StellarExile

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Posts posted by StellarExile


  1. 4 hours ago, CapitaineSpoque said:

    No this would be rather easy if anyone wants to do it ;) It would require using mdledit and importing maybe some textures from K1.

     

    Sometimes I think I'm a bit of a perfectionist, tweaking details that 99% of people out there won't even notice. Maybe (surely?) it's too much at times and I should curb my enthusiasm a little sometime. Although I have a hard time stopping myself haha.

    Very interesting ideas, especially regarding the kind of Mayan vibe i really like that. George Lucas had a passion for anthropology after all. :) I kinda already planned to add crystal formations to secondary planets. I think i'll keep it to 1 or 2 crystals max, because i still want Dantooine and Korriban to stand out in that regard. But still, would be cool to find a unique crystal formation lost in the Kashyyk shadowlands, in the burried temple on Tatooine, or at the bottom of the ocean for Manaan.

    A little treat for today... As you may already know, @Quanon had pulled out custom modules for K1 in the past (I think only one thing got playable at some point, the Beta Korriban Temple Mod. ). These custom modules were really ambitious and I love the overall aesthetic, specifically the Korriban ones. Well I'm delighted to announce that Quanon has opened the doors to its superb resources for us recently!

    He is currently fixing his models so we can import them into blender (these models were made with older tools, and it tends to be broken with nowaday tools) and edit them freely. The first pieces from this collaboration are done, and you can see his custom module in video. All the models are Quanon's original work! Ive only edited the module walkmeshes, overall lighting/fog (because obviously, there is no lightmap), added small fallen rocks at the entrance, a little smoke effect in the sith chapel and animated light to the central piece, and finally fixed some texture uv maps. @Quanon is still working on this and there will be more rooms to this module!

     

    Congratulations to @Quanon and huge thanks to him, the assets are GORGEOUS 🥰

    Do you happen to know if the lava planet ones will be involved too?


  2. It’s not another patch mod, rather just my own collection of fixes and restorations. I might submit them to the patch in the future but I thought I’d release them on their own for now.

    16 minutes ago, DarthParametric said:

    Why would you make another separate patch mod? You could have submitted them to K2CP. Hell, you could have just asked to take over management of K2CP.

     


  3. Misc Bug Fixes & Restorations


    TSL is a great sequel and has a lot to offer. The TSLRCM team did an outstanding patching up of the game, but there were numerous bugs that still exist in the game (even with the Community Patch). This mod aims to fix those that aren’t fixed as well as to fix consistency issues. While I was at it, I decided to add some restored content as well.

    Bug Fixes:

    Spoiler

    On Korriban, there is a dead Jedi named Nebelish. It may not be noticeable at first, but this NPC uses Dustil’s appearance and was originally intended to be Dustil. I swapped him out for one of the commoner appearances and gave him a Jedi Knight Robe instead of dirty clothing.

    Several NPCs had too many hit points due to having too many base HP in their creature files and the game’s auto balancing system. I have changed their base HPs to more sensible values. Queen Talia was an example, who actually had more base HP than Darth Traya.

    Several NPCs had the wrong soundsets (Luxa, a boma, Corrun Falt, etc).

    The Kreia vision in the Tomb of Ludo Kressh used a blue lightsaber. I swapped this one out for a red since she is portrayed as a Dark Jedi.

    Swapped out the bowcasters from Taepalae and another NPC since they aren’t wookies.

    The Twi’lek domo had an inconsistency in his appearance. This issue has been fixed.

    Restored Ralon’s appearance.

    Changed Tolas’ appearance so he is not Davik.

    Changed the Onderon journalist’s appearance so he isn’t Deadeye Duncan (to keep these NPCs from KOTOR 1 unique).

    Several items have had their textures changed to remove duplicates. The most notable is the Jal Shey Neophyte Armor which had a unique texture but didn’t use it properly.

    Fixed the appearance of a quarren sitter on Nar Shaddaa who was using a lite model.

    A turret outside the Dxun tomb lacked the proper feat for blaster rifles, rendering it nonfunctional.

    Kreia’s model occasionally uses incorrect lighting with a greenish tint. This issue has been fixed with a model edit by redrob41.

    PFHC02 had some issues with the neck (fix provided by DarthParametric).

    The Ithorian textures were extremely low quality. The original textures from the first game have been restored.

    Restored Content:

    Spoiler

    Restored several unused Mandalorian items. These can be found on the dead Mandalorian on Dxun.

    Restored the beast-rider flight suit. It is now used by every beast rider in the cantina and is obtainable from Gregorran.

    Restored the beast-hide armor. It can be found on one of Bakkel’s thugs.

    Restored the Onderon military armor. It now has a new texture and is obtainable (credit to SpaceAlex for the texture from his K1 Enhancement Pack.)

    Restored Ancient Sith Gauntlets. They can now be found in Freedon Nadd’s tomb.

    Restored Mandalore’s helmet with a proper icon. Note it is only an item and does not change his appearance in any way.

    Khoonda Militia Armor has been restored and is now obtainable from Adum Larp’s shop. Credit to 90Sk for the icon.

    Restored several unused appearances, notably for Dillan and Bakkel.

     


    • Submitter
    • Submitted
      05/07/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  4. HD Jolee Redux


    This mod is a simple request I had @Effixfulfill. Quanon's Jolee Reskin has always been one of my favorites and I sought to use it alongside @Dark Hope's HD Jolee Bindo, but the skin tone was too dark. With Effix's help, Dark Hope's skin was lightened to match Quanon's and I think the results are great. I obtained DH's permission to release this retexture so I posted it for anyone else wanting to use it.

    Huge thank you to Quanon, Effix, and Dark Hope for their outstanding work!

    To install, jump drag everything to your Override folder and overwrite if asked.

    If you want to use this for anything, ask Effix and DH.


     


  5. Extra Saber Colors for KOTOR


    I always loved the extra lightsaber colors in TSL and have always wondered if it were possible to add the colors back into K1. I’m sure many of you wondered the same thing, and the answer is a definite “yes.” Five years ago JC released his fantastic Extra Saber Colors for K1 which I used for some time, but unfortunately wasn’t compatible with Crazy34’s new lightsaber blades. I initially didn’t use Crazy34’s new blades, but after trying it I couldn’t uninstall it. The new lightsaber blade system now adds ambient glow to lightsabers as well as fixing a variety of bugs with the models. I requested a compatibility patch for JC’s and Crazy’s mods, but no one fulfilled it so I decided to make a crack at it myself.

     

    I was initially baffled by the new blade system, but with the help of Crazy34’s modder’s resource I was able to figure it out. All I had to do was edit the blade textures and some RGB values in the models. I was very happy with the result. While I was at it I decided to add some additional colors as well.

     

    This mod adds a total of eight new colors to KOTOR: silver, viridian, bronze, magenta, chartreuse, cyan, orange, and indigo. Crazy34’s mod already added the colors from TSL, I just placed the crystals throughout the game. The rest were added by me. The new crystals use recolored variants from TSL. I may add different versions in the future, but I felt these were the most fitting. An optional HD Icons add-on has been included for JackInTheBox’s HD Icons mod. To install, just drop the files from the HD Icons Folder into your Override after the first part of the mod has been installed and overwrite.

     

    The crystals can be found in the following locations:

    Spoiler

     

    Bronze:

    • On a rag pile in the Sand People Enclave.
    • In some rubble on Kashyyyk.

    Silver:

    • On a dead republic soldier in the Hrakert Station.
    • On a corpse in the Shyrack Caves.

    Viridian:

    • On the dead Mandalorian in the Dantooine crystal cave.
    • In the battered footlocker on the Unknown World.

    Indigo:

    • In Tulak Hord’s sarcophagus.

    Magenta: 

    • In some rubble in the Eastern Dune Sea.

    Cyan:

    • On Grrwahhr’s corpse on Kashyyyk.

    Chartreuse:

    • In the bandoleer on the Leviathan.

    Orange: 

    • In the Hall of the Chieftain on Kashyyyk.

    All the crystals can also be bought from Mika Dorin on Korriban.

     

     

    Note the cyan and orange were edited slightly to make them different from Heart of the Guardian and Mantle of the Force. They are different in color but still very similar.

     

    Incompatibilities:

    Obviously not compatible with JC’s Extra Saber Colors mod. This mod will also likely not be compatible with mods that add extra hilts to the game. Other than that, no other incompatibilities are known.

     

    Crazy34’s mod is required for this mod to function. Make sure you have the “standard” option installed first.

     

    I do not wish this mod to be edited or redistributed without permission m. If you want to use anything, just ask first (the answer will most likely be yes). I just want to know when my work is being used.

     

    Credits:

    Crazy34 for the modder’s resource and awesome tutorial.

    Cortisol and Wizard for HoloPatcher.

    Stoffe for TSLPatcher and ChangeEdit.

    JackInTheBox for the icon mod and open permissions.

     

     

     


     


  6. Human/Alien NPC Diversity


    Human/Alien NPC Diversity (KOTOR 1)

    Knights of the Old Republic is a wonderful game, but it still reeks of the technical limitations of 2003. The galaxy is full of clones where NPCs have very few unique appearances. After Leilukin released her mod for male Twi’leks, I decided to take my own shot at humans. With the help of SpaceAlex’s K1 Enhancement Pack and many other modders' resources, this mod gives many human NPCs (and some aliens) more diversity throughout the game. Many heads were from SpaceAlex’s K1 Enhancement Pack, an unfinished mod he released to the public as a resource. Many others use player heads. If an NPC uses a head you use, don’t worry. The backuphead feature from appearance.2da ensures the NPC will use another head if the PC uses it.

    Spoiler

     

    Changes:
    Taris:

    • Modified the armor and appearances of the Taris duelists so they now are unique.
    • Modified the bounty hunter and Gurney in the upper city to use player heads.
    • Gave Davik’s agent in the Undercity a unique head based on an unused texture and an Exchange combat suit from redrob41.
    • Gave Holdan and Largo player heads and Holdan an Exchange combat suit.
    • Hester now uses a player head and Igear uses a commoner head from TSL.
    • Shaleena’s unique appearance has been restored.
    • Hudrow uses a player head and Exchange combat suit.
    • Diversified the appearances of the mercs in the Undercity a little.
    • The Sith Governor now has a unique appearance based on an unused head and reskin of Darth Bandon.
    • Gave the Hidden Bek Lookout a more suitable appearance based on an unused head.
    • Bendak Starkiller now has unique armor.

    Dantooine:

    • Gave Belaya a unique appearance.
    • The Sandrals and Matales use unique appearances. Shen and Rahasia use player heads.
    • Handon and Rickard also use unique appearances. Handon also uses the fat commoner model now.
    • Nemo uses a unique head now and now properly wears blue robes.
    • Jon and Elise now have unique appearances.

    Tatooine:

    • Gave the customs officer a unique appearance.
    • Gave Billan one of the commoner appearances from TSL.
    • Gave Junix Nard a new appearance.
    • Marlena and Tanis have their own appearances now.
    • Swapped the appearance of Komad’s fellow hunter.

    Kashyyyk:

    • Eli and Matton now have unique appearances.
    • Changed the appearance of one of the Czerka guards.

    Manaan:

    • Sunry and Elora now have unique appearances. Elora uses an unused Asian commoner head and Sunry’s is from K1EP.
    • The Echani mercenaries are now actually Echani (from K1EP).
    • Gave the Sith officer in the Sith base a new head based on an unused one.
    • Gave Ergeron a player head and Mandalorian armor.
    • Swapped out the appearance of the mysterious man.
    • Gave Firith Me a player head.

    Korriban:

    • Gave one of the Sith a player head and made the other an Echani due to the fact he refers to the player as “human.”
    • The Sith Interrogator uses a unique head from BOSSR.
    • Thalia May and Kel Algwinn use player heads.
    • Dak Vesser now has a unique appearance.

    Other:

    • Jagi now uses a player head and wears Mandalorian armor.
    • Xor has a unique head and also wears Mandalorian armor. He is also human as I see no reason for him to be a Twi’lek.
    • Davin now uses a unique head (made by Effix).
    • Jordo has a unique appearance and wears a Czerka combat suit.
    • For full consistency all Jedi commoners no longer use the weird tan robes. This was made especially for users of JC’s Robe mods.
    • Star Forge:
    • Diversified the Star Forge Jedi as most of them were mullet man clones. I did make a few of them Twi’leks.
    • SMRE Compatibility:
    • Due to the popularity of Sunry Murder Recording Enhancement, I decided to create a compatibility patch. This was done by taking files from the game and renaming to use the same file names as SMRE so no material was used from that mod without permission. Sunry will use his unique appearance and Elassa will have her own. This part must be installed after SMRE or it will not work.

    Twi'leks: 

    • I also added an option to modify the female Twi’leks with unique appearances (Lena, Zoriis Bafka, Janice Nall, Malare, Cassandra, Lyn Sekla.) I know there is already a mod that does it, but I didn’t like the color scheme and the fact every affected NPC wore dancer outfits.

     

    Incompatibilities: This mod will be incompatible with any mod that edits the same NPCs. Most notable includes N-DReW25's Czerka Redux, Galaxy of Faces and K1 Clothing Pack as well as Leilukin's's female Twi'lek NPC diversity mod.

     

    Credits:


     


  7. Sounds good. Thank you for clarifying, Rob. I’ll leave them for ROR!

    5 hours ago, redrob41 said:

    In case anyone was worried about Logan23, I managed to get a hold of him via text messages this week. He sounds like he's doing ok, just real world takes precedence. 

    I know how real world things can get. The past few years have been tough for me too, but I wouldn't want to derail this thread talking about my struggles. I'm here now, making mods, and that's what matters 😃.

    I can't speak for Logan23, but I consider the models and textures that I create specifically for RoR to not be modder's resources. That would take away from the uniqueness of RoR. I've made some nifty characters that I'd like to keep special just for RoR. Hopefully you'll get to see them someday. N-DReW25 and the team are more in the loop than I am about when things might happen.

    If I make some models and textures that are more common, then I will probably choose to make those open to all. For example, my Modder's Resource: Specialized Combat Suits for KotOR and TSL v1 was originally made for use with RoR, but I felt that other people can use it too. By the way, I am about halfway done making HD versions of that mod. I just tend to get sidetracked a lot. Like now I'm revamping my Jedi Robe neck fixed models and textures, both for RoR and for a general resource. Always lots to work on. I just found that the more time I spend on the public side (forums, PMs) then the less time I have for painting textures, which is why I was modding in the background for so long.

     


  8. I hate to necro this thread, but there is something I want to ask. Logan23 said the ROR demo can be considered a modder’s resource. Since he has returned I’m wondering if this is still true. 
     

    i am working on a pretty big mod and am interested in using assets from ROR. Since rob created them, I’d figure I’d ask up front. Is it okay to use assets from the mod @redrob41 and @Logan23?


  9. Hi everyone,

    The modding scene has been quiet lately, but several authors have been releasing phenomenal pieces of work in the past couple of months.

    Two mods have come to my attention - JC’s Extra Saber Colors and Crazy34’s lightsaber blades:

     

    These two are phenomenal. Sadly, because these two mods use different models they create inconsistencies. While technically compatible, JC’s mod does not use Crazy34’s models and do not have the environmental lighting. I was wondering if someone more experienced with 3D modeling would be willing to create a patch that uses Crazy34’s models from the resources available (with JC’s permission if necessary).

     

    • Like 1

  10. 14 minutes ago, JacoJam321 said:

    Greetings modders have I got your attention? Please find a solution to fix the broken lightsaber models. Blue, green, red, yellow, viridian, silver, and bronze hilt models are all broken. Bioware successfully gave Cyan, Orange, and purple proper blade display. Thank you. I really appreciate what modders have done to improve the quality of Kotor.

    But I do not why one of the most obvious bugs has taken so long to fix!

     

    Try this mod: https://deadlystream.com/files/file/1846-new_lightsaber_blade_model_k1/


  11. Companion Clothes (K1)


    I never enjoyed the fact that all companions in KOTOR came equipped with unique clothes, yet they all shared the same basic item. I was heavily inspired by Cappy's Version for TSL so I decided to make a version for KotOR 1. This mod gives each companion (minus droids) a unique item with the appearance of default clothing that is restricted to the wearer. This was accomplished using companion-specific feats from Sdub’s Immersive Feats mod which grants party members unique feats who did not already have them. The items are meant to be starting equipment only with basic stats (like +1 defense) that don’t detract from game balance. I also have changed Juhani's lightsaber from the duel in the Grove to a blue one as it never made sense why she used a red one.

    For the best results this mod should be installed with (and after) the famous Community Patch. It ensures that Jolee is his default clothing during the introduction.

    Special Thanks:


     


  12. Sith Assassins with Swords


    Description: I was always bothered by why the Sith Assassins in KOTOR 2 always used quarterstaffs. For supposed assassins, their choice in weaponry was very poor. I liked the idea behind Shem’s SWL mod, but I thought it would be more appropriate for them to have Sith War Swords since they are not Dark Jedi. This mod alters all the Sith Assassins in game and equips them with swords instead.

     

    Compatibility: Will not be compatible with any mod that alters Sith Assassin utcs, Shem’s Sith Assassins with Lightsabers is an example. 

     

    Permissions: Please do not reupload this mod without my permission. If you wish to use it in your own, please contact me and I will likely grant it. Compatibility patches are fine, as long as you tell me first :). I also do not wish this to be uploaded to the Steam Workshop.

    Credits:

    • Thanks to brents742 for testing and the screenshot.
    • Thanks to Cortisol for Holocron Toolset.
    • Thanks to Stoffe for the TSLpatcher.

    • Submitter
    • Submitted
      04/01/2022
    • Category
    • TSLRCM Compatible
      Yes

     


  13. Robe Description Fixes


    Description:

    The Jedi robes in KOTOR display a +8 max dexterity bonus. In reality, this does not actually apply. After so long I figured it was time for it to go and finally be corrected. Note that if you use TK-664's K1 Armor Nitpicks, you do not need this mod as the fix is already included.

    Compatibility

    Will be compatible with any mod as long as it does not edit the dexbonus label in baseitems.2da. As far as I know, no mods except the one mentioned do so.

    Tools Used:


     


  14. Blue Level Up Icon


    Description:

    I was inspired by @InSidiousGreen Level Up Icon for TSL, so I decided to make this mod for K1 that changes the level up icon to blue to better fit with the games' UI.

    Installation:

    Drag lbl_levelup to your Override folder. To uninstall, take it out.

    Compatibility:

    Will not be compatible with any mod that edits the level up icon.

    Permissions:

    Do as you wish with this mod.

    Credits


     


  15. Unique Qel-Droma Robes for JC's Cloaked Robes


    A lot of us have been bothered by the fact that the Qel-Droma robes have no unique texture. There are mods for this, but none for JC's Cloaked Robes. Luckily, @Salk made a version but never actually released it. With his permission, I am releasing it here. Enjoy!

    Requirements:

    This mod requires JC's Cloaked Robes in order to work properly.

    Installation: 

    Move the files to your Override, to uninstall, simple remove them.

    Compatibility:

    Will not be compatible with any mod that edits the Qel-Droma Robes.

    Credits:


     

    • Like 1