nadrino

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About nadrino

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  1. View File Electrical Swords Summary A mod for "Star Wars : Knights of the Old Republic" that modify the appearance of melee swords by electrical swords for a more STAR WARS-like look. This mod changes the appearance of every iron sword in the game. Every original sword has been slightly modified to add a colored glowing effect on the blade. The idea was to keep the original look of each iron sword while adding this futuristic glow. How to install? Two version are available, `tga` or `tpc`, that can be found in the `install` folder. Put the content of the `override` folder into the `override` folder of your game. Compatibility table | Platform | Works | Comment | |------------------|-------|-----------------------------------------------------------| | PC - Steam | ✅️ | | | PC - Original CD | ✅️ | | | macOS | ✅️ | | | Nintendo Switch | ✅ | Only the `tpc` version | | iOS | ✅ | Only the `tga` version | | XBox | ❌ | `.mdl` files make the game crash when displayed on screen | Credits The glowing textures were taken from the original mod: Vibrosword replacement pack 1.0 by DeadMan. The electric buzz sound were taken from the sound bank of original PS1 game: Star Wars: Episode I – The Phantom Menace. Source Github page: kotor-mod-electrical-swords Permissions Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me. Submitter nadrino Submitted 04/05/2025 Category Mods K1R Compatible Yes  
  2. View File Keep Prologue Benefits Summary A mod for "Star Wars: Knights of the Old Republic II - The Sith Lords" which fixes the inventory and XP loss during the first section of the game. In the original and TSLRCM version of the game, none of the benefits from the Prologue are kept for the rest of the game which makes not much sense in the story. This mod fixes this anomaly. In details, this mod does the following: Save the XP earn by T3-M4 during the prologue The XP is temporarly re-assigned during the Hangar/Fuel section with T3-M4 The total earned XP with T3-M4 is given back when T3 joins the party Properly separating the inventory of T3-M4 (including the Prologue acquisitions) and the Exile. Both inventories are merged when T3-M4 joins the party How to install? Put the content of the install/override folder into the override folder of your game. Compatibility table | Platform | Running | |-----------------|---------| | PC | ✅️ | | MacOS | ✅ | | Nintendo Switch | ✅ | | iOS | ? | | XBox | ? | Source Github page: kotor2-mod-prologue-benefits Permissions Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me. Submitter nadrino Submitted 04/05/2025 Category Mods TSLRCM Compatible Yes  
  3. Version 1.0

    60 downloads

    Summary A mod for "Star Wars: Knights of the Old Republic II - The Sith Lords" which fixes the inventory and XP loss during the first section of the game. In the original and TSLRCM version of the game, none of the benefits from the Prologue are kept for the rest of the game which makes not much sense in the story. This mod fixes this anomaly. In details, this mod does the following: Save the XP earn by T3-M4 during the prologue The XP is temporarly re-assigned during the Hangar/Fuel section with T3-M4 The total earned XP with T3-M4 is given back when T3 joins the party Properly separating the inventory of T3-M4 (including the Prologue acquisitions) and the Exile. Both inventories are merged when T3-M4 joins the party How to install? Put the content of the install/override folder into the override folder of your game. Compatibility table | Platform | Running | |-----------------|---------| | PC | ✅️ | | MacOS | ✅ | | Nintendo Switch | ✅ | | iOS | ? | | XBox | ? | Source Github page: kotor2-mod-prologue-benefits Permissions Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me.
  4. nadrino

    Electrical Swords

    Version 1.0

    27 downloads

    Summary A mod for "Star Wars : Knights of the Old Republic" that modify the appearance of melee swords by electrical swords for a more STAR WARS-like look. This mod changes the appearance of every iron sword in the game. Every original sword has been slightly modified to add a colored glowing effect on the blade. The idea was to keep the original look of each iron sword while adding this futuristic glow. How to install? Two version are available, `tga` or `tpc`, that can be found in the `install` folder. Put the content of the `override` folder into the `override` folder of your game. Compatibility table | Platform | Works | Comment | |------------------|-------|-----------------------------------------------------------| | PC - Steam | ✅️ | | | PC - Original CD | ✅️ | | | macOS | ✅️ | | | Nintendo Switch | ✅ | Only the `tpc` version | | iOS | ✅ | Only the `tga` version | | XBox | ❌ | `.mdl` files make the game crash when displayed on screen | Credits The glowing textures were taken from the original mod: Vibrosword replacement pack 1.0 by DeadMan. The electric buzz sound were taken from the sound bank of original PS1 game: Star Wars: Episode I – The Phantom Menace. Source Github page: kotor-mod-electrical-swords Permissions Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me.
  5. Amazing! Can you also provide a TPC version? (I mean convert the TGA files with tga2tpc?)
  6. Oh thanks! I remember Fair Strides mentionning it. Altough he told me he was writing a completly new version of KSE (with a new UI). Also this repo only feature build scripts and KPF updates as far as I saw.
  7. Dear Deadlystream comunity, I've been reviewing my personnal repositories on github recently and thought you would appreciate me putting in public my KotOR Savegame Editor repository: https://github.com/nadrino/kotor-savegame-editor. This version has been "forked" from the latest release of @Fair Strides (Deadlystream link). I quote "forked" as the source code had not properly been released on a dedicated git repository, so the original perl code was extracted directly from the archive. I remember having a couple of discussions with Fair Strides, but I never really had time to do a public release. This version adds a couple of very useful features that weren't present in the origianl KSE code: - Adding screenshot display when selecting a savegame // muuuch easier to find the save you're looking for! - Ability to change the player position: X, Y, Z // YES it is possible! Altough you need to put coordinates that are valid (see blue areas with Kotor Toolset maps) - Ability to read and modify the doors on the maps - Ability to read and modify the inventory of the placeables - Ability to read and modify the inventory of the stores - Adding Creatures section under Area - Adding full support for ASPYR kotor versions (linux/macos) - Adding compatibily with compressed ASPYR save files (Nintendo Switch version) // those file are actually just simply compressed - A couple of bug fixes and optimizations while reading/writing your savegame files Hope you will enjoy this fresh version of the good old KSE 😄 EDIT: For everybody to get access to this version, one of the staff member could create a dedicated dowload page for it 😊 Cheers, Nadrino
  8. nadrino

    the switch port

    By directly looking into the Switch game files, it does not seem to have any trace of TSLRCM. Maybe they did include some fixes from the pack, but no module files are present (./Modules/*.mod) so I don't see how they would have fully included the restored content.
  9. In order to make mods that need to edit NCS scripts, it is necessary to decompile the ones present within the .mod files of TSLRCM. For a better accuracy and making sure our mods are not introducing new bugs, it would be very useful to have access to the .nss files that made the scripts presents in TSLRM module packages. Is there a github page where TSLRCM source code is accessible?
  10. I'm trying to identify which script triggers the XP wipe out when we finish the prologue. It seems like TSLRCM is extending the wiped out XP when we choose to skip the prologue (the original version would keep the XP). So I'm wondering which ".ncs" script is responsible for this. Additionnally my intention would also be to copy T3-M4 invetory to the storage room of the Peragus mining station as the holocron logs suggest. This might be a bit more complicated than just moving inventory as it is done when we arrive on Telos the first time, since this map (106PER) is trigger after loading the administrative level (101PER).
  11. By chance do you know which format is supported for the switch version?
  12. I've looked at https://deadlystream.com/files/file/1716-sithcodec/ but I'm running on macOS, and would have to make this fake wave header myself. Do you know which MP3 format is supported: you said mono already, but is there any requirement in bitrate/sampling frequency?
  13. Thanks a lot @DarthParametric! I indeed forgot the subfolder structure in streamwaves. Apparently it also works with raw .wav files. Is there some versions of the game that are only compatible with mp3 (with fake wav header)? Cheers!