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Revenge of Revan Episode 1 ----------------------------------------------------------------- DESCRIPTION ----------------------------------------------------------------- Revenge of Revan is sequel to The Knights of the Old Republic 2 (Sith Lords). The game takes place 8 years after kotor2 where you will find the Jedi Order starting to rebuild as they find their place in the Republic that has been absent from the Jedi Order for some years. An event on Corellia will set events in motion as you try to unravel this mystery before it's too late. RoR is a stand alone original story that allows you, the player, to continue your saga with whatever choices you made in kotor1 and kotor2 whether you use the canon setup or your own personal version. The mod is a bridge between kotor2 and SWTOR. You will see cameos and interact with some former characters from kotor1 and kotor2, depending on your choice setup. ----------------------------------------------------------------- Revenge of Revan Supported Kotor 2 Versions ----------------------------------------------------------------- We support these kotor 2 versions as of right now. Steam Steam LegacyPC Disc 1.0b patch GoG Legacy GoG Amazon ----------------------------------------------------------------- Features ----------------------------------------------------------------- New original story Well over 50 PC heads including aliens with the ability to wear headgear. Species optional based attributes setup. Around 3 hours of gameplay Some New original music tracks Dialogue options based on your Jedi Class Characters will at times react to your species choice Limited VO for low level human NPCs Choosing Revan and Jedi Exile’s Alignment and Gender will impact RoR ----------------------------------------------------------------- Installation ----------------------------------------------------------------- First download a new kotor 2 game. For Steam users you must make sure you unsubscribe to the Steam workshop mods since Steam will try to update your new install with these workshop mods. Download the Revenge of Revan mod. Use your choice of program to unzip/extract the RoR Installer folder to somewhere on your computer. Do not place it in the kotor 2 game folder. Now open the RoR Installer folder, next Click the HoloPatcher-x64 or HoloPatcher-x86. Newer computers should use the x64. Once clicked this will give you the Installer window. Make sure you choose the right version of the RoR mod. Then select the location from the drop down or select a location for the mod to install to. A pop up will ask if you want to replace TSL with RoR and simply click yes. You have successfully installed RoR and it's ready to play. ----------------------------------------------------------------- Uninstall ----------------------------------------------------------------- You will uninstall kotor 2 and then simply delete the kotor folder or simply select the left over folders and delete them. We are hoping to have a functional uninstaller exe soon, so you don't have to do it this way. ----------------------------------------------------------------- FAQ ----------------------------------------------------------------- Q - What is Revenge of Revan (RoR)? A - RoR is a large story mod that uses the kotor2 game and creates a sequel by moddifying the game and creating new features and physical assets for it. Q - Does Revenge of Revan replace the main storyline/game? A - yes the game replaces the original main storyline but there is a quick easy way to switch between the kotor2 and RoR games; described in the install section and also the install video. Q - What are the requirements? A - A legal copy of Star Wars Knights of the Old Republic 2 The Sith Lords. Q - What does 'Canon' and 'Non-Canon' mean in ROR? A - The Canon option sets the mod to adhere to the events of the Revan novel which sets up the TOR MMO whilst the Non-Canon option sets the mod to adhere to an alternative scenario. The endings in the mod may be different depending on what option you chose. Q - Will my choices in kotor1 and kotor2 carry over to RoR? A - Yes, the player will be able to decide the gender and alignment of Revan and Jedi Exile (through in-game conversation prompts), along with other choices made during that game which are given to the player as you play through the game. Q - Will you be including the kotor2 Cut Content events/choices from TSLRCM? A - Yes, though they will be vague to allow players to form their own head canon. If an NPC mentions how the Exile and her companions went to Malachor, you can interpret whether that means TSLRCM is canon, if they're referring to Mira's presence in the base game, or something that happened offscreen. Q - What if I want to play canon? A - The player will be given in the first dialogue with Master Drayen a chance to define the Revan/Jedi Exile gender/alignment for canon or noncanon. Q - How long is Episode 1? A - Episode 1 is about 3 hours long. Q - Are there new Features? A - Yes, there are new features included into the mod as we release new episodes. Q - When will the next episode be released? A - When it's ready. ----------------------------------------------------------------- RoR Team ----------------------------------------------------------------- Project Director Logan23 Writer N-DReW25 Design Team Logan23 N-DRew25 RedRob41 Zac Art Team Malkior N-DReW25 RedReb41 Thor110 Scripting Logan23 N-DReW25 Thor110 Music Composer Paige Lehnert Movies DarthValeria ----------------------------------------------------------------- Beta Testers ----------------------------------------------------------------- Basil Bonehead DarthValeria Malkior Petro Thor110 ----------------------------------------------------------------- SPECIAL THANKS ----------------------------------------------------------------- Lord of Hunger - Hand of Silence JediExile Vordyn_Kael SimonKTemplar VarsityPuppet JoeWJ Darthstoney Bead-V Fair Strides Wizard Darth Varkor Sith Holocron Cortisol Lachjames Kyvios/Divide and Conquer Canderis Doc Valentine Quanon Holtyl-5 Kateel Michael DeJesus JuniorModder Zhaboka SilverEdge9 Sithspecter Jonathan7 Qui-Don Jorn Fred Tetra - Kotor tool Tk102 K-GFF GFF Editor/DLGEditor Stoffe - ERF Editor/TSLPatcher Cchargin/JDNoa - MDLOps JDNoa - Lipsynch Editor Cortisol/Wizard - Holocron Toolset Lachjames - kotor unity editor Seedhartha - Reone Bead-v - MdlEdit ElevenLabs SCi-Fi 3D.com -Tobias Schmidt (Zorbi)..................."Coruscant 3" image -Top (Original)................................."Coruscant" ----------------------------------------------------------------- PERMISSIONS ----------------------------------------------------------------- - Permission granted from Deathdisco to allow the use of the Coruscant module. - Permission granted from Doc Valentine to use images of the Coruscant skybox. - Permission granted from Darth Darkus to allow the use of Armored Jedi Robes mod. - Permission granted from DarthParametric to allow the use of one of his lightsabers. - Permission granted from TriggerGod to allow the use of one of his lightsabers. - Permission granted from Kuai-Donn Jorn to allow the use of the HOTOR Mod. - Permission granted from SilverEdge9 as per their post on Deadlystream to allow the use of the Brotherhood of Shadow: Solomon's Revenge (assets). - Permission granted from Ecce as per their readme to allow the use of the PC Recolor Clothes(CorSec Commando body skins/ the Soldier texture). - Permission granted from Bead-v to allow the use of the armband for cameras. - Permission granted from 90SK's to allow the use of the K1 Robes for TSL. - Permission granted from Sith Holocron to allow the use of the Upscale hammerhead texture. - Permission granted from Thor110 to allow the use of the RoR gui and color. - Permission granted from Seedhartha to allow the use of the Edits to the Corellia module. - Permission granted from 90SK's to allow the use of the Texture Photosourcing. - Permission granted from Jonathan7 to allow the use of the Force Fashion II. - Permission granted from Qui-don Jorn to allow the use of the lightsabers-HOTOR Mod. - Permission granted from Fair Strides to allow the use of the NPC Auto-Leveller. - Permission granted from Dak Drexl as per the Dak's Endar Spire Retexture 1.0.0 mod's download page to allow modders to use assets from his other mods - we used assets from Dak's Big Skin Pack mod. - Permission granted from Thor110 to allow the use of the Expanded Galaxy resources. - Permission granted from TSLRCM Team to allow the use of the TSLRCM Content. - Permission granted from SpaceAlex as per their readme to allow the use of the SpaceAlex's K1 Enhancement Pack. - Permission granted from Ignatz to allow the use of the Stardrifter - Highdock. - Permission granted from Jinger as per their readme to allow the use of the Admiralty Mod. - Permission granted from JC as per their readme to allow the use of the JC's Heads for K2 (a Modding Resource). - Permission granted from Kexikus HQ Skyboxes for Coruscant. - Permission granted from SilverEdge9 as per their readme to allow the use of the Dark Side Jolee Head Reskin mod. ----------------------------------------------------------------- \'bb DISTRIBUTION AND USAGE NOTES ----------------------------------------------------------------- This mod, or any of its individual components, may not be modified or distributed without the explicit permission of the author(s) unless restricted to your own personal usage. ----------------------------------------------------------------- \'bb LEGAL\ ----------------------------------------------------------------- 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. -
4 pointsRevenge of Revan Episode One is out. As a wise man once said, "better late than never."
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4 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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3 pointsHello, and welcome to the first Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes, but first… I need to address the following. Whilst the ROR mod is a spiritual successor to Kotor II, emphasis on “spiritual”, it is NOT Kotor III! Kotor III was a video game that was cancelled by LucasArts in the late 2000s, the ROR mod is entirely fan fiction. Whilst we do strive to make the characters, locations, and elements of the mod faithful to the canonical Legends material, the story you shall experience in the ROR mod is entirely NON-CANON and should be treated as such. The ROR mod is intended to act as a bridge between Kotor II and TOR MMO, you can play a strictly canonical playthrough that would hypothetically lead to the events of TOR or play a non-canonical playthrough that sees you defeat the Sith menace once and for all. We shall get into further detail about this in the next Dev Diary. For those who may be wondering, the ROR Dev Diaries serves a few purposes. 1) It allows for you, the player, to get a taste of the mod without having to download it first. 2) Assuming someone makes a YouTube video about the mod once it's released, thus making purpose 1 redundant, it serves to give you developer commentary on some of the choices made in the development of the ROR mod. Giving you a unique insight into the mod and may serve to answer any questions you may have had when playing, or you can ask your own questions in the comment section of this dev diary relating to the content I've showcased in-case I didn't answer your question. 3) It serves as a space for the ROR Developers to pitch feature proposals to the player base before we commit our time and effort into developing them. We wouldn't want to waste an entire year developing something the players aren't going to like. With the feedback and your opinions which you'll hopefully leave in the comments we may get an idea of what the player base actually wants which will hopefully influence our decision on said feature. In this first Dev Diary, I shall focus on everything you see just before starting a new game – the Main Menu & Player Creation. And be warned, this entire Dev Diary is just the Main Menu & Player Creation. We actually start playing the mod in the second Dev Diary so stick around for when that comes out. (Please let me know if any of the links and/or images are broken) Starting off the mod, you arrive at the main menu screen. The character you see to the left is described as a Sith Witch though canonically she is a Sith Sorcerer, do know that she is not the main antagonist of the mod. Similar to Kotor II, there shall be a group of Sith who you will encounter throughout your journey, including the Sith Twins you encountered all the way back in the Demo, this Torguta character on the main screen, and more Sith who are yet to be announced. Many of the characters introduced in the ROR mod have unique and innovative designs, this character is based on a heavily modified variant of Kreia’s model. You can see the Darth Traya-style Sith Robes she’s wearing though her head has been heavily modified to resemble a Torguta. Here is a side by side comparison that shows you what I'm describing. This character will rely on Force attacks when you battle her in-game as she is a Sorceress, whereas the Sith Twins from the Demo will focus on melee combat as they're both Sith Assassins. As you can see in the screenshot, her head Montrals and Lekku head tails are short, similar to . They’re probably like this because the game would have trouble rendering/animating Shaak Ti sized Montrals and Lekkus (or at least they would back in 2011 when this character was made). And just for anyone who's curious, someone actually did try to make a Shaak Ti head for Kotor and this and this was the result... I'm sure you can see why we're sticking with our current appearance. Since we can't add a proper Shaak Ti sized head for this character, she'll probably be young, around the player character’s age, in-game when you encounter her to explain her appearance. And for any of you who still aren't sold on her appearance... just know that Disney's done worse by having Ahsoka's character design go from this to . This character is similar to Darth Sion in that she's on the menu for the start of the game but will be replaced by another, much stronger, character as the game progresses. I believe @Logan23 showcased the next Sith Lord who appears on the main menu on Moddb back in the day, which I shall once again showcase here. This character is based off Atris' cut Darth Traya model. She is another Sith Sorceress and is paired together with the Sith Torguta, I imagine this character would be the Torguta’s Master and would be a lot stronger than the Torguta. This later character also isn’t the big main bad guy of the mod, there’s more characters who’ll replace her on the main menu screen. Now I know it’s possible to set the menus manually via the config in the main game folder, though do know that these later characters have not yet been implemented into the menu as of right now – though there is a bug where if you try messing with the config. This is probably a remnant of Thor110’s Expanded Galaxy mod… speaking of which! The ROR mod will now utilize ported assets from the first game as porting has been allowed in our modding community since 2018. Thor110’s ported K1 modules from the Expanded Galaxy mod will be used to make new areas for the ROR mod whether it be reskinning K1 areas to make new areas for new planets or possibly even allowing you to revisit areas from the first game (emphasis on “possibly”). Thor110 has also improved the menus for the ROR mod. Kotor I’s menus are blue, Kotor II’s menus are green, the menus in The Jedi Master’s and Edge of Darkness mods are both red, and ROR’s menus are orange... or at least they're supposed to be. To demonstrate the extent of Thor110's improvements to ROR's menus, here is a screenshot showing the skill menu during the player creation menu. On the top is how the skill menu used to look like back in the old Demo, and below is how the skill menu looks today. Thor110 has also released other menu colour mods for Kotor II which you can see in the links embedded in the text. If you would like see ROR’s orange menus released as a standalone mod for Kotor II, let us know in the comment section of this Dev Diary and we might consider releasing the ROR menu to the public should the mod team agree to it. Unlike in the Demo, this mod has proper loading screens for all the modules you shall be visiting. The legal load screen and the default load screen are still untouched from the Demo and will need modern redesigns, though other than those two you'll have new load screens based off JC's Loadscreen Template for K2 meaning these load screens will be accurate to the ones you see in Kotor II. We shall see more of them in upcoming dev diaries, this heavily outdated load screen from the 2020 build should give you a taste of what's to come. Moving on to the player character selection screen: The player options are virtually unchanged from the Demo, you'll still have over 50 player heads to choose from, including a plethora of alien heads, and the default clothing is still the K1 Jedi Robes. Though this could change in the future. We won’t be adding any more alien player variants, though we may add new alien NPC variants that you can encounter throughout the game. That means, for example, we won’t add Kel Dor players though we may add Kel Dor NPCs if the models and textures become available to us. The only exception to the “no new alien player variant” rule would be to add female Devaronians. We already the male Devaronian heads, and I hope one day that we can add a female equivalent for this species at some point. With the male Twi'lek player heads, something I never noticed was that they have a revamped head model. I thought this was added between 2011 and 2020 but it turns out these heads were in the Demo from the beginning. Incase you can't see it, the Twi'lek player's neck isn't fat like they are in the vanilla Kotor II - they normally look like this. What's really strange about the improved Twi'lek heads of the ROR mod is that, as of right now, only the Twi'lek players get these updated models - Twi'lek NPCs still have the default fat necked heads. I have previously shared the concept of ROR Submods called "Addons", these mods would be released separately to the main ROR mod but wouldn't work without the ROR mod. If you're still confused about how that would look, I previously shared a screenshot of the Yoda character "Ulon" with an updated model and texture from the High Quality Aliens: Master Vandar mod which is for Kotor I. If we get permission from Ashton Scorpius, a version of his mod, Better Male Twi'lek Heads, may be released as a ROR Addon to give your male Twi'lek player character and Twi'lek NPCs improved heads with 3D ears. I would also like to point out that there are also these Twi'lek head variants with head coverings. These Twi'leks are unique in that, similar to your underwear in the Kotor games, their head coverings actually changes color when you fall to the Dark Side. Here is a side by side of the Dark Side and Light Side Twi'lek with head coverings. Many of the player heads in ROR unfortunately do not have Dark Side transitions... yet. We hope to add these to the ROR mod through updates. Even though it isn't integrated into the ROR mod right now, most, if not all, of the human ROR players now have Dark Side transitions and they're available to the public right now through RedRob41's RoR Playable Humans for TSL mod. But if the lack of Dark Side transitions frightens you then do not worry - for you won't be able to completely fall to the Dark Side in the first ROR release without cheating. Another possible change we are considering for the player character would be the player clothing. The K1 Robe clothing was a unique element of the ROR Demo back in the day as porting between Kotor I and Kotor II wasn’t allowed back then, the ROR mod got past the no porting rule due to the fact that the K1 Robe models and the brown K1 Robe texture were actually hidden with Kotor II’s game files and thus could be used without porting. And just like the robes, quite a few K1 heads were also hidden within the Kotor II game files. In this blog post by Sith Holocron, you can see in the K2 heads section that there are a few K1 heads like PFHC03 - you obviously can't play as PFHC03 in Kotor II but both the head model and texture was buried in the game files meaning it isn't considered porting if you were to mod it into your game. You can also notice a few white heads in Sith Holocron's list, these are heads who's models are in the game files but their textures are not. That means you can use the head PMHB04 without porting but if you were to grab his texture from Kotor II then it would be porting. So if that's the case, you might be wondering how we used PMHB04 back in 2011 without porting the K1 texture. From what I understand of the process, RedRob41 was able to use this head model without the K1 texture by mapping out the model's UV layout in a separate mudding program. Once he had the UV layout, he was able to take samples from the textures of Kotor II player heads and he was able to literally stitch together a brand new texture using only the Kotor II head textures - this method is called "Photo Sourcing" I believe. But alas, porting is no longer an issue in our modding community and such measures are no longer necessary going forward. So you might be wondering how this relates to our K1 Robe Clothing? Well, now that porting is allowed I’m sure many of the new and younger players of the ROR mod won’t find the K1 Robe Clothing as impressive as it was back when porting was a cultural taboo. Whilst he may not share this view in particular, Logan23 has expressed a desire to get rid of these K1 Robe Clothing and his reasoning is simple - he wants to use player heads as NPCs just like how Obsidian used player heads for various NPCs across Kotor II… but he can’t do that because the default clothing for the ROR players as NPCs will always be the K1 Jedi Robes. So to prevent you from walking into a Cantina full of people wearing Jedi Robes, Logan gave these NPCs different armors. Below is an example of two NPCs with the player appearances as NPCs, if they were given clothing they'd both be wearing the K1 Robe Clothing as seen above. And if you follow this link, you'll see what a Cantina full of these NPCs would look like - you simply can't tell who's a bounty hunter, who's a commoner, or if anyone in this room has a special sidequest as literally everyone in this screenshot sticks out like a sore thumb. I would like to make this clear, we have not touched the player clothing just yet - though we also haven't used player appearances for NPCs either due to the above mentioned problem. Just as there are now alien player head options, most of these aliens will be available as generic heads meaning there will be aliens on Corellia who'll not only wear proper clothes, but they won't reuse a player head option. So right now, we are torn between three different options in regards to the player's clothing moving forward: Option 1) Remove the K1 Jedi Robes and restore the vanilla default clothing, meaning your clothes will look like this again - what Logan23 wants. Option 2) Keep the K1 Jedi Robes and simply don't use ROR players as NPCs - what RedRob41 wants. Option 3) My own personal compromise between these two positions. In the spoiler below will be my very own proposal for a radical rework of how Jedi Robes work as an item in the ROR mod. If you don't care about this then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section. For those of you who like my proposal, I may consider making this proposal a separate Kotor II mod as a means of testing how this proposal would actually work in-game. Even if you don't think this should be added to ROR, there might still be a really good mod idea to come from all of this. In terms of attributes and skills, there haven’t been any changes that I know of, though if you think there’s good reason to change something like attributes and class skills etc, we’d love to hear your case. Much like in Kotor II, the attributes and skills you pick can appear in your dialogue response options if said attribute or skill is high enough. So whilst we haven’t yet added droids to repair or terminals to slice into, the Computer Use and Repair skill can both be helpful in certain dialogues and can even help you in influencing droid or computer-expert companions in dialogue, so there’s a good reason to invest in your skills in this mod. Here is an example of the Awareness skill appearing in dialogue: Feats and Force Powers will undergo some changes in the ROR mod. For starters, I believe Logan23 has gone through and changed many of the Feat and/or Force Power requirements so that you need to be a higher level than you would in Kotor I or Kotor II. This is to prevent your young, inexperienced Padawan character from getting Force Storm on the fourth planet as well as to prevent you from getting Wound and Force Shock in front of Drayen during the first mission to Corellia. Below is a second one of my "totally not controversial" proposals, feel free to skip over it if you don't want to hear it but we would appreciate it if you gave us your feedback on this idea. The above is just a proposal, if the player base approves of these concepts we may one day add them, if they strongly oppose them we don’t, and if people give their own ideas on how to improve/rework these proposals these could also be taken into consideration. But what does the ROR mod add in terms of feats right now? Well… Players will receive a feat based on their species, we will talk more about these feats in the next Dev Diary though do know that these feats will be used by NPCs to determine the player’s species, allowing these NPCs to react your species via dialogue. Here is a screenshot of an NPC reacting to a Miraluka player, the same species that Visas Marr is in Kotor II: Let's say if Gorton Colu was in the mod, he’d be able to recognize if you’re a human or not… your species is no longer a cosmetic choice, you can be rewarded or punished for the species you have chosen at random points in the mod. Obviously a racist like Gorton Colu isn’t going to like a Twi’lek player, though a Twi’lek character might be equally discriminative towards a human player than they would to a fellow Twi’lek. Oh, and don't forget how I previously mentioned how almost every alien you can play as will also have alien NPC commoner variants, so expect dialogue and NPC encounters to get... spicy throughout your playthrough. This feature will be discussed at greater length in the next Dev Diary. There is currently a bug where the player will still receives the War Veterans feat, even though the player isn’t a War Veteran we'll most likely keep the Feat by renaming it to imply something else so you can get those sweet 30 Vitality Points at the start of the game that this feat gives you. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be yours to play soon.
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3 pointsView File Revenge of Revan Revenge of Revan Episode 1 ----------------------------------------------------------------- DESCRIPTION ----------------------------------------------------------------- Revenge of Revan is sequel to The Knights of the Old Republic 2 (Sith Lords). The game takes place 8 years after kotor2 where you will find the Jedi Order starting to rebuild as they find their place in the Republic that has been absent from the Jedi Order for some years. An event on Corellia will set events in motion as you try to unravel this mystery before it's too late. RoR is a stand alone original story that allows you, the player, to continue your saga with whatever choices you made in kotor1 and kotor2 whether you use the canon setup or your own personal version. The mod is a bridge between kotor2 and SWTOR. You will see cameos and interact with some former characters from kotor1 and kotor2, depending on your choice setup. ----------------------------------------------------------------- Revenge of Revan Supported Kotor 2 Versions ----------------------------------------------------------------- We support these kotor 2 versions as of right now. Steam Steam LegacyPC Disc 1.0b patch GoG Legacy GoG Amazon ----------------------------------------------------------------- Features ----------------------------------------------------------------- New original story Well over 50 PC heads including aliens with the ability to wear headgear. Species optional based attributes setup. Around 3 hours of gameplay Some New original music tracks Dialogue options based on your Jedi Class Characters will at times react to your species choice Limited VO for low level human NPCs Choosing Revan and Jedi Exile’s Alignment and Gender will impact RoR ----------------------------------------------------------------- Installation ----------------------------------------------------------------- First download a new kotor 2 game. For Steam users you must make sure you unsubscribe to the Steam workshop mods since Steam will try to update your new install with these workshop mods. Download the Revenge of Revan mod. Use your choice of program to unzip/extract the RoR Installer folder to somewhere on your computer. Do not place it in the kotor 2 game folder. Now open the RoR Installer folder, next Click the HoloPatcher-x64 or HoloPatcher-x86. Newer computers should use the x64. Once clicked this will give you the Installer window. Make sure you choose the right version of the RoR mod. Then select the location from the drop down or select a location for the mod to install to. A pop up will ask if you want to replace TSL with RoR and simply click yes. You have successfully installed RoR and it's ready to play. ----------------------------------------------------------------- Uninstall ----------------------------------------------------------------- You will uninstall kotor 2 and then simply delete the kotor folder or simply select the left over folders and delete them. We are hoping to have a functional uninstaller exe soon, so you don't have to do it this way. ----------------------------------------------------------------- FAQ ----------------------------------------------------------------- Q - What is Revenge of Revan (RoR)? A - RoR is a large story mod that uses the kotor2 game and creates a sequel by moddifying the game and creating new features and physical assets for it. Q - Does Revenge of Revan replace the main storyline/game? A - yes the game replaces the original main storyline but there is a quick easy way to switch between the kotor2 and RoR games; described in the install section and also the install video. Q - What are the requirements? A - A legal copy of Star Wars Knights of the Old Republic 2 The Sith Lords. Q - What does 'Canon' and 'Non-Canon' mean in ROR? A - The Canon option sets the mod to adhere to the events of the Revan novel which sets up the TOR MMO whilst the Non-Canon option sets the mod to adhere to an alternative scenario. The endings in the mod may be different depending on what option you chose. Q - Will my choices in kotor1 and kotor2 carry over to RoR? A - Yes, the player will be able to decide the gender and alignment of Revan and Jedi Exile (through in-game conversation prompts), along with other choices made during that game which are given to the player as you play through the game. Q - Will you be including the kotor2 Cut Content events/choices from TSLRCM? A - Yes, though they will be vague to allow players to form their own head canon. If an NPC mentions how the Exile and her companions went to Malachor, you can interpret whether that means TSLRCM is canon, if they're referring to Mira's presence in the base game, or something that happened offscreen. Q - What if I want to play canon? A - The player will be given in the first dialogue with Master Drayen a chance to define the Revan/Jedi Exile gender/alignment for canon or noncanon. Q - How long is Episode 1? A - Episode 1 is about 3 hours long. Q - Are there new Features? A - Yes, there are new features included into the mod as we release new episodes. Q - When will the next episode be released? A - When it's ready. ----------------------------------------------------------------- RoR Team ----------------------------------------------------------------- Project Director Logan23 Writer N-DReW25 Design Team Logan23 N-DRew25 RedRob41 Zac Art Team Malkior N-DReW25 RedReb41 Thor110 Scripting Logan23 N-DReW25 Thor110 Music Composer Paige Lehnert Movies DarthValeria ----------------------------------------------------------------- Beta Testers ----------------------------------------------------------------- Basil Bonehead DarthValeria Malkior Petro Thor110 ----------------------------------------------------------------- SPECIAL THANKS ----------------------------------------------------------------- Lord of Hunger - Hand of Silence JediExile Vordyn_Kael SimonKTemplar VarsityPuppet JoeWJ Darthstoney Bead-V Fair Strides Wizard Darth Varkor Sith Holocron Cortisol Lachjames Kyvios/Divide and Conquer Canderis Doc Valentine Quanon Holtyl-5 Kateel Michael DeJesus JuniorModder Zhaboka SilverEdge9 Sithspecter Jonathan7 Qui-Don Jorn Fred Tetra - Kotor tool Tk102 K-GFF GFF Editor/DLGEditor Stoffe - ERF Editor/TSLPatcher Cchargin/JDNoa - MDLOps JDNoa - Lipsynch Editor Cortisol/Wizard - Holocron Toolset Lachjames - kotor unity editor Seedhartha - Reone Bead-v - MdlEdit ElevenLabs SCi-Fi 3D.com -Tobias Schmidt (Zorbi)..................."Coruscant 3" image -Top (Original)................................."Coruscant" ----------------------------------------------------------------- PERMISSIONS ----------------------------------------------------------------- - Permission granted from Deathdisco to allow the use of the Coruscant module. - Permission granted from Doc Valentine to use images of the Coruscant skybox. - Permission granted from Darth Darkus to allow the use of Armored Jedi Robes mod. - Permission granted from DarthParametric to allow the use of one of his lightsabers. - Permission granted from TriggerGod to allow the use of one of his lightsabers. - Permission granted from Kuai-Donn Jorn to allow the use of the HOTOR Mod. - Permission granted from SilverEdge9 as per their post on Deadlystream to allow the use of the Brotherhood of Shadow: Solomon's Revenge (assets). - Permission granted from Ecce as per their readme to allow the use of the PC Recolor Clothes(CorSec Commando body skins/ the Soldier texture). - Permission granted from Bead-v to allow the use of the armband for cameras. - Permission granted from 90SK's to allow the use of the K1 Robes for TSL. - Permission granted from Sith Holocron to allow the use of the Upscale hammerhead texture. - Permission granted from Thor110 to allow the use of the RoR gui and color. - Permission granted from Seedhartha to allow the use of the Edits to the Corellia module. - Permission granted from 90SK's to allow the use of the Texture Photosourcing. - Permission granted from Jonathan7 to allow the use of the Force Fashion II. - Permission granted from Qui-don Jorn to allow the use of the lightsabers-HOTOR Mod. - Permission granted from Fair Strides to allow the use of the NPC Auto-Leveller. - Permission granted from Dak Drexl as per the Dak's Endar Spire Retexture 1.0.0 mod's download page to allow modders to use assets from his other mods - we used assets from Dak's Big Skin Pack mod. - Permission granted from Thor110 to allow the use of the Expanded Galaxy resources. - Permission granted from TSLRCM Team to allow the use of the TSLRCM Content. - Permission granted from SpaceAlex as per their readme to allow the use of the SpaceAlex's K1 Enhancement Pack. - Permission granted from Ignatz to allow the use of the Stardrifter - Highdock. - Permission granted from Jinger as per their readme to allow the use of the Admiralty Mod. - Permission granted from JC as per their readme to allow the use of the JC's Heads for K2 (a Modding Resource). - Permission granted from Kexikus HQ Skyboxes for Coruscant. - Permission granted from SilverEdge9 as per their readme to allow the use of the Dark Side Jolee Head Reskin mod. ----------------------------------------------------------------- \'bb DISTRIBUTION AND USAGE NOTES ----------------------------------------------------------------- This mod, or any of its individual components, may not be modified or distributed without the explicit permission of the author(s) unless restricted to your own personal usage. ----------------------------------------------------------------- \'bb LEGAL\ ----------------------------------------------------------------- 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. Submitter Logan23 Submitted 04/03/2025 Category Mods TSLRCM Compatible No
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3 points
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2 pointsI 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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2 points
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2 points
Version 1.0.0
15 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 01.04.2024 Installation: This mod comes with reskins for JC's Fashion Line I: Cloaked Jedi Robes for K1 and the JC's Fashion Line I: Cloaked Hybrid Robes for K1, thus you need to install ONE of these two mods prior to this mod to get the intended reskins that this mod offers. These two mods are incompatible with one another, so you'll have to decide whether you want Cloaked Robes or Cloaked Hybrid Robes before installing this mod. If you installed the Cloaked Hybrid Robes for K1 mod, open the "Cloaked Hybrid" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there). If you installed the Cloaked Jedi Robes for K1 mod, open the "Cloaked Normal" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there). Description: Ladies and gentlemen, come with me now on a journey to the savage days of years gone by... to a time when porting was a bannable offense, to a time when people seriously used the medium and low texture settings for a performance boost when playing the Kotor games, to a time before M4-78 was restored, to a time when TSLRP was still in development, to a time when the high quality weapon and skybox mods we take for granted were simply inconceivable, to a time when the TSLPatcher was brand new, to a time when Kotor Tool and MDLOps were the pinnacle of modding tools, to a time when Windows Vista was the current Windows OS and the Xbox 360 was the current gen console, to a time when most mods didn't have a TSLPatcher and even if they did they were an incompatible hack job - this was the time of the early Kotor modding community. In 2025, most players use TSLRCM and K1CP, the big planet mod is M4-78EP, High Quality Weapon mods are a must, High Quality Skyboxes and Planet reskins are a must, every player and party member has an ultra HD reskin by Dark Hope, every Jedi Robe in K1 has a cloak ported from K2 by JCarter. But back in 2006, the mods that were available to the early players were far more limiting and lesser quality than the mods we have today. Two mods from this era was Shem L's Prequel Style Robes for both K1 and K2, you probably haven't used them before but you might recognize them from some of Shem L's old YouTube videos. Shem's Prequel Style Robes would've been a viable mod to use between 2006 and 2014 until Kainzorus Prime released his Prequel Robe Replacement mod which updated the robe model with something far superior. Kainzorus Prime's Prequel Robe Replacement would likewise have been viable from 2014 to 2018 when JCarter426 released his JC's Fashion Line I: Cloaked Jedi Robes for K1 which ported the cloaked Jedi Robes from K2, a feature the players had been craving for over a decade by that point. It should be no surprise to anyone that JC's Cloaked Jedi Robe mod is the number 1 robe mod for Kotor 1 whilst Kainzorus Prime's Prequel Robe Replacement is a minor competitor and Shem L's Prequel Style Robes is virtually forgotten. And this is where I come in. Back in 2022, I tried to change the above fact by releasing my K1 Movie-Style Jedi Master Robes. This mod ported DeadMan's Movie-Style Jedi Master Robes to K1 and gave you an option to replace the Star Forge 2DA slot with the Cloaked Movie-Style Robes so that you can use Kainzorus Prime's Prequel Robe Replacement alongside it, meaning you can have Cloaked Robes by DeadMan and Prequel Robes by Kainzorus Prime at the same time. This mod does something similar but for Shem L's old mod, this mod takes Shem L's Prequel Style Robes for both K1 and K2 and makes them compatible with JC's Cloaked Jedi Robes. Shem L's K2 Prequel Style Robes will replace JC's Cloaked Jedi Robes whilst Shem L's K1 Prequel Style Robes will replace JC's Hybrid Robes. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Obsidian: For such an amazing sequel! Bioware: For such an amazing game JCarter426: For making the original Cloaked Jedi Robe and Cloaked Hybrid Robe mods, without you this mod wouldn't be here today. Shem L: The original author behind the two Prequel Style Robe mods, without you this mod wouldn't be here today. heyorange: For the CollarFix.psd which he made freely avaliable in his collar fix for JC's Cloaked Jedi Robes Prime: The author who made the base robe texture of what would become Shem L's K1 Prequel Style Robes mod. Darth Moeller, Achilles, Oldflash, & Svösh: For assets used in Shem L's K2 Prequel Style Robes. 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. -
2 pointsHello DS. I am beginning to overhaul the skyboxes in the Ebon Hawk viewable out the windows in the cockpit. I was curious how this mechanism of switching between skyboxes works? I see there are three images in the ebon hawk textures, two of them are divided into four, the other one is for M4-78. Right now I'm testing changes to these ebo_sky files in my modded Ebon Hawk. If anyone can shed some light on this subject in the meantime, it would be greatly appreciated. Thanks
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2 points
Version 1.1.0
27 downloads
There's a few reports of people having low framerate when looking in the direction of a force cage. I was able to reproduce this with "disable vertex buffer objects=1" and running in fullscreen. The fix is simple. Just had to remove "proceduretype water" from the texture. I figured I'd release something more than just a simple fix so here's an updated model with upscaled and tweaked textures. If you don't want the changes then just grab "plc_frcdist01.txi" for the lag fix. -
2 pointsHi folks! This is a longshot given the age of the mod, but I figured it can't hurt to ask. I'm looking for "New Admiral Onasi Ages", an old mod from Princess Artemis for TSL. This mod was a retexture of Admiral Carth Onasi's head in TSL to give him more grey to represent aging between games. I've tried the Wayback Machine, the now-defunct Telosian Archives from Princess Artemis, GameFront, and Lucas Archives unfortunately to no avail. I'm linking the archived pages I could find if that helps jog anyone's memory. I've also attached an image from the mod's original PC Game Mods page. If anyone has a copy of this mod, and wouldn't mind sharing, I would be so incredibly thankful. Thanks so much! Old Lucasforms Page Old PC Game Mods Page
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1 point
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1 pointAs 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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1 point
Version 4.4.1
3,517 downloads
=Alternate Revan Romances REDUX= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin ORIGINAL MOD AUTHOR: felixfelicitas FILE NAME: Alternate Revan Romances REDUX.7z LATEST VERSION: 4.4.1 CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream PLEASE READ THROUGH THE MOD INFO ON THIS PAGE AND THE FAQ ARTICLE FOR MY KOTOR SAME-GENDER ROMANCE MODS BEFORE ASKING QUESTIONS ABOUT MY MOD! 1. DESCRIPTION: In KotOR II: TSL, players are given options to set Revan's gender and alignment during the first conversation with Atton on Peragus. However, the game always assumes a male Revan is romantically involved with Bastila, while female Revan is romantically involved with Carth. In March 2015, felixfelicitas released his Alternate Revan Romances mod to remedy that problem. His mod allowed players to set Revan's love interest(s), or lack thereof, and the rest of the game will have different variations of dialogue to reflect that change. Most notably, Bastila can be chosen as female Revan's love interest, and Carth can be chosen as male Revan's love interest. Unfortunately, the original mod also had multiple bugs, including game-breaking ones. After becoming a modder myself, I had been trying to fix the bugs with felixfelicitas' mod, and was eventually successful. With felixfelicitas' permission, I release this updated version of the Alternate Revan Romances mod. Changes since the 2.0 version of felixfelicitas' original mod: Many bug fixes, including fixing the game-breaking issue with the 904kreia.dlg file from the original mod. The WAV files of the custom voice-overs have been converted to MP3 format to make this mod compatible with the Aspyr patch version of TSL. Improved compatibility with the latest version of The Sith Lords Restored Content Mod (TSLRCM). Restructured the installation process of the mod by setting up TSLPatcher to patch relevant dialogue files instead of replacing dialogue files to improve compatibility with other mods. Tweaked the dialogue options to choose Revan's love interest(s). The player character now refers to Bastila by name when talking to T3 about Bastila’s hologram message, as the secret tomb on Korriban reveals that the PC knew Bastila. Starting from version 4.0, Alternate Revan Romances REDUX also provides an optional add-on to make Juhani actually appear in the TSL game, with fully-voiced new dialogue, if you choose her as Revan’s love interest, remedying the fact that Juhani gets zero content in the entire TSL game even in cut content. Note that Juhani is available as a romance option for female Revan only. Content from the Juhani cameo add-on: Juhani will leave hologram message to T3, with variations depending on Revan’s alignment. If Revan is light side, Juhani will appear and have a brief conversation with Carth after Carth’s meeting with the player post-Ravager. If both Juhani and Bastila are chosen as Revan’s love interests, Juhani and Bastila will show up together in this scene. Kreia will reference Juhani in the ending when the player asks Kreia about Revan. Juhani’s texture and model are ported from KotOR 1, while the voice-overs of the new dialogue from this add-on were voiced by Adriana Kovacs, who volunteered for this mod. Kreia’s new voice line was generated by HappyPenguin by using XTTS from Caqui AI. Please note that this mod is ONLY COMPATIBLE WITH THE ENGLISH VERSION OF TSL AND TSLRCM. I do not provide support for non-English versions 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. !! ATTENTION!! STEAM USERS: If you play KotOR 2 on Steam, DO NOT USE THE STEAM WORKSHOP VERSION OF TSLRCM if you want to use this mod! Instead, use the installer (.exe) version of TSLRCM, which can be downloaded from Deadly Stream here. I recommend reading this Deadly Stream post on why Steam Workshop is NOT recommended for modding KotOR 2. Download and extract the Alternate Revan Romances REDUX.7z archive to you downloaded to anywhere you like, as long as it is not within the KoOR 2 directory. Run Install.exe, select ONLY ONE of the “Main” installation options depending on if you have any of the following mods installed: M4-78 Enhancement Project (M4-78EP) JCarter426’s Thematic Obscured Mausoleum Burial WildKarrde's TSL Expanded Ending JUHANI CAMEO ADD-ON: If you want to install the add-on to make Juhani appear in the game if you choose her as Revan’s love interest, after installing any of the “Main Installation” options of this mod, select one of the “ADD-ON: Juhani Cameo” options depending on if you have installed M4-78 Enhancement Project (M4-78EP), WildKarrde's TSL Expanded Ending, both or neither, then select your KotOR 2 directory path, and click the “Install” button. Make sure you have installed the Main component of the mod before installing this add-on. When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod. 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: Open Install.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. If you have also installed the Juhani Cameo add-on, it will uninstall the add-on first. After uninstalling the add-on, you need to select Yes to delete the most recent backup folder, then select “Uninstall Mod / Restore Backup” from the drop-down menu again to uninstall the main part of the mod. 4. PLAYING INSTRUCTIONS: For the best experience with this mod, it's recommended to have a completely new TSL playthrough. During your first conversation with Atton on Peragus, after setting Revan's alignment and gender, you will be given dialogue options to set Revan's love interest(s). Regardless of Revan's gender and alignment, you can choose Bastila, Carth, or both as Revan's love interest(s). If you set Revan as female, you will also get the option to choose Juhani as Revan's love interest. If Revan is both light side and female, you can choose any combination of Juhani, Bastila and Carth as Revan’s love interests. Alternately, you can even choose to make Revan not having any love interest. If you install this mod after playing past the initial conversation with Atton, and still want to customize Revan's romance choice, you can change it by using the KotOR Savegame Editor (KSE). Create a new save after installing this mod. Open KSE, expand a save file, and look for Globals > Booleans. At the bottom of the list of global booleans, there should be three new options: llk_revrom_bast — Checks if Bastila is chosen to be Revan’s love intrest llk_revrom_carth — Checks if Carth is chosen to be Revan’s love interest llk_revrom_juh — Checks if Juhani is chosen to be Revan’s love interest Select any of these global booleans, then select “Yes” or “No”, click the “Apply” button, and click the “Commit Changes” button. NOTE: Even if you set Juhani as Revan’s love interest during your first conversation with Atton or in KSE, you must install the Juhani cameo add-on to make Juhani appear in the game. On the other hand, you will not get any of Juhani’s content if you do not set Juhani as Revan’s love interest, even if you have installed the add-on. 5. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 6. MOD COMPATIBILITY: Apart from TSLRCM, which is required for this mod to work, any other mods that modify any of the following content may conflict with this mod: T3-M4's main dialogue (t3m4.dlg) Atton's initial conversation on Peragus (101atton.dlg) Dialogue of Carth's meeting after the Ravager (carthend.dlg) Kreia's endgame dialogue (904kreia.dlg) I have set up the installer to install this mod by patching the relevant dialogue files to improve compatibility with other content mods as much as possible, but it is still not guaranteed to be compatible with every other mods that modify the same files. If you want to use M4-78 Enhancement Project (M4-78EP), you need to install M4-78EP first, then select the “M4-78EP Compatible” option(s) when you install my mod. If you want to use JCarter426’s Thematic Obscured Mausoleum Burial, you need to install Thematic Obscured Mausoleum Burial first, then select one of the “TOMB Compatible” options when you install my mod. If you want to use WildKarrde’s TSL Expanded Ending, you need to install TSL Expanded Ending first, then select the “Expanded Ending Compatible” option(s) when you install my mod. This mod is compatible with my Atton Rand and Male Exile Romance. If you want to use DarthTyren’s PartySwap and/or my Handmaiden and Female Exile - Disciple and Male Exile Romance, you need to install this mod after PartySwap and/or my Handmaiden/Disciple same-gender romance mod. This mod is not compatible with my Consistent Bastila Recognition. Note that Alternate Revan Romances REDUX has implemented similar changes by making the player character refer to Bastila by name during T3’s conversation, so if you use this mod, you do not need Consistent Bastila Recognition. The Juhani Cameo Add-on of this mod is compatible with KotOR 1 mods that modify Juhani’s textures (in TGA, TPC or DDS format), but not compatible with KotOR 1 mods that modify Juhani’s models (in MDL and MDX format) unless they are ported to TSL. 7. PERMISSION: You may modify this mod for your personal use. However, if you want to use any files from this mod for your own mod, please ask for my permission before releasing your mod. If I give you permission for it, you must credit me and the original author felixfelicitas when you release your mod. If you want to create your own mod that makes Juhani appear in TSL, I have uploaded the ported Juhani textures and models separately as part of my Missing K1 Party Member Ports for TSL modder’s resource, which also includes a character template file (in UTC format) that allows you to spawn Juhani as an NPC. I do not use nor support Steam Workshop, so I do not wish any of my mods to be uploaded to Steam Workshop. 8. CREDITS: felixfelicitas for making the original Alternate Revan Romances mod, as well as giving me the permission to use, update and re-upload his mod WildKarrde for giving me the permission to make my mod compatible with TSL Expanded Ending Adriana Kovacs for volunteering to voice Juhani for the Juhani cameo add-on HappyPenguin for generating Kreia’s new voice line with XTTS from Caqui AI Fred Tetra for the KotOR Tool Cortisol for Holocron Toolset tk102 for DLG Editor JdNoa for DeNCS KotOR Script Decompiler and KotOR Lipsynch Editor KobaltBlu for KotOR Scripting Tool bead-v for MDLedit Cortisol and th3w1zard1 for HoloPatcher THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 pointI decided to experiment with Darth Malak. I really don't like the original model. And an idea came to mind. Install Darth Malak's head on Jedi Malak's torso. Everything is working fine except for one thing. Animation in cutscenes does not work. If you like it, take the model for yourself. But if anyone can add an animation of the original Malak to this model, I will be very grateful. N_DarthJediMalak.mdl N_DarthJediMalak.mdx
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1 pointTomb 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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1 point
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1 pointHi SC and ND! This is an excellent mod, and I had no issues with installing the previous version. Unfortunately, when I tried to install the most recent update, I was met with two errors during installation. This happened with both SC and ND's versions, and appears to be due to the audio file (HoloPatcher looks for a .wav file, and not finding one, throws up an error during installation). I'm attaching my install log in case it is user issue, or if that helps resolve the issue. Many thanks for your help + the work developing the mod! installlog.txt
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1 pointRegarding the companion training, I worked out something like this: Fighting Techniques trains Unarmed Specialist up to the players current rank (this gets around a Vanilla bug where Handmaiden and Bao-dur do not continue getting Unarmed Specialist as they level up, because there specific feats entries check there current class level, and not there overall level), otherwise it tends to be a useless ability as the numbers are too low unless you save all level ups for Jedi. Lightsaber Forms remains the same, but also allows the level up forms to be taught, so they dont get locked until Jedi level 13 (They are generally worse than the ones you could teach anyway) For the powers, I changed it to the unlockable powers that aren't taken by leveling up (I loathe when the game invalidates a level up choice by giving it to you for free later) Affect Mind (doesn't do anything in the base game, but I don't see any reason to remove it IMO) Dominate Mind (ditto) Force Sight (not Visas) (I did this at one point, but there is a bug where if Kreia or Visas use Force Sight as a power, it turns off when they are in first person) Breath Control Beast Trick Battle Precognition (Handmaiden always gets this when becoming a Jedi) Force Crush (won’t be opportunity to train in normal game) Force Enlightenment (won’t be opportunity to train in normal game) I also made it auto train everything that could be trained upon being made a Jedi for the first time as a QOL change. The dialogue patching wasn't setup properly for Holopatcher at the time so I never released it, I will check the required features have been added at some point.
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1 pointSo I made my own version but I gave it to SuperChameau to add as an alternative fix for his mod so that there aren't two versions of the same fix in different mods. His mod now comes with two versions, his fix which I believe is what you originally suggested, and my fix which is what I suggested. You pick one or the other during the installation process.
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1 pointI love how the UI is unique and stands out from the original versions of the games and other mods while still looking good. It looks more like a pomegranate colour than orange, but I think that works well. I think it would be nice if a version of the UI was released standalone. Personally I think it's easier on my eyes and looks better than the TSL green ui. I think your idea works the best. I'm assuming the way the pc characters as npcs would work is like the guy who claims ownership of the ebon hawk on NS in TSL, where he has 1 default head but if the player has the same head he uses another. I think removing the pc characters as npcs would be a bummer and not be as immersive. I don't think the vanilla clothing would necessarily fit for RoR. The potato robes the player wears for clothing always seemed to be something inconspicuous the exile wears to blend in with crowds and something cheap/basic. RoR is looking good though. Looking forward to reading the next Dev Diary.
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1 pointView File High Quality Skyboxes II If you update from version 1.0.x to 1.1 make sure to read the special instructions in the read-me! In order to update to 1.1.1 from any previous version, delete all 306nara.wok, 306narb.wok and 306nard.wok from your Override folder. If you had version 1.1 installed there is no need for anything else, otherwise follow the instructions in the read-me. ABOUT: This mod replaces every skybox and every planetary backdrop in the game with a new high resolution version made from scratch. This includes a replacement of every skybox model to fix all the glaring issues with the original. There are also some additional minor changes that either fix issues with the vanilla environments or serve to better blend ingame terrain and skybox. Other than that I recommend you just check out the screenshots as pictures say more than a thousand words or check the video to see the animated skyboxes. Click the following image to see additional interactive screenshot comparisons: There are also add-ons with new skyboxes for the following mods: M4-78 Enhancement Project Coruscant - Jedi Temple If you find any issues or have any other comments, please let me know and I'll see what can be done. INSTALLATION: For installation instructions check the read-me files of the individual downloads. You either have to run an installer or just drop files into your Override folder. For the mod to take full effect you need a savegame where you have not yet left Citadel Station. If you update from version 1.0.x to 1.1 make sure to read the special instructions. I also highly recommend to install the fog fix if you are using the latest Steam patch. COMPABILITY: This mod is not compatible with any mod that edits skyboxes in any way. This includes mods that only edit their models. There might also be rare incompabilities with mods that edit non-skybox area models if those models are also edited by this mod. PERMISSIONS: You may NOT redistribute any textures included in this archive without my explicit permission. You may however use all the models as long as you give me credit. CREDITS: This mod was created by Kexikus using mainly Terragen 4, Photoshop CS6 and 3ds Max. Additional tools used: KotOR Tool by Fred Tetra K-GFF by TK102 MDL edit by bead-v MDLOps by ndix UR KOTORmax by bead-v tga2tpc by ndix UR Additional resources by: Andy Welder: Dantooine tree model Animum: Dxun/Onderon tree model Bioware: Nar Shaddaa traffic models, Coruscant traffic texture, M4-78 buildings creativepack: Additional Nar Shaddaa textures dandelO: grass shader Dantooine and Telos, snow shader Dantooine Flo: Dxun bush model Jorak Uln: Taris window texture Martin Frank: Dxun bush model mhaze: Telos rock/mountain shader Misha Winkler: Grass model Dantooine Obsidian: Telos tree model, Nar Shaddaa textures, Onderon buildings, M4-78 buildings PCWallArt.com: Onderon gold texture proper33: Malachor lightning texture SCIFI3D.com: Coruscant buildings svenniemannie: Additional Coruscant texture Texturify: Additional Nar Shaddaa texture TheBlackHole: M4-78 lava shader Veronica Bush: Dxun bush model VIS-Games: M4-78 excavator model THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. Submitter Kexikus Submitted 12/05/2020 Category Skins TSLRCM Compatible Yes
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1 pointThe galaxymap script changes the room model animation to play which swaps between different skybox models which show those textures. k_inc_hawk.nss etc The model "003EBOq" contains these room animations.
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1 pointYes. Just remember that if you install the other mod first and then my mod second, that you should overwrite any duplicate files. If you install my mod first then the other mod second, do not overwrite any duplicate files. Unless you personally prefer the other mod's textures over mine. In that case you can pick and choose which files you would like to keep. Just keep in mind that using other textures with my models may yield some less than perfect results (in a case by case basis) since they may not be as finely tuned to any uvw fixes that I have done.
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1 pointI was in the habit of doing the lite versions of characters that are similar enough to their regular versions, even if they aren't actually used in-game. Typically the lite texture is just scaled down from the regular texture, with some minor changes to accommodate the lite model's different uvw map. In the case of Gammorean texture, they are both the same size, but there are some minor uvw differences between their L_Gammorean & C_Gammorean models (around the mouth, hands, and armpit). If I recall correctly, the animations are stored in the .mdl while the uvw map is stored in the .mdx, correct? Still, I don't recommend mixing and matching the files, since there may be some line errors due to how files can be compiled to and from ascii format. If anyone wants to try and apply my uvw map to another model that has the animations fixed, you go right ahead.
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1 pointView File Gamorrean Animations Pack Gamorrean Animations Pack By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a bunch of animations to the Gamorreans that were specified in the dialogue files but were missing in the model files. The added animations are the following: · Two grenade throwing animations retargeted from the male humanoid supermodel. · One shield activation animation retargeted from the male humanoid supermodel. · One inject animation retargeted from the male humanoid supermodel. · One new custom TALK_FORCEFUL animation used in conversations. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod will work as long as you don't have any modifications in your gamorrean model files or their apprearance.2da rows. BUGS: The combat parry and dodge animations for the player when facing the gamorreans will look as if they were facing a melee humanoid user due to the fact that I had to change their modeltype. Unfortunately there is no way around this. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Alvar007 Submitted 01/02/2022 Category Mods K1R Compatible Yes
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1 pointK1 Speaker's Charisma modifier is added to Persuade skill checks Jedi's Charisma modifier is added to the amount of Force Points gained each level (minimum 1 per level) Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Cure and Heal Force powers K2 Speaker's Charisma modifier is added to Persuade skill checks Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Heal Force powers Caster's Charisma bonus reduces the cost of Force powers Party leader's Charisma modifier is added to attack rolls made by other party members Player's Charisma modifier affects alignment shifts of party members (except Kreia). Not really. Persuade rolls are not typical d20 skill rolls in K1 (StrategyWiki has a good explanation) and there are no Persuade rolls in K2. This is only in K2. All Force powers which involve a saving throw add the caster's Wisdom and Charisma modifiers to the Difficulty Class. This is mentioned in the description of each Force power. For example, in Whirlwind's description:
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1 pointI just took a quick glance at appearance.2da and it seems L_gammorean is nowhere to be found, so you should be good to go.
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1 pointIt seems N_SelkathCR is used for the insane Selkath in Hrakert Station. Since those NPCs won't probably be using this animation I think you are safe not to include it.
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1 pointIncluded in the mod is two different versions of the guide, one you do everything manually and the other is mostly automated. If one doesn't work, try the other. This build has been tested on many different systems and the majority of it has been tested regularly for about 10 years. I am aware that the community patch is new and people are interested in it but it doesn't restore a lot of things the Restored Content mod does bring back and the two are simply incompatible.
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1 point
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1 pointFrom what I've read, this mod tries to improve/fix the textures and models for the game. If the original vanilla model was used as the source then yeah the animations would have to be included so that they can play with the new model.
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1 pointView File Effixian's Brunette PFHC01 Reskin -------------------------------------------- Knights of the Old Republic -------------------------------------------- TITLE: Effixian's Brunette PFHC01 Reskin AUTHOR: Effix(ian) CONTACT: PM me on the forums or Discord ------------------------- INSTALLATION ------------------------- Unzip, copy the files from the subfolder to your Override folder. Optional: If you prefer you can add the files from the ExtraDark_Variant folder. ------------------------ DESCRIPTION ------------------------ This is a reskin of the PFHC01 player character. There's an optional extra dark variant, it changes the last two dark side transitions for a darker zombie look. Inspired by Emma Watson, as requested by tff500. ------------------------- UNINSTALLING ------------------------- Remove the following files from your Override folder: PFHC01.tga PFHC01d.tga PFHC01d1.tga PFHC01d2.tga PFHC01d3.tga PO_pfhc1.tga PO_PFHC1d.tga PO_PFHC1d1.tga PO_PFHC1d2.tga PO_PFHC1d3.tga ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You can use the files from this mod in your own mod if you simply credit me. Please do not reupload to other sites. ---------------- Thanks to ---------------- Stoffe and Fred Tetra for the needed tools and tutorials ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- 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. Submitter Effix Submitted 03/26/2025 Category Skins K1R Compatible Yes
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1 pointThanks for pointing them out, I have added the ambient & diffuse fix to my list. I could see that the Twi'lek male (twilek_m.mdl) & Corran Falt (n_correnfalth.mdl) had the issue, but the Sith Officer head (sith_off.mdl) looked correct already. Also, the twilek_m02.mdl, twilek_m03.mdl, n_komadh.mdl, n_xorh.mdl, & n_zharh.mdl models in TSL have the correct settings, but are not used in-game. By default the TSL heads.2da file uses twilek_m for all male Twi'leks, and just swaps the alttexture column. So in the meantime, editing the heads.2da file can solve the issues as well. I will still eventually fix the model though, because I can't just let things go 😝
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1 point
Version 1.0.0
14,703 downloads
Heyorange's Sith Uniform Reformation A Mod for Star Wars Knights of The Old Republic Author: Heyorange (aka Pataschka) Version: 1.0 DESCRIPTION: This mod is a bunch of reskins of the sith officer uniforms. Different uniforms with different rank insignias were given to different officers throughout the game to give a bit more realistic look. Aside from that, the uniform of the Admiral Saul Karath was changed and a new reskin for sith students was added. The Mod is devided into 3 parts: 1. Heyorange's Sith Uniform Reformation - the main part of the mod 2. Sith Students + Czerka on Korriban fix - reskin of the standart sith uniforms for Korriban sith students and fix for Czerka workers on Korriban to have correct uniforms 3. K1R fix - A reskin of the sith uniform for the added wounded officer on the Leviathan by the K1R modification INSTALLATION: This mod doesn't have TSLPatcher so to install it copy desired files to your Override folder: - If you are using mods such as "Back in Black" or any other mod that changes the uniforms of the sith students and fixes Czerka workers then copy only files from "Heyorange's Sith Uniform Reformation" folder to your Override folder - If you don't have any mods affecting the appearance of the sith students and czerka officers then copy the files both from "Heyorange's Sith Uniform Reformation" and "Sith Students + Czerka on Korriban fix" folders to your Override folder - If you are using K1R modification than copy the files from all of 3 folders to your Override folder COMPABILITY: Would be incompatible with any mods that change the model of the sith officers. Should work both with vanilla game and K1R. PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
1 point
Version 1.0.0
24,088 downloads
======================================================== KNIGHTS OF THE OLD REPUBLIC SOURCE FILE ======================================================== New_Lightsaber_Blade_Model_K1_v1 ================================= Author: Crazy34 Contact: PM me on Deadlystream For: K1 Date: 03/02/2021 ================================= DESCRIPTION: The vanilla lightsaber blades in Kotor and TSL look bad in my opinion. So, I tried to improve them by adding a dynamic ambient light to the blade (environmental lightning), which works quite well. Since this is hard-coded in the model I also optimized the blade plane models to have a different UV layout inspired by Sithspecter's work. I also simplified their geometry and fixed the different brightness bug (different brightness of the blade when viewed from the front compared to the back). Additionally, I included 3D models for the core of the blade and the inner glow of the blade, which can now be used to create black core sabers as seen in SWTOR. The glow - as well as the models - are fully animated to work as the vanilla blades. The hilts are updated together with the blades including hilts from Kaidon Jorn's SLM 2.0 mod. Summary: - All saber hilts are updated with hilts from Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models, textures and icons go fully to him! - Ambient light for lightsabers - 3D models for blade core and inner glow - Symmetric lightsaber blade planes with a modified version of Sithspecter's crossguard saber UV layout. (Compatible with his unstable textures also included with all credits going to Sithspecter.) - Black core sabers are possible - Homogeneous brightness of the blade (no more “brighter blades when viewed from the front” happening any more) - All sabers are fully upgradeable (added black core and unstable crystals as well as crossguard versions of them) How to use the new lightsabers: Get the black core, unstable and crossguard sabers or crystals by cheating them by using the giveitem command or use KSE to include them in your inventory. The item codes are organized as follows: Lightsaber and crystal follow the standard naming scheme: Black core: 51-60 Unstable: 21-30 Crossguard: 101-110 Crossguard, black core: 111-120 Crossguard, unstable: 91-100 For example: giveitem u_l_colo_51 (Blue, Black core crystal) giveitem u_l_colo_92 (Red, unstable crossguard crystal) giveitem g_w_lghtsbr118 (Viridian, crossguard unstable lightsaber) giveitem g_w_dblsbr025 (Purple, unstable double blade lightsaber) giveitem g_w_shortsbr53 (Green, black core short lightsaber) For the TSL colors such as Viridian, Silver, and Bronze; you can get the crystals with the following giveitem codes. giveitem u_l_colo_07 (Silver) giveitem u_l_colo_09 (Viridian) giveitem u_l_colo_10 (Bronze) !!!! Important: If you put a crossguard crystal in either a short lightsaber or double blade lightsaber the crystal will be transformed into its normal non crossguard version! I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models. I plan to upload a Modders Resource explaining the blade system in detail. CREDITS: Kaidon Jorn: Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/ Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them. Sithspecter: The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/ Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors. ___________________________________________________________ COMPATIBILITY: It should pretty much be compatible with any mod that doesn't use the same crystal and lightsaber model slots. However, please notify me in the release thread if any bugs do appear that are not listed below.) ___________________________________________________________ INSTALLATION: Use the TSLPatcher multiple times. You can choose which lightsabers you want. So, for example say you are only interested in the normal saber update and the related crossguard sabers: Then install the standard saber first and second run the TSLpatcher again and install the crossguard sabers. The crossguard sabers require to have their related non-crossguard sabers installed first. The TSLPatcher is set up to only install a certain part of the mod and requires multiple runs to install all sabers. It should install everything correctly. UNINSTALL: Navigate to the backup folder and place the contents into the Override folder. Remove all files from the tslpatchdata folder of this mod from your override folder. ___________________________________________________________ BUGS: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.) The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.) ___________________________________________________________ PERMISSIONS: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. If you have any ideas for improvements, or if you want to you can mod them yourselves and include them in the mod. Saves me time and I'll give you credit for what I put in. ___________________________________________________________ THANKS: Fred Tetra: All the thanks for KotOR Tool. TK102: All the thanks for K-GFF. ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models. bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code. Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much. Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place. Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod. JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation. DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models. Sith Holocron: For minor proofreading of the mod documents. For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar. Also, I want to thank all the modders out there whose work I've consistently studied and learned from. ___________________________________________________________ LEGAL: THIS MODIFICATION IS PROVIDED AS-IS AND 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. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.0.0
529 downloads
Thematic Jedi Masters Premise A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary. When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are. Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation. Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people. For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download. Why Use Thematic Jedi Masters? As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight how they would actually fight. If you want pure difficulty, other mods might be for you. If you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Jedi Masters is likely for you. Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest. This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing. Compatibility This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits. Installation 1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. Done! Permissions & Thanks As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me. Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image. -
1 pointA lot of my older releases were made when I was a LOT younger and had bugs and other issues due to my poor understanding of modding at the time they were created. I’m currently in the process of going back and recreating anything I personally think is of value from scratch, making sure they’re done properly and in a bug free way. A lot of them will make a return, but not all.
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1 pointI'm guessing you'll never see this but this is an excellent mod. I'd like to suggest some changes to the Speed power tree. Since the game has a defense bonus cap of +10 and Jedi automatically get +6 at level 12, it would make sense to reduce the defense bonuses these powers provide in order to prevent Force Aura from becoming redundant. Here's my take: Burst of Speed: Just the movement speed, no armor restriction, low FP cost. Knight Speed: +2 Attack bonus. Master Speed: +2 Attack bonus, +1 Attack per round.
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1 point
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1 point
Version 1.0.1
17,175 downloads
Custom Selkath Animation By Alvar007 This is my first mod release, so I hope I'm doing everything all right. ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new entirely custom animation made by me to the TALK_FORCEFUL unused slot of the Selkath model. This will allow the Selkath to play an "angry talk" animation whenever it's called in their dialogues which is a bunch of times. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn't alter the Selkath model and/or appearance in any way. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND 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. -
1 pointFive years since the release of my first film: Return of the Exile. Please enjoy this nightmarish grin from Zekk.
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1 point
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1 pointThere isn't any indication about a lot of things. My guess would be that you were meant to play as one of them as in the Atton vs Sion encounter, and then whichever one survives goes on to appear in the party confrontation scene, with perhaps Atton/Handmaiden being on Kreia's side. But there's no material left for such a thing. There's only one version of the party confrontation, and it implies a light side ending and that all the party members have been trained as Jedi. Also, frustratingly, some of the remaining content is only voiced by Atris, not Kreia.
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1 pointThe Sith assassins can't use the Force. They've had the same training Atton did to shield their minds from Jedi, and the technique also blinds them to the Force. They throw up walls of emotion that mess with a Jedi's senses because Jedi have to block that out to use the Force. Consequentially this makes it difficult for the assassins to use the Force themselves. They do use the Force in the sense that they use it to become invisible, sense their prey, weaken them, etc but they are not typical Force users. Essentially they specialize in negating the Force, and it would also negate their own Force.