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Showing content with the highest reputation since 11/29/2023 in File Comments

  1. 2 points
    Hey everyone! This took me several years longer to get back to than I had hoped. But now after many hours of struggling with KotOR's highly limited scripting functions, I have finally fixed it. The update has now been uploaded, enjoy.
  2. 2 points
    Oh how long I have waited for this mod....
  3. 2 points
    Definitely a worthy addition to the game, the doors to get here were in the original level and there was a "Library Map Note" present in dialog.tlk as well. I have already adapted it, the modders resource version contains an empty module, but the installer version can install it directly to the first game, someone just needs to add some content to them, I know there is already one modder working on it. I did consider fixing the arch, however there was no rubble present from it so I figured perhaps it had been damaged a long time ago, rather than recently.
  4. 2 points
    Update: The smaller files have been added to this page as an optional download.
  5. 2 points
    N_Mandalorian04.tga is the name of the BOSSR Mandalorian texture. You should take one of the textures from this mod, rename it to N_Mandalorian04 and place it in your Override folder. You could also recolor this texture to match the BOSSR Mandalorian texture.
  6. 2 points
    Here's my personally modified changes.ini. The only change I made was copy and pasting the missing section from the mod being sourced. Put it in the tslpatchdata folder. changes.ini
  7. 2 points
    I had the same exact issue when trying to install, "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]" If you don't mind me asking Drew, where did you pull the missing ini section from? I tried looking at the mod files and could not find it and i tried looking through some other mods.
  8. 2 points
    Just tried to install it, but there's an error in the ini. [Error] [16:52:05] KeyError: "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]" Fixed! I pulled the missing ini section from the K1 Battle Meditation mod's changes.ini and put it right below your [spells.2da changes]. I'll test it to make sure it works and get back to you.
  9. 2 points
    Yes, I will kill all the Sand People for you, my lady.
  10. 2 points
    Liking the changes and running the mod now. Any chance of just nerfing knight and master speed? Give knight speed an attack bonus, and give master speed an extra attack? I know this is hard to do, but it looks like a few modders have done similar -- at least for TSL.
  11. 2 points
    @JoeNotCharles Look at the summary tab for that mod, should always have the links... There's a Patch required. EDIT: Ugh, nevermind, seems I did forget to put it in there. I'll update the toml's but in the meantime the link needed is https://mega.nz/#!gcxRTYTJ!ILbLFRyGEr4lGZYDOLN_Qg17fCm-TJw4Y1RDuy4WiWI Thanks for reporting this.
  12. 2 points
    Well well, look who decided to upload more mods!
  13. 2 points
    Nice mod once again...though...the shape of stun baton is questionable XD
  14. 2 points
    There's nothing for the Community Patch to fix. Don't change the resolution in-game. Leave it at its base setting and use the widescreen patch to edit the resolution.
  15. 2 points
    @ConansHair Thanks for the suggestion! Good point about Affect Mind not being used, but since the power is relatively strong for it being given to Bastila at level 3, replacing Force Aura was just my attempt at balancing things a little. She can still get Force Aura and the rest of the tiers as she levels up so she's not really cut off, but yeah I recognize that this effectively reduces the number of vanilla powers you can give her by 1. I haven't played much through the story with the mod yet but I'll do that to get a sense of the balance and will keep your feedback in mind if I update things later.
  16. 2 points
    In case anyone is on this mod page in 2023, reading through the comments. I'm following Merek's tested moding guide including this mod and the guide is titled as 2023 verified, so this works with the current version of TSLRCM according to that guide.
  17. 2 points
    Thanks for the heads up, I will fix them for both of these levels as well at some point when I get back to playing the game.
  18. 1 point
    I used many tools and finished with ai to give a realistic skin. YOu are right i will update it as soon as possible. Yes I forgot to thank you for malak and i am realy sincerely sorry. BECAUSE i could'nt have done it at first without a such good base texture
  19. 1 point
    Your doubt is correct, this mod only touches the mining uniform UTI item file. It's fully compatible with TSLRCM, the incompatible marker must've been a mistake from the mod author.
  20. 1 point
    after 3 year i find fix - need rename a texture file "N_HoldanS.tga" to "N_Holdan.tga"
  21. 1 point
    I just installed the Spectral Ajunta Pall Canonical Appearance 1.0.2 and it does not edit the kor37_freedon.utc file. This mod and mine works perfectly together. On the other hand i found this mod: [K1] Legends - Ajunta Pall's Blade 1.0.2b. This one does edit the kor37_freedon.utc file. But you can make them work together if you install my mod first then the other two. My mod is simple to install just put the files (kor37_freedon.utc and ajunta_hide.uti) into the override folder of your game. The other two requires TSLPatcher to install. The use of TSLPatcher in these cases is NOT optional, you can't just copy the files into the override folder.
  22. 1 point
    If you're using the loading screens from this pack, then you want the updated loadscreens.2da. More entries in the .2da therefore a larger .2da. This .2da also includes all of the entries from the main pack.
  23. 1 point
    Nice work! Hope to see more K2 party member reskins.
  24. 1 point
    I may make an updated version soon
  25. 1 point
    This is an awesome mod, but after my playthrough with it I noticed you forgot to edit the datapads for the Genoharadan questline
  26. 1 point
    Not whilst I am focusing on Kotor 1. When I've done everything I can for K1, I'll consider making K2 parodies of my K1 work (like a TSL NPC Diversity Pack).
  27. 1 point
    I'll have to double back and check. There were a couple modules I did some more work on but never got the chance to update the mod for, and admin was one of them. I remember a lot of fiddling with the scrolling text portion of the display, not sure about the rest. Not sure what the timeframe will be either, but I will post an update.
  28. 1 point
    Thank you again, its looks great so wanted to check before next playthrough. 😀
  29. 1 point
    Level design and the progression of the plot is complete. Beautiful levels and vast areas of beta combat. Quest data for each planet is in beta form. All 11 possible party members, including a secret character! No cutscenes. Lots of alien dialog but not English dialog. It is a large game with foundation work only. Also It's abstract art, and please play at your own risk.
  30. 1 point
    Apologies for the late reply, I have since changed the stats @gua543
  31. 1 point
    The KOTOR Community Portal's modding guide is not new at all. It has existed for years. Previously it was hosted on the KotOR subreddit since as early as 2013. Unlike that modding guide on Steam, KOTOR Community Portal's modding guide involves active collaboration with modders, me included, so I can confidently vouch for the quality of KOTOR Community Portal's mod builds, and I cannot say the same about that modding guide on Steam at all. The thing about installing a lot of KotOR mods is that you often cannot fix a problem with one particular mod by just removing the files of that mod. In fact, doing so likely just cause more problems to your game. Therefore, if you use a lot of mods, and you are encountering an issue that you do not know the source of the problem, the best solution is a complete reinstallation.
  32. 1 point
    Give this a try. You will likely get warnings about files already existing, but that's not a problem. Effixians_Mira_as_Mission.zip
  33. 1 point
    You'd have to edit appearance.2da in order for them to do so. It only replaces the player row's clothing model/texture slots.
  34. 1 point
  35. 1 point
    I do not know what's causing your bug as the man in your screenshot is a generic head and not one of the heads from my mod. I'd say install Helena Shan Improvement one more time and load a save from before you enter the Cantina, that should overwrite the bugged generic appearance and restore her old appearance.
  36. 1 point
    Any chance for a 2560x1440 version?
  37. 1 point
  38. 1 point
    OMG, I've waited for something like this for years! Thanks a million~ ❤️
  39. 1 point
    Okay, I didn't know that. So, enemies have learned how to remove buffs and put them on (specifically everything they have, and even more specifically, the final boss). However, given Malak's already extremely serious stats, I have to assume those abilities were cut for a reason. That is, they did the right thing. With this mod, the final battle turns into a game of "who can remove and apply buffs first". But you don't seriously think that the ability to do such a monstrous amount of damage is determined by your skill in the game, do you? I can see the point though.
  40. 1 point
    Unfortunately this mod does not include K1CP's fix to GN_RespondToShout to prevent neutral creatures erroneously reacting to combat death shouts (e.g. here and here). This would be much more obvious if the author included the source, although it is apparent when comparing the bytecode of k_ai_master from both. @GearHead: I'd suggest you incorporate this fix in an update to your mod. And please include your script source for better compatibility going forwards.
  41. 1 point
    I like this in theory, though I think it would make more sense if the republic armor was colored differently similar to that of Telos Security. Perhaps in the colors of the Khoonda Milita
  42. 1 point
    I was just about to mention how I requested this years ago, and then I read the mod page and see the link to my old thread. Here is my live reaction to seeing my old idea brought to life!
  43. 1 point
    I really like the headcanon explanations for this variation of Revan's story that this mod allows for. Here's a couple of examples I thought of: 1. The reason Carth and the player rescued Bastila on Taris was to get her back to the Fleet so she could use her Battle Meditation to win victories and save lives. But this is completely forgotten on Dantooine! A player who is a Republic Soldier or Scout should strongly object to Bastila wasting time training a Jedi apprentice on Dantooine (a peacetime Jedi activity) rather than returning to the Fleet and helping win the war. Master Vandar never discussed Bastila's future agenda with Admiral Dodonna - I bet the Admiral would have been absolutely horrified and very angry! How many Republic ships and crews would be lost in battle with the Sith because Bastila was on Dantooine for months? No other Jedi in this time had her ability. 2. A player who is a Scoundrel would likely take a VERY dim view of committing the rest of their entire life to the Jedi Order, and giving up their freedom permanently. Even a Republic Soldier or Scout has only signed up for the duration of the war. Scoundrels would really value their freedom and independence very highly, and should only agree to help the Republic in wartime, to save their home. Many would only agree to Republic army service as an alternative to being stuck in prison! 3. A player who naturally leans toward the Dark Side would not want the Jedi Order to pry too closely into their feelings and motivations, and the bond with Bastila makes concealment of dark emotions very difficult, if not completely impossible. Refusing the Jedi training misses out on the massive power gain of learning the ways of the Force, but at least it allows the player a better chance of staying away from Bastila and hopefully escaping from the Jedi Order at the earliest opportunity.
  44. 1 point
    For the Modules Folder, you just put the stuff in there from Modules into the folder called Modules in you kotor 2 directory. If it asks to overwrite, let it overwrite but I recommend making backups of the files before. Would have been neat if this mod could instill via TSLPatcher.
  45. 1 point
    A continuation from the comment section of Dark Jedi Wear Robes mod, I'd like to announce here that the K1 Movie-Style Jedi Master Robes port "kinda" works with Jedi Diversity on the Star Forge. As you can see, the K1 Movie-Style Master Robes mod has no effect on the Jedi Diversity on the Star Forge mod but more importantly it doesn't break either mod meaning you could hyperthetically play both just fine.
  46. 1 point
    I hope you make a K1 version of Revan's lightsabers and Malak's lightsaber, so I get a more dramatic feel.
  47. 1 point
  48. 1 point
    Yeah, I didn't have any particular idea for most of them but I had remembered reading that, so I decided to put the silver crystal on Tatooine. I would've put it in the krayt dragon cave but there's already a violet crystal there. Likewise the orange crystal is on Shaela because she's depicted with an orange lightsaber in the Tales comic she was in.
  49. 1 point
    great work, is it possible do use this on TSL?
  50. 1 point
    5/5. Another fine saber mod. Never enough of them!