-
Content Count
291 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by JumpStationZ
-
View File maverick187's Ancient Sword [for TSL] Ancient Sword (for TSL): modeled and skinned by: maverick187 Creation date: May 27th, 2005 ------------------------------------------------------------------------------------------- Intro: This is simply a new sword model, very katana like, for KotOR: TSL, no special stats other than an Awareness +2 bonus, the sword is upgradeable. Note: version 1.1 fix: fixed w_Vbroswrd_oo1.mdl as showing the same appearance as the sword in this mod. ---------------------- Files: mav_ktnbld_001.uti - .uti file, item properties etc. iw_vbroswrd_087.tga - menu icon mav_swrdktn.tga/.txi - the texture and shader files for the sword w_vbroswrd_087.mdl/.mdx - the model files for the sword. DON'T TOUCH!!! ---------------------- Installation and Uninstallation: To install place all of the files in the override folder. to uninstall remove them from the override folder. ---------------------- In-Game Placement: Simple, as there is none. Instead use the cheat code "giveitem mav_ktnbld_001" or do the following: 1. Extract and/or Open itemcreate.2da and itemcreatemira.2da, using Kotor Tool 2. Scroll down to the bottom of each and type the following in each: column..-..what you type (Row Label)..-..next number label..-..mav_ktnbld_001 skill..-..15 group..-..2 level..-..5 align..-..0 base_skill..-..5 dunno..-..0 overridetag..-..**** ---------------------- Comments, Complaints, Questions: [see read me for e-mail] ---------------------- Acknowledgements: Fred Tetra: Heaps of thanks for the ever-helpful Kotor Tool T7nowhere: Thank you for helping me to start modeling. svösh: Tons of thanks for helping me figure out my texture warping problem with this model as well as helping me with several other modeling problems of mine NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. Submitter JumpStationZ Submitted 12/27/2023 Category Mods TSLRCM Compatible No
-
View File Oddball_E8's "Evil Sounds" Evil Sounds by Oddball_E8 Created: February 9th 2005 ________________________________ What this mod does: ________________________________ This mod replaces some of the death sounds with more gruesome sounds. ________________________________ Creator’s Notes: ________________________________ What can I say? I was feeling a bit evil... (all the files are male only voices since I have no screams that sound female) ________________________________ Files Modified: ________________________________ n_darkjedim_dead.wav - Dark Jedi n_fatcomm_dead.wav - I don’t have a clue who uses this file... but I modded it anyway n_hsmuggler_dead.wav - same here... but I assume it’s a smuggler? n_repsold_dead.wav - Republic soldier n_sithcomm_dead.wav - Sith commander (not the guy in red armor) n_sthapprnm_dead.wav - Sith apprentice ________________________________ Feedback: ________________________________ Any and all feedback can be sent to the author at: {see read-me for contact information) NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R by many years.) If you download and install this mod, you assume all risk. These sound files also exist in KotOR2 but as before, use is at your own risk. Submitter JumpStationZ Submitted 12/29/2023 Category Mods K1R Compatible No
-
View File Oddball_E8's New Blaster and Grenade Sounds New Blaster and Grenade Sounds by Oddball_E8 Created: February 6th, 2005 ________________________________ What this mod does: ________________________________ This mod just changes the default blaster sounds and some of the grenade sounds. ________________________________ Creator’s Notes ________________________________ I wanted a more "oomph-y" sound to the blasters since I thought the original sounds were a bit bland, so I mixed the original sounds with some sounds I have used in other sound mods for games with "real" guns. I also replaced some of the grenade sounds for the same reason, but here I didn’t mix them with anything, I just used the sounds from my Combat Mission mod. I will make some more sounds, mainly the "bounce" sounds of grenades and also the impact sounds from blasters since I want these to have an "explosion" feel to them... not too much, but a little. ________________________________ Files Modified: ________________________________ cb_gr_fragment.wav -not mixed cb_gr_plasma.wav -not mixed cb_gr_stun.wav -not mixed cb_gr_thermal.wav -not mixed cb_sh_blast1.wav -mixed with original cb_sh_hvybl1.wav -mixed with original cb_sh_medbl1.wav -mixed with original cb_sh_pwrblast1.wav -mixed with original cb_sh_pwrblast2.wav -mixed with original ________________________________ Feedback: ________________________________ Any and all feedback can be sent to the author at: [see read-me file for contact information] NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R by many years.) If you download and install this mod, you assume all risk. These sound files also exist in KotOR2 but as before, use is at your own risk. Submitter Sith Holocron Submitted 12/29/2023 Category Mods K1R Compatible No
-
Version 1.0.0
127 downloads
New Blaster and Grenade Sounds by Oddball_E8 Created: February 6th, 2005 ________________________________ What this mod does: ________________________________ This mod just changes the default blaster sounds and some of the grenade sounds. ________________________________ Creator’s Notes ________________________________ I wanted a more "oomph-y" sound to the blasters since I thought the original sounds were a bit bland, so I mixed the original sounds with some sounds I have used in other sound mods for games with "real" guns. I also replaced some of the grenade sounds for the same reason, but here I didn’t mix them with anything, I just used the sounds from my Combat Mission mod. I will make some more sounds, mainly the "bounce" sounds of grenades and also the impact sounds from blasters since I want these to have an "explosion" feel to them... not too much, but a little. ________________________________ Files Modified: ________________________________ cb_gr_fragment.wav -not mixed cb_gr_plasma.wav -not mixed cb_gr_stun.wav -not mixed cb_gr_thermal.wav -not mixed cb_sh_blast1.wav -mixed with original cb_sh_hvybl1.wav -mixed with original cb_sh_medbl1.wav -mixed with original cb_sh_pwrblast1.wav -mixed with original cb_sh_pwrblast2.wav -mixed with original ________________________________ Feedback: ________________________________ Any and all feedback can be sent to the author at: [see read-me file for contact information] NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R by many years.) If you download and install this mod, you assume all risk. These sound files also exist in KotOR2 but as before, use is at your own risk. -
Version 1.0.0
106 downloads
Evil Sounds by Oddball_E8 Created: February 9th 2005 ________________________________ What this mod does: ________________________________ This mod replaces some of the death sounds with more gruesome sounds. ________________________________ Creator’s Notes: ________________________________ What can I say? I was feeling a bit evil... (all the files are male only voices since I have no screams that sound female) ________________________________ Files Modified: ________________________________ n_darkjedim_dead.wav - Dark Jedi n_fatcomm_dead.wav - I don’t have a clue who uses this file... but I modded it anyway n_hsmuggler_dead.wav - same here... but I assume it’s a smuggler? n_repsold_dead.wav - Republic soldier n_sithcomm_dead.wav - Sith commander (not the guy in red armor) n_sthapprnm_dead.wav - Sith apprentice ________________________________ Feedback: ________________________________ Any and all feedback can be sent to the author at: {see read-me for contact information) NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R by many years.) If you download and install this mod, you assume all risk. These sound files also exist in KotOR2 but as before, use is at your own risk. -
View File Mr Defender's Wrist Console [TSL] Defender's Wrist Console Modification Version 1.9 Author: Defender Creation Date: February 4th, 2006 [contact information in read-me) ========= Installation ========= - For starters, make sure you have a folder named 'override' in your KotOR 2 directory. - This modification requires a modified spells.2da file to work, if you have a spells.2da file please place it in your 'override' folder and not a sub folder. YES: c:\games\kotor2\override\spells.2da NO!!: c:\games\kotor2\override\modification\spells.2da TSL Patcher will then be able to patch your own spells.2da file instead of a new one. - Once the 2da files are located in your override folder, click "Install" and TSL Patcher will ask you to point it to your Kotor 2 folder before installing. YES: C:\Games\Kotor2\ NO!!: C:\Games\Kotor2\Override\ - TSL Patcher will now install the modification, and patch the 2da files (if any) if needed. Once this process is done, you will be able to use the wrist console modification in KotOR 2. ================================ Adding Wrist Console to your inventory ================================ Adding the wrist/droid console to your inventory is rather simple... the first method requires cheats to be enabled. 1) while playing the game, press ~ and type in "giveitem wristconsole" or "giveitem dcc" , this will give you the wrist console or the droid console (respectively) 2) Walk up to any workbench or medical lab and select the new dialogue options relating to this modification. Note, this is the method to use if you're playing on the Microsoft Xbox. ======================================== Giving the Wrist Launcher Proficiency to Everyone ======================================== If you walk up to the medical lab or workbench and select the 'upload schematics for replication’, and choose either the 'run proficiency script' or 'replicate a wrist console' or even 'replicate a droid console', the script will be executed and the proficiency feat will be given to everyone in your party (the ones onboard and offboard of the ebon hawk). There is a similar option located in the wrist console's replicator options under 'replicate wrist consoles' . If a party member joins your quest, simply re-run this script and he/she will acquire this feat. =============================== Equipping the Wrist Console/Launcher =============================== Once the wrist console is added to your inventory, and the proficiency script has been executed, you can equip it on any character in either armband slots. Please note, droids do not need the 'wrist launcher proficiency' feat to equip the droid command console (wrist console for droids). Alternatively, there seems to be an interesting side-effect of making the wrist console a wrist launcher, apparently you can simply replicate 1 and not equip it, making it usable by anyone when it's just sitting in your inventory.... much like Chainz.2da's hak pad.. Not exactly sure how I managed to make that happen, but it is somewhat useful, if you don't want the wrist launcher console, simply leave it in your inventory... however, if you are interested in using the new wrist launcher capabilities, you will need to equip on a character (and, obviously, switch to that character to be able to use this feature) NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes TSLRCM by many years.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. Submitter JumpStationZ Submitted 12/29/2023 Category Mods TSLRCM Compatible No
-
Version 1.9
72 downloads
Defender's Wrist Console Modification Version 1.9 Author: Defender Creation Date: February 4th, 2006 [contact information in read-me) ========= Installation ========= - For starters, make sure you have a folder named 'override' in your KotOR 2 directory. - This modification requires a modified spells.2da file to work, if you have a spells.2da file please place it in your 'override' folder and not a sub folder. YES: c:\games\kotor2\override\spells.2da NO!!: c:\games\kotor2\override\modification\spells.2da TSL Patcher will then be able to patch your own spells.2da file instead of a new one. - Once the 2da files are located in your override folder, click "Install" and TSL Patcher will ask you to point it to your Kotor 2 folder before installing. YES: C:\Games\Kotor2\ NO!!: C:\Games\Kotor2\Override\ - TSL Patcher will now install the modification, and patch the 2da files (if any) if needed. Once this process is done, you will be able to use the wrist console modification in KotOR 2. ================================ Adding Wrist Console to your inventory ================================ Adding the wrist/droid console to your inventory is rather simple... the first method requires cheats to be enabled. 1) while playing the game, press ~ and type in "giveitem wristconsole" or "giveitem dcc" , this will give you the wrist console or the droid console (respectively) 2) Walk up to any workbench or medical lab and select the new dialogue options relating to this modification. Note, this is the method to use if you're playing on the Microsoft Xbox. ======================================== Giving the Wrist Launcher Proficiency to Everyone ======================================== If you walk up to the medical lab or workbench and select the 'upload schematics for replication’, and choose either the 'run proficiency script' or 'replicate a wrist console' or even 'replicate a droid console', the script will be executed and the proficiency feat will be given to everyone in your party (the ones onboard and offboard of the ebon hawk). There is a similar option located in the wrist console's replicator options under 'replicate wrist consoles' . If a party member joins your quest, simply re-run this script and he/she will acquire this feat. =============================== Equipping the Wrist Console/Launcher =============================== Once the wrist console is added to your inventory, and the proficiency script has been executed, you can equip it on any character in either armband slots. Please note, droids do not need the 'wrist launcher proficiency' feat to equip the droid command console (wrist console for droids). Alternatively, there seems to be an interesting side-effect of making the wrist console a wrist launcher, apparently you can simply replicate 1 and not equip it, making it usable by anyone when it's just sitting in your inventory.... much like Chainz.2da's hak pad.. Not exactly sure how I managed to make that happen, but it is somewhat useful, if you don't want the wrist launcher console, simply leave it in your inventory... however, if you are interested in using the new wrist launcher capabilities, you will need to equip on a character (and, obviously, switch to that character to be able to use this feature) NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes TSLRCM by many years.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. -
View File DARTHMOELLER's TSL Exile's Item Pack DARTHMOELLER's TSL EXILE'S ITEM PACK Creation date: July 15th, 2005 -------------------------------------------------------------------------- Author: -------------------------------------------------------------------------- DARTHMOELLER e-mail: [see read-me for e-mail] NOTE: For optimal viewing, line up the edges to fit the dashes. Description: -------------------------------------------------------------------------- This mod adds new items to the beginning of the game that are specially made for the exile. The items can be found in a metal crate inside the medical room on Peragus. The items you find include the Exile's armband, shield, belt, gauntlets, and implant. I didn't add any clothes because it wouldn't fit well with Atton's "naked Jedi" lines. List of Files: dm_shield.uti - shield properties file dm_band.uti - armband properties file dm_belt.uti - belt properties file dm_gloves.uti - gauntlets properties file dm_implant.uti - implant properties file ii_belt_050.tga - belt icon ii_FrArmBnds_050.tga - armband icon ii_FrArmBnds_049.tga - shield icon ii_Gauntlet_050.tga - gauntlets icon ii_Implant3_050.tga - implant icon metalbox080.utp - metal crate file dm_byebox.ncs - script a_doormor.ncs - script dm_bmedbox80.ncs - script NOTE: The source scripts are included in this mod in a folder called "source." Installation: -------------------------------------------------------------------------- 1.If you haven't done so already, create a folder named "override" (without quotes) in your KotOR II directory. 2. Next, extract the contents of the .rar file into your TSL override folder. 3. Use the giveitem cheat (optional!!) This way of getting the robes will add the items directly to the player's inventory. To enable cheats, open your swkotor2.ini file, and under GameOptions, enter "EnableCheats=1" without the quotes. Then in game, press the ~ button to open the console, which will be invisible. Type "giveitem <item name>" without the quotes. The item names are below. NOTE: The items are placed in-game, so there is no reason to use the giveitem cheat. Cheat Names: dm_shield - exiles shield dm_band - exiles armband dm_belt - exiles belt dm_gloves - exiles gauntlets dm_implant - exiles implant Uninstall: --------------------------------------------------------------------------- Simply remove all files included in this mod from your override directory. Known Issues: --------------------------------------------------------------------------- There are currently no known issues or problems with this mod. If you do encounter any issues or problems, please alert me via the e-mail above. I will try to fix them the best I can. Acknowledgements: --------------------------------------------------------------------------- Thanks to Fred Tetra for his amazing Kotor Tool. Without it, none of this would be possible. http://kotortool.home.comcast.net/ Thanks to Darth333 and RedHawke for all of their scripting help. Without their help, I would still be lost on how to script. Thanks to all the folks at Holowan labs, for providing guidance and encouragement along the way. You guys rule! Conditions of Use: --------------------------------------------------------------------------- You are free to use this mod for your own personal use. You may use the source scripts included however you like, even in a public mod. However, I must grant proper permission in order to use anything else from this mod for a public mod. If I do grant permission, make sure to give me proper credit in your readme and include this readme file with your mod. NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes TSLRCM by many years.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. Submitter JumpStationZ Submitted 12/28/2023 Category Mods TSLRCM Compatible No
-
View File maverick187's Megido & The Avenger [Lightsaber Models for KotOR1]] Megido & The Avenger - Lightsaber Models: created by: maverick187 Creation date: March 27th, 2005 ------------------------------------------------------------------------------------------- PART I: Introduction (prt1) Greetings these lightsaber models are completely new models made from scratch by myself in gmax. It adds a little more diversity to look at while plain the game versus those aluminum cylinders that the game calls a lightsaber. Enjoy the new models. ------------------------------------------------------------------------------------------- PART II: Table of Contents (prt2) PART I - Introduction (prt1) PART II - Table of Contents (prt2) PART III - Features (prt3) PART IV - Sabers and Crystals (prt4) PART V - Installation (prt5) PART VI - Uninstall (prt6) PART VII - In-Game Placement (prt7) PART VIII - Bugs (prt8) PART IX - Acknowledgements and Credits (prt9) PART X - Item Cheat Codes (prt10) PART XI - Screenshots (prt11) ------------------------------------------------------------------------------------------- PART III: Features (prt3) This mod includes 2 new saber models and three new sabers (the regular and short saber use the same model), all are upgradeable, and creatable, the stats of the sabers are the same as the game’s regular sabers though. --> 2 new saber models --> 3 new sabers to play with --> 1 new custom saber color crystal --> In-Game Placement for ease-of-use ------------------------------------------------------------------------------------------- PART IV: Sabers, Crystals (prt4) This mod includes 3 new sabers, and 1 new crystal, the following are small descriptions of each. Megido Lightsaber & Megido Shortsaber: ---------------------------------------- Blade Color: Red Hilt Type: A curved hilt with an end spike, ridges and slanted emitter Color Crystal: Ancient Sith Crystal In-Game Description: Traditionally associated with the Jedi, the lightsaber is a devastating weapon difficult to master. Properties can vary with the type of focusing crystal used in construction. This particular design, known as the "Megido" design, derives from the original design of an unknown Ancient Sith Lord. The original saber has been cataloged and placed in the Jedi Archives. The Avenger Double-Bladed Lightsaber: ---------------------------------------- Blade Color: Red Hilt Type: A double-bladed shaft with center ridges, and two sets of spikes on either side, symmetrical and features two-sided emitter guards on each side of the hilt. Color Crystal: Ancient Sith Crystal In-Game Description: These exotic weapons are rare, and most often associated with Jedi attracted to the dark side of the Force, for whom reckless aggression is sometimes considered an asset. The double-bladed lightsaber is capable of inflicting more damage - but is also less precise - than the single-bladed variant. This design was originally created by an ancient Sith Marauder, it carries with it a history of innocent deaths. Although this is just a replica of the original, which is stored in the Jedi Archives, it's appearance still strikes fear in the eyes of most Jedi. ------------------------------------------------------------------------------------------- PART V: Installation (prt5) 1. Create an override folder within your KotOR 2 directory, if you do not have one already. 2. Extract all of the files in this file into your override directory, if you are prompted to overwrite any .2da file proceed to step three, if you are not then installation is complete. 3. If you are prompted to overwrite any .2da file note which file it is and then follow the following compatibilities guide if you have other mods installed which use the same .2da files: |The .2da file | The compatible mods |---------------|------------------------------------------------------------------------ |upcrystals.2da | RedHawke's Exile Item Pack, Darkkender's Guardian Saber mod, and Xcom's Dual-wielding Double-Blades mod, Shadow Blade's mods, RedHawke and My Prestige Pack |---------------|------------------------------------------------------------------------ |upgrade.2da | Envida's Complete Mods, RedHawke's Workbench Robes mod, and Darkkender's Segan Wyndh Pack |---------------|------------------------------------------------------------------------ |itemcreate.2da | [ RedHawke's Workbench Robe Mod, Darkkender's Segan Wyndh Pack |---------------|------------------------------------------------------------------------ |itemcreatemira.2da | RedHawke and My Prestige Pack, and Prime's Stormtrooper Mod |---------------------------------------------------------------------------------------- 4. If you have your own custom conflicting .2da file or a .2da file that is from a mod not listed here you will need to merge your .2da files, please go to the tutorials section at Holowan Labs for information on how to merge .2da files. Link in PART VIII. 5. The following is a simple tutorial on making your upcrystals.2da file compatible with this mod. + Download KotOR Tool. Can be found at Holowan Labs, link in PART VIII + Open KotOR Tool and click the 2da button in the top left corner, open the upcrystals.2da file from your override folder. + Now scroll down to a new row and type the following: |(Row Label)| label | template | shortmdlvar | longmdlvar | doublemdlvar | |-----------|---------------|--------------|---------------|--------------|---------------| |next number|MavModels_Crstl | mav_drkcrst001 | mav_w_mgdssbr01 | mav_w_mgdsbr01 | mav_w_avgrsbr01| |-----------------------------------------------------------------------------------------| *Note the top row are the names of the columns of the 2da file, you enter the 2nd row. + now click in an above entry and go File->Save as 2DA V2.b and save it in your override folder ------------------------------------------------------------------------------------------- PART VI: Uninstall (prt6) Simply remove all of the files from your override folder. ------------------------------------------------------------------------------------------- PART VII: In-Game Placement (prt7) You can build the sabers and any workbench that allows for item creation, when you reach certain qualifications. ------------------------------------------------------------------------------------------- PART VIII: Known Bugs (prt8) There are no known bugs at this time. If you discover a bug, please report them to us at the Holowan Laboratory Forum at www.lucasforums.com or more specifically: http://www.lucasforums.com/forumdisplay.php?s=&forumid=324 You may also e-mail me at (see read me for e-mail) although you are much more unlikely to get a response there as it is rarely checked. ------------------------------------------------------------------------------------------- PART IX: Acknowledgements and Credits (prt9) Fred Tetra: Without your tireless effort on the creation and continued dedication to upgrading your incredible KotOR Tool this mod would not be possible, for that we are all in debt to you, and we cannot thank you enough. tk102: KSE has helped us in numerous ways, testing out the mod, and for the pure enjoyment of creating the "Super Jedi" lol, also your help and guidance has been tremendous, thanks. T7nowhere: Thank you, for the encouragement early on when I started modding way back in KotOR 1, and for the tremendous amount of help when I was learning to model, I owe a lot to you, thanks T7, svösh: In many ways you have been my greatest mentor, encouraging me early on in the KotOR1 days, helping me learn the basics of skinning and texturing and teaching me some of the finer points of Photoshop, and for the help and direction when I tried to model, and for letting me use your custom shader for almost all of my mods, thank you svösh. RedHawke: Well, we have teamed up for many a few mods and they have reached great success, thanks for all the help with everything, scripting etc. maybe not in this mod, but in others, thanks. Holowan Labs: Thank goes out to all the support from everyone at Holowan Labs, for the helpful comments in the W.I.P. thread and for continued support. ------------------------------------------------------------------------------------------- PART X: Cheat Codes (prt10) Color Crystals: mav_drkcrst001 = Ancient Sith Crystal Lightsabers: mav_w_mgdssbr01 = Megido Shortsaber mav_w_mgdsbr01 = Megido Lightsaber mav_w_avgrsbr01 = The Avenger (double-bladed saber) ------------------------------------------------------------------------------------------- PART XI: Screenshots (prt11) [links removed as they are now dead links] NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. Submitter JumpStationZ Submitted 12/27/2023 Category Mods K1R Compatible No
-
Version 1.0.0
224 downloads
DARTHMOELLER's TSL EXILE'S ITEM PACK Creation date: July 15th, 2005 -------------------------------------------------------------------------- Author: -------------------------------------------------------------------------- DARTHMOELLER e-mail: [see read-me for e-mail] NOTE: For optimal viewing, line up the edges to fit the dashes. Description: -------------------------------------------------------------------------- This mod adds new items to the beginning of the game that are specially made for the exile. The items can be found in a metal crate inside the medical room on Peragus. The items you find include the Exile's armband, shield, belt, gauntlets, and implant. I didn't add any clothes because it wouldn't fit well with Atton's "naked Jedi" lines. List of Files: dm_shield.uti - shield properties file dm_band.uti - armband properties file dm_belt.uti - belt properties file dm_gloves.uti - gauntlets properties file dm_implant.uti - implant properties file ii_belt_050.tga - belt icon ii_FrArmBnds_050.tga - armband icon ii_FrArmBnds_049.tga - shield icon ii_Gauntlet_050.tga - gauntlets icon ii_Implant3_050.tga - implant icon metalbox080.utp - metal crate file dm_byebox.ncs - script a_doormor.ncs - script dm_bmedbox80.ncs - script NOTE: The source scripts are included in this mod in a folder called "source." Installation: -------------------------------------------------------------------------- 1.If you haven't done so already, create a folder named "override" (without quotes) in your KotOR II directory. 2. Next, extract the contents of the .rar file into your TSL override folder. 3. Use the giveitem cheat (optional!!) This way of getting the robes will add the items directly to the player's inventory. To enable cheats, open your swkotor2.ini file, and under GameOptions, enter "EnableCheats=1" without the quotes. Then in game, press the ~ button to open the console, which will be invisible. Type "giveitem <item name>" without the quotes. The item names are below. NOTE: The items are placed in-game, so there is no reason to use the giveitem cheat. Cheat Names: dm_shield - exiles shield dm_band - exiles armband dm_belt - exiles belt dm_gloves - exiles gauntlets dm_implant - exiles implant Uninstall: --------------------------------------------------------------------------- Simply remove all files included in this mod from your override directory. Known Issues: --------------------------------------------------------------------------- There are currently no known issues or problems with this mod. If you do encounter any issues or problems, please alert me via the e-mail above. I will try to fix them the best I can. Acknowledgements: --------------------------------------------------------------------------- Thanks to Fred Tetra for his amazing Kotor Tool. Without it, none of this would be possible. http://kotortool.home.comcast.net/ Thanks to Darth333 and RedHawke for all of their scripting help. Without their help, I would still be lost on how to script. Thanks to all the folks at Holowan labs, for providing guidance and encouragement along the way. You guys rule! Conditions of Use: --------------------------------------------------------------------------- You are free to use this mod for your own personal use. You may use the source scripts included however you like, even in a public mod. However, I must grant proper permission in order to use anything else from this mod for a public mod. If I do grant permission, make sure to give me proper credit in your readme and include this readme file with your mod. NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes TSLRCM by many years.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. -
Version 1.0.0
38 downloads
Ancient Sword (for TSL): modeled and skinned by: maverick187 Creation date: May 27th, 2005 ------------------------------------------------------------------------------------------- Intro: This is simply a new sword model, very katana like, for KotOR: TSL, no special stats other than an Awareness +2 bonus, the sword is upgradeable. Note: version 1.1 fix: fixed w_Vbroswrd_oo1.mdl as showing the same appearance as the sword in this mod. ---------------------- Files: mav_ktnbld_001.uti - .uti file, item properties etc. iw_vbroswrd_087.tga - menu icon mav_swrdktn.tga/.txi - the texture and shader files for the sword w_vbroswrd_087.mdl/.mdx - the model files for the sword. DON'T TOUCH!!! ---------------------- Installation and Uninstallation: To install place all of the files in the override folder. to uninstall remove them from the override folder. ---------------------- In-Game Placement: Simple, as there is none. Instead use the cheat code "giveitem mav_ktnbld_001" or do the following: 1. Extract and/or Open itemcreate.2da and itemcreatemira.2da, using Kotor Tool 2. Scroll down to the bottom of each and type the following in each: column..-..what you type (Row Label)..-..next number label..-..mav_ktnbld_001 skill..-..15 group..-..2 level..-..5 align..-..0 base_skill..-..5 dunno..-..0 overridetag..-..**** ---------------------- Comments, Complaints, Questions: [see read me for e-mail] ---------------------- Acknowledgements: Fred Tetra: Heaps of thanks for the ever-helpful Kotor Tool T7nowhere: Thank you for helping me to start modeling. svösh: Tons of thanks for helping me figure out my texture warping problem with this model as well as helping me with several other modeling problems of mine NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. -
Version 1.0.0
72 downloads
Megido & The Avenger - Lightsaber Models: created by: maverick187 Creation date: March 27th, 2005 ------------------------------------------------------------------------------------------- PART I: Introduction (prt1) Greetings these lightsaber models are completely new models made from scratch by myself in gmax. It adds a little more diversity to look at while plain the game versus those aluminum cylinders that the game calls a lightsaber. Enjoy the new models. ------------------------------------------------------------------------------------------- PART II: Table of Contents (prt2) PART I - Introduction (prt1) PART II - Table of Contents (prt2) PART III - Features (prt3) PART IV - Sabers and Crystals (prt4) PART V - Installation (prt5) PART VI - Uninstall (prt6) PART VII - In-Game Placement (prt7) PART VIII - Bugs (prt8) PART IX - Acknowledgements and Credits (prt9) PART X - Item Cheat Codes (prt10) PART XI - Screenshots (prt11) ------------------------------------------------------------------------------------------- PART III: Features (prt3) This mod includes 2 new saber models and three new sabers (the regular and short saber use the same model), all are upgradeable, and creatable, the stats of the sabers are the same as the game’s regular sabers though. --> 2 new saber models --> 3 new sabers to play with --> 1 new custom saber color crystal --> In-Game Placement for ease-of-use ------------------------------------------------------------------------------------------- PART IV: Sabers, Crystals (prt4) This mod includes 3 new sabers, and 1 new crystal, the following are small descriptions of each. Megido Lightsaber & Megido Shortsaber: ---------------------------------------- Blade Color: Red Hilt Type: A curved hilt with an end spike, ridges and slanted emitter Color Crystal: Ancient Sith Crystal In-Game Description: Traditionally associated with the Jedi, the lightsaber is a devastating weapon difficult to master. Properties can vary with the type of focusing crystal used in construction. This particular design, known as the "Megido" design, derives from the original design of an unknown Ancient Sith Lord. The original saber has been cataloged and placed in the Jedi Archives. The Avenger Double-Bladed Lightsaber: ---------------------------------------- Blade Color: Red Hilt Type: A double-bladed shaft with center ridges, and two sets of spikes on either side, symmetrical and features two-sided emitter guards on each side of the hilt. Color Crystal: Ancient Sith Crystal In-Game Description: These exotic weapons are rare, and most often associated with Jedi attracted to the dark side of the Force, for whom reckless aggression is sometimes considered an asset. The double-bladed lightsaber is capable of inflicting more damage - but is also less precise - than the single-bladed variant. This design was originally created by an ancient Sith Marauder, it carries with it a history of innocent deaths. Although this is just a replica of the original, which is stored in the Jedi Archives, it's appearance still strikes fear in the eyes of most Jedi. ------------------------------------------------------------------------------------------- PART V: Installation (prt5) 1. Create an override folder within your KotOR 2 directory, if you do not have one already. 2. Extract all of the files in this file into your override directory, if you are prompted to overwrite any .2da file proceed to step three, if you are not then installation is complete. 3. If you are prompted to overwrite any .2da file note which file it is and then follow the following compatibilities guide if you have other mods installed which use the same .2da files: |The .2da file | The compatible mods |---------------|------------------------------------------------------------------------ |upcrystals.2da | RedHawke's Exile Item Pack, Darkkender's Guardian Saber mod, and Xcom's Dual-wielding Double-Blades mod, Shadow Blade's mods, RedHawke and My Prestige Pack |---------------|------------------------------------------------------------------------ |upgrade.2da | Envida's Complete Mods, RedHawke's Workbench Robes mod, and Darkkender's Segan Wyndh Pack |---------------|------------------------------------------------------------------------ |itemcreate.2da | [ RedHawke's Workbench Robe Mod, Darkkender's Segan Wyndh Pack |---------------|------------------------------------------------------------------------ |itemcreatemira.2da | RedHawke and My Prestige Pack, and Prime's Stormtrooper Mod |---------------------------------------------------------------------------------------- 4. If you have your own custom conflicting .2da file or a .2da file that is from a mod not listed here you will need to merge your .2da files, please go to the tutorials section at Holowan Labs for information on how to merge .2da files. Link in PART VIII. 5. The following is a simple tutorial on making your upcrystals.2da file compatible with this mod. + Download KotOR Tool. Can be found at Holowan Labs, link in PART VIII + Open KotOR Tool and click the 2da button in the top left corner, open the upcrystals.2da file from your override folder. + Now scroll down to a new row and type the following: |(Row Label)| label | template | shortmdlvar | longmdlvar | doublemdlvar | |-----------|---------------|--------------|---------------|--------------|---------------| |next number|MavModels_Crstl | mav_drkcrst001 | mav_w_mgdssbr01 | mav_w_mgdsbr01 | mav_w_avgrsbr01| |-----------------------------------------------------------------------------------------| *Note the top row are the names of the columns of the 2da file, you enter the 2nd row. + now click in an above entry and go File->Save as 2DA V2.b and save it in your override folder ------------------------------------------------------------------------------------------- PART VI: Uninstall (prt6) Simply remove all of the files from your override folder. ------------------------------------------------------------------------------------------- PART VII: In-Game Placement (prt7) You can build the sabers and any workbench that allows for item creation, when you reach certain qualifications. ------------------------------------------------------------------------------------------- PART VIII: Known Bugs (prt8) There are no known bugs at this time. If you discover a bug, please report them to us at the Holowan Laboratory Forum at www.lucasforums.com or more specifically: http://www.lucasforums.com/forumdisplay.php?s=&forumid=324 You may also e-mail me at (see read me for e-mail) although you are much more unlikely to get a response there as it is rarely checked. ------------------------------------------------------------------------------------------- PART IX: Acknowledgements and Credits (prt9) Fred Tetra: Without your tireless effort on the creation and continued dedication to upgrading your incredible KotOR Tool this mod would not be possible, for that we are all in debt to you, and we cannot thank you enough. tk102: KSE has helped us in numerous ways, testing out the mod, and for the pure enjoyment of creating the "Super Jedi" lol, also your help and guidance has been tremendous, thanks. T7nowhere: Thank you, for the encouragement early on when I started modding way back in KotOR 1, and for the tremendous amount of help when I was learning to model, I owe a lot to you, thanks T7, svösh: In many ways you have been my greatest mentor, encouraging me early on in the KotOR1 days, helping me learn the basics of skinning and texturing and teaching me some of the finer points of Photoshop, and for the help and direction when I tried to model, and for letting me use your custom shader for almost all of my mods, thank you svösh. RedHawke: Well, we have teamed up for many a few mods and they have reached great success, thanks for all the help with everything, scripting etc. maybe not in this mod, but in others, thanks. Holowan Labs: Thank goes out to all the support from everyone at Holowan Labs, for the helpful comments in the W.I.P. thread and for continued support. ------------------------------------------------------------------------------------------- PART X: Cheat Codes (prt10) Color Crystals: mav_drkcrst001 = Ancient Sith Crystal Lightsabers: mav_w_mgdssbr01 = Megido Shortsaber mav_w_mgdsbr01 = Megido Lightsaber mav_w_avgrsbr01 = The Avenger (double-bladed saber) ------------------------------------------------------------------------------------------- PART XI: Screenshots (prt11) [links removed as they are now dead links] NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. -
View File maverick187's Ion Hold Out Blaster Ion Hold Out Blaster; modeled and skinned by: maverick187 Creation date: May 20th, 2005 -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART I: Introduction (prt1) The Ion Hold Out Blaster is a completely new model blaster and not only does it have a unique texture to it, but it also fires ion blaster bolts. (they're blue). That being said this also means that a couple of .2da files had to be edited and we all know how much of a pain that can be, however I have tried to keep the .2da files compatible with the other mods out there. *Note* To view the readme as it was intended line up the dashes to match the width of the notepad screen. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART II: Table of Contents (prt2) PART I - Introduction (prt1) PART II - Table of Contents (prt2) PART III - Features (prt3) PART IV - Installation (prt4) PART V - Uninstallation (prt5) PART VI - In-Game Placement (prt6) PART VII - Bugs (prt7) PART VIII - Acknowledgements and Credits (prt8) PART IX - Item Cheat Codes (prt9) PART X - Screenshots (prt10) -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART III: Features (prt3) * All new Hold Out Blaster model complete with texture * Updated mavsitems.2da file for those using my "Mav's Shop & Workbench" mod * NEW BLUE blaster bolts, the Ion blaster features Ion bolts -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART IV: Installation (prt4) To install the mod extract all of these files into the override folder, if you are prompted to overwrite the "mavsitems.2da" do so. However, if you are prompted to overwrite "ammunitiontypes.2da" or "baseitems.2da" refer below: ----------- If you are prompted to overwrite ammunitiontypes.2da do not do it, instead open you current ammunitiontypes.2da file with Kotor Tool & in a new window open the ammunitiontypes.2da file that comes pack with this mod. Now copy down Row label 6 character for character and copy that into a new row of the ammunitiontypes.2da file in your override, take note of the new (row label) e.g. in my file it is row 6, again take note of this number you will need it later. ----------- If you are prompted to overwrite the baseitems.2da file than refer to this list of compatibilities first: -Darkkender's Segan Wyndh armor: line 104 -USM inserts: line 105 and 106 *note* these lines have been reserved for the USM, you will have to input the line info in here when the USM is released -Drakkonen's Jedi vs. Sith armors: line 107 -ChAiNz.2da's Darksword: line 108 -Prime's Jedi Armor's line 109 and 110 --VERY IMPORTANT NOTE regarding Prime's lines, these were not his original lines the row numbers have been changed for compatibilities sake, to make the armors compatible with this baseitems.2da file you will need to edit the armor's .uti files. Line 111 is my Ion Hold Out Blaster, so copy this line character for character into your current baseitems.2da file if you are not going to overwrite. *NOTE* if you edited the ammunitiontypes.2da file and changed the row number this is why I told you to take note of it. In the line of my Ion Hold Out Blaster in the baseitems.2da file look for the "ammunitiontype" column and type the number of the row that you took note of on the ammunitiontypes.2da file. Take note of the new baseitems.2da row number. e.g. mine is 111 Place your new ammunitiontypes.2da and baseitems.2da files into your override folder. ----------- You now need to edit the w_mavhld_01.uti file, open up Kotor Tool go into Tools-->Options... click the "Other" tab and check the box that says, "look in games override folder" Now Open up the w_mavhld_01.uti file with Kotor Tool, in the baseitems scroll down, scroll all the way to the bottom, it should say Hold Out Blaster, select it and save the file, place in your override, you should be set. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART V: Uninstall (prt5) This is a lot easier than installation, just remove the files from your override folder. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART VI: In-Game Placement (prt6) For in-game placement without the need for cheating you will need to have the following mod already installed. http://www.pcgamemods.com/12591/ Also make sure that the mavsitems.2da file from THIS mod is in your override folder -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART VII: Bugs (prt7) If installed correctly there should be no bugs, the poly count is sort of high so low-end PC's may run slower, but I doubt it. Report problems to myself: maverick187 at Holowan Labs -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART VIII: Acknowledgements (prt8) T7nowhere: Thanks for helping me to start modding and thanks for the help figuring out how to change the color of the blaster bolts. And for the Ion idea. stoffe -mkb-: Thanks for helping me figure out how to create a new line in ammunitions.2da and use it for the baseitems.2da to make a new blaster. tylerjk: Thanks for bringing up the "different color lasers" topic, which gave me this idea. Mono_Giganto: Thanks for being my gun modeling Guru and for all of the constructive criticism, without all of your help my gun would look a lot worse svösh: Ah, Master svösh, you have more modeling wisdom than Yoda himself. Thanks for imparting some of that wisdom upon me, as well as the rust tips. Thanks Master svösh tk102: Thanks for KSE, it sure helps a lot in testing. Fred Tetra: Thanks for Kotor Tool, KotOR modding would be lost without it cchargin: Thanks for mdlOPS, making new models possible every day. Holowan Labs: My online home, thanks go out to everyone who has helped me. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART IX: Item Cheat Code (prt9) giveitem w_mavhld_o1 NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. Submitter JumpStationZ Submitted 12/27/2023 Category Mods K1R Compatible No
-
View File illuzion69's Mandalorian Royal Guard Armor (for KotOR1) Mandalorian Royal Guard Armor (for KotOR1) Created by: illuzion69 Original mod creation date: October 11th, 2004 ------------------------------ This is a new version of the Mandalorian Assault Armor. It is a new item and has an in-game location All files go into the Override folder. Appearance.2da --------------- It has an appearance.2da that is compatible with Svosh's Revan Redemption Robes. If you already have an appearance.2da you can add this armor by opening your appearance.2da with kotor tool and create a new row then copy line 35 and paste to new row then change the Label column from Alien_Mandalorian_01 to Alien_Mandalorian_06 and the racetex column from N_Mandalorian01 to N_Mandalorian06 and save. Then change the 69_a_class9066.uti file in a GFF editor. Open the Properties List then open line 3 and change the Subtype from 511 to the row number you put this armor at in the appearance.2da file and save. Stats ------ I know some people like to overpower their items and some don't (I fall under the don't) so I made it upgradeable without going to over the top. Without upgrades it is the same as the Mandalorian Assault Armor, Feats Required: Armor Proficiency: Heavy, Defense Bonus:13, Max Dexterity Bonus: 0, Damage Resistance: Resist 25/- vs. cold and Resist 25/- vs. fire. With upgrades add Skills: Awareness +2, Strength +2, Dexterity +3 and Constitution +3. Location and Cheat Code ------------------------ I put this armor in the strong box where the Tarisian Noble is inside Davik's estate. Give Canderous a chance to go Mandalorian on Davik and Calo! In case you want more than one or your already past Taris the cheat code is giveitem 69_a_class9066 Files ------ 69_a_class9066.uti appearance.2da ia_class9_066.tga N_Mandalorian06.tga tar08_strongbox0.utp Thanks go to Fred Tetra for his Kotor Tool, everyone at Holowan Laboratories for making a great game better, everyone that helped make the game and my wife and kids for the distractions, I mean help :). I think that’s everyone. NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. Submitter JumpStationZ Submitted 12/27/2023 Category Mods K1R Compatible No
-
View File After Ending Mod (for KotOR1) ----------------------------------------------------------------------------------------- After Ending Mod (for KotOR1) by gameunlimited ----------------------------------------------------------------------------------------- This mod will allow you to go back to the previous planets after the ending scene. You may go back and do those quests that you may have left out. One very important note though, this game is not designed to be played after the ending scene (duh!). Thus, there are probably many glitches that will happen if you use this mod as I do not change the game. This mod merely teleports you back to the Ebon Hawk at the very end. I expect many glitches to be found. Installation: Just extract the one files into the Override directory. Enjoy! NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Submitter JumpStationZ Submitted 12/27/2023 Category Mods K1R Compatible No
-
Version 1.0.0
25 downloads
Ion Hold Out Blaster; modeled and skinned by: maverick187 Creation date: May 20th, 2005 -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART I: Introduction (prt1) The Ion Hold Out Blaster is a completely new model blaster and not only does it have a unique texture to it, but it also fires ion blaster bolts. (they're blue). That being said this also means that a couple of .2da files had to be edited and we all know how much of a pain that can be, however I have tried to keep the .2da files compatible with the other mods out there. *Note* To view the readme as it was intended line up the dashes to match the width of the notepad screen. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART II: Table of Contents (prt2) PART I - Introduction (prt1) PART II - Table of Contents (prt2) PART III - Features (prt3) PART IV - Installation (prt4) PART V - Uninstallation (prt5) PART VI - In-Game Placement (prt6) PART VII - Bugs (prt7) PART VIII - Acknowledgements and Credits (prt8) PART IX - Item Cheat Codes (prt9) PART X - Screenshots (prt10) -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART III: Features (prt3) * All new Hold Out Blaster model complete with texture * Updated mavsitems.2da file for those using my "Mav's Shop & Workbench" mod * NEW BLUE blaster bolts, the Ion blaster features Ion bolts -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART IV: Installation (prt4) To install the mod extract all of these files into the override folder, if you are prompted to overwrite the "mavsitems.2da" do so. However, if you are prompted to overwrite "ammunitiontypes.2da" or "baseitems.2da" refer below: ----------- If you are prompted to overwrite ammunitiontypes.2da do not do it, instead open you current ammunitiontypes.2da file with Kotor Tool & in a new window open the ammunitiontypes.2da file that comes pack with this mod. Now copy down Row label 6 character for character and copy that into a new row of the ammunitiontypes.2da file in your override, take note of the new (row label) e.g. in my file it is row 6, again take note of this number you will need it later. ----------- If you are prompted to overwrite the baseitems.2da file than refer to this list of compatibilities first: -Darkkender's Segan Wyndh armor: line 104 -USM inserts: line 105 and 106 *note* these lines have been reserved for the USM, you will have to input the line info in here when the USM is released -Drakkonen's Jedi vs. Sith armors: line 107 -ChAiNz.2da's Darksword: line 108 -Prime's Jedi Armor's line 109 and 110 --VERY IMPORTANT NOTE regarding Prime's lines, these were not his original lines the row numbers have been changed for compatibilities sake, to make the armors compatible with this baseitems.2da file you will need to edit the armor's .uti files. Line 111 is my Ion Hold Out Blaster, so copy this line character for character into your current baseitems.2da file if you are not going to overwrite. *NOTE* if you edited the ammunitiontypes.2da file and changed the row number this is why I told you to take note of it. In the line of my Ion Hold Out Blaster in the baseitems.2da file look for the "ammunitiontype" column and type the number of the row that you took note of on the ammunitiontypes.2da file. Take note of the new baseitems.2da row number. e.g. mine is 111 Place your new ammunitiontypes.2da and baseitems.2da files into your override folder. ----------- You now need to edit the w_mavhld_01.uti file, open up Kotor Tool go into Tools-->Options... click the "Other" tab and check the box that says, "look in games override folder" Now Open up the w_mavhld_01.uti file with Kotor Tool, in the baseitems scroll down, scroll all the way to the bottom, it should say Hold Out Blaster, select it and save the file, place in your override, you should be set. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART V: Uninstall (prt5) This is a lot easier than installation, just remove the files from your override folder. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART VI: In-Game Placement (prt6) For in-game placement without the need for cheating you will need to have the following mod already installed. http://www.pcgamemods.com/12591/ Also make sure that the mavsitems.2da file from THIS mod is in your override folder -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART VII: Bugs (prt7) If installed correctly there should be no bugs, the poly count is sort of high so low-end PC's may run slower, but I doubt it. Report problems to myself: maverick187 at Holowan Labs -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART VIII: Acknowledgements (prt8) T7nowhere: Thanks for helping me to start modding and thanks for the help figuring out how to change the color of the blaster bolts. And for the Ion idea. stoffe -mkb-: Thanks for helping me figure out how to create a new line in ammunitions.2da and use it for the baseitems.2da to make a new blaster. tylerjk: Thanks for bringing up the "different color lasers" topic, which gave me this idea. Mono_Giganto: Thanks for being my gun modeling Guru and for all of the constructive criticism, without all of your help my gun would look a lot worse svösh: Ah, Master svösh, you have more modeling wisdom than Yoda himself. Thanks for imparting some of that wisdom upon me, as well as the rust tips. Thanks Master svösh tk102: Thanks for KSE, it sure helps a lot in testing. Fred Tetra: Thanks for Kotor Tool, KotOR modding would be lost without it cchargin: Thanks for mdlOPS, making new models possible every day. Holowan Labs: My online home, thanks go out to everyone who has helped me. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PART IX: Item Cheat Code (prt9) giveitem w_mavhld_o1 NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. -
Version 1.0.0
66 downloads
Mandalorian Royal Guard Armor (for KotOR1) Created by: illuzion69 Original mod creation date: October 11th, 2004 ------------------------------ This is a new version of the Mandalorian Assault Armor. It is a new item and has an in-game location All files go into the Override folder. Appearance.2da --------------- It has an appearance.2da that is compatible with Svosh's Revan Redemption Robes. If you already have an appearance.2da you can add this armor by opening your appearance.2da with kotor tool and create a new row then copy line 35 and paste to new row then change the Label column from Alien_Mandalorian_01 to Alien_Mandalorian_06 and the racetex column from N_Mandalorian01 to N_Mandalorian06 and save. Then change the 69_a_class9066.uti file in a GFF editor. Open the Properties List then open line 3 and change the Subtype from 511 to the row number you put this armor at in the appearance.2da file and save. Stats ------ I know some people like to overpower their items and some don't (I fall under the don't) so I made it upgradeable without going to over the top. Without upgrades it is the same as the Mandalorian Assault Armor, Feats Required: Armor Proficiency: Heavy, Defense Bonus:13, Max Dexterity Bonus: 0, Damage Resistance: Resist 25/- vs. cold and Resist 25/- vs. fire. With upgrades add Skills: Awareness +2, Strength +2, Dexterity +3 and Constitution +3. Location and Cheat Code ------------------------ I put this armor in the strong box where the Tarisian Noble is inside Davik's estate. Give Canderous a chance to go Mandalorian on Davik and Calo! In case you want more than one or your already past Taris the cheat code is giveitem 69_a_class9066 Files ------ 69_a_class9066.uti appearance.2da ia_class9_066.tga N_Mandalorian06.tga tar08_strongbox0.utp Thanks go to Fred Tetra for his Kotor Tool, everyone at Holowan Laboratories for making a great game better, everyone that helped make the game and my wife and kids for the distractions, I mean help :). I think that’s everyone. NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. -
Version 1.0.0
76 downloads
----------------------------------------------------------------------------------------- After Ending Mod (for KotOR1) by gameunlimited ----------------------------------------------------------------------------------------- This mod will allow you to go back to the previous planets after the ending scene. You may go back and do those quests that you may have left out. One very important note though, this game is not designed to be played after the ending scene (duh!). Thus, there are probably many glitches that will happen if you use this mod as I do not change the game. This mod merely teleports you back to the Ebon Hawk at the very end. I expect many glitches to be found. Installation: Just extract the one files into the Override directory. Enjoy! NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. -
View File Quest for tk102's birthday (February 4) ==================================================== Quest for tk102's birthday (February 4) By Darth333 et al. Original upload date: February 4th, 2005) ==================================================== New Models by: svösh (hv88 blasters), Seprithro (blaster model), t7nowhere (saber models + birthday cake) This is a side quest in which you have to find some items required for the preparation of tk102's birthday. The quest spans over three planets and includes new areas and many hard enemies (for cheaters or high lvl characters only!) To begin the mission, go to the swoop registration office in Tatooine and listen carefully. (Do not warp to the new areas: you'll get stuck.) Explore the various dialogue options as they can sometimes lead you to different solutions and items. But remember, if you disobey the orders given to you, you better travel around well armed! And if you speak badly of some people, expect to gain DS points! Some doors maybe locked, it's up to you to discover how to open them... (Note: once you have unlocked the door in Dreshdae, to enter, look down, just in front of the door. The "lock" is placed a little low ) Some of the dialogues in this mod will make more sense if you are a regular member of Holowan labs. In any event, I suggest you play Doom_Dealer's Holowspire mod to fully understand the dialogue with Doom_Dealer. Many members of LucasForums, mainly from Holowan labs, make at least cameo appearances in this mod: tk102 svösh T7nowhere Prime Boba Rhett (da boss man) Doom_Dealer Achilles REdhawke Tanesh Fred Tetra ChAiNz.2da Xavier2 CDRSeadog Darkkender Mono_Gignato FiEND_138 and his band Unfortunately, tk102's birthday is on February 4th and due to this "deadline" I couldn't include more people although I wanted to. You'll find svösh's blaster on Doom_Dealer. Seprithro and t7 carry their own items. I would have like to make more balanced enemies but due to time constraints, it was impossible. If an interest is shown, I could turn this mod into a smuggling mission. ==================================================== INSTALLATION/REMOVAL ===================================================== To install the mod: Put the files contained in the folder called "For override" in your override directory. Default location is: C:\Program Files\LucasArts\SWKotOR\Override Drop the files contained in the folder called "For Modules" in your Modules folder. Default location is: C:\Program Files\LucasArts\SWKotOR\Modules To remove, delete the files from your override folder and remove the 4 following files from your modules folder: d3_czerka.mod d3_party.mod ebo_burn.mod d3_banned.mod ====================================================== The Models by svösh (hv88 blasters), Seprithro (blaster model) and t7nowhere (saber models + birthday cake) were included in this mod with their permission. NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. Submitter JumpStationZ Submitted 12/22/2023 Category Mods K1R Compatible No
-
View File Force Power: FORCE DISARM [for TSL] Force Power: FORCE DISARM -------------------------- by 010_sWitch_010 Creation Date: July 7, 2005 Description: ------------ This is just a quick new force power I created. Its similar to the force pull powers from the "Jedi Knight" series (damn those games were awesome). When used it should pull any ranged weapons from the targeted NPC's hands, forcing them to engage in melee combat. In Game: -------- The power comes available to all Jedi classes at and over level 5 and can be selected like other powers from the character upgrade screen. It's a hostile force power so will only show up when you have targeted a hostile NPC. It works just like any Stun, Kill, Push or etc. powers. Once used the power will look for and equip the targeted NPC with a melee weapon Mod Contents: ------------- fp_disarm.ncs - The force disarm script if_disarm.tga/.txi - The icon for force pull k_search.ncs - The melee search script spells.2da - list of force powers with Force Disarm on the end source files - I've included the source .nss files for making it compatible Testing: -------- I have currently tested it on the Serocco thugs within Nar Shaddaa. It works on them and equips them with the generic short sword. I also tested on the mercenaries on Dantooine and seems to equip their melee weapons without giving them anything. Also, I didn't make the 'given' short sword to un-droppable. So, a short sword will show up in the remains of any NPC who didn't have a melee weapon and you used the power on. Installation: ------------ Unzip the files straight into your Override folder. The files were compressed within the appropriate sub folder. Compatibility: -------------- spells.2DA...ARRGGGHH!!!! Compatibility’s Achilles heel. If you don't have any spells.2da files in your Override folder then just extract this straight into it. However, if you do already have one, you can probably just open up the spells.2da file included in this mod and copy the last row in mine over to the last row in your spells.2da file. Then open the source file included and change the row source number to the new row number. Then compiled the edited source file and put into override. Note: ----- I haven't done a new .tlk file entry for this force power, instead I just referred to an empty slot on the original dialog.tlk file. This means that the force power will not have a name and no description. Hopefully the icon should distinguish it. Sorry if this puts people off my mod Note 2: ------- I've included a search for any melee weapons before the end of the power's script. So that any NPC its used on will have a sword. I might release another one where they run around unarmed, it's funny NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes TSLRCM.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. Submitter JumpStationZ Submitted 12/22/2023 Category Mods TSLRCM Compatible No
-
View File Super Skip Taris & Endar Spire Super Skip Taris & Endar Spire by Lit Ridl Creation date: September 4, 2006 For Knights of the Old Republic I Installing mod: Nothing special. Just one ask to you: NEVER USE THIS INSTALLER TWICE ON THE SAME DIALOG, OR YOU’LL GET THE SECOND OPTION IN TRASK’S DIALOG FOR EVERY SKIP!!! About mod: This mod will modify Trask’s dialog giving it some extra dialog options. There are 3 additional options (Skip Endar Spire, LS skip Taris, DS skip Taris.) Reason why it is called super: · It has both LS and DS skip Taris options · No need in replacing something · All items from standard game-play will be given to you · It will add all party members that you get on Taris to your party (Carth, Bastila, Mission, etc) · It sets all globals and Booleans to the right LS/DS value, that prevents your game from the doom · It gives you alignment/experience points and credits, the same amount with the standard game-play · You will not lose any quests, they are added when mod is activated Enjoy! Credits: Lit Ridl – for creating the whole mod Yaggles – for idea of skip Taris mod Darth HaHa – I decided to make my own mod after I saw his, so he was stim Stoffe – for TSL Patcher e-mail: [info can found in read-me file] NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod is old and has not been tested in years. You use this mod at your own risk. Submitter JumpStationZ Submitted 12/22/2023 Category Mods K1R Compatible No
-
Version 1.0.0
33 downloads
==================================================== Quest for tk102's birthday (February 4) By Darth333 et al. Original upload date: February 4th, 2005) ==================================================== New Models by: svösh (hv88 blasters), Seprithro (blaster model), t7nowhere (saber models + birthday cake) This is a side quest in which you have to find some items required for the preparation of tk102's birthday. The quest spans over three planets and includes new areas and many hard enemies (for cheaters or high lvl characters only!) To begin the mission, go to the swoop registration office in Tatooine and listen carefully. (Do not warp to the new areas: you'll get stuck.) Explore the various dialogue options as they can sometimes lead you to different solutions and items. But remember, if you disobey the orders given to you, you better travel around well armed! And if you speak badly of some people, expect to gain DS points! Some doors maybe locked, it's up to you to discover how to open them... (Note: once you have unlocked the door in Dreshdae, to enter, look down, just in front of the door. The "lock" is placed a little low ) Some of the dialogues in this mod will make more sense if you are a regular member of Holowan labs. In any event, I suggest you play Doom_Dealer's Holowspire mod to fully understand the dialogue with Doom_Dealer. Many members of LucasForums, mainly from Holowan labs, make at least cameo appearances in this mod: tk102 svösh T7nowhere Prime Boba Rhett (da boss man) Doom_Dealer Achilles REdhawke Tanesh Fred Tetra ChAiNz.2da Xavier2 CDRSeadog Darkkender Mono_Gignato FiEND_138 and his band Unfortunately, tk102's birthday is on February 4th and due to this "deadline" I couldn't include more people although I wanted to. You'll find svösh's blaster on Doom_Dealer. Seprithro and t7 carry their own items. I would have like to make more balanced enemies but due to time constraints, it was impossible. If an interest is shown, I could turn this mod into a smuggling mission. ==================================================== INSTALLATION/REMOVAL ===================================================== To install the mod: Put the files contained in the folder called "For override" in your override directory. Default location is: C:\Program Files\LucasArts\SWKotOR\Override Drop the files contained in the folder called "For Modules" in your Modules folder. Default location is: C:\Program Files\LucasArts\SWKotOR\Modules To remove, delete the files from your override folder and remove the 4 following files from your modules folder: d3_czerka.mod d3_party.mod ebo_burn.mod d3_banned.mod ====================================================== The Models by svösh (hv88 blasters), Seprithro (blaster model) and t7nowhere (saber models + birthday cake) were included in this mod with their permission. NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. -
Version 1.0.0
116 downloads
Force Power: FORCE DISARM -------------------------- by 010_sWitch_010 Creation Date: July 7, 2005 Description: ------------ This is just a quick new force power I created. Its similar to the force pull powers from the "Jedi Knight" series (damn those games were awesome). When used it should pull any ranged weapons from the targeted NPC's hands, forcing them to engage in melee combat. In Game: -------- The power comes available to all Jedi classes at and over level 5 and can be selected like other powers from the character upgrade screen. It's a hostile force power so will only show up when you have targeted a hostile NPC. It works just like any Stun, Kill, Push or etc. powers. Once used the power will look for and equip the targeted NPC with a melee weapon Mod Contents: ------------- fp_disarm.ncs - The force disarm script if_disarm.tga/.txi - The icon for force pull k_search.ncs - The melee search script spells.2da - list of force powers with Force Disarm on the end source files - I've included the source .nss files for making it compatible Testing: -------- I have currently tested it on the Serocco thugs within Nar Shaddaa. It works on them and equips them with the generic short sword. I also tested on the mercenaries on Dantooine and seems to equip their melee weapons without giving them anything. Also, I didn't make the 'given' short sword to un-droppable. So, a short sword will show up in the remains of any NPC who didn't have a melee weapon and you used the power on. Installation: ------------ Unzip the files straight into your Override folder. The files were compressed within the appropriate sub folder. Compatibility: -------------- spells.2DA...ARRGGGHH!!!! Compatibility’s Achilles heel. If you don't have any spells.2da files in your Override folder then just extract this straight into it. However, if you do already have one, you can probably just open up the spells.2da file included in this mod and copy the last row in mine over to the last row in your spells.2da file. Then open the source file included and change the row source number to the new row number. Then compiled the edited source file and put into override. Note: ----- I haven't done a new .tlk file entry for this force power, instead I just referred to an empty slot on the original dialog.tlk file. This means that the force power will not have a name and no description. Hopefully the icon should distinguish it. Sorry if this puts people off my mod Note 2: ------- I've included a search for any melee weapons before the end of the power's script. So that any NPC its used on will have a sword. I might release another one where they run around unarmed, it's funny NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes TSLRCM.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to. -
Version 1.0.0
361 downloads
Super Skip Taris & Endar Spire by Lit Ridl Creation date: September 4, 2006 For Knights of the Old Republic I Installing mod: Nothing special. Just one ask to you: NEVER USE THIS INSTALLER TWICE ON THE SAME DIALOG, OR YOU’LL GET THE SECOND OPTION IN TRASK’S DIALOG FOR EVERY SKIP!!! About mod: This mod will modify Trask’s dialog giving it some extra dialog options. There are 3 additional options (Skip Endar Spire, LS skip Taris, DS skip Taris.) Reason why it is called super: · It has both LS and DS skip Taris options · No need in replacing something · All items from standard game-play will be given to you · It will add all party members that you get on Taris to your party (Carth, Bastila, Mission, etc) · It sets all globals and Booleans to the right LS/DS value, that prevents your game from the doom · It gives you alignment/experience points and credits, the same amount with the standard game-play · You will not lose any quests, they are added when mod is activated Enjoy! Credits: Lit Ridl – for creating the whole mod Yaggles – for idea of skip Taris mod Darth HaHa – I decided to make my own mod after I saw his, so he was stim Stoffe – for TSL Patcher e-mail: [info can found in read-me file] NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod is old and has not been tested in years. You use this mod at your own risk. -
Version 1.0.0
383 downloads
Editor: There are 3 separate read-me files in this package. What you see below only covers the robe collar fix by svösh but the others can be read after you open the package. As the package as originally saved on JumpStationZ was a bit of a cluster, it should be needless to say that you're on your own for this one. But I'll say it loudly for the those in the back. You'll receive no assistance from Staff on this one and you should take all necessary precautions before attempting to use this. Caveat emptor. Author : svösh 05/29/05 ======================================================================= -: male / female Master and padawan robes model and UV fix UPDATE *** female padawan model FIXED *** ======================================================================= All right. Not being a fan of the collar on the Jedi robes models, I went ahead and remapped and complied these models. They come with the exported fixed uv cords to use as an overlay in Photoshop or any other layer based graphic applications. ======================================================================== -: Included in this .rar 4 models [ so 8. mdl / mdx count as 1 each ] 3 jpg’s are the unwrapped UV’s . The master model uses the same texture PFBIM mdl /mdx female padawan model FIXED* PFBNM mdl /mdx female master model FIXED* PMBIM mdl /mdx male padawan model PMBNM mdl /mdx male master model PFBI01.jpg female padawan UV PMBI01.jpg male padawan UV PFBN01.jpg male and female Master UV Not included: --------------- My robe skins from the screen shots, where’s the fun in that? Consider this a fresh canvas for your skins you will see you have very little to change to fit the edited UV’s ************************************************************************ WARNING!!!! This is basically a model / UV fix to use for new unique robes. More of a base to use with new mods, If u drop this in override without editing EVERY SINGLE DEFAULT TEXTURE that uses one of the 4 models in this .rar. The collar will appear much worse than it already was That being said, there’s nothing stopping you from overriding all robe models with these and editing ALL the default robe skins. ************************************************************************ -: Changes I made ==================== On the master robes, I only moved the collar in to place. The old placement of the collar is now empty space. On the padawan robes, I moved the collar shifted the ring fingers over a touch, and had to move the back half of the sash over and scaled it down a little bit to fit the collar in The red outlined UV’s are the torso the green are the hands. -: How to use this in Photoshop or other layer based graphic apps ================================= Open your edited skin hopefully still in .psd format Drag and drop the .jpg for the selected skin you are working on, in to your psd . drag the layer to the top of the stack. Hit W and click in the black area on th UV layer. Now with your selection active go to the menus above.. Select > Similar with all the black selected hit Ctrl +X or delete key now u set the opacity to 20 to 40 % and lock it so u don’t accidentally start editing it The rest, I leave to you ************************************************************************ Just one little thing you can freely use this as your base in any new mods you make or fix up older ones. All I ask is credit for my work with the model’s and uv edits and include this read-me please, and if you can’t type my forum handle from lack of finding the character map. Then please by all means copy and paste it from here. svösh ************************************************************************