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Showing content with the highest reputation since 04/05/2025 in Posts
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3 pointsWhilst Thor110 and Effix's solutions are superior, my Bug Fix Collection for K2 has these orange grass textures from K1 in the "Higher Quality Areas" component of said mod and my K1 Dantooine Textures Restoration mod exists though it was made before porting was allowed so the grass isn't exactly the same as K1, I can update it with the correct textures if you'd like.
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3 pointsYou've selected the steam version of Kotor 1. This mod is for TSL. You'll need to locate it to SteamLibrary\steamapps\common\Knights of the Old Republic II
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2 pointsN-DReW25's option sounds like a good option. If you change the area then you would have to play from a save in which you haven't been to that area yet, I think.
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2 pointsTomb of Adas Reused Module: Tomb of Ajunta Pall Located: Near the Edge of the Valley a Reused Sith Sarcophagus for it's entrance You don't fight any enemies when you enter this tomb, But you have to fight Adas' Demonic Spirit who reused to let anyone take his axe (you need to be had Level 16 at most) In his Sarcophagus you will find Adas' Armour and Adas' battleaxe Tomb of XoXaan Reused Module(s): Krayt Dragon cave, Tomb of Ludo Kressh (Ported to KOTOR 1) Located: You will find it in a cave deep in the valley You will have to fight Dark Jedi Wraiths within the Tomb and You encounter her Spectre a completely custom model based on her appearance in Legacy which you fight and kill (You need to be at Level 14) In her Sarcophagus you find her Lightsabers, her Dagger and her robes Tomb of Sorzus Syn Reused Module: completely Custom made Located: next to Naga Sadow's Tomb Like before a Sith Sarcophagus is reused for the Entrance as the tomb is underground Inside you go down a long staircase where you Encounter Sith Apprentice Specters when you reached a large chamber with a door at the end lead to the Sarcophagus, in Sorzus Syn's Sarcophagus is Her writings, her Double Bladed Lightsaber, Her Holocron with a Recorded message from her and her mask All three tombs are mentioned by Dak with new lines This is all part of one mod titled "Valley Of the Dark Lords Expansion" It does NOT use TSLPatcher If anyone make these tomb ideas happen please do,
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2 pointsGreat work on the mods, guys! I've been expecting this ever since the demo first dropped way back when. I've been recording some footage of the mod which I'll upload later, but in the meantime, there are a few things here and there that I've noticed that were spelt wrong or I had some suggestions to make if that's not too much (minor stuff, like increasing some dB to Master Quarren voice). I wanted to know where I could provide this feedback, email or just PM here on the forums.
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2 pointsThat would depend on how many planets we choose to add. I can confirm that one planet has been scrapped for good with its content being recycled for another planet. Another planet has also been cut, however, there is a high possibility it can be added back as either a small planet to visit or as DLC to be added in an update after all the episodes are released and the mod is "done". Some planets have also been "swapped" meaning the content that was planned for planet A is still going to happen but planet A has been replaced with planet B and planet A's content will occur on planet B. At some point the player will return to Corellia so there'll be another episode about Corellia. There's also the matter of the Canon vs Non-Canon endings, if you're going for a Canon "bridge between K2 and TOR" playthrough I'd imagine the ending be a direct conclusion whereas a Non-Canon "end of the trilogy" playthrough I imagine would take a bit longer to end. So to answer your question, we do not know for certain, though we do know there'll be plenty of content between Episode One and any of the mod's endings.
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2 pointsYeah everything did feel already very diverse when I played. Now that I've played I'm a bit indifferent on the npc player head issue. I think it'd still be cool to have the player heads but if it's already feeling diverse I don't think it's too much of an issue. Although this isn't really certain since there could be an area on Nar Shardaa that isn't diverse and would need those player heads.
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1 pointSince Tyvokka announced a while back on the DS Discord server that porting is now open season: the easiest solution is probably just to port Kyle's outfit from JKO/JKA. Might as well do the head too so you have the full experience. The textures would probably need a bit of a cleanup though, since they're presumably pretty low res. The other option might be if there's a newer rendition somewhere, like Battlefront or something.
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1 pointNot a problem, actually - was about to start a new game either way! Thanks so much for all of these options, people - great little community here.
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1 pointHow would I do that? Im not very familiar with Deadly Stream.
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1 pointI'm wondering if it would be possible/if someone would have interest in creating and publishing an edit to Crazy 34's new lightsaber blade modders' resource? While everything about this mod is phenomenal, it would be nice if there was an option that altered the colors of the lightsabers to more closely resemble the vanilla blade colors. For example: blue and purple are so much darker in this mod vs how they originally look in vanilla Kotor. At the same time, silver almost looks white and cyan looks more like a light blue than actual cyan. Colors like red, orange, and viridian look much better than their originals, but many of the other colors I feel divert too far from their originals. In some cases, I feel like it takes away from Kotor 2's art style with colors being too saturated compared to the beaten down and drained backdrop that the game crafts for the setting.
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1 pointYou should be fine to replace it with the current version. At some point I optimized the VIS to reflect how, with the way the airlock doors are set up, it isn't possible to see the main hangar (myav_hgra) from the station main corridor (M50aa_01a) or vice versa. Probably doesn't make a noticeable performance difference on modern computers, but I figured I might as well.
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1 pointProbably the DynAmbientColor, The SunAmbientColor or the SunFogColor in the .are files as those values differ between games. It could also be Grass_Emissive which is absent from my .are for dan_m14aa for some reason, but I suspect it's SunAmbientColor and or DynAmbientColor.
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1 pointUpdated to 1.0.1 1.0.1 Update fix list: - Fixed the ability to remove party members from party in certain modules - Fixed dialogue in the 3rd recording in Tyrena station where it won't give you the updated journal entry - Fixed the king seeing you as a Miraluka when you're a Mirialan - Fixed the dialogue script typo which wouldn't set Exile as a male under canon choice To resolve these issues for those who downloaded the earlier version, you can download newest version and run the installer which will patch over it. But this will only affect saved games which are before these points.
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1 pointCool to see a content mod come out. It felt pretty short and linear but still, good job on realeasing something, I wish we had more custom content. I only managed to break the mod twice, and only one of those by accident The arbitrary VO situation felt pretty distracting, especially in scenes where some characters were voiced and others weren't. It would have felt better without any VO at all, not even the alien ones. It was also sometimes hard to say who's talking in wider camera angles and some unskippable lines were pretty frustrating. I'll be back in 2049 to check out Nar Shaddaa.
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1 pointHey guys, I saw the mod and downloaded it as quickly as I could, but unfortunately I can't get it to install. I'm getting the following error. I'm playing the game via Steam. Does anyone have an idea how to fix this issue? Thanks in advance!
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1 pointI think you're right on this. You'd need to have done actions that said party member would find impressive for them to get influence in the first place, why should a player be punished because their alignment is 59 when the alignment requirement for Light Side is 60. Do know that the proposed Jedi Robe rework hasn't been done yet. You can, especially in later Episodes, use the Jal Shay items right now and use Effix's mod with ROR to get the same Jal Shay textures you'd get in a normal playthrough. If we do add the proposed Jedi Robe rework, we could make a Jal Shay "ROR Addon" as a seperate mod so you could install ROR, install the Jal shay Addon, and then Effix's mod so you can have your preferred setup. Since ROR Episode One is out, you can see the ported assets for yourself. Be warned that they don't have a new reskin... yet. That is exactly how it'd work. Stick around for Dev Diary 2 because I do discuss the clothing in greater detail there. And since you've presumably already played the mod I can assure you that the Corellia setup doesn't currently use any player heads, so if you found our current setup to be good imagine how good it'd be if we could get some player heads amongst them.
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1 pointMy advice is don't use Holocron Toolset, it's not advisable to use it for publically released mods, it adds and alters entries that aren't necessary in many different files when editing them, it's handy for the 3D view, that's about it in my opinion, it's still in Beta effectively. You probably just need to use the other entry, VO_ResRef I believe is the .lip file and Sound is the actual sound file, there is a "Sound Exists" checkbox, but I checked on a file I am using, which doesn't have that ticked and the voice still plays. If as you described other files are working in the entry you are trying to use for your files, then it's the files. You are using the "encode_vo.bat"? or are you entering the command line arguments for SithCodec? Perhaps you could try them unencoded?
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1 pointIt requires research into a larger pack. Grab these files: C_Khounda01, C_Khounda02, C_Khounda03, C_Khounda04, C_Khoundb01, C_Khoundb02, C_Khoundb03, C_Khoundb04 from one of these packs or one of these packs.
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1 point.2da files are a very common and important file type in both KotOR games and are also very common to be edited in mods. That's why this tutorial aims to bring you a list with detailed explanations on what they do. Introduction You can find all .2da files in the 2da.bif file, where they can be accessed using KotOR Tool. KotOR Tool also provides a 2da-editor to modify them as you want. Basically, .2da files are 2d arrays or put simply: tables, just like you know them from programs like Excel. The one difference here would be that in a .2da file, each column has a specific and pre-defined (hardcoded) function. Each .2da file collects a set of "objects" that differ in details. Thus every column in the .2da file represents a certain characteristic of such an object while each row represents one specific instance of this type of object. As a simple example, you could have a file called trees.2da that contains information on different types of trees. The columns would then include details like height, age, etc and every row would stand for one tree species with details entered in each entry of this row. This tutorial will consist of two parts: First a (currently incomplete) list of all .2da files used in both games with detailed information on what they do and what each column stands for. The second part will be a list of .2da files that exist in KotOR but that aren't actually used since they're only remnants from Never Winter Nights (an older game by Bioware based on the same engine). This second part is only for reference, so that you know these files are useless. Now, this tutorial is currently far from being complete. There are many .2da files that are still missing and even for those that are already listed there may be missing information or maybe even incorrect information. If you notice a mistake or know things that are still missing, please post them to this thread so that I can add them to improve on this ressource. Thank you very much A big thanks already goes to Fair Strides, who provided most of the information currently listed. Thank you! Used .2da files In this section I will (eventually) list all .2da files used by both KotOR and its sequel TSL. Most of these appear in both games and are identical or have only very minor differences. Those are marked with (K1/TSL) after their names and possible differences will be explained in the proper place. Some .2da files however differ on a bigger scale between the two games or exist only in one of them. Those are then marked by either (K1) or (TSL) depending on which game they are from. Each listed file has a short introduction that describes what these files are used for, followed by a list of their columns with descriptions. If there is no description for a certain column, then that's just because I don't know what it does, while descriptions written in red are unconfirmed and might be wrong. And as a final note: When you open a .2da file in KotOR Tool, you will notice the first column labeled (Row Label). This column exists in every .2da file and labels the rows numerically from 0 upwards. This label can then be used by other .2da files to reference specific lines from this file. But since this column is the same in every .2da file, I won't list it everytime. And here we go: acbonus.2da (K1/TSL) aiscripts.2da (K1/TSL) aliensound.2da (K1/TSL) ambientmusic.2da (K1/TSL) ambientsound.2da (K1/TSL) ammunitiontypes.2da (K1/TSL) animations.2da (K1/TSL) appearance.2da (K1) appearance.2da (TSL) appearancesndset.2da (K1/TSL) baseitems.2da (K1/TSL) bindablekeys.2da (K1/TSL) bodybag.2da (K1/TSL) camerastyle.2da (K1/TSL) chemicalcreate.2da (TSL) classes.2da (K1/TSL) comptypes.2da (K1/TSL) footstepsounds.2da (K1/TSL) globalcat.2da (K1/TSL) heads.2da (K1/TSL) itemcreate.2da & itemcreatemira.2da (TSL) portraits.2da (K1/TSL) regeneration.2da (K1) subrace.2da (K1/TSL) upcrystals.2da (K1/TSL) videoeffects.2da (K1/TSL) Unused .2da files This section will simply list files that are not used by the KotOR games. Many of these only exist in the KotOR 1 files and were removed for TSL. actions.2da areaeffects.2da caarmorclass.2da capart.2da categories.2da catype.2da chargenclothes.2da Changelog
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1 pointkotor2.reg none of that worked for me but, i figured it out. Here's my kotor 2 registry file, all you have to do is change it to your game path. (Note you must use two forward slashes EXAMPLE: my game path is E:\Games\steamapps\common\Knights of the Old Republic II SO IT MUST BE TYPED E:\\Games\\steamapps\\common\\Knights of the Old Republic II
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1 pointQ. There are no Handmaidens at the academy/Stuck infront of the Hawk after the Academy. A. You have overwritten our appearance.2da with an incompatible version of another mod, missing certain key entries needed for TSLRCM to work properly. If you still have the original TSLRCM appearance.2da replace it, otherwise a full re-install of TSLRCM is required. In both cases a save is needed from before entering the academy.
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0 pointsUpdated Mod to 1.0.1 1.0.1 Update fix list: - Fixed the ability to remove party members from party in certain modules - Fixed dialogue in the 3rd recording in Tyrena station where it won't give you the updated journal entry - Fixed the king seeing you as a Miraluka when you're a Mirialan - Fixed the dialogue script typo which wouldn't set Exile as a male under canon choice To resolve these issues for those who downloaded the earlier version, you can download newest version and run the installer which will patch over it. But this will only affect saved games which are before these points.
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0 pointsOMG, just logged in today after years of being away, and seen this. Couldn't have given me a better present, thank you for all the years of work and dedication. Very happy to finally see this day.
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0 pointsAs a long time lurker from the Lucasforum days, I am stoked to see this episode on the download page after so many years! Looking forward to downloading and plaything this weekend
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0 pointsI bet you feel real silly right now 🤪 The mod is now released, enjoy the first Episode of the Revenge of Revan mod everyone. ROR Dev Diaries shall continue to be made, so feel free to keep following along as those are published for unique dev sight into the content that Episode One offers.
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0 pointsSome things I've been doing... Can anyone tell me why this happens?...what is that? CM_Bright on a door? Only happens on the Jorran door, and the door to the library on Coruscant. Still alot more to do for Coruscant.