DarthParametric

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Files posted by DarthParametric

  1. Workbench Upgrade Screen Camera Tweak for TSL

    This is a simple edit of the camera model for the workbench upgrade screen that alters some of the camera angles/positions to zoom in a bit closer to lightsabers, so you can get a better look at the models when running the game at higher resolutions. Obsidian already adjusted the UI to provide bigger previews of other upgradeable objects, so only the sabers are adjusted for this version. Since the model preview window is a little narrower than in widescreen modded K1, all three hilt types have been rotated 45° to maximise the available space. Mostly intended for those using modded weapons.
    A version for K1 is available here.
    Installation Instructions
    Simply drop the MDL/MDX in your Override folder.
    Known Issues
    Only tested at 1080p. Results may vary at other resolutions/aspect ratios. Modded weapons that are excessively large will likely go off-screen, but they probably do that already.
    Acknowledgements
    Thanks to @bead-v for MDLEdit and KOTORMax.

    1,609 downloads

       (0 reviews)

    0 comments

    Submitted

  2. Workbench Upgrade Screen Camera Tweak for K1

    This is a simple edit of the camera model for the workbench upgrade screen that alters some of the camera angles/positions to zoom in a bit closer to certain weapon types, most notably lightsabers, so you can get a better look at the models when running the game at higher resolutions. Mostly intended for those using modded weapons.
    Installation Instructions
    Simply drop the MDL/MDX in your Override folder.
    Known Issues
    Requires ndix UR's KOTOR High Resolution Menus mod to work as intended. Only tested at 1080p. Results may vary at other resolutions/aspect ratios. Modded weapons that are excessively large will likely go off-screen, but they probably do that already.
    Acknowledgements
    Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for the High Res Menus mod.

    8,904 downloads

       (1 review)

    1 comment

    Submitted

  3. Movie-Style Holograms For Twisted Rancor Trio Puzzle

    This mod replaces the 2D billboard holograms used in the Twisted Rancor Trio puzzle in the Taris Lower City Apartments with full 3D holograms, coloured blue like in the movies (and TSL). Also fixes some missing sound effects that were intended to play when activating each hologram.
    You may also be interested in my Movie-Style Rakatan Holograms and Movie-Style Holograms for Endgame Cutscenes mods.
    Changes:
    Replaces Bith 2D sprite with four separate animated 3D Bith models, each with a different instrument Replaces singer 2D sprite with animated 3D model (two different anims) with semi-custom texture to look like the original Adds emitter VFX Only switch emitter light on when activated instead of always on Repairs broken activation sound effects Known Issues:
    Because meshes do not self-occlude, there are some artefacts when viewing from certain angles. Requires a save before entering the Taris Lower City Apartments (East) for the first time due to GIT changes. Acknowledgements:
    Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to @CarthOnasty for the original idea, which I shamelessly stole (I did wait 2 years though)

    11,405 downloads

       (2 reviews)

    2 comments

    Submitted

  4. Diversified Wounded Republic Soldiers on Taris

    Based on this request thread, this mod attempts to inject a bit of extra variety into one of the minor elements of KOTOR. It makes some changes to the locked kolto tank room in Zelka Forn’s medical clinic in Upper City South on Taris.
    In the vanilla version of the game, the room has two placeable square kolto tanks, the floating bodies in which both use the PMHC04 (“Mullet Man”) head. For this mod, those were removed and the room model was edited to add two additional round kolto tanks, which match the ones along each side of the room. Additionally, the glass of the tanks had its texture replaced with one of the other variants in the game that is a bit darker and uses an environment/cube map for a hint of reflection. The empty tanks in the preceding room (behind Zelka Forn) were also edited for consistency. For the sanity of those with OCD, the position of the wall light at the back of the tank room was adjusted so it aligns with the centreline of the room.
     

    The floating body model from the kolto placeable was replaced with a new one with clean geometry at the neck join to facilitate using any player or NPC head. Additionally, an all-new female body variant was added, posed to roughly match that of the original male version. Two of these new body variants replaced the original two at the end of the room, with a number of additional bodies placed in the tanks along each side of the room. Zelka Forn’s dialogue when you enter the room for the first time seems to indicate that there should be more present than just the two originally depicted in the vanilla game. Additional body variants not currently utilised in this mod will be released separately as a modder’s resource.
    UPDATE: Due to limitations on the number of possible placeables K1 can deal with, outlined here by ndix UR, I have revised the mod to dispense with the use of placeables altogether. The floating bodies are now part of the room model.
     
     
     

    Known Issues:
    This mod relies on editing the Taris Upper City South module (TAR_M02AC). As such, it will not be compatible with any save in which you have previously entered the Upper City South level. Given that is the very first level you enter after leaving the starting apartment on Taris, that means you'll typically need to start a new game to utilise this mod. Per some of my posts in the original request thread, I initially experienced some issues with the tank’s glass texture affecting lighting on the body models (and even outright visibility in one instance) depending on the player’s viewing angle. I believe this has been resolved, but it’s possible the problem may still occur on hardware/OS combinations that I have no way of testing. The floating bodies use these player head models. There is no provision for dealing with a clone of the head the player is using now that the mod has switched to incorporating the bodies into the room model. A future update may replace these heads with NPC heads instead. Compatibility:
    Edited versions of both room models for the medical facility (M02AC_02G & M02AC_02H) are required for this mod, so will not be compatible with any other mod that edits those models. They still use vanilla textures however, so they will be compatible with texture mods. The mod will not be compatible with any mod that edits the two entries for the original tank placeables in the module’s GIT (Placeable List entries 0 and 22). It should otherwise be compatible with other mods that alter the Upper City South module, as long as they utilise a properly set up TSLPatcher configuration. Since it has come up in the comments, Kainzorus Prime's NPC Overhaul Mod is compatible, but ONLY if you install it before installing this mod (KP's mod will forcibly overwrite any and all module files, so install it before anything). The floating bodies currently use vanilla player face and underwear textures, so will be affected by any mods that alter those. Future versions of the mod may alter that, however. Acknowledgements:
    Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for many and various discussions and troubleshooting regarding models, compiling, textures, etc.

    28,132 downloads

       (14 reviews)

    38 comments

    Updated

  5. K1 Main Menu Widescreen Fix - Revan Edition

    This is a companion to my  K1 Main Menu Widescreen Fix mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). But of course the major feature is that it swaps out Darth Malak for Darth Revan. There are four versions included:
    Version A uses the vanilla Revan N_DarthRevan01 texture, upscaled to 2048x2048. This texture will override the original and be used by the Revan stunt model (or flowing robes mods) during the game. Alternatively, the menu model will make use of any third party texture of the same name, should you prefer those. Version B uses a uniquely named texture, so it will not override the one used in-game, and the menu model will not make use of third party textures. Additionally, the envmap mask on this texture was adjusted to tone down the shininess of the chest and arms, as I found that a bit too overpowering. Version C uses a further modified version of B's texture to also adjust the colour of the helmet/mask visor to make it a little more apparent. Version D takes this a step further and adds a slight glow (self-illumination) to the visor.  
     
    Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look.
    Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model (including my own - although the replacement KOTOR logos are compatible). As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod.
    N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS.
    Installation Instructions
    Extract the archive, navigate to the folder that contains your desired version, copy and paste the files into your Override folder, overwriting if prompted. If you are using version A and wish to use someone else's texture, don't copy N_DarthRevan01.tpc. Known Issues
    The crossed over belts lack a proper animation, so they are basically static. Even scaled up the Revan model lacks the shoulder width of the Malak model, so crossing the arms was a bit difficult to replicate. Acknowledgements
    Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for TGA2TPC. Thanks to @ebmar for enquiring about the feasibility of the Malak/Revan swap, leading me down the rabbit hole of actually making the mod.

    3,261 downloads

       (3 reviews)

    6 comments

    Updated

  6. K1 Main Menu Widescreen Fix

    This is a companion to my TSL Main Menu Model Fix for Widescreen mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured).
    Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look.
    As of v1.1, an optional replacement logo is provided. This is a TOR-style version of the logo, created by GOG. Two versions are provided, one of which is offset in order to better align using the current version of ndix UR's GUI mod. A centered version is also provided in the even that the GUI mod is updated. Note that I have only tested this at 1080. I have no idea how the image may be positioned at different resolutions.
    Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model. As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod.
    N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS.
    Installation Instructions
    Extract the archive, copy the MDL, MDX, and TGA files, and paste them into your Override folder. If you also wish to use the upscaled vanilla logo or the TOR-style logo, copy the appropriate version to your Override folder as well. Acknowledgements
    Thanks to @bead-v for MDLEdit and KOTORMax that made editing and compiling the menu model possible. Thanks to @ndix UR for testing the mod and various discussions pertaining to its development, as well as all the behind-the-scenes work in getting the new mod tools off the ground. Thanks to @JCarter426 for helping out with filtering via waifu2x to clean up some of the aliasing

    36,935 downloads

       (12 reviews)

    3 comments

    Updated

  7. Movie-Style Holograms for End Game Cutscenes

    This mod alters the (frankly terrible) holograms used in the cutscenes prior to boarding the Star Forge at the end of KOTOR to bring them more in to line with the style seen in the movies and TSL. For some unknown reason, Bioware decided to go with a weird texture-based approach that simultaneously looks both horrible and nothing like how Star Wars holograms are typically depicted.
    Before:
     
     
    After:
     
    Changes:
    Admiral Dodonna hologram model completely replaced with a new one based on her regular appearance. No longer has incorrect mirrored torso UVs. Dodonna model split into sub-meshes for optimal hierarchical occlusion. Vandar model given some mesh tweaks to remove some intersection issues. Models now use mesh-based transparency rather than additive texture blending. Custom keyframes added to animations to facilitate mesh-based alpha approach and added meshes. New animated textures for Vandar and Dodonna created based on their regular appearance textures. Minor alteration to one shot during the DS cutscene to prevent Dodonna leaping out of frame while Vandar is speaking. Known Issues:
    Because meshes do not self-occlude, there are some artefacts during certain shots. For example, seeing the neck through the chin. Acknowledgements:
    Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for MDLops

    19,093 downloads

       (4 reviews)

    14 comments

    Updated

  8. TOR Ports: KOTOR Comic Republic Uniforms for K1

    This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from TOR. Male and female officers get a generic uniform, while Admiral Dodonna gets an admiral outfit that matches the one used in the companion mod for TSL. Her hologram appearance also uses this outfit, with alterations to bring it in line with the appearance of holograms in the movies and TSL. Additionally, Master Vandar’s hologram gets a movie-style upgrade as well for the sake of visual consistency, as per the previously released Movie-Style Holograms for End Game Cutscenes mod.
    Compatibility:
    With the switch of both danii-chi's Dodonna’s Transmission mod and this mod to module injection, install order should no longer be an issue. Acknowledgements:
    Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

    3,068 downloads

       (2 reviews)

    20 comments

    Updated

  9. Mission Vao Player's Head (Modder's Resource)

    This is something I fished out of my junk pile that I thought someone may find a use for. It is Mission's head model that has had the UVs adjusted to fit her face and lekku onto a single texture (because I am lazy, just her face and body texture side-by-side). This allows for DS transitions, which is not possible with the vanilla Mission head because it uses two different textures.

    The model is supplied with placeholder textures (colour shifted to test DS transitions), temp portraits, and a full TSLPatcher setup. All it needs is some new textures/portraits and it is ready to go.
     
    The revised version includes an optional head mesh with the lekku UVs scaled to make better use of the available UV space, including revised placeholder texture. UV templates are now included for both versions.

    280 downloads

       (2 reviews)

    0 comments

    Updated

  10. Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)

    This mod changes the Dark Jedi appearance (male and female) from a skin tight jumpsuit to the TSL Knight robes (ported to K1 by JCarter). The hood and head of the original models have been retained, with the hood being worked into the torso mesh to make it a more natural looking extension of the cloak. Two extra masked head variants have also been added, ported from the TSL Dark Jedi/Assassins. The Dark Jedi you encounter throughout the game have had their appearances diversified between these three versions, along with swapping a few genders here and there. Additionally, the three Dark Jedi masters on the Star Forge have been given unique appearances.
    This mod takes advantage of the port of TSL’s robes added by @JCarter426’s mod “JC's Fashion Line I: Cloaked Jedi Robes for K1”. As such, that mod is a prerequisite. You must at the very least install the supermodels from JC's mod (S_FemaleXX/S_MaleXX), as this mod will not function correctly without those.
     
    Compatibility:
    As mentioned, the mod relies on JC's robes mod. As such, any other mod that alters the supermodels will not be compatible unless based on his supermodels. The mod changes the base vanilla appearances of the four male and one female Dark Jedi. It will not be compatible with any mods that alter those. The mod makes extensive module changes. Make sure that any mods that brute force MOD file installs, like NPC Overhaul or K1R, are installed first. Acknowledgements:
    Thanks to @JCarter426 for making the modder's resource used to make these robes available, for helping out with script edits for the Star Forge Deck 2/3 modules to diversify the random spawns, and tracking down the obscure spawn origin of one particular group Thanks to @Fair Strides for the edited version of TSLPatcher capable of handling duplicate filenames Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to @Darth_Sapiens for the Cubemap Pack modder's resource Masks for two of the Masters on the Star Forge ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Thanks to @akimbo73 for pointing out the TSLPatcher issue with the SF Deck 3 module

    5,359 downloads

       (3 reviews)

    30 comments

    Updated

  11. TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch

    N.B.: THIS MOD IS A PATCH FOR THE “FIXED HOLOGRAM MODELS AND ADMIRALTY REDUX FOR TSLRCM” MOD. YOU MUST INSTALL THAT FIRST AS IT IS A PREREQUISITE FOR THIS MOD.
    This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from the Old Republic MMO. Admirals Cede and Onasi both get uniforms that match the one used for Admiral Dodonna in the companion mod for K1, while male and female officers get generic uniforms.
    Known Issues:
    Apparently some graphics cards may not render the hologram effect in conjunction with normal maps. I have added an optional patch which removes normal maps from the hologram models. If you experience this issue, download the "NM FIX" and copy the models and texture into your Override folder, overwriting when prompted. Acknowledgements:
    Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

    2,369 downloads

       (2 reviews)

    19 comments

    Updated

  12. Female Armour Collar Fix

    This mod edits the models for the the female Class 7 (PFBF) and Class 9 (PFBH) armours. Along with Class 8 (PFBG), these three armours all feature a fabric collar. However, in the case of the F and H models this collar lacks any weighting to the neck bone, and due to its shape and height is prone to experiencing clipping of the neck with some head models. As the G armour apparently doesn't appear to suffer these issues, the collar from this armour (with some adjustment) was grafted onto the F/H bodies. The amount of clipping is somewhat variable depending on the head. It also seems far more prevalent on the small body size, but I have provided fixed models for all three body sizes.
    Compatibility:
    The UVs of the armours are unchanged, so they are still fully compatible with all vanilla textures and any retexture mods that stick to that layout Obviously the mod will not be compatible with any other mod that replaces the same models Permissions:
    This is intended as a half enduser mod, half modder's resource. People are free to include this content as part of other mods as long as credit is given. Acknowledgements:
    Thanks to @ebmar for making me aware of the issue via a screenshot for his Janice Nall mod Thanks to @bead-v for MDLEdit and KOTORMax

    1,223 downloads

       (1 review)

    4 comments

    Updated

  13. Cup of Caf Recovery Item for K1

    This mod adds a new type of stimulant item that will remove status effects applied to the user. There is a bug with the game that in some instances causes effects such as Slow to be applied to the player/party (semi-)permanently, with no practical in-game way to remove them.
    To use, simply add the "Cup of Caf" item (g_i_adrnaline025) to your inventory via KSE or console command. It will appear in the GUI alongside other stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the user. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use.
    The droid-specifc companion mod, Droid Oil Bath, is available here.
    Known Issues:
    Uses the "inject into thigh" animation like all stims/meds. I did attempt to disable that, but I suspect it is hardcoded. Acknowledgements:
    Thanks to @JCarter426 for pointing out the cause of the bug and coming up with the original script fix Cup image/icon modified from "Coffee cappuccino cup" by PikWizard Gulp sound effect modified from "gulping and drinking_1-2" by schatzl03 / Freesound

    726 downloads

       (1 review)

    0 comments

    Updated

  14. Droid Oil Bath Recovery Item

    This mod adds a new type of droid-only item that will remove any status effects applied to a droid. There is a bug with the game that in some instances causes negative effects such as Slow to be applied to party members (semi-)permanently, with no practical in-game way to remove them.
    To use, simply add the "Droid Oil Bath" item (g_i_cmbtshot050) to your inventory via KSE or console command. When a droid is the active party member, the item will appear in the GUI slot for stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the recipient. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use.
    The companion mod for meatbags, Cup of Caf, can be found here.

    963 downloads

       (1 review)

    1 comment

    Submitted

  15. Taris Escape Sequence Adjustments

    This mod makes some edits to the three scenes that occur during the escape from Taris sequence.
    The first of these is the “Resume the bombardment” cutscene on the bridge of the Leviathan. During this scene, it’s possible that the player and party may spawn at the back of the bridge, being visible behind Malak. An edit to the module has been made to ensure that this doesn’t occur (technically they are still there, they have simply been moved out of sight). Additionally, two of the background crew NPCs appeared to be incorrectly positioned, so one of these was shunted sideways to better respect personal space.
    The second is the “Incoming fighters!” cutscene in the Ebon Hawk’s cockpit, just prior to the turret mini-game. In the vanilla version of this cutscene, only Bastila and Carth were included. If your previous party included any members besides those two, they would just spawn in the hallway, possibly blocking the camera in the opening shot. This scene has been altered so that the entire party (at this point in the game) is now present in the cockpit. Mission and Canderous take the two passenger seats, with Zaalbar standing behind Mission and T3-M4 attending to astrogation duties.
    The third scene is again in the Ebon Hawk’s cockpit, after the fighter mini-game. The order of pre-rendered cutscenes has been altered here. In the vanilla game, after destroying all the Sith fighters, you see a video of the Ebon Hawk doing a victory roll and then jumping to hyperspace, after which you have a conversation on the Ebon Hawk bridge with Bastila and Carth where it implies you have already landed on Dantooine. Yet following this conversation, you get a pre-rendered cutscene showing you approaching and landing on the planet. This was clearly done in order to mask the module loading in the background on the Xbox. The landing movie has now been moved in front of the conversation, and the skybox in the Ebon Hawk changed to Dantooine so that the sequence makes more logical sense. Additionally, Carth, Bastila, and the player all have any equipped weapons and masks/goggles hidden for the duration of the conversation.
     

    Specific Changes:
    STUNT_06 - Edited the module's IFO to offset the entry position and hide the player/party. STUNT_06 - Edited the module's GIT to offset the position of n_sithcomf001. Technically out of shot currently. STUNT_07 - Edited the module's onload script to spawn the entire party into the scene STUNT_07 - Created a scene-specific stunt animation for T3-M4 (computer use). STUNT_07 - Created a scene-specific stunt animation for Mission (sitting). STUNT_07 - Created a scene-specific stunt animation for Canderous (sitting). STUNT_07 - Created a scene-specific stunt animation for Zaalbar (standing/idle). STUNT_07 - Edited the scene-specific stunt animation for the player (m12aa_c07_char01.mdl/mdx) to make them run towards the turret ladder instead of past it. M12ab - Replaced the heartbeat and k_pebo_sthdeath2 - 7 scripts with modified versions to chain movies and switch Ebon Hawk skybox Override - Edited the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) to add an astromech-accessible panel below the galaxy map. Override - Edited ebo_bast_vision.dlg to change UnequipItems and UnequipHItem flags, and replace script k_ebn12_dantrans with a custom one. Override - Added custom script DP_TarisDanTran. Known Issues:
    Bastila and Carth are still visibly "air typing". I did attempt to alter the camera animations to mask it, but this actually introduced more problems (stuttering camera moves and revealing previously hidden janky animations). This probably requires more extensive cockpit model alterations to address, but I'm unsure if that is worth the effort, or what effect this might have on other cutscenes. Alternatively, the stunt animations, primarily Bastila's, could be adjusted, but that probably requires someone more talented than me. The animations for Mission and Canderous aren't going to win any Oscars. Acknowledgements:
    Thanks to @Fair Strides for suggesting the IFO edit. Thanks to @ndix UR for permission to use the edited EH cockpit model from “Ebon Hawk K1 Fixes” as a basis and discussions troubleshooting model issues. Thanks to @jc2 for the idea to edit the player's dash to the turret animation. Thanks to @N-DReW25 for the suggestion to add a door to the back of the Leviathan bridge. Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to @JCarter426 for providing and troubleshooting the scripts required to change the Ebon Hawk skybox and movie order during the Dantooine arrival sequence. Compatibility:
    The core changes should be compatible with most other mods. Odds are fairly low someone else has made the specific changes to the stunt and turret modules that would clash with this. Changes to ebo_bast_vision.dlg are injected into any pre-existing copy of the file found in the Override folder. For example, K1 Restoration puts a copy of this file in the Override folder, so as long as you install K1R first, this mod will patch that file. If you subsequently install another mod that directly overwrites this file (again, such as K1R), then the changes will be lost. If you see weapons and masks equipped during the aforementioned post-vision dialogue then you know this is the case. This is a minor aesthetic change and does not affect the core content of the mod. If you wish to use ndix UR’s “Ebon Hawk K1 Fixes” mod, make sure you install that first, as this mod will overwrite the model for the cockpit. The cockpit-specific fixes from ndix UR’s mod have been incorporated into this version. In the same vein, any other mod that uses a modified version of the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) will result in a clash.

    4,513 downloads

       (15 reviews)

    10 comments

    Updated

  16. Handmaiden with Long Hair

    This mod is a head edit for the Handmaiden that gives her shoulder-length hair. It started life as part of experiments in aid of this request thread - http://deadlystream.com/forum/topic/4335-handmaiden-appearance/
     
    The hair mesh is a transplant from Kreia, with the braids chopped off. In order to accommodate DS transitions, which requires the face and hair to share a single texture, the UVs for both meshes were compressed 50% horizontally to fit side-by-side within 0 to 1 UV space. The Handmaiden and Kreia textures were then combined into a single 1024x512 texture. The versions bundled with the installer are DDS, but I have provided the TGA sources as an additional download for those that may wish to undertake retextures.
     
    Additionally, the clothes models for Handmaiden’s hooded outfit have been modified. The vanilla bodies include the head mesh as part of the model (i.e. functionally speaking it is basically a disguise). Based on my experiments with removing the head and setting it up like a normal body model, it seems that there is an animation synchronisation issue that crops up between the head and the hood, which may be why Obsidian went the full body route. This mod changes the hood outfit models to use the new long haired head mesh. The hood has been enlarged to fit the Handmaiden's new larger hair mesh. Hopefully I've cured the most prominent clipping issues, but possibly in some extreme combat animations some might still occur.
     
    This mod doesn't alter the portraits, so should be compatible with any custom portrait mods. It uses custom model and texture names, so it should be unaffected by simple overrides, like retextures. However, it won't be compatible with any mods that alter the Handmaiden's appearance.2da or heads.2da entries.
     

     

     

     

    1,464 downloads

       (3 reviews)

    14 comments

    Updated

  17. Mira Player Head for K1

    This mod adds Mira from TSL as a player-selectable head for females in K1.
    This version has had the additional “hair hat” meshes of the original model removed. If you have a burning desire to have those back, after you have installed the mod, copy and paste the MDL and MDX files in the OPTIONAL folder to the game’s Override folder, overwriting when prompted.
    The textures and portraits are the original TPCs from TSL. If you want to use retextures in TGA format, make sure you delete the TPC versions from your Override folder.
    Acknowledgements:
    Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition Some screenshots feature @ndix UR's KOTOR High Resolution Menus Some screenshots feature @Sithspecter's High Quality Blasters

    529 downloads

       (0 reviews)

    1 comment

    Submitted

  18. Telos Polar Academy Hangar Skybox

    This mod removes what is intended to be snow covering the forcefield in the Telos Academy's hangar and adds a skybox for the now visible exterior.
    Installation:
    Simply copy the model files across to your Override folder Acknowledgements:
    Thanks to @bead-v for KOTORMax and MDLEdit

    7,948 downloads

       (4 reviews)

    4 comments

    Submitted

  19. Harbinger Hull Fixes

    The Harbinger is apparently the Swiss cheese of spacecraft. It has more holes in it than a damn sieve. This mod is a combination and extension of my previous separate mods fixing various geometry and model issues with the Harbinger. Geometry has been tweaked or added, UVs adjusted, model hierarchies re-ordered, etc. where appropriate to remove gaps, fix incorrect lightmaps, or address other problems.
    The previous individual mods rolled into this mod:
    Harbinger Escape Pod Room Hole Fix Harbinger Broom Closet Wall Lights Fix Harbinger Command Deck Corridor Wall Gaps Fix Those mods are now considered deprecated and have been removed from the site.
    N.B. I recommend the use of @Kexikus' TSL Backdrop Improvements mod for an enhanced view out of the Harbinger's windows.
    Specific Changes:
    151HAR (Harbinger Command Deck) - Plugged a large gap in the wall of the escape pod room (151HAR09) 151HAR (Harbinger Command Deck) - Closes some small gaps in the exit airlock and inaccessible cutscene room that are visible during the hologram cutscenes (151HAR14, 151HAR17) 151HAR (Harbinger Command Deck) - Replaces the asteroid exterior visible through the windows with the more detailed version used during the space suit sequence (151HARSB) and tweaks its lightmap to fix a couple of visible shading errors (104pera_lm0) 152HAR (Harbinger Crew Deck) - Fixes the non-functional wall lights in the storage room (152HAR33) 152HAR (Harbinger Crew Deck) - Repositions an offset panel in one of the doorways outside the medbay (152HAR30) Compatibility:
    Should be compatible with just about everything, but it won't be compatible with any mod that replaces the same room models, listed above Acknowledgements:
    Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition Thanks to @ndix UR for bringing the "broom closet" light issue to my attention Thanks to @Deltm for bringing the hologram cutscene room issues to my attention Thanks to @DarthRaindrops for bringing the medbay corridor issue to my attention Thanks to @134340Goat for bringing the asteroid exterior issue to my attention

    1,441 downloads

       (1 review)

    7 comments

    Updated

  20. TOR Ports: Handon's Enhanced Waistline

    This mod adds a new fat commoner male model, ported from The Old Republic MMO. It replaces the generic appearance used by Handon Guld on Dantooine, who, judging by the dialogue he is involved with, was originally intended to be an overweight character.
    Additionally, there are several other changes that have been made to the Calder Nettic murder investigation sequence:
    Handon now sports an injured idle animation to conform to dialogue mentioning he is holding his injured side Two erroneous fades to black in penultimate dialogue lines have been removed When the player solely accuses either Handon or Rickard, the other will now run off after being given permission to leave rather than standing around Master Bolook has had his appearance changed to a green Twi’lek to match one of Rickard’s lines of dialogue referring to him as a “green-skinned nerfherder” (apparently he was green in the original Xbox version, but was changed to orange for the PC version)  
    N.B. - You will need to load a save prior to entering the Dantooine Grove for the first time in order for this mod to take full effect.
     
    Acknowledgements:
    This mod was inspired by Merkuri22's episode of her "KOTOR 1 Experience" series dealing with this quest Very special thanks to @JCarter426 for writing the custom scripts and doing lots of troubleshooting to get them working correctly Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Original models and textures ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

    2,160 downloads

       (2 reviews)

    9 comments

    Updated

  21. Get a Grip! Zeison Sha Armour Male Model Fix

    This mod addresses an issue with the vanilla Zeison Sha armour model for males (PMBMM). It appears something happened during its creation by Obsidian that results in the left hand being unable to reach far enough across the body to properly perform a two-handed grip during weapon animations. The model was also undersized compared to the other male models.
    Fixes:
    Scaled the model 102% to bring it in line with the height/size of other medium male models Adjusted some hand and wrist skin weights to minimise bad deformation Swapped to the PMBNM rig to alleviate left arm position/rotation issues Known Issues:
    It seems like swapping to the PMBNM rig may have traded one set of issues for another. There appear to be some deformation problems with the right hand that aren't present when using the original rig. I may swap to a third rig at some point to see if I can find a better solution. The dual melee wielding animations still suffer from the vanilla bug of the off-hand clipping through the hilt. Download @JCarter426's Supermodel Fix for K2. Installation:
    Simply copy the model files across to your Override folder Acknowledgements:
    Thanks to @JCarter426 for pointing out the issue and testing the various fixes Thanks to @bead-v for KOTORMax and MDLEdit

    1,004 downloads

       (1 review)

    0 comments

    Updated

  22. Taris Upper City Cantina Entrance Wall Panel Fix

    This mod is a small fix for a couple of wall panels in the entranceway of the Taris Upper City cantina. For some reason the mesh for this particular pair of panels was split off into a different model from the rest of the room. More importantly, it was assigned a lightmap that doesn't exist, thus it appears black in-game. To solve this, a duplicate of the adjoining panels was added to the entranceway room model in the appropriate position and the original mesh removed.
    To install, simply drop the MDL/MDX files into your Override.
    Compatibility:
    Won't be compatible with any other mods that edit those two room models, but the likelihood of that is low. Acknowledgements:
    Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ebmar for bringing the issue to my attention

    1,408 downloads

       (4 reviews)

    2 comments

    Submitted

  23. TOR Ports: Meetra Surik AKA Jedi Exile Female Player Head for K1

    For those that crave an identity crisis, this mod adds the head model of the “Jedi Entity” AKA the Jedi Exile AKA Meetra Surik from The Old Republic MMO, ported to K1 as a selectable player head for female characters.
    N.B. Some screenshots feature @ndix UR's KOTOR High Resolution Menus
    A few notes:
    While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. In an act of ultimate laziness, the mod currently uses all the same portraits as the TSL mod. I might eventually update them to make them more K1-like. Acknowledgements:
    Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

    729 downloads

       (1 review)

    0 comments

    Updated

  24. TOR Ports: Kira Carsen Female Player Head for K1

    This mod adds the head model of the Jedi Knight companion Kira Carsen from The Old Republic MMO, ported to K1 as a selectable player head for female characters. TOR uses the same base head mesh for Kira and Meetra Surik, so this was basically a two-for-one deal, given that the most difficult element is reskinning the face.
    N.B. Some screenshots feature @ndix UR's KOTOR High Resolution Menus
    A few notes:
    While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. In an act of ultimate laziness, the mod currently uses all the same portraits as the TSL mod. I might eventually update them to make them more K1-like. Acknowledgements:
    Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

    1,805 downloads

       (1 review)

    13 comments

    Updated

  25. TOR Ports: Kira Carsen Female Player Head for TSL

    This mod adds the head model of the Jedi Knight companion Kira Carsen from The Old Republic MMO, ported to TSL as a selectable player head for female characters. TOR uses the same base head mesh for Kira and Meetra Surik, so this was basically a two-for-one deal since the most difficult part is reskinning the face.
    A few notes:
    While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Installation
    If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder.
    Acknowledgements:
    Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

    2,070 downloads

       (1 review)

    7 comments

    Updated