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Everything posted by Kexikus
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Oh, I know how to install them. I just hadn't seen JCs edit with the included Duros head. Thanks for the heads up.
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Looks great! I'm no good at texturing though but if someone were to make this Vima model I'd include it in this mod. The same goes for the Duros head to get some more Alien variety.
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As Darth Parametric said, The trial takes place before K1 - meaning that I can't use Revan's alignment to change the Council. (Luckily as that would result in way more work than the mod in its current state.) And about Zhar and Dorak: They were members of the Dantooine Jedi Council - the same as Vrook and Vandar - but only the latter two were members of the Jedi High Council.
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Point taken when it comes to Tyvokka. But I still don't mind a Wookie Jedi not wearing a robe. Using your head resource would provide some interesting possibilities. I'll think about it. Just going from the file names I couldn't find a Duros head in there though. @ Darth Parametric: If I knew how to make textures, that'd be a great option too, but I don't^^
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It's definetly compatible (unless NPC Overhaul adds master Vandar somewhere else in the game?) but I think NPC Overhaul gives the Council members K1 style robes and some of my added Jedi wear TSL robes and those won't be affected by NPC Overhaul's changes.
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I tried to add as many known Jedi to the Council as possible, but the only confirmed member of the Jedi High Council is master Vandar. Zhar and Dorak were never part of the High Council, Nomi Sunrider was part of the Council 20 years earlier and it's not known if she still was at that time (and she would have required a new unique head which I decided not to do as there's no confirmation for her). The named Council members from the KotOR comics were also no longer part of the Council at that time which is why I replaced them. And there is no Duros in there for the exact reason that he cannot wear Jedi robes. This fact is also the reason why there's only new humans, Twi'lek and a Devaronian as they can wear Jedi robes. A Wookie on the other hand wouldn't wear robes anyway so I included one to get some more species in there.
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View File Full Jedi Council Have you ever wondered why for something as important as the Exile’s trial, only 5 members of the Jedi Council are present? Well, you no longer have to. This mod adds 7 additional Jedi to the trial scene in order to get a full council. These Jedi are master Vandar from K1, Vima Sunrider from the Tales of the Jedi comics, two Twi’lek, a Devaronian, a Duros and a Wookie. What's new in v2.0: - Replaced generic human Jedi with Vima Sunrider and a Duros - Vima sunrider has a custom robe (thanks to DarthParametric) - Choose between K1 and TSL style robes for all Council members (except for those with unique robes) - The 7 added Council members are now mentioned in the post-trial scene on the Ebon Hawk Installation: Run TSLPatcher.exe and choose your version. IMPORTANT: You have two choices: The type of robe the Council members should wear and a technical choice necessary for compability: Check if you have holorec.dlg in your Override and choose the proper installation method. TSLPatcher should find your TSL installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. For modders: I included the source script in the download in case you're interested. Ignore them if you only want to install and play the mod. Uninstallation: Delete all files from the tslpatchdata folder of this mod that you can find in your Override (depending on your choice of installation this might not be all of them). Then find the backup of 950COR.mod created during the installation of this mod (it is located in the backup folder that was created in the folder where you ran TSLPatcher.exe) and copy it into the Modules folder of your TSL installation, replacing the one already there. Also copy appearance.2da, heads.2da and if available holorec.dlg from the same folder into your Override folder. Note however, that this might screw up other mods that modified the same file and were installed afterwards! Compabilitiy: Thanks to TSLPatcher this mod should be compatible with pretty most other mods. I recommend to install this mod as late as possible to ensure compability. Notable exceptions for compability are mods that edit Vandar's model (texture mods are fine) and for the K1 style robes mods that add new texture variations of the Council Robes as well as mods that edit the .utc's of the vanilla Council members. The latter includes NPCOverhaul, so either install my mod after NPCOverhaul to overwrite its changes or skip NPCOverhaul's changes to 950COR. Credits: Mod by Kexikus Vima robe model and head texture by DarthParametric Duros head model by JCarter426 TSL Patcher by stoffe 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 04/17/2017 Category Mods TSLRCM Compatible No
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Finished and uploaded a mod I've wanted to do for ages today
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Version 2.0
3,199 downloads
Have you ever wondered why for something as important as the Exile’s trial, only 5 members of the Jedi Council are present? Well, you no longer have to. This mod adds 7 additional Jedi to the trial scene in order to get a full council. These Jedi are master Vandar from K1, Vima Sunrider from the Tales of the Jedi comics, two Twi’lek, a Devaronian, a Duros and a Wookie. What's new in v2.0: - Replaced generic human Jedi with Vima Sunrider and a Duros - Vima sunrider has a custom robe (thanks to DarthParametric) - Choose between K1 and TSL style robes for all Council members (except for those with unique robes) - The 7 added Council members are now mentioned in the post-trial scene on the Ebon Hawk Installation: Run TSLPatcher.exe and choose your version. IMPORTANT: You have two choices: The type of robe the Council members should wear and a technical choice necessary for compability: Check if you have holorec.dlg in your Override and choose the proper installation method. TSLPatcher should find your TSL installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. For modders: I included the source script in the download in case you're interested. Ignore them if you only want to install and play the mod. Uninstallation: Delete all files from the tslpatchdata folder of this mod that you can find in your Override (depending on your choice of installation this might not be all of them). Then find the backup of 950COR.mod created during the installation of this mod (it is located in the backup folder that was created in the folder where you ran TSLPatcher.exe) and copy it into the Modules folder of your TSL installation, replacing the one already there. Also copy appearance.2da, heads.2da and if available holorec.dlg from the same folder into your Override folder. Note however, that this might screw up other mods that modified the same file and were installed afterwards! Compabilitiy: Thanks to TSLPatcher this mod should be compatible with pretty most other mods. I recommend to install this mod as late as possible to ensure compability. Notable exceptions for compability are mods that edit Vandar's model (texture mods are fine) and for the K1 style robes mods that add new texture variations of the Council Robes as well as mods that edit the .utc's of the vanilla Council members. The latter includes NPCOverhaul, so either install my mod after NPCOverhaul to overwrite its changes or skip NPCOverhaul's changes to 950COR. Credits: Mod by Kexikus Vima robe model and head texture by DarthParametric Duros head model by JCarter426 TSL Patcher by stoffe 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. -
FRAPS . . . and really old Star Wars games on Steam
Kexikus replied to Sith Holocron's topic in Star Wars
Not really a solution but a workaround: If you're only looking for the intro videos anyway, maybe you can try and check if the intro video can be found in the game files somewhere and then use this instead of making a recording. -
.ncs files are compiled scripts and AFAIK there's no way of editing those. What you need are the source scripts (extension .nss). For some scripts you can find these under BIFs -> scripts.bif -> Scripts, Uncompiled in KotOR Tool. For most they are not available. However, there's a tool called DeNCS (available here) which is a Java application that allows you to decompile most scripts. So, unless you were able to find the source scripts in the game files, download DeNCS and run it. Then use it to open your extracted compiled script (.ncs). Now you'll either see the source script or you have to right-click and select "Show Decompiled Script" (or something similar; I'm too lazy to check). Then open KotOR Tool's text editor or the KotOR Scripting Tool and paste the source script from DeNCS in there, save it as <original file name>.nss and from there on you can go ahead and edit this just as you would the source scripts found in the game files. Once you're done with your edits, compile the scripts, place them in your Override and you're good to go.
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Then I'm sadly out of ideas. Sorry :/
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Someone here had a problem with Chinese characters I think but the same might happen with German umlauts or something similar. Ideally you'd only have the standard alphabet and numbers in your file path.
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Where is your TSLPatcher.exe located? Not sure if that's the case here but AFAIK there are problems when using TSLPatcher from the game directory itself and IIRC there have been issues with non-standard characters in the file path as well.
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I'm currently working on a small mod where I want master Vandar to sit on a human sized chair. And while Vandar has a sitting animation, he's obviously way too short to sit on the chair. Instead he's in the chair. So now I'm wondering if it's possible to have him float somehow and then use the sit animation. Simply changing the z-value in the .git file won't work as the game always places characters on the ground. As an alternate solution I tried to edit his sitting animation so that he floats when using the animation but I haven't been able to edit that animation in any way (probabaly due to the fact that I'm editing the wrong animation?). The animation I use is ANIMATION_LOOP_SIT_CHAIR (36) and I figured that'd either be "sit" or "sitdown" from animations.2da so I tried adding a blank "sit" or "sitdown" animation to his model in order to override the one from the super model (Male02) but he still sat down even when using that edited model. So I guess that's not the correct animation. Any help on how to make this work would be very appreciated. Thanks Edit: The animation is actually "sitdown" as I expected. I just screwed up replacing it^^ So now I figured I'd copy the sitdown animation from Male02 to N_Yoda (Vandar model), replace Male02 with N_Yoda and then raise the z coordinate in all positionkeys to have him float when sitting. But even when I don't edit the z coordinates mdlops runs out of memory for some reason when trying to compile the model. Any ideas why? Edit 2: The error I got there was probably due to the fact that I copied an animation from one model to another with different bones or something like that. So instead I just made a copy of S_Male02, renamed it to S_Yoda01 with the supermodel S_Male02 and used this as the supermodel for the actual model N_Yoda. Then I removed all animations from that model except for sitdown and edited the z-coordinates for all positionkeys in there. And when using these models ingame, Vandar will sit down floating in the air but then once he's seated he will "fall" back down to the ground. Maybe that's because "sitdown" is only the animation for sitting down but not the actual loop for sitting. However, I can't find any sitting loop animation in either N_Yoda nor the supermodels S_Male02 and S_Male01. There is one called "sit" in S_Female02 but S_Female02 is no supermodel of N_Yoda (the hirarchy is N_Yoda -> S_Male02 -> S_Male01 -> Null). Any ideas which animations I have to edit? Edit3: Figured it out: "animloop01" is the looped sitting animation. Adding that to my new supermodel with changed z coordinates did the trick and Vandar is now properly sitting on a human sized chair. And while this may have worked this time it's not a very versatile solution. So, if anyone knows how to make a character float without having to edit the animations, please elaborate on it here
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Yes, SLM only adds sabers and crystals. There are mulitple mods for armored robes available here on Deadlystream though: http://deadlystream.com/forum/files/file/62-daks-armored-robes-22/ http://deadlystream.com/forum/files/file/137-darth-darkus-armored-robes/ http://deadlystream.com/forum/files/file/246-armored-robes-for-jal-shey-armors/ http://deadlystream.com/forum/files/file/486-tor-armored-robes/
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View File K1 Galaxy Map Fix Pack This is a combination of Kexikus' Canon Galaxy Map for KotOR 1 and Sith Holocron's KOTOR1 Animated Galaxy Map as suggested by bead-v. Links to the original mods: Canon Galaxy Map for K1 KotOR 1 Canon Animated Galaxy Map Description: The mod pack changes the positions of the planets in the galaxy map to roughly their canonical locations. Additionally there's a new icon for the Starforge and the planet icons are enlarged to the same size as in KotOR 2: TSL. The mod also fixes the planet locations on the Galaxy Map texture accordingly, and also animates it. There are TWO different install options: 1. VANILLA: The vanilla planets will be placed correctly on the galaxy map and the galaxy map texture will show those planets. 2. ORD MANTELL: Additionally to the vanilla planets, Ord Mantell will also be placed correctly, get a new unique icon and show up on the galaxy map texture. Use this option only if you have Red Hawke's Ord Mantell mod installed. CLARIFICATION: With texture I mean the invariant texture of the Galaxy Map that you see on the Ebon Hawk before you have actually clicked on the Galaxy Map. What appears on this texture is completely unrelated to what shows up on the Galaxy Map Screen when actually clicked on. Requirements: ONLY for option 2 ORD MANTELL, you need to have RedHawke's Ord Mantell mod installed BEFORE installing this one. Installation: Run TSLPatcher.exe, choose your desired installation option and follow the instructions. Uninstallation: 1. Remove the following files from your override folder: - galaxymap_p.gui - lbl_strfrge.tga - LEH_scre03.tga - LEH_scre03.txi - lbl_live05.tga (if you chose the Ord Mantell option) 2. Copy any files with the above names from the backup folder created upon installing this mod. The backup folder is created in the same folder as this installer. Permissions: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., we own none of the materials, and we are not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod authors. This mod is not to be distributed for profit, either. We hereby state that we specifically do NOT wish this mod to be uploaded to Stream Workshop. If Kexikus is unreachable at any point, Sith Holocrons may give any permissions concerning Kexikus' mod on his behalf. Credits: bead-v: Suggesting this mod pack and inspiring me to create this mod in the first place Thanks: Fred Tetra: Kotor Tool Stoffe: TSLPatcher tk102: K-GFF GFF Editor Contact: Send us a personal message on www.deadlystream.com. 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 AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. Submitter Kexikus Submitted 04/14/2017 Category Mods K1R Compatible
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Version 1.1
38,321 downloads
This is a combination of Kexikus' Canon Galaxy Map for KotOR 1 and Sith Holocron's KOTOR1 Animated Galaxy Map as suggested by bead-v. Links to the original mods: Canon Galaxy Map for K1 KotOR 1 Canon Animated Galaxy Map Description: The mod pack changes the positions of the planets in the galaxy map to roughly their canonical locations. Additionally there's a new icon for the Starforge and the planet icons are enlarged to the same size as in KotOR 2: TSL. The mod also fixes the planet locations on the Galaxy Map texture accordingly, and also animates it. There are TWO different install options: 1. VANILLA: The vanilla planets will be placed correctly on the galaxy map and the galaxy map texture will show those planets. 2. ORD MANTELL: Additionally to the vanilla planets, Ord Mantell will also be placed correctly, get a new unique icon and show up on the galaxy map texture. Use this option only if you have Red Hawke's Ord Mantell mod installed. CLARIFICATION: With texture I mean the invariant texture of the Galaxy Map that you see on the Ebon Hawk before you have actually clicked on the Galaxy Map. What appears on this texture is completely unrelated to what shows up on the Galaxy Map Screen when actually clicked on. Requirements: ONLY for option 2 ORD MANTELL, you need to have RedHawke's Ord Mantell mod installed BEFORE installing this one. Installation: Run TSLPatcher.exe, choose your desired installation option and follow the instructions. Uninstallation: 1. Remove the following files from your override folder: - galaxymap_p.gui - lbl_strfrge.tga - LEH_scre03.tga - LEH_scre03.txi - lbl_live05.tga (if you chose the Ord Mantell option) 2. Copy any files with the above names from the backup folder created upon installing this mod. The backup folder is created in the same folder as this installer. Permissions: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., we own none of the materials, and we are not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod authors. This mod is not to be distributed for profit, either. We hereby state that we specifically do NOT wish this mod to be uploaded to Stream Workshop. If Kexikus is unreachable at any point, Sith Holocrons may give any permissions concerning Kexikus' mod on his behalf. Credits: bead-v: Suggesting this mod pack and inspiring me to create this mod in the first place Thanks: Fred Tetra: Kotor Tool Stoffe: TSLPatcher tk102: K-GFF GFF Editor Contact: Send us a personal message on www.deadlystream.com. 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 AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. -
File Name: K1 Music Fix File Submitter: Kexikus File Submitted: 14 Apr 2017 File Category: Mods K1R Compatible: Yes THIS IS A UTILITY MOD: INSTALLING ONLY THE MOD ITSELF WILL NOT HAVE ANY NOTICABLE INFLUENCE ON YOUR GAME! In KotOR, there are several completely unrelated areas that share the same music and even some areas that have no ambient music at all. This mod allows you to fix this by giving each area (not module) a unique music file. However, those newly added files are copies of vanilla music files, so you will not hear any difference in game unless you replace them with music of your choice. See the instructions below on how to do that. Note that you need to start a fresh game for this mod to work properly. INSTALLATION: Simply follow the instructions given. Afterwards follow the instructions for custom music files below if you want to apply any changes. INSTALLING CUSTOM MUSIC FILES: If you want to remove duplicated music or add music to those areas that were missing music in the vanilla game, follow these instructions after running the TSL Patcher of this mod. I added a .txt file called KotOR_Ambient_Music_Information.txt to the download archive of this mod that details which area uses which music file and which of these files are duplicates of one another. Use this to find the files you want to add / replace and then do the following: You can either use music directly from both KotOR 1 and it's sequel KotOR II: TSL or custom music. If you use music from the games, simply rename the .wav file to the appropriate new name. If you use custom music, it needs to be a stereo .mp3 file for the game to recognize it. If your file is no .mp3 yet, choose any audio file converter and convert it. Then take your .wav or .mp3-file and place it into the "streammusic" folder in your Knights of the Old Republic installation. That's it. Your custom music will now play ingame. UNINSTALLATION: Take the all the .mod-files from the "backup" folder created during the installation of this mod and copy them to the "Modules" folder of your KotOR installation. If it exists, also copy ambientmusic.2da from the "backup" folder to the "Override" folder of your KotOR installation. Note that if any other mod installed after this one also altered one of these .mod files you will uninstall those changes as well! Optionally delete any music files this mod or you yourself placed in the "streammusic" folder. This is not strictly necessary for uninstallation but it will clean up your game installation. COMPABILITY: Thanks to TSLPatcher this mod is compatible with everything that does not change the track name of the ambient music in the same areas this mod does. It is compatible with mods that replace the actual music files. CHANGELOG: 1.0 Initial release CREDITS: Mod by Kexikus TSL Patcher by stoffe 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. Click here to download this file
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Version 1.0
620 downloads
THIS IS A UTILITY MOD: INSTALLING ONLY THE MOD ITSELF WILL NOT HAVE ANY NOTICABLE INFLUENCE ON YOUR GAME! In KotOR, there are several completely unrelated areas that share the same music and even some areas that have no ambient music at all. This mod allows you to fix this by giving each area (not module) a unique music file. However, those newly added files are copies of vanilla music files, so you will not hear any difference in game unless you replace them with music of your choice. See the instructions below on how to do that. Note that you need to start a fresh game for this mod to work properly. INSTALLATION: Simply follow the instructions given. Afterwards follow the instructions for custom music files below if you want to apply any changes. INSTALLING CUSTOM MUSIC FILES: If you want to remove duplicated music or add music to those areas that were missing music in the vanilla game, follow these instructions after running the TSL Patcher of this mod. I added a .txt file called KotOR_Ambient_Music_Information.txt to the download archive of this mod that details which area uses which music file and which of these files are duplicates of one another. Use this to find the files you want to add / replace and then do the following: You can either use music directly from both KotOR 1 and it's sequel KotOR II: TSL or custom music. If you use music from the games, simply rename the .wav file to the appropriate new name. If you use custom music, it needs to be a stereo .mp3 file for the game to recognize it. If your file is no .mp3 yet, choose any audio file converter and convert it. Then take your .wav or .mp3-file and place it into the "streammusic" folder in your Knights of the Old Republic installation. That's it. Your custom music will now play ingame. UNINSTALLATION: Take the all the .mod-files from the "backup" folder created during the installation of this mod and copy them to the "Modules" folder of your KotOR installation. If it exists, also copy ambientmusic.2da from the "backup" folder to the "Override" folder of your KotOR installation. Note that if any other mod installed after this one also altered one of these .mod files you will uninstall those changes as well! Optionally delete any music files this mod or you yourself placed in the "streammusic" folder. This is not strictly necessary for uninstallation but it will clean up your game installation. COMPABILITY: Thanks to TSLPatcher this mod is compatible with everything that does not change the track name of the ambient music in the same areas this mod does. It is compatible with mods that replace the actual music files. CHANGELOG: 1.0 Initial release CREDITS: Mod by Kexikus TSL Patcher by stoffe 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. -
A link to the mod you used would also help since we currently have no idea what you're talking about. It might just be a bug with the mod itself.