bead-v

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Files posted by bead-v

  1. Kreia's Lightsaber / Long sword

    This mod modifies the scene on the Harbinger where Kreia leaves the party to face Darth Sion. There are two versions of the mod.
    In the Lightsaber option, Kreia will pull out a lightsaber instead of a vibroblade (a green single-bladed lightsaber by default) and will face Sion with that. After he cuts her hand off, the lightsaber is not seen again. If you want her to use a different lightsaber, copy the .uti file of the lightsaber you want, name it lsbkresion.uti and replace the one in the override folder.
    In the Long sword option, there will be a Republic Officer corpse near Kreia. Kreia will now pick up a Long sword from the corpse and use it to fight Sion. It could also have been a vibroblade, but I liked the Long sword better. (In this case it is not possible to change the sword, because it is baked in the corpse placeable model. I tried to do it using a character model and an equipped item, but it is impossible to control the creature's death animation if they are dead and it is impossible to make a creature non-selectable when they're not dead and are just using a death animation.)
    In addition, both versions of the mod give all of Kreia's weapons to the player as she leaves the party.
    The cameras have not been adjusted in any way. I tried to refrain from editing .dlg and .git files to keep this mod compatible with other mods editing this scene. I may address such issues in a future mod.
    Installation:
    Run TSLPatcher.exe.
    Uninstallation:
    (1) Use the 153har.mod file in the backup folder to replace the existing one in the Modules folder inside the game folder.
    (2) Delete lsbkresion.uti from the override folder (Lightsaber version only).
    If you installed mods after this one that affected the 153har.mod, this will undo their changes. To prevent this, you may use ERFedit to manually edit the existing 153har.mod instead of replacing it. Extract the following files from the backup 153har.mod, then add them to the 153har.mod in use:
    153har.are (Long Sword version only)
    a_sioncut.ncs
    a_sioncut2.ncs
    Additionally delete the following files (Long Sword version only):
    k_153har_enter.ncs
    plc_rsldcrps.mdl
    plc_rsldcrps.mdx
    plc_rsldcrps.pwk
    plc_rsldcrpssw.utp
    This will remove this mod while preserving changes to any other files in 153har.mod from any other mods.
    Thanks:
    Fred Tetra: Kotor Tool
    tk102: DLGEditor, K-GFF GFF Editor
    JdNoa & Dashus: DeNCS
    @Sam Fisher: bringing the mod request to my attention.
    Permissions:
    You may do whatever you want with this mod, however if you redistribute it, please mention the original author somewhere.
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
     

    7,819 downloads

       (2 reviews)

    8 comments

    Updated

  2. TSL Galaxy Map Fix Pack

    for KotOR II: The Sith Lords
    by bead-v, Sith Holocron and Kexikus
     
    This is a combination of:
    bead-v's TSL Galaxy Map Fix,
    Sith Holocron's KOTOR2 (TSL) Animated Galaxy Map,
    Kexikus' TSL Galaxy Map Fix Coruscant AddOn & New Coruscant Icon and Planet Textures.
    Links to the original mods:
    http://deadlystream.com/forum/files/file/28-tsl-galaxy-map-fix/
    http://deadlystream.com/forum/files/file/1024-sith-holocron-tsl-animated-galaxy-map-texture-in-canon-positions/
    http://deadlystream.com/forum/files/file/778-tsl-galaxy-map-fix-coruscant-addon-new-coruscant-icon-and-planet-textures/
     
    Description:
    The mod pack changes the positions of the planets in the galaxy map to roughly their canonical locations. It also fixes the planet locations on the Galaxy Map texture accordingly, and also animates it. Some install options will also install Kexikus' New Coruscant Icon and Planet Textures. In case the Jedi Temple Mod is installed, Coruscant will also appear in the canonical location on the Galaxy Map Screen, regardless of install option.
     
    There are FOUR different install options:
     
    1. The Galaxy Map TEXTURE will show only the vanilla planets in their canonical locations.
     
    2. The Galaxy Map TEXTURE will additionally show M4-78.
     
    3. The Galaxy Map TEXTURE will additionally show M4-78 and Coruscant.
    Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!).
     
    4. The Galaxy Map TEXTURE will additionally show M4-78, Coruscant and Cathalan. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!).
     
    About Cathalan, see this post: http://deadlystream.com/forum/topic/4304-april-fools-an-exciting-mod-to-appear-on-deadly-stream-soon/
     
    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. This means you can use any of the install options regardless of which mods you have installed (But see the requirements section about the new Coruscant textures!).
     
    Requirements:
     
    1. This mod needs to be installed after any planet mods or patches for the relevant changes to take effect. If you are not seeing the desired changes and had already installed this mod and then installed a planet mod or patch over it, you may safely run this installer again and it will fix the issue. In case you have both M4-78EP and Coruscant Jedi Temple installed, you also need to install the compatibility patch before installing this mod (link: http://deadlystream.com/forum/files/file/394-coruscant-jedi-temple-compatibility/).
     
    2. In order to see the new Coruscant textures, you need to have HK-42's Jedi Temple Expansion mod installed (link: http://www.nexusmods.com/kotor2/mods/210/), on top of deathdisco's original Coruscant Jedi Temple mod (link: http://deadlystream.com/forum/files/file/585-coruscant-jedi-temple-by-deathdisco/).
     
    Installation:
    Run TSLPatcher.exe.
     
    If the installer gives you these warnings:
    Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\LEFT" in galaxymap_p.gui, skipping...
    Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\TOP" in galaxymap_p.gui, skipping...
    ... you don't need to worry, the mod installed correctly.
     
    If at any point you wish to reinstall the mod with a different texture option,
    you may simply run TSLPatcher.exe again. However, if you intend on
    uninstalling this mod later on, make sure the backed up files from the
    first installation are in a safe place, to prevent the new installation from
    overwriting them. Alternatively, you can manually copy the correct
    LEH_scre03.tga and LEH_scre03.txi to the override folder. Reinstallation
    will not remove the New Coruscant Icon and Planet Textures, so you will
    need to manually remove the following files:
     
    Uninstallation:
    1. Remove the following files from your override folder:
    - galaxymap_p.gui
    - GAL_Onderon_2.tga
    - LEH_scre03.tga
    - LEH_scre03.txi
    - gal_cor_2.tga (if new Coruscant textures were installed)
    - Gui_coruscnt.tga (if new Coruscant textures were installed)
    - Gui_coruscnt.txi (if new Coruscant textures were installed)
    - CM_coruscant.tga (if new Coruscant textures were installed)
    - CM_coruscant.txi (if new Coruscant textures were installed)
    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. Use it how you like, but if you're going to post it up somewhere,
    or make a derivate mod, or use it in another mod, please put a line in the
    readme, mentioning us.
     
    We hereby state that we specifically do NOT wish this mod to be uploaded to
    Stream Workshop.
     
    If bead-v is unreachable at any point, Sith Holocron or Kexikus may give any permissions concerning bead-v's mod on his behalf.
     
    Credits:
    Kexikus: Help with putting together KOTOR2 (TSL) Animated Galaxy Map.
    LSaberDuelist and OldFlash (of LucasForums): Their instructive discussion
    and tutorial at LucasForums.
     
    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.

    22,619 downloads

       (4 reviews)

    1 comment

    Updated

  3. Ebon Hawk Model Fixes

    Ebon Hawk Model Fixes v2.0
    =====================
     
    AUTHOR: bead-v & ndix UR
    FIRST RELEASE: 23 FEB 2017
    SECOND RELEASE: 6 JUL 2017
    GAMES: Star Wars Knights of the Old Republic II
     
    Description:
    ------------
     
    As can be seen in the before and after picture, there was an issue with one of the panels on the Ebon Hawk. I hex edited the model for that panel. If there is a problem with misplaced (simple) geometry, then I can move it out of the way, like I did with that black screen. KotOR1 doesn't have this problem. It's another case of TSL taking something that was perfectly fine in KotOR1 and breaking it / making it worse. Also, the same files would likely make K1 crash.
     
    Version 2:
    ndix UR has provided a fix for the lightmap issue with the floor panel outside the cargo hold.
     
    Installation:
    -------------
    Grab the *.mdl, *.mdx and *.tga files and drop them into the following folder:
    SWKotOR2/Override
     
    Uninstall:
    ----------
     
    Take them out again. If you encounter any, please let me know in the release thread and NOT on the download page.
     
    Credits:
    --------
    ndix UR for fixing the lightmap issue
     
    Thanks:
    -------
    Sith Holocron for putting together the first version of this mod because I was lazy
     
    Known Bugs:
    -------------
     
    None known at this time.
     
    Legal Disclaimer:
    -------------------
     
    All materials and copyrights belong to LucasArts, Obsidian Entertainment, and Bioware Corp.
     
    I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me.

    9,731 downloads

       (14 reviews)

    5 comments

    Updated

  4. No Gear On Ebon Hawk

    for Star Wars: Knights of the Old Republic
    by bead-v
     
    Description:
    This mod will make your party members wear no gear except for their default clothing when they are on the Ebon Hawk or in the Hideout Apartment on Taris.
     
    Installation:
    Run TSLPatcher.exe, or copy all .ncs and .utc files from tslpatchdata to your override.
     
    Uninstallation:
    Remove the following files from your override folder:
    - k_pebn_pophawk.ncs
    - p_ebo_*.utc for every party member (9 in total)
     
    Credits:
    Inspired by a similar feature of the mod: Kotor 2 unofficial patch v1.1.
     
    Thanks:
    Fred Tetra: Kotor Tool
    Stoffe: TSLPatcher
    JdNoa & Dashus: DeNCS
     
    Permissions:
    You may do whatever you want with this mod, however if you redistribute it, it would be nice of you to mention the original author somewhere.
     
    Contact:
    Send me a personal message on www.deadlystream.com. My username is bead-v.
     

    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.

    1,940 downloads

       (9 reviews)

    7 comments

    Updated

  5. MDLedit

    MDLedit is a (de)compiler for KOTOR and KOTOR2 model files.
     
    Which version should I download?
    There are two packages on the download page. They differ in whether the program uses Visual Styles or not. The difference is purely visual, they are completely equivalent in terms of functionality. The version in the mdledit_v0.0.0xp.zip package will work on Windows XP or newer as well as on MacOS through Wine, but it will look like crap. The version in the mdledit_v0.0.0.zip package will look better, but will only work on Windows Vista and up.
     
    How do I set it up?
    Open the .zip archive, extract the .exe and run it. If you want MDLedit to keep track of your option between sessions, create a blank mdledit.ini file in the same folder as your .exe.
     
    How do I use it?
    The program comes with a help documentation window accessible from the About menu, read that to learn how to use it. If something is not mentioned there please let me know in the relevant thread (link to be added) and I will explain the functionality and add the explanation to the help window for the next version.
     
    MDLedit was designed to be used with KOTORmax and the new version of KotORBlender by ndix UR. Using the ascii model files that it produces with NWmax will cause data to be ignored in the best case and a crash in the worst.
     
    The program crashed/froze/reported a weird error!
    Describe your issue in the relevant thread and I will look into it. Attaching a .zip archive with the files that MDLedit was processing when the problem appeared is also very welcome.
     
    Thanks
    A big thank you goes out to ndix UR, without whom MDLedit would have maybe half the functionality it has now.
    I would also like to thank the testers, who also made a lot of great suggestions that made MDLedit that much better:
    – DarthParametric
    – JCarter426
    – Quanon
    – VarsityPuppet
    – FairStrides
     
    The program was built on the knowledge about the MDL format, which is the result of the work of many modders, including CChargin, Magnusll, JdNoa, ndix UR, DarthSapiens, VarsityPuppet, FairStrides, and others! Thank you for your efforts!
     
    Lastly I'd like to thank the KOTOR modding community, which makes taking the time to make such a tool worth it.

    2,200 downloads

       (10 reviews)

    0 comments

    Updated

  6. KOTORmax

    KOTORmax is a plugin for 3ds Max and Gmax that allows importing and exporting of ascii model files for KOTOR and KOTOR2. KOTORmax is directly extended from NWmax by Joco.
     
    How do I set it up?
    Open the .zip archive, the instructions are in the readme file.
     
    How do I use it?
    Check for tutorials in the Tutorials Section. A lot of the basic functionality is exactly the same as with NWmax, so most of the tutorials should help you with using KOTORmax. As for the new functionality, it is now up to the community to create new tutorials for it.
     
    KOTORmax was designed to be used with MDLedit and the new version of MDLOps by ndix UR. Using the ascii model files that it produces with an older version of MDLOps will cause data to be ignored in the best case and a crash in the worst.
     
    What's different from NWmax?
    – Support for all known properties of the Odyssey MDL Format. All NWN functionality that is irrelevant for the KOTOR games removed.
    – Ambient texture (lightmap) import/export. Experimentally also vertex colors as well as texture0 and texture1 UV coordinate import/export.
    – Support for bezier animation controllers.
    – Lightsaber mesh object.
    – New Anim Editor, Key Ops, Constraint Editor, Visibility Editor, Roomlink Editor and improved Anim Mapper.
    – LYT and VIS file Import and Export.
    – Game smoothing preview.
    – Sanity check now adapated to KOTOR models.
    ... and much more!
     

    Max crashed/froze/reported a weird error!
    Describe your issue in the relevant thread (link to be added) and I will look into it. Please explain in detail exactly what you were doing when the error occurred. Also include any relevant files in your post.
     
    Thanks
    A big thank you goes out to ndix UR, without whom KOTORmax wouldn't even exist. A big thanks also to Joco for allowing me to build on NWmax and release it as KOTORmax.
    I would also like to thank the testers, both for their patience when I was dealing with very persistent bugs and for all the suggestions that helped make KOTORmax what it is now:
    – DarthParametric
    – JCarter426
    – Quanon
    – VarsityPuppet
     
    Lastly I'd like to thank the KOTOR modding community, which makes taking the time to make such a tool worth it.

    1,346 downloads

       (5 reviews)

    0 comments

    Submitted

  7. Upgradeable Swoop Bike (Incomplete mod)

    for Star Wars: Knights of the Old Republic II: The Sith Lords
    by bead-v
     
    Description:
    This is an incomplete mod. I have uploaded it for someone to finish it or use its parts and do their own thing with it. This installer will set up what was finished. After installation, you can load a save from before going to Nar Shaddaa, find a Twi'lek there who will sell you a swoop bike, then race with it on Telos and Nar Shaddaa. The swoop bike will appear on your ship, and you can access the the Upgrade Screen. However, upgrades are unobtainable. To acquire them, cheat or mod them into the game.
     
    Cheat codes:
    giveitem s_a_bespin
    giveitem s_a_megaracer
    giveitem s_a_sorosub
    giveitem s_a_ultra9
    giveitem s_e_aratech
    giveitem s_e_gtrack
    giveitem s_e_incom
    giveitem s_e_rlift
    giveitem s_f_advance
    giveitem s_f_bonded
    giveitem s_f_experiment
    giveitem s_f_reinforce
     
    Installation:
    Run TSLPatcher.exe.
     
    Uninstallation:
    To stop the Twi'lek from appearing, delete the following file from your override folder:
    - k_301_ref3
    To completely remove the files installed by this installer, check the tslpatchdata folder and delete all the corresponding files in the override and Modules folders inside your game folder. Then take all the files from backup and put them back where they belong (.mod files go to Modules, everything else to override).
     
    Thanks:
    Fred Tetra: Kotor Tool
    Stoffe: TSLPatcher, ERF/RIM Editor, TalkEd
    JdNoa & Dashus: DeNCS
    Chuck Chargin Jr: mdlops
    tk102: DLGEditor, K-GFF GFF Editor
     
    Permissions:
    You may do whatever you want with these files for your own personal usage. If you repackage or redistribute them, either by themselves or as part of a another mod, please give credit to the author.
     
    Contact:
    Send me a personal message on www.deadlystream.com. My username is bead-v.
     

    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.

    193 downloads

       (1 review)

    2 comments

    Submitted

  8. Rocket Launcher Sounds

    I made this minimod in the shortest possible time while doing something else, because the annoyance at the lack of sounds when firing rockets struck the wrong (right?) nerve. I basically used the first appropriate sound files I found on the internet and also edited them superfast, so this mod is probably not the best it could ever be. Maybe I will put more effort into it if it still hits that nerve again. But it is a lot better now that sounds are present, so I'm sharing it with you guys.
     
    Description:
    This mod adds sounds to Mira's rocket launcher. It will now produce a sound when Mira fires a grenade, rocket or dart.
     
    Uninstallation:
    Remove the following files from your override folder:
    - bv_rocket.wav
    - bv_dart.wav
    - bv_launch.wav
     
    Credits:
    - bv_rocket is based on RPG Plus Shrapnel recorded by Mike Koenig.
    (http://soundbible.com/2075-RPG-Plus-Shrapnel.html)
    - bv_dart is based on Realistic Punch Sound recorded by Mark DiAngelo.
    (http://soundbible.com/2069-Realistic-Punch.html)
    - bv_launch is based on Grenade Launcher 2 Sound recorded by Daniel Simon.
    (http://soundbible.com/2140-Grenade-Launcher-2.html)
     
    Thanks:
    Fred Tetra: Kotor Tool
     
    Permissions:
    You may modify the contents of this mod however you want for
    your personal usage, but if you want to repackage or redistribute the
    contents of this mod, you need to give credits to the authors of the
    sound files, since they are under Creative Commons Attribution 3.0.
     
    Contact:
    Send me a personal message on www.deadlystream.com. My username is bead-v.
     

    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.

    1,132 downloads

       (3 reviews)

    1 comment

    Submitted

  9. Workbox

    This is a mod for Kotor II: The Sith Lords created by VarsityPuppet and bead-v.
     
    This is a modding tool, designed mainly for module editing and cutscene
    creation/editing. It's designed to allow the modder to quickly change
    parameters when testing different scenarios.
     
    To obtain it, type "giveitem workbox" into the cheat console with the
    cheats enabled. The item will immediately become usable by everyone in
    the party as it doesn't need equiping.
     
    The Workbox supports the following features:
    - Prints the coordinates of the user's current location to the feedback
    screen, as well as its orientation in:
    - - degrees (to be used in scripts)
    - - radians (to be used in .gits for placeables)
    - - X and Y orientation (to be used in .gits for creatures,...)
    - - "cos" and "sin" (to be used in .gits for cameras ("cos" is the
    top-most box, while "sin" is the bottom-most))
    - Prints the tag and coordinates of the nearest object, as well as its
    type and distance to it. It also prints the tag and coordinates of the
    nearest door, creature, placeable, waypoint and trigger.
    - Spawn a dummy: spawns a dummy creature to be used for reference when
    collecting coordinates for a cutscene.
    - Open/Close nearest door
    - Destroy nearest object
    - The Warp console
    - Camera finder: This feature lets you cycle through the module's cameras.
    - Adjust party members' skills, attributes, influence, availabilty
    - Adjust PC's skills, attributes, alignment and gender
    - Add/remove party members from the party
    - Change current player character
    - Toggle party switching on/off
    - Toggle MinOneHP on/off: basically makes the user invincible.
    - WM_custom is a script that is intended to be used when a modder wants to
    test something quickly in a script, saving them the dlg editing or
    editing existing scripts.
    - A GetIsObjectValid option, which requires the tag of the object to be
    entered in the dlg.
    - Global/Local changing with minimal dlg editing.
     
    In addition to that, we have developed a module editing system:
    The module's OnEnter script is modified to fire a dialog named
    "pre*MODULE_NAME*" (ie. "pre905mal") under the condition that the
    global 000_Debug is set. The placeable that fires the dialog is
    "*MODULE_NUMBER*dlghost" (ie. "905dlghost"). This dialog then controls
    various condition under which to fire the module, or just fires some
    cutscenes directly. Basically you can do anything with it.
     
    The Workbox has an option to fire the module PreDialog directly, and also
    controls whether the global 000_Debug is set or not (under "settings").
    Whether you use this system or completely ignore it is up to you.
     
    Two features require editing of the workbox.dlg. The first is putting in
    the object tag for the GetIsObjectValid feature, to check whether the
    object exists. The node where the tag needs to be entered is marked.
     
    The other feature is the editing of globals and locals. What you need to
    do is create a new reply in the "Set Globals and Locals" tree, and attach
    the "WB_control" script to it with the following parameters:
    P1 - always 15
    P2 - 1 if boolean, 0 if number
    P3 - local ID; if left 0, then this marks a global
    String Parameter - if local then this is the object tag (empty means
    OBJECT_SELF), if global then this is the global ID. (Like "000_Debug")
    P5 - this parameter can optionally mark the instance of the object with the
    local boolean or number.
    (P4 is not used)
     
    After creating the reply, you need to copy the entry from the other replies.
    There are two versions of the entry, based on whether it's a number or a
    boolean. Make sure to copy the right one.
     
    Examples:
    Darth Nihilus local number 13
    15, 0, 13, 0, 0, DarthNihilus
     
    global boolean 000_PLAYER_GENDER
    15, 1, 0, 0, 0, 000_PLAYER_GENDER
     
    global number K_CURRENT_PLANET
    15, 0, 0, 0, 0, K_CURRENT_PLANET

    474 downloads

       (5 reviews)

    3 comments

    Updated

  10. TSL Galaxy Map Fix

    This mod changes the positions of the planets in the galaxy map to roughly their canonical position. A con is that the planets aren't evenly spread out, which some people might not like.
     
    This mod is for the PC version of TSL only.

    9,052 downloads

       (5 reviews)

    12 comments

    Updated

  11. Skip Telos' Surface

    Made this for a friend, but if anyone else wants to use this, go ahead.. This mod gives you the option to skip the entire Telos surface, taking the shuttle directly to Atris. You get an approximate amount of items you'd get if you played through the surface, the approximate amount of experience and Bao-Dur gets added to your party. No problems have yet been found, but if you do find any, contact me and I'll see about fixing them. Any other suggestions are also welcome.
     
    For both the PC and Xbox version of the game.

    7,246 downloads

       (4 reviews)

    12 comments

    Submitted