Invisible Forcefield". ------------------------------------------------------------------- COMPATIBILITY This mod is incompatible with any mods that alter the area geometry of Yavin Station. Reskins are technically compatible, but they might look strange with a few new textures that I have added. If you are using a reskin of the Ebon Hawk's exterior, see the instructions below. This mod has not been tested with the KOTOR 1 Community Patch (K1CP), the KOTOR 1 Restoration (K1R), or the K1 Yavin IV Planet Mod, but I do not expect any significant issues. For best results, install this mod after K1CP or K1R and before any other mods that alter Yavin Station. ------------------------------------------------------------------- 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. Go to the folder "HQ Cockpit Skybox Textures". 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 "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. If present, 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. ------------------------------------------------------------------- POTENTIAL BUGS During testing, I occasionally ran into issues of teleporting into space while walking between the hangar and the connecting corridor. I believe I have corrected the walkmesh issues causing this, but I recommend saving often just in case. ------------------------------------------------------------------- CREDITS MDLedit and KOTORmax by bead-v KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack, stoffe, and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 TSL Patcher by stoffe ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Thanks to DarthParametric for suggesting the visible forcefield effect, providing an example from K1CP, and providing feedback on the result. Thanks to La Ingobernable for reporting that the Ebon Hawk was missing its venting sound. ------------------------------------------------------------------- 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. ------------------------------------------------------------------- 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.
  2. 11 points

    Version 1.0.0

    224 downloads

    DESCRIPTION This is the first entry in a new modding series I have been working on. Its objective is to gradually replace the Kotor games' alien models, which have particularly poorly aged. To this end, Master Vandar is the first alien to receive a high quality makeover. This mod replaces Master Vandar's 3D model with a new custom one, completely built from scratch using modern 3D asset creation techniques. As he appears as a hologram in the late game, his hologram model has been adapted as well, though with some constraints. Check out this thread if you'd like to know more about the development process and to get updates on the next entries of the High Quality Aliens modding series. COMPATIBILITY Since this is a replacer mod, it simply won't be compatible with any other mod that alters Master Vandar's appearance. @DarthParametric's Hologram mod and K1CP should be compatible. Just ensure to install my mod AFTER having installed K1CP or DP's mod first. KNOW ISSUES Due to technical constraints, some unavoidable and unpleasant artifacts will show up during the cutscenes using Vandar's hologram model. INSTALLATION To install, download hqa_vandar.zip and extract its contents somewhere convenient on your computer. Navigate to the extracted "HQA Vandar" folder and execute the TSLPatcher.exe. Let it do its magic but give it a hand if it can't find its way into your KOTOR game folder by its own. CREDITS bead-v: KOTORMAX and MDLEdit stoffe & Fair Strides: TSLPatcher seedhartha: KotorBlender PERMISSIONS Anyone is allowed to re-use the assets of this mod, including those contained in the modder's resources archive (see the final section below), in any way or form they would like for their own modding objectives. I only ask to be properly credited for the assets used. However, I explicitly forbid anyone to directly re-upload this mod or any of its contents to any other site than Deadlystream. SPECIAL THANKS to @Marius Fettfor their nerves of steel while helping me resolve seemingly never-ending technical issues with the hologram model. @DarthParametric for pinging me on Discord and thus kickstarting the Vandar project. MODDERS RESOURCES ARCHIVE IMPORTANT: Disregard this section if you're not interested in re-using my files to create your own mods. I'm uploading a separate ZIP file containing modding resources and grant anyone permission to use them in any way they would like. They include the weighted .ascii file to be imported in your preferred 3D software using KOTORMAX or KotorBlender, as well as the baked mesh maps that I used to create the model's texture. Do not hesitate to DM me on Deadlystream or on Discord should you need help using those files or if I omitted to include something that could be useful.
  3. 11 points
    Given the usual quality of said input, he was probably at that stage about a decade ago.
  4. 11 points
    UPDATE - It has been 6 months since this project was first announced and I am pleased to report it is proceeding nicely. This idea originally started as me wondering what the Enclave Sublevel would look like cleaned up from debris in TSL and maybe what an academy run by the Exile would look like there. Over time, and with input and contributions from over a dozen community members, the project has evolved into what will be the realization of a dream so many have had since TSL was released: Seeing the Sublevel in K1. Below are pictures that will give you an idea on where the project is as well as where it still has to go from here. Please provide your opinions, feedback, ideas, and hopes for the Sublevel. As much community input and support this mod has, the more successful and impactful of an experience it will be. The Enclave Sublevel is being designed to serve as a sort of hub world where multiple quests will be given/turned in over the course of the game. Current examples include: Mandalorian Holocron Quest - @EAF97came up with the idea for this quest. The player will retrieve holocrons from the raiding Mandalorians on Dantooine and turn them in to Atris within the Jedi Archives. Here's a shot of the holocrons in the players inventory and a snippet of speaking to Atris: Stealing Kolto from the Sith on Manaan - This quest stemmed from my irritation as a kid that there was a whole store where Kolto was sold and I could not buy any! This quest will be given by the Selkath Jedi Master Qual found within the Medical Bay of the Enclave (pictured below). The player will be sent to use a mimicked Sith Kolto purchasing permit that will lead the player to work with Republic spies within the Sith to not only purchase an extra ton of Kolto on the Sith's dime, but to steal their existing shipment within their hangar as well. The player will be caught in the middle of the thievery and fight the Sith in the dropship loading area seen below. This area is ordinarily not accessible, but there is a walkmesh for it, allowing it to be used. This is another area I spent a lot of time wanting to enter as a kid. You can see on the mini map how its ordinarily out of bounds. Dantooine Murder Quest will be completable from within the Sublevel, and consequently able to be skipped without a negative response from Bolook in the Dantooine plains. The Jedi Shadows from SWTOR will play a role in the Sublevel as they offer rewards for any Jedi or Sith relics the player finds and turns in to them on their journey. The player will also be able to turn in any lightsabers they find on their journey for a bounty, in the same vein as turning in Gaffi sticks to Czerka. The items you turn in will be stored safely away within the storage room. This is the same room whose door malfunctions, trapping Dergar Chester, the Enclave's maintenance Head Technician, inside. Can we break in and get these items back? Sith Holocrons are stored safely inside away from the impressionable minds of the young students of the Academy. The Republic Operations Center has the capacity to play host to side quests centered around directly aiding the Republic itself. Think the side missions in Mass Effect where the Alliance calls asking for Shepards help. There are several STUNT modules of Republic ship bridges that could be used for this purpose. Speaking of the Ops Center. Here it is: Dodonna can be seen within at the moment and is a placeholder until a better female Republic officer can be found/created. If you have any suggestions on who to use here. Feel free to chime in! The player will be able to duel with all named Jedi all the way from Belaya to Master Vandar. I'm still playing with how that will work. But there are two circle rooms that have been slotted for the purpose of dueling. One is occupied and serves to help foster a 'lived in' atmosphere for the sublevel. The other is empty and awaiting the player to choose who they would like to duel. See the droid walking through the door? Select doors are set to auto open when near and auto close when no one is in range. This will help the Sublevel's droids complete their appointed rounds without interruption! These droids are not the Czerka model the Exile finds 5 years later, but the player will have a role in why the Enclave needed to replace all of their droids through a side quest with Dergar Chester's apprentice. Several TSL Masters are present within the Enclave as the war's travels have led them to temporarily stop off on Dantooine. Currently present are Kavar, Vash, and Atris. Thanks to @EAF97for their working porting them over and the initial dialog work for them. What remains to be done? -There remains a good deal of scripting to get done. Quests need back-end work for firing journal entries and to be staffed properly with relevant events like combat, and DLGs need to be fully fleshed out. -The child models currently are in a half baked state as far as the end state that is desired for them. The goal would be they would be able to wear Jedi robes and have full combat animations. All I have confirmed they can do at the moment is unarmed combat as seen below: I have repaired the initial room of the Sublevel by swapping out the room's model for another identical one that is used further in. You can see the difference in the tile and lighting. Speaking of lighting, the entire sublevel is way too dark for my liking. It made sense in TSL since it was abandoned, but I would like it to be much brighter in here than it is now. K1 is even darker than TSL is in the sublevel. See below for comparison. TSL^ K1^ I'm thinking new lightmaps for every room (some?) may be needed, but an expert on modeling and lightmaps would know more about how to best address this issue. The Central Garden area is...well, just look... Thor110 had this same issue when they ported over the module from TSL, and it was mimicked on Dxun, Telos surface, and Dantooine. Indicating it was likely a foliage texture issue. But loading in the module with no textures at all still has the odd black lines. So I'm thinking its a model issue with this area? All that to say! The meat and potatoes of the mod are moving forward. I am compiling a list of everyone who has assisted so far, whether large or small, so as many as possible can be credited for this mod as possible when it releases. @EAF97was the primary motivator for me shifting this project to K1 first instead of TSL. They've been a huge help getting this going. @Sith Holocronhas been instrumental in helping to coordinate the project and serving as a sounding board. The DS Discord has likewise been a big help. I know @lachjameshas looked at some AI work for the TSL Masters' VO, as well as that @Allronixhas put their experience to work ensuring said dialog is lore friendly and accurate. @Hunters Runrestored the Sublevel's walls to their original non-destroyed state. That alone was a huge contribution! There are many more who have helped one way or another that I will detail in full as the mod gets closer to a release. With that in mind, as many seasoned hands on this project, the better! While I will, and am learning how to mess with models and lightmaps to see the Sublevel made into what it can be, if you have experience addressing some of the issue I have noted above and want to play a role in bringing the Sublevel to K1, please PM me! If you have any ideas or thoughts on what you would like to see in the Sublevel, please comment below! I will be updating this post shortly with a new installer that will allow anyone who wants to look inside at this stage to do so. Whether for curiosities sake or for the sake of helping to address a problem.
  5. 10 points

    Version 1.0.0

    125 downloads

    Animated energy shields. They look better in the game. To Install 1. Download: Animated energy shields 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.
  6. 9 points

    Version 1.0.0

    41 downloads

    =Prologue Item Recovery= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin FILE NAME: Prologue Item Recovery.7z LATEST VERSION: 1.0 CONTACT: E-mail toleilukin@outlook.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: In KotOR II: TSL, the prologue is a skippable tutorial sequence that involves T3-M4 saving the Ebon Hawk. However, even if you choose to play through the prologue, you do not get to keep the items you have obtained during the prologue. This mod changes that by spawning a plasteel cylinder that contains the items you can obtain from the prologue, allowing you to get the items back to your inventory, even if you decide to skip the prologue. You can find the plasteel cylinder in the secure cargo hold at the Peragus hangar bay. The location is chosen because it is where the Peragus mining facility staff store the cargos they searched from the Ebon Hawk, including the damaged 3C-FD. This mod will take effect as long as you have a save file at Peragus, including at the Peragus hangar bay, even if you have played past the section where you take control of T3-M4. 2. INSTALLATION: Extract the Prologue Item Recovery.7z you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. There are two methods to install this mod: Module Installation: Injects the mod's files into a MOD file from the game's Module folder. This method is recommended for players who have installed The Sith Lords Restored Content Mod (TSLRCM). Override Installation: Involves the mod user putting the mod's files into the game's Override folder. INSTRUCTIONS FOR MODULE INSTALLATION: Run Install.exe, point the installer to your KotOR directory, where swkotor2.exe is located, and let the installer do its job. When you install this mod, a new folder named "backup" will be created by the installer in the same folder as the installer. Do not delete the folder or the file within the folder if you plan to uninstall this mod. INSTRUCTIONS FOR OVERRIDE INSTALLATION: Go to the "Override Installation" folder, copy and paste a_transformt3m4.ncs and llk_proitems.utp into the Override folder of your KotOR 2 directory. ***IMPORTANT NOTE FOR STEAM WORKSHOP USERS:*** If you have subscribed to the Steam Workshop version of TSLRCM, you must install this mod to TSLRCM's Steam Workshop folder instead of the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937. The "Source" folder includes the source of the script used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: If you used the Override Installation method, simply go to the Override folder in your KotOR 2 directory, and delete a_transformt3m4.ncs and llk_proitems.utp. If you used the Module Installation method, go to the backup folder, cut and paste 106PER.mod into the Modules folder in your KotOR 2 directory. 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 mod that modifies the a_transformt3m4.ncs script, which is used for entering the Peragus Hangar Bay module (106PER). This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM). Make sure you install this mod after TSLRCM. I recommend using the Module Installation method to install this mod if you use TSLRCM. 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. You may use the modified a_transformt3m4 script from this mod to make a compatibility patch with your mod, but do not claim the modification as your own. Do not use the custom placeable llk_proitems from this mod in your mod without my permission. Do not upload this mod to Steam Workshop. 7. CREDITS: @Snigaroo for suggesting the idea of this mod Cortisol for Holocron Toolset Fred Tetra for KotOR Tool KobaltBlu for KotOR Scripting Tool bead-v for Workbox Stoffe for TSLPatcher; Fair Strides for the updated version 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.
  7. 9 points

    Version 2.1.2

    692 downloads

    This modding toolset is a work in progress and I carry no responsibility to any damage done to your game files or lost work that may occur. Some antiviruses will flag a false positive and prevent you from opening the application. If this happens you will need to configure your antivirus to allow the program to run. Holocron Toolset is a collection of modding tools packaged in a single application aimed at streamlining modding development for KotOR/TSL, drawing inspiration from Kotor Tool and the NWN Aurora Toolset. There are editors available for nearly every file type used by the game. Also included with it is a 3D module editor and a "Map Builder" which the user can use to create new maps by rearranging existing models already used in the game. Discord for suggestions + bug reports: https://discord.com/invite/3ME278a9tQ If you are running Windows 7 or 8 and get a missing DLL error when opening the program you will need to download the Visual C++ Redist from Microsoft. Toolset source File parsing source
  8. 9 points
    Just uploaded my 55th mod release on DeadlyStream.
  9. 9 points

    Version 1.0.0

    947 downloads

    The mod replaces the textures of the costumes. Resolution 2048x2048. The distribution will be updated - new textures will be added to other costumes.
  10. 9 points
    Its still being worked on. A little slow right now but it should pick up more in the spring. 😃
  11. 8 points
    We released a surprise new patch recently. If you're subscribed to the mod on Steam workshop, it should have auto-downloaded for you. Otherwise, feel free to grab either the new installer or the updated mobile version in usual places. Patch notes below. May contain spoilers if you haven't played the game yet. * New logo by @Sith Holocron * [PC Installer] The installer will now always ask you to confirm install location * [Mobile] Fixed tutorial popups using PC controls * Fixed a possible dialog break when talking to Kreia * Fade out/fade in animation instead of a sudden black screen when teaching companions force forms * Telos: Lt. Grenn turns to the player when talking to him after Batu Rem's death * Telos: No longer possible to trigger mercenaries / Lorso cutscene as B-4D4 * Telos: Removed a random black screen and immediate fade in when Atris takes out your saber * Telos: Atris no longer plays "talking" animation when standing silently * Telos: Changed a camera angle in a cutscene where Atris talks to Handmaidens to avoid an awkward jumpcut * Telos: Handmaiden no longer uses "talking" animation when thinking * Telos: Added autosave before Handmaiden fights her sisters, so you don't have to sit through four different cutscenes again if you die * Telos: Atris and Handmaiden stay with lightsabers active and in "ready" pose after their fight, until Atris lightnings Handmaiden * Telos: Rebalanced the HK Factory * Telos: Asking for a finders fee when delivering fuel no longer grants less XP than other dialog options * Nar Shaddaa: Removed animated camera from the Red Eclipse boarding cutscene * Nar Shaddaa: Fixed an issue where two music tracks sometimes played at the same time during the Red Eclipse boarding * Nar Shaddaa: Party members will no longer randomly activate their shields and/or stand up when getting knocked out by the Red Eclipse * Nar Shaddaa: Party members now play "working on computer" animation instead of just standing next to the galaxy map in the Red Eclipse cutscene * Nar Shaddaa: Added missing lip animation when Ratrin boards your ship * Nar Shaddaa: Randomized Duro VO in the cantina cutscene * Nar Shaddaa: Fixed a skipped animation when Atton warns the party * Nar Shaddaa: Removed Visquis' sound from an empty line when he releases Kath Hounds * Nar Shaddaa: Atton can no longer pick T3-M4 as a third party member if he was sold to Kodin * Nar Shaddaa: You can now try again if you didn't have enough money to bribe Kaalanah the first time * Onderon: Atton now pilots the ship in planet's intro * Onderon: Soldier in the palace no longer starts a dialog for a single line, uses a "bark" instead * Onderon: Fixed a typo in Kiph's dialog (two dots instead of three) * Korriban: Sion no longer uses "talking" animation before approaching player * Korriban: Fixed fade-out animation after escaping Sion * Ravager: Lightsabers don't turn off for a cutscene halfway through the Nihilus fight * Malachor: You can now fast forward through "precognition" cutscene of your party members in cells * Malachor: Fixed Sion & player sometimes not jumping to proper positions for post-fight dialog, therefore not being visible * Malachor: Restored a previously skipped shot of player approaching Kreia * Malachor: Some additional animations in party vs Kreia cutscene, like Visas holding her weapon ready when Handmaiden/Disciple attacks Kreia * Ebon Hawk: HK-50 torture scene now fades out at the end, instead of hitting you with a sudden black screen in the middle of HK's line * Ebon Hawk: Fixed Handmaiden's empty {frowns} line always skipping instead of playing animation before training her as a Jedi * Ebon Hawk: You return to the cargo hold instead of being moved to the cockpit after training Handmaiden as a Jedi
  12. 8 points
    That's a lot of posts by just one guy. Or is it just me seeing this?
  13. 8 points

    Version 1.0.0

    741 downloads

    Logical Datapads by Sdub & ebmar Version: 1.0.0 Description: One thing KOTOR seems to have is an almost endless supply of datapad items. Oh, but what are they called? Oh well “Datapad” of course. I was inspired by TSL for this mod as this is not a problem in TSL. What many people and especially new players don’t know is that the Datapad items are there sometimes to give hints to quests or flesh out the lore, Hell one of them straight up GIVES you the solution, but it’s lost in a sea of “Datapads”. After talking with @ebmar who is much more experienced with the TSL Patcher liked my idea and was onboard, I immediately got to work on new titles. I did my best to have them make sense in context and situation they are acquired. This modifies Datapads and Journal Items. (Which are really all datapads) I hope you enjoy, please let me know if you have any problems. I did my best to test it as much as I could. I did not encounter any issues. You will need to start a new game to see this mod work correctly. One final thing to note, this mod was made with widescreen mods in mind, I am unsure how it will respond to the normal aspect ratio. Installation: Run TSLPatcher.EXE and locate your swkotor folder Compatibility: Will not be compatible with anything that modifies existing datapad .UTI files K1R Compatible: Yes Tools Used: TSL Patcher ChangeEdit KOTOR Tool xoreos-tools Big thanks to the KOTOR Modding Discord!
  14. 8 points

    Version 1.0.0

    384 downloads

    KotOR Saber Replacement 2022 (KSR) =========================== Author: Kaidon Jorn July 2022 This saber mod was built using the K1CP mod. It is mandatory that it be installed before this mod. You must also upon installation open up the swkotor.ini and under [Graphics Options]change the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Objects=1" putting spaces between words. So here's a little thing I whipped up.... In this mod for Knights of the Old Republic, all Jedi party members and force wielding NPC's will come with their own unique lightsaber models. These hilt models from my stash have been updated with Crazy34's new lightsaber blade models with ambient lighting. There are also several unique lightsabers that will drop from enemy npc's or come as rewards for quests on each planet in the game. All saber textures have been redone to some extent in an attempt to update this mod from the old SotOR mod. =================================================================================================================== Installation: Run the .exe file after installing K1CP. Removal: A backup folder was created in the KSR main folder on installation, just replace all files into their relevant folders. Then delete all lightsaber files and dialog files that came with this mod within the Override folder. Thanks to: Crazy34 for his great work on new lightsaber blade models, and allowing me to convert my hilts to use his blades. Thanks to SithSpectre for the use of his Unstable Blade texture. JDub96 for helping out with *most* of the saber descriptions and giving me ideas on where to place them. FairStrides and Darth Parametric for all the scripting help and suggestions. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. 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.
  15. 8 points

    Version 1.2

    658 downloads

    This mod will change Bastila's head to look more like the game cover art. Fully weighted for talking and facial expressions, along with hair movement. Screenshots taken without the retexture included. Also includes a small fix for Bastila's standard clothes texture. VERSIONS: Original version: Darth_Tempust-Improved_Bastila_Head.zip Improved version: Darth_Tempust_Improved_Bastila_Head_Edited.7z Alternate version with Bastila's custom animations (and the improvements of the previous version): Darth_Tempust_Improved_Bastila_Head_Edited_with_Anims.7z More information in the changelog below. INSTALLATION: Extract the files from the 7z file and place them in the Override folder. Head model: p_bastilah.mdl and p_bastilah.mdx Retexture: P_BastilaH04.tpc If you do not want the standard clothes texture fix, do not place P_BastilaBB01.tpc in your Override folder. ORIGINAL RELEASE DATE: 02/03/13 Originally shared on LucasForums (Holowan Laboratories) as a WIP. Re-uploaded as abandonware. The current version contains improvements by DarthParametric. CREDITS: Developers of STAR WARS: Knights of the Old Republic. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author. Also if you obtained permission you have to include a copy of the readme in the file. 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 THIS FILE.
  16. 8 points
    So there's a droid type - C_ConDrdL - that I have seen mostly seen on M4-78 but may exist elsewhere in the game. Unlike HK droids, this droid doesn't have lighted eyes that flash when they speak. Is there a way to add that feature to a model? And here's the type that I'm talking about. And here's the model type: If this is something that interests you but you don't have the ability to work on, please add a like to show your support.
  17. 8 points

    Version 1.2

    842 downloads

    This mod replaces the terrible low poly and sprite-based crowd in the Dark Side ending with a full 3D crowd. Due to engine limitations, these are static in order to preserve the frame rate, but the original only has some slight wobbling of the sprites anyway. The two animated Sith Officers that walk up and salute still remain, as in the original version, although they have been tweaked so that the transition from walking to saluting is a little less janky. Both now also bow in a later shot, as intended. Two doors that were missing have been added (also to the regular Temple Summit module) so Bastila and Revan have an obvious path to the dais besides Force Leap. Some of the level geometry has been consolidated to improve performance, since models with high individual mesh counts seem to tank the frame rate. As of v1.2, all the vanilla lightmaps have been completely replaced with entirely new higher resolution ones, cleaning up artefacts and adding in a lot of missing shadows. Known Issues / To-Do List: Currently, the DS credit sequence does not play in fullscreen when movies are enabled due to the requirement for additional exe patching not currently done by any existing widescreen patch. I have provided info about this to ndix UR for incorporation into his high res menu patcher, but there is no ETA on an update for that. In the meantime, for those willing to crack open a hex editor, here are the offsets you need to edit with your own resolution values in the CD/GOG exe: 0x28F9E0 – E0 01 0x28F9E5 – 80 02 0x28F9FA – 80 02 0x28FA04 – E0 01 Credits and Thanks: @bead-v for MDLEdit and KOTORMax. @ndix UR for TGA2TPC, TPCView, MDLOps 1.x. @seedhartha for KOTORBlender for Blender 2.8+, especially for adding the lightmap baking feature. Thanks to @ebmar for offering his 2¢ on various aspects and for prompting me to dig this one back out of the "on hiatus" pile. Thanks to @N-DReW25 for suggesting the addition of the doors. Skybox textures in screenshots/video are from @Kexikus's High Quality Skyboxes II.
  18. 8 points

    Version 1.0.0

    809 downloads

    This mod will replace and update DrdProt texture files. To Install 1. Download: DrdProtHD 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.
  19. 8 points

    Version 1.2.0

    589 downloads

    How did the Peragian miners die? Probably the lack of oxygen. Peragus is facing many structural issues, from the gaps in the floors, walls, and ceilings, and other model errors, many of which expose the facility to the vacuum of space. It may be too late for the miners, but it's not too late for you! Let's get to work on patching things up. This mod builds upon the work started by DarthParametric with "Peragus Administration Level Room Model Fixes 1.0.0". I have recreated and improved upon the fixes of that mod from scratch, as well as included fixes to a very large number of other model issues. If you currently have the other mod installed, you should remove "[TSL]_Peragus_Administration_Level_Room_Model_Fixes" from your override upon installing this mod in order to avoid any mod conflicts. Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II". 7z files can be extracted with Archive Utility on macOS, or with free programs such as PeaZip on Windows and Linux. If you are updating from a previous version of the mod, just delete the old "Peragus_Model_Fixes" folder from your override. The version number is included in the folder name. Uninstallation: Remove the folder "Peragus_Model_Fixes_v1.1" from your override. Included Files: -101per.vis -101perai.mdl -101perai.mdx -101peras.mdl -101peras.mdx -101perbj.mdl -101perbj.mdx -101peri.mdl -101peri.mdx -101pero.mdl -101pero.mdx -101perz.mdl -101perz.mdx -104pera.mdl -104pera.mdx -104pera.wok -104perf.mdl -104perf.mdx Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. This mod works very well alongside "Peragus Large Monitor Adjustment 1.0" by Sith Holocron, and will correct the same asteroid image and text displacement issue from the asteroid exterior. It will similarly work well alongside other Peragus mods which affect textures or placeable models and lighting, such as VarsityPuppet's "Peragus Tweak 1.4", "A Darker Peragus REDUX 1.0" by Malkior, and "...A Darker Peragus 2.0" by Canderis. It is also compatible with backdrop improvement mods such as Kexikus' "TSL Backdrop Improvements 1.4", Vasilii Zaytsev's "Improved Peragus Asteroid Fields 1.2", and Replacement Peragus II Artwork by Trench 1.0 uploaded by Sith Holocron. This mod is not compatible with DarthParametric's "Peragus Administration Level Room Model Fixes 1.0.0", but fixes the same issues (and many more). Acknowledgments: Big thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I would also like to thank DarthParametric for making "Peragus Administration Level Room Model Fixes 1.0.0". Thanks to DarthRaindrops for pointing out the UV mapping issue for the column texture. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  20. 8 points
    Hey all, just posting to show that this project is still active and and to give an idea on whats being worked on: A 3D Module Editor. A GIT Editor (which serves as a more lightweight, 2D Module Editor). And finally an Indoor Map Builder. This tool can be used to build new areas in the game with unique layouts based existing rooms.
  21. 8 points
    So after more than one year here I am posting again. I'm still working on my machinima but I wanted to show and release something for this new 2022. @Liserg asked me once again to port Darth Sion to K1 so I did and I plan to release him just like I did with the other Sith Lords in the past. He even has his own unique walking animation! I also recreated his iconic rage healing Force Power with a custom effect: As for the Vorn issue I mentioned in the posts above, I managed to fix it. It seems I was looking into the wrong dialogue. Apparently tat18_vorn.dlg is the own conversation for that NPC but it's not the one it plays in the cutscene when you have to face him. tat18_vorndroid2.dlg is the one that plays instead. And if you notice there is a TALK_FORCEFUL animation set for Vorn in that one. So that explains why he wasn't playing the nomal talking one when I changed the modeltype but the thugs were (as they don't have anything specified). Apparently the engine sets the TALK_NORMAL animation by default when the S modeltype is set. But if you change it to F and specify another dialogue animation then it defaults to the PAUSE1 animation. So I thought I would create one TALK_FORCEFUL animation for the piggies (I don't know if this is worth it, dunno if there are any other moments where they use it but whatever) and this is what I got: If you think this is decent I can release a pack for the Gamorreans animations in the downloads section. Hope you all have a fantastic New Year!
  22. 8 points
    Hi everyone! Update: We are getting closer to an internal Beta of RoR Episode 1 . Here are some images for you... MORE TO COME...
  23. 7 points
    So! I've caught the modding bug again recently and I've been fiddling around with various bits and pieces. I don't have any of my old files anymore. so everything I'm working on now is totally new and created from scratch. Something I've been fiddling with since I came back is a lightsaber hilt pack containing the hilt models from the original Jedi Knight game. I found a brilliant pack of hilts for Jedi Academy created by a modder called Plasma and he's kindly agreed to let me release any of his models which I port over to KotOR. I've ported the seven hilts below already and they work perfectly in game: I've got them all working in K1 and am just working on placing them in the game at the moment. A version for TSL will follow on if there is any interest in it. In game screenies to follow later on today! I've also been working on porting Kyle Katarn's body model over from Jedi Academy as well, but body modelling is a completely new area for me, so progress is slow whilst I'm still learning.
  24. 7 points

    Version 1.0.0

    120 downloads

    This mod will replace and update DrdWar texture files. To Install 1. Download: C_DrdWar.rar 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.
  25. 7 points
  26. 7 points

    Version 1.0.0

    784 downloads

    This mod will replace and update Sith Soldier texture files. To Install 1. Download: Sith Soldier 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.
  27. 7 points

    Version 1.0.0

    435 downloads

    This mod makes a number of adjustments to the entire Leviathan jail break sequence: Carth and the rest of the party have any equipped masks and weapons hidden for the pre-boarding conversation on the Ebon Hawk. The initial scene of the three Sith troopers discussing the chosen jail breaker changes the commander to red armour, as seen elsewhere in the game. The player's force cage in the torture room is now positioned next to Bastila's. Static cameras have been adjusted accordingly. Fixes a couple of missing static camera assignments for player responses during the torture sequence. The entire party (aside from the chosen jail breaker) now get put in the party cell. The party cell's door is changed to a forcefield. The jail breaker can elicit randomised responses from a few party members when clicking on the cell forcefield before freeing Bastila, Carth, and the player. HK-47's initial cutscene when chosen as the jail breaker has a new custom stunt animation (derived from TSL's disabled animation). The technician working on HK now starts the scene standing behind him rather than in front. Restored the second technician when HK is the jail breaker that Bioware cut (for some reason). Both of the HK technicians are switched from Sith trooper to Sith commoner appearances. The player starts the final escape scene inside their force cage like Bastila and Carth rather than standing at the doorway. The entire party is now present for the final escape sequence, not just Canderous. Canderous now remains in his equipped gear if he was the chosen jail breaker rather than switching to basic clothing. The party are now shown getting their gear and then leaving for the Hangar Bay. Canderous, Mission, and Jolee will equip basic clothing when they grab their gear if they were left naked as the chosen jail breaker. The player now has their pre-Leviathan gear automatically re-equipped at the end of the escape scene, as was Bioware's original intent. All of the party's pre-Leviathan inventory is now automatically returned, rather than needing to manually loot it from a locker. Fixes some minor geometry gaps and smoothing issues in the detention block main room. Fixes the force cage placeable's walkmesh, which was misaligned. Installation: Run INSTALL.exe. By default, T3's response to the jail breaker clicking on the party cell will be gibberish for everyone except HK. If you want it to be in English/Basic regardless of the jail breaker choice, copy dp_lev40_con_pd1.ncs from the OPTIONAL folder and paste it into your Override folder. Compatibility: It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first. This mod is NOT compatible with Fair Strides's Party on the Leviathan mod. I did consider trying to integrate Juhani's cut Leviathan conversation into this mod, but it doesn't really work in its existing state. If you are a Juhani simp thirsting for more of her, use FS's mod instead. Probably not compatible with K1R. Use at your own risk as no support will be offered. Known Issues: Some of the other jail breaker start scenes, like Jolee's and Mission's, could use some tweaks to address minor annoyances. I'll look at those in a future update. The techs equipping blasters and attacking at the end of HK's initial cutscene are a bit wonky. That probably needs to be integrated into the cutscene itself. I didn't test with a female player. I think I got them all, but some of the specific fem PC/Carth camera angles might be off during the torture sequence. Please advise if that is the case. It's still possible to lose Canderous's pre-Leviathan equipped gear forever if he is the chosen jail breaker and you don't manually loot the patient gear container before leaving. You can still be affected by the stealthed/invisible jail breaker bug, since K1 lacks a de-stealth script function unlike TSL. K1CP addresses this. Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. I didn't encounter any problems while testing, but it's potentially possible that the initial cutscene on the Leviathan could fail to fire. Let me know if anyone encounters that. Credits/Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @Cortisol for Holocron Toolset. Thanks to @JCarter426 for helping out with some script troubleshooting.
  28. 7 points

    Version 1.1.1

    332 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 05.08.2022 1.1.0 Release Date: 28.08.2022 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. 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. Warning: This mod restores the white Sith Soldier textures for both male and female Sith Soldiers. This mod is still compatible with Sith Soldier reskins. 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! 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 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.
  29. 7 points

    Version 1.0.0

    214 downloads

    This mod will replace and update Darth Bandon texture files. To Install 1. Download: Darth Bandon 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.
  30. 7 points

    Version 1.0.0

    264 downloads

    ============================================= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION ============================================= AUTHOR: Marius Fett NAME: Period Accurate Kiosk Special Thanks: To whoever it was I saw suggesting this change somewhere online which led me to become irritated enough by the ‘issue’ to change it myself. DESCRIPTION: This mod replaces the droid head on the PLC_Kiosk2 placeable with a more period accurate one. In essence, it removes the vanilla “R2” style droid head and replaces it with the head of one of the utility droids from the game itself. INSTALLATION INSTRUCTIONS: Run Install Period Accurate Kiosk.exe to install the mod. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author.
  31. 7 points
  32. 7 points
    I am still making significant progress on Sleheyron. I don't have anything to share publicly at this time. From here on out most of it will be very private and will go public once the mod is released. I would like there to still be some surprises on Sleheyron. I don't have a release date or an estimated release date.
  33. 7 points

    Version 1.1.0

    273 downloads

    There is nothing more central to a Jedi's life than a cool outfit, except maybe a sweet saber to boot. So why put on robes with missing textures on their backsides when you could be impressing Sith Lords with your nice getup? Why settle for the shadow of a limberjack when a cool silhouette is half the reason you don the cloak? Let's fix up the game's robes! This mod will provide you with some fixed up versions of all the game's robe models -- that's both the thicker and thinner variants of the Jedi robe, the Jal Shey armor, Kreia's robe, and the Handmaiden's hooded robe. All models will have various issues fixed up, as well as fitting shadows. Any outfit that uses one of these models, regardless of texture/color, will be improved for you, and that includes any new robes from any other mods (just make sure they don't replace one of the listed models in the below Included Files). Fans of Movie-style Jedi Master robes by DeadMan should read the Compatibility section below for how to install the included patch that makes these mods work together. This mod also fixes the floating shadow head issue when dual-wielding melee weapons, as well as a minor game error caused by a mismatched model name. Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. Once in-game, I recommend turning on soft shadows if you have not already (OPTIONS->GRAPHICS->ADVANCED GRAPHICS->SOFT SHADOWS). If you have TSLRCM installed, check the Included Files section below for any file listed with an asterisk (*). These files are already in your override after installing TSLRCM, so you should delete those versions in order for the new ones to work. The new versions already include all the changes made in the base TSLRCM version, and I have included a folder labeled "TSLRCM backup" which contains those older versions should you need to back them up. If you installed TSLRCM via Steam, you can find the relevant files to delete in "Steam\steamapps\workshop\485537937\override". Uninstallation: Place the files included in the "TSLRCM backup" folder into your override if using TSLRCM, and then remove "Ultimate_Robes_Repair_For_TSL" from your override. Included Files: Compatibility: This mod is fully compatible with any mod which does not replace any of the files listed above. If a mod does include any such models, you will have to pick which version to use, and remove the other from your override. If using TSLRCM, make sure to install that mod first, and make sure that any files listed with an asterisk above are successfully replaced by this mod. See the Installation section for more details. Any texture mods that add new or alter robe skins are compatible with this mod. However, many robe mods will attempt to replace model files (.mdl/.mdx) as well, rather than just textures (.tga/.tpc), so keep an eye out for what files are included with other mods. For fans of Movie-style Jedi Master robes, DeadMan was gracious enough to allow me to create a compatibility patch for anyone who would like to use that mod alongside this one. Simply take the files included in the Compatibility Patch folder out into your override in place of the versions included in the main mod folder. Make sure these versions also replace the ones used in the Movie-style mod and TSLRCM. Compatible mods include Jedi Journeyman Robes by Stormie97, which uses a different model as its basis, and much of Effixian's work, such as Effixian's Lore Keeper's Robes, Strider Robes, and Handmaiden Clothing Reskin. Acknowledgments: Thanks to seedhartha, NdixUR, Symmetric, and Purifier for making importing to Blender simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. I would also like to thank DeadMan for allowing me to use his models to create a compatibility patch for this mod and his. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  34. 7 points

    Version 1.0.0

    247 downloads

    Citadel Station is facing more issues than just a lack of fuel. Just getting to your morning shift in bay control can be hazardous -- they forgot to vacuum-seal all the hangars! In each hangar you can find gaps all along the tops of each of the entrance-side walls. Screenshots don't really do it justice. So let's patch it up! To Install*: Download the 7z file and extract to your override folder. For the Steam version of the game, this can be found at "Steam\steamapps\common\Knights of the Old Republic II\override". You can unzip a 7z file using Archive Utility on macOS or by downloading a free program such as PeaZip for Windows/Linux. *Note: I have since created a mod fixing up models for the entirety of Citadel Station, and included the original hangar fixes available here. I recommend downloading that mod instead for your greatest convenience . To Uninstall: Simply remove "Citadel_Hangars_Repair" folder from your override folder. Included files: -201tel01.mdl -201tel01.mdx -201tel06.mdl -201tel06.mdx -201tel10.mdl -201tel10.mdx Compatibility: Users should expect full compatibility with any other mods, so long as they do not also affect/replace the above files. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. Disclaimer: This modification is not supported by Obsidian Eentertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  35. 7 points

    Version 2.0.0

    38 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 2.0.0 Release Date: 1.04.2022 Installation: Make sure you backup your "Streamsounds" folder before installing this mod! Copy the files from the "For Streamsounds" to the "Streamsounds" folder within the "swkotor" folder! For easier installation, be sure to hit "Ctrl", "Shift" and "A" on your keyboard to select ALL of the files within "For Streamsounds". Uninstallation: Depends on what you've chosen to install. Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: When I first released this mod, it was April 2nd 2022. But for my American fans, it was April 1st 2022. I had uploaded this mod late at night on my April 1st so that those living in the American eastern time zone would see my mod early in the morning of their April 1st. Apparently, April Fools jokes only "work" somehow if it happened before 12PM in the afternoon and since I live in a totally different time zone I'm probably now updating the mod around 10PM for those living in the American eastern time zone... so that probably makes me the fool! (If you ignore the fact I uploaded this mod about an hour before April 2nd in my timezone) In the original description of the mod, I had a "What does this mod do" section with an empty spoiler thingy, so without further ado... What does this mod ACTUALLY DO???!!!: This mod replaces EVERY SINGLE Party Member soundset audio and replaces them with the Tach's "Battle 1" soundset... AKA, that god awful Tach screech you hear in the Shadowlands!!!! EVERY. SINGLE. AUDIO FILE. Is a Tach sound... from attack grunts, death sounds, skill related sounds, ALL. OF. THEM! Including the Player character! In addition, the dead sounds of EVERY. OTHER. SOUNDSET. Is ALSO a Tach grunt... so whenever you kill an NPC, you're going to hear a Tach grunt! Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com. Incompatibilities: Report any incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Bioware: For such an amazing game Fred Tetra: For Kotor Tool 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.
  36. 7 points
  37. 6 points

    Version 1.0.1

    60 downloads

    =Lonna Vash Mod for TSLRCM= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin ORIGINAL MOD AUTHOR: Sikon FILE NAME: Lonna Vash Mod for TSLRCM.7z LATEST VERSION: 1.0.1 CONTACT: E-mail to leilukin@outlook.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod aims to restore the cut conversation with Jedi Master Lonna Vash by altering the Korriban plotline in KotOR 2. With this mod, the player will see Vash alive in the secret tomb in the shyrack cave after the player confronts Darth Sion in the Sith academy. The player cannot enter the shyrack cave, and by extension, the secret tomb before facing Sion in the Sith Academy. Instead of Vash’s corpse, the player will find the corpse of Kaah Ohtok, Vash’s Twi’lek Padawan, in the Sith Academy. Eventually Vash will still be killed by either Sion or the player, but the player can at least talk to Vash before she dies. However, unlike with other Jedi Masters, the player will not learn any lightsaber or Force form from Vash, due to the lack of restorable material for it. This mod is an updated version of Sikon’s Lonna Vash Mod, made to be fully compatible with The Sith Lords Restored Content Mod (TSLRCM). This mod is for players who want more Vash content without using any M4-78 mod. Aside from the changes made by TSLRCM, I have made further adjustments to the Lonna Vash Mod and fixed some bugs with the original mod in this updated version: Removes the restriction which only allows a player with strong light side or dark side alignment to enter the secret tomb, so players who do not meet the alignment requirement can meet Vash to complete the game’s main overarching quest to find the Jedi Masters. Instead, the player needs to be at least level 15 to be able to enter the tomb. (This change is inspired by N-DReW25's Non-Aligned Passage for Sith Tomb mod) Fixed an issue where when the player finds Kaah’s corpse, dark side points are given by selecting a neutral dialogue option, instead of the dialogue option that expresses wish to kill Vash. Fixed a potential issue after facing Sion and entering the shyrack cave where leaving the cave will cause the player to go back into the cave. Fixed an issue with the computer terminal in the Sith Academy’s torture room, where selecting the “Go back” option will log out prematurely. Tweaks one of the player’s line during the conversation with Vash, so the player will mention Kreia’s name before Vash does. Restores an additional line for the player during the conversation with Vash. For this mod to take effect, you must load a save before visiting Korriban for the first time. Please note that this mod is ONLY COMPATIBLE WITH THE ENGLISH VERSION OF TSL AND TSLRCM. 2. INSTALLATION: First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed, since TSLRCM is REQUIRED for this mod to work. You do not need to install the original Lonna Vash mod by Sikon for this mod to work. Extract the Lonna Vash Mod for TSLRCM.7z you downloaded to anywhere you like, as long as it is not within the KoOR 2 directory. FOR REGULAR TSLRCM USERS: Run Install.exe, point the installer to your KotOR 2 directory, where swkotor2.exe is located, and let the installer do its job. FOR STEAM WORKSHOP USERS: Run Install.exe. You must point the installer to the TSLRCM’s Steam Workshop folder instead the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937. During installation, a new folder named "backup" will be created by the installer in the same folder as the installer. Do not delete the folder or any of the files within the folder if you are planning on uninstalling this mod. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: Go to the "backup" folder created by the installer of this mod, cut and paste dialog.tlk into your main KotOR 2 directory. Cut and paste global.jrl into the Override folder of your KotOR 2 directory. Cut and paste the following files into the Modules folder in your KotOR 2 directory: 701KOR.mod 702kor_dlg.erf 702kor_s.rim 710KOR.mod 711KOR.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 M4-78 mod, including M4-78 Enhancement Project, as this mod is intended to be an alternative to M4-78 mods to restore Lonna Vash’s content. Other mods that modify Lonna Vash’s content on Korriban will very likely conflict with this mod. This mod is compatible with my Darth Sion and Male Exile Mod. This mod is compatible with Fallen Guardian’s Dustil Restoration. 6. PERMISSION: As per Sikon’s terms in the original Lonna Vash mod, you can do anything to this mod, including but not limited to, redistribution and further modification. However, you must credit Sikon as the original creator of the mod, include source code for all scripts (except those extracted "as is" from the original game and not recompiled), and you may not add further restrictions to redistribution terms. 7. CREDITS: Sikon for the original Lonna Vash Mod Cortisol for Holocron Toolset tk102 for DLG Editor and K-GFF GFF Editor JdNoa for DeNCS KotOR Script Decompiler KobaltBlu for KotOR Scripting Tool Stoffe for TSLPatcher, ERFEdit and TalkEd; Fair Strides for the updated versions 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.
  38. 6 points
    Working on a little something: While doing so, the thought arises: what are those "wings" meant to be exactly? Giant Wi-Fi antenna?
  39. 6 points

    Version 1.0.0

    80 downloads

    1. Download 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.
  40. 6 points

    Version 2.0.1

    525 downloads

    The Harbinger is a victim of double-sabotage, by both a group of cult assassins and one crazed protocol droid, who did their jobs a little too well. There are missing pieces of the ship's hull geometry, UV errors, lightmapping issues, and broken animations all throughout the ship. Let's fix them up! Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. This mod also includes an optional 16x upscale of the cracked window texture, which can be found in the "Additional" subfolder. Simply take the .tpc out into the main mod folder to activate it, if you wish. Also, be sure to uninstall version 1.0, "Harbinger Bridge Repairs", if you previously installed it. This mod is made for and tested on PC, so if you are attempting to install this for a different platform, you will have to let me know how it works for you. Uninstallation: Remove the folder "Ultimate_Harbinger_Model_Repairs_v2.0.1" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. For this mod I have fixed up 56 of the shipd's total of 57 submodules, so it will not likely be compatible with mods that replace any of the area models for the ship. The mod is therefore not compatible with "Harbinger Hull Fixes" by DarthParametric, though it fixes the same issues, as well as a great many more. This mod may be compatible with other lighting mods such as "A Darker Peragus REDUX" by Malkior, and "...A Darker Peragus" by Canderis. The four lightmaps included in this mod are all custom-made and named, so there should be no file name conflicts, it is simply a matter of how they look in-game against those mods' lightmaps. This mod is fully compatible with visual improvement mods such as Kexikus' "TSL Backdrop Improvements", and most any texture mods. It also includes an optional upscaled version of the cracked window texture that I recommend, which you can find in the "Additional" subfolder. Acknowledgments: Huge thank-you to Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, Cortisol for making my life easier with the Holocron Toolset, and ndix UR for making image compression convenient with tga2tpc. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  41. 6 points
    I'm delighted to finally be able to open this thread. Here, I'll be posting updates on my latest project. I've been posting pictures on the KOTOR Discord and in status updates here on DS for a while. Now I'm finally stopping the teasing and will instead post new stuff here. After my Juhani mod, I was inspired by Koru's work on creatng high poly head models for K1. I felt that the aliens in the Kotor games were in dire need for a makeover, and after much much trying and failing, I have learned modern techniques used in 3D character creation. I was able to apply it for no other than Master Vandar, the first entry in this modding series. Animation.mp4 My objective with this project was to create a character from scratch that would fit the vanilla rigs to facilitate the process when it comes to porting the 3D model to Kotor. I started off from a bunch of very simple objects. From there I slowly formed the main shapes, and refined the details until I had a high poly sculpture I was happy with. I then retopoligized the model. In plain English, this means I created a low-poly version of the character on top of the sculpted one. In the process I would ensure that the geometry was suitable model for the game engine. The final model has about 12k triangles, including 3k for the hair cards. For the texturing part, I used Substance Painter. I baked the details from the high poly sculpt onto the low poly retopologised geometry into a set of textures called mesh bakes. Within Substance Painter, these are used to drive the procedural creation of layers of color information (but not only), mostly using masks. Very similar to the way Photoshop works. This looks really flat though. Remember that Odyssey doesn't use much more than the diffuse texture (i.e. the base color information). To create a sense of depth, I've used the mesh bakes like the ambient occlusion and curvature maps to add shadows and highlight to the texture. Other bakes were used as well to add even more fake lighting. Final highlights and shadows were then painted by hand. The eyes were fully painted by hand in 3DCoat. Also, I stole a neat trick from this 80LV post to add some depth to the eyes. The iris has been sunk in, while the geometry for the cornea was cut separate from the rest of the eyes and features a painted reflection. That's it! After some preparing, I then brought the model over to 3DS Max to deal with the skin weights. As I had planned ahead for the model to fit pretty much perfectly to the vanilla rig, I had no real issues in the weighting process. Pictures and gifs are nice, but discovering the model in 3D is much better. Check it out on Sketchfab here: https://skfb.ly/ow9Mn Make sure to zoom in to evaluate all the details in the texture ! I hope you find this post was insightful! I'll include details on the next pieces of the project in the next messages of this thead at a later stage!
  42. 6 points
  43. 6 points
  44. 6 points

    Version 1.0.0

    236 downloads

    While heavily modifying my TSL play-through, I stumbled upon xander2077's excellent KOTOR 1 Vanilla Masks Overhaul Mod. Unfortunately, as can be seen by the comments in that mod, since it's meant for KOTOR 1, installing its mdl files into your TSL override directory, causes TSL to instantly crash. The comments in the mod recommended installing just the textures, however this missed out on some of the cooler features of some of the headgear like the Verpine Headband's visual interface. So, I went ahead and patched the models so that they would work for TLS instead. After playing with it for a while, I figured I may as well share this to the community. This is a patch and only contains the game models themselves patched for TSL, in order for you to get the mod to work you will still have to download the original mod. To reiterate: THIS MOD IS A PATCH AND IT STILL REQUIRES THE ORIGINAL MOD TO WORK. ------------------------------ Installation ------------------------------ After installing xander2077's mod by dragging the files in it to your override folder, move the files in this mod to your override folder overwriting any conflicts. ------------------------------ Uninstallation ------------------------------ Simply delete the contents of this file from your override folder.
  45. 6 points
  46. 6 points

    Version 1.0.0

    1,770 downloads

    New interface for terminals. Sdub & Effix materials were used. Resolution 2048x2048. 1. Download: Upscaled Computer 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)
  47. 6 points

    Version 1.1.0

    970 downloads

    K1 Movie-Style Jedi Master Robes A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 16.02.2022 Installation: Version 1.1.0 adds another variant of the K1 Movie-Style Jedi Master Robes mod, you can now pick between the original "Replace ALL Jedi Robes" variant or the brand new "Replace the Master Robes ONLY" variant. You can only pick ONE variant, you CANNOT have both. * How to install "Replace ALL Jedi Robes" variant. Install JC's Fashion Line I: Cloaked Jedi Robes for K1 1.4 mod first (This mod REQUIRES Cloaked Jedi Robes for K1 to work properly): https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/ Once you've installed JC's mod, copy the contents of the "For Override" folder and paste it into your swkotor Override folder, overwrite files if necessary. * How to install "Replace Jedi Master Robes ONLY" variant. JC's Cloaked Jedi Robes is NOT required for this variant to work, however, if you do choose to install JC's mod (Or any Jedi Robe mod) then it is recommended to install them BEFORE this variant (And DON’T install the gloveless version of JC’s Cloaked Robes for this one either!). I personally recommend you install the Kotor Prequel Replacement Mod by Kainzorus Prime: https://deadlystream.com/files/file/412-kotor-prequel-robe-replacement/ The way this variant works is that it replaces the Revan Robes 2DA slot with the Movie-Style Robes, this allows players to use the Prequel Replacement mod/JC's Cloaked Jedi Robes or even the vanilla Jedi Robe model ALONGSIDE the Movie-Style Jedi Master Robes. To install this variant, double click the TSLPatcher.exe and let the TSLPatcher do its magic! Afterwards, you can also install "Revan patch" to replace the Star Forge/Revan Robes with disguise items that convert the player into Revan, this is a temporary fix until a proper fix can be made in the future. Description: This mod is a K1 port of DeadMan's "Movie-style Jedi Master robes 1.5" mod from TSL. In version 1.1.0, the robe textures are styled as they are in vanilla (Padawan, Knight and Masters robes all having the same Brown, Blue, Red or Black color). This might change in later versions of the mod depending on the demand for such. The Qel-Droma Robes recieve a unique texture whilst the Revan/Star Forge Robes do not. If you chose the gloveless installation for JC's Cloaked Jedi Robes mod, then the K1 Movie-Style Jedi Master Robes shall also be gloveless. In version 1.1.0, an alternative installation was added. This installation can be found within "Replace Jedi Master Robes ONLY" and will only give the Jedi Master Robe items a unique Movie-Style Jedi Master Robe model whereas the Jedi Robe/Jedi Knight Robes maintain their vanilla models unscathed. If you install JC's Cloaked Jedi Robes or the Kotor Prequel Replacement Mod beforehand, you could have TSL Padawan robes or Prequel Replacement Robes alongside the Movie-Style JEdi Master Robes! Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which: * Alter the Jedi robe texture and/or models. ("Replace ALL Jedi Robes") * Alter the Revan robe texture, models and/or the 2DA slot ("Replace Jedi Master Robes ONLY") * Use S_Female and S_Male files (unless the other mods utilize JCarter's Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.) Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. If you'd like to use assets from DeadMan's mods then he has given permission to every modder to do so, you'll need to ask permission for anything made by Kainzorus Prime. Thanks to: DeadMan for making the original mod for K2 HapSlash for the awesome ep3 Obi-Wan and Anakin models which he made for Jedi Academy Spanki for some great textures which are partially used in this mod Don Kain for allowing DeadMan to include his Movie Jedi Robes Kainzorus Prime for allowing me to use assets from his Prequel Replacement mod for the textures of this mod Bioware for such an amazing game Stoffee for TSLPatcher Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  48. 6 points

    Version 1.0.0

    28 downloads

    -------------------------------------------- Knights of the Old Republic -------------------------------------------- TITLE: Effixian's Wookiee Reskins AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- This mod reskins all the male Wookiees, including Zaalbar. It doesn't change the females, because they don't care about these ritual displays of colours. Update: I made this mod for April Fools' Day 2022. It's not a fake mod, though. There's also a purple one that's not in the screenshot. I hope some of you had a laugh or will have a laugh with it. ------------------------- INSTALLATION ------------------------- Unzip. Copy the files from the subfolder to your game's Override folder. --------- BUGS --------- None known. -------------------------- UNINSTALLING -------------------------- Remove from the Override folder: N_WookieM01.tga N_WookieM01.txi n_wookiem02.tga n_wookiem02.txi n_wookiem03.tga n_wookiem03.txi n_wookiem04.tga n_wookiem04.txi n_wookiem05.tga n_wookiem05.txi N_WookieM06.tga N_WookieM06.txi p_zaalbar.mdl p_zaalbar.mdx P_Zaalbar02.tga P_Zaalbar02.txi PO_pzaalbar.tga PO_pzaalbar2.tga po_pzaalbar3.tga ------------------------------------- DISTRIBUTION NOTES ------------------------------------- You can use the files from this mod in your own mod if you simply credit me. -------------------- THANKS TO -------------------- - Fred Tetra for KotOR Tool ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  49. 6 points

    Version 1.0.0

    157 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).
  50. 6 points