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Files posted by JumpStationZ
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Redhawke's Mission Jedi Mod
By JumpStationZ in Mods
Author : RedHawke 08/20/04 V1.0
Mod: Make Mission a Jedi Mod
============================================================================
This mod allows Mission Vao to become a Jedi, through her cousin Ariajj Vao, she trains her on Dantooine.
This mod allows the player to pick which Jedi class they wish Mission Vao to have, as well as giving you some Jedi Robes for her and Her Lightsaber(s).
This mod is also fully compatable with all of My Mods and just about everyone else's mods as well.
I hope you all enjoy the Mod!
Installation Instructions:
-----------------------------
Just extract everything to your KOTOR override and start a new game, or you can add it in before going in to the Dantooine Courtyard Area (Where you talk to Nemo).
Or a .kmm file is included to use with Cchargin's KMM or KOTOR Mod Manager program.
Incompatibilities:
-----------------------------
Any mod that has "dan14_jon.dlg" will not be compatible.
That dlg file has the spawn script for the jedi who trains Mission.
Uninstallation Instructions:
-----------------------------
Simply delete all these files from your override directory, or Deactivate it with KMM.
This Mod Does:
-----------------------------
Adds a new spawning NPC on Dantooine when the Settler Jon accosts you about the Mandalorian Raiders, Ariajj Vao a Female Twilek Jedi is nearby John, Talk with Her and see! (If you don't have Mission with you she won't have much to say, until you add Mission in!)
Follow the Dialogue and you can get Mission Vao a Jedi Class of your choice. You get another Jedi in your party and you don't have to edit a thing.
Warning: There is no Dialogue Exit so once you talk to Ariajj Vao, Mission is going to become a Jedi.
Adknowledgements:
------------------------------------------------
A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool.
And A Big...Big Thanks to TK102 for without his many utilities this mod would have not been possible!
And Another Big...Big Thanks to Darth333 for her help, without which this mod would have not been possible!
And Thanks to Cchargin for the cool Kotor Mod Manager, KMM Program!
Also a very appreciative nod to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this.
Contact
-------------------------------------------------
Any questions and comments can be directed to this board, in the 'Make Mission A Jedi Mod Released' thread, here;
http://www.lucasforums.com/forumdisplay.php?s=&forumid=324
And lastly, Enjoy!
3,298 downloads
- jumpstationz
- redhawke
- (and 4 more)
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Colja's Zaalbar Reskin Version 1
By JumpStationZ in Skins
Part of the...
No read-me was provided but it follows the same details as his other reskins...
Install:
Just place files into Override folder
Uninstall:
Remove them
46 downloads
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Recruitable Redhawke
By JumpStationZ in Mods
Part of the...
Author : RedHawke 08/05/04 V1.4
Updated: Deadlystream 2/25/2020 V1.4i
============================================================================
This recruit mod allows for the recruiting of a new character "RedHawke" into your KOTOR party.
This recruit mod has several recruit mod innovations built in, this mod allows the user to pick which NPC they wish to replace, this function is not easy to do, but I think it is well worth it, most KOTOR recruitable NPC mods usually fix who is replaced, but this one does not, and this mod also has an exit fot the NPC at a pre-determined point.
I hope you all enjoy the Mod!
------------------------------
Updated Installation Instructions (updated😞
Run Tslpatcher to install:
No longer requires any installation order to work with other Redhawke mods, nor any custom "compatible" files.
------------------------------
Incompatibilities (updated) :
upcrystals.2da (causes issues with other lightsaber mods)
global.jrl (may cause issues with other quest mods, use JRL Merger tool to make compatible or manual edit .jrl)
Any mods that edit the following files:
PMBJ09.tga
P_RH01.tga
w_dblsbr_093.mdx/mdl
w_lghtsbr_093.mdx/mdl
w_shortsbr_093.mdx/mdl
unk44_sparty.dlg
man26_selport.dlg
------------------------
Adknowledgements:
------------------------------------------------
A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool.
And A Big...Big Thanks to Svosh, The Photoshop Master, for allowing me to use the Evil Bastila clothes texture!
And Another Big...Big Thanks to Darth333 for her help, without which this mod would have not been possible!
And Thanks to Cchargin for the cool Kotor Mod Manager, KMM Program!
Also a very appreciative nod to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this.
236 downloads
- recruitable
- recruitment
- (and 3 more)
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Oddball_E8's New Blaster and Grenade Sounds
By JumpStationZ in Mods
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.
115 downloads
0 comments
Submitted
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Oddball_E8's "Evil Sounds"
By JumpStationZ in Mods
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.
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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.
104 downloads
0 comments
Updated
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Mr Defender's Wrist Console [TSL]
By JumpStationZ in Mods
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.
55 downloads
0 comments
Updated
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DARTHMOELLER's TSL Exile's Item Pack
By JumpStationZ in Mods
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.
184 downloads
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maverick187's Ancient Sword [for TSL]
By JumpStationZ in Mods
Ancient Sword (for TSL): modeled and skinned by: maverick187
Creation date: May 27th, 2005
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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.
25 downloads
0 comments
Submitted
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maverick187's Megido & The Avenger [Lightsaber Models for KotOR1]]
By JumpStationZ in Mods
Megido & The Avenger - Lightsaber Models: created by: maverick187
Creation date: March 27th, 2005
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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.
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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
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PART VI: Uninstall (prt6)
Simply remove all of the files from your override folder.
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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.
64 downloads
0 comments
Submitted
-
maverick187's Ion Hold Out Blaster
By JumpStationZ in Mods
Ion Hold Out Blaster; modeled and skinned by: maverick187
Creation date: May 20th, 2005
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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.
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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)
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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
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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.
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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.
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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
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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
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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.
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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.
19 downloads
0 comments
Submitted
-
illuzion69's Mandalorian Royal Guard Armor (for KotOR1)
By JumpStationZ in Mods
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.
56 downloads
0 comments
Submitted
-
After Ending Mod (for KotOR1)
By JumpStationZ in Mods
-----------------------------------------------------------------------------------------
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.
65 downloads
0 comments
Submitted
-
Quest for tk102's birthday (February 4)
By JumpStationZ in Mods
====================================================
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.
31 downloads
0 comments
Submitted
-
Force Power: FORCE DISARM [for TSL]
By JumpStationZ in Mods
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.
100 downloads
0 comments
Updated
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Super Skip Taris & Endar Spire
By JumpStationZ in Mods
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.
263 downloads
0 comments
Submitted
-
Agent Xim's Korriban Crystal Cave
By JumpStationZ in Mods
Part of the...
Description:
Dantooine has a crystal cave and all Korriban gets is Shyrack caves and a bunch of tombs? Problem solved! Now Korriban has its very own, brand-new cave full of crystals... and a couple critters too!
In the back of the Shyrack Caves, there's a passage... a passage to the inhospitable surface AND an access tunnel to the crystal cave. You'll be given the option of taking the side passage or backing away once you get to the passage.
Beware of the Deathadder Kinrath! Hack and Slash your way through a pile of Kinrath on steroids. Then, if you turn your attention to the recently deceased Dark Jedi Master's remains, you'll find a couple items that may help you on your way...
Installation:
Run Korriban Crystal Cave Install.exe
Enjoy!
Agent Xim
Changes to v1.1
- New texture for Deathadder Kinrath
- Updated to use TSLPatcher for installation
Acknowledgements
- Special thanks to Stoffe for TSLPatcher
(available from http://www.starwarsknights.com/tools.php)
761 downloads
-
MacLeodCorp's Telos Billboards Set II
By JumpStationZ in Skins
Editor: Additional sample pictures generously provided by @LoneWanderer
Author : MacLeodCorp 05/25/05 Vrs. 1.0
Title: Telos Billboards Set: II
KOTOR II: Exclusive!
======Telos Billboards Set: II======
(Misc. Set)
Telos Billboards Set: II - While visiting Telos, check out the entertainment billboards. Have you been getting tired of visiting Telos? Well, fear no more! Next time you are on Telos, check out the new entertainment billboards. Within the 'Entertainment', 'Transport', and 'Living' sectors, a lot of changes were made in the advertising. This is a mod, which is based upon donated mod screenshots. I have complied screens of some of the best mods made, and created several movie style billboards.(Don't let the size of this mod fool you!)
(I'am not too proud of this set, but maybe someone will like it.)
Set II - Screens:
Mono_Giganto, Prime
DeathDisco, Chainz.2da,
MacLeodCorp
--------------------------
Contents: (7 Items)
1x - Billboard I - (TEL_BBrds.tga)
1x - Billboard II - (TEL_BBrds2.tga)
1x - Billboard III - (TEL_BBrds3.tga)
1x - Billboard IV - (TEL_BBrds4.tga)
1x - Cantina/Emporium Sign - (TEL_HSn3.tga)
1x - Shuttle Computer Screen - (TEL_Mon2.tga)
1x - Telos Replacement Map - (lbl_map202tel.tga)
--------------------------
Install: In order to install this set of billboards, drop all files into the KOTOR II override folder.
Un-Install: Just remove the above filed from the KOTOR II override folder.
Note: If you plan on downloading the next Billboards Set, these sets will overwrite each other. However, they are two very different sets.
--------------------------
If you enjoyed this mod, and want to see your mod screens displayed in KOTOR II, add a link to your screenshots in the forum attached to this mod. All feedback is welcome!
Thank You to: ChainZ.2da, Gsccc, DeathDisco
Other Credit to: Svosh, RedHawke, and Jedi Knight 72482.
(With out the above modders, we would not have some of the most coolest mods made.)
--------------------------
Telos Billboards Set: III "Girls of KotOR" is now looking for screens. Add a link to your screens here or at Lucasforums.com under "MacLeodCorp's (W.I.P.).
100 downloads
-
MacLeodCorp's Telos Billboards Set I
By JumpStationZ in Skins
Editor: Additional sample pictures generously provided by @LoneWanderer
Author : MacLeodCorp 03/27/05 Vrs. 1.0
Title: Telos Billboards Set: I
KOTOR II: Exclusive!
======Telos Billboards Set: I======
Telos Billboards Set: I - While visiting Telos, check out the entertainment billboards. Have you been getting tired of visiting Telos? Well, fear no more! Next time you are on Telos, check out the new entertainment billboards. Within the 'Entertainment', 'Transport', and 'Living' sectors, a lot of changes were made in the advertising. This is a mod, which is based upon donated mod screenshots. I have complied screens of some of the best mods made, and created several movie style billboards.(Don't let the size of this mod fool you!)
Set I - Screens donated by:
Chainz.2da, Gsccc
DeathDisco, MacLeodCorp
--------------------------
Contents: (6 Items)
1x - Billboard I - (TEL_BBrds.tga)
1x - Billboard II - (TEL_BBrds2.tga)
1x - Billboard III - (TEL_BBrds3.tga)
1x - Billboard IV - (TEL_BBrds4.tga)
1x - Cantina/Emporium Sign - (TEL_HSn3.tga)
1x - Shuttle Computer Screen - (TEL_Mon2.tga)
--------------------------
Install: In order to install this set of billboards, drop all files into the KOTOR II override folder.
Un-Install: Just remove the above filed from the KOTOR II override folder.
Note: If you plan on downloading the next Billboards Set, which comes out on Sunday, April 2nd, 2005, these sets will overwrite each other. However, they will be two very different sets.
--------------------------
If you enjoyed this mod, and want to see your mod screens displayed in KOTOR II, add a link to your screenshots in the forum attached to this mod. All feedback is welcome!
Thank You to: ChainZ.2da, Gsccc, DeathDisco
Other Credit to: Svosh, RedHawke, and Jedi Knight 72482.
(With out the above modders, we would not have some of the most coolest mods made.)
69 downloads
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Redhawke's Kreia Prestige Class
By JumpStationZ in Mods
Author : RedHawke 01/22/06 V1.0
============================================================================
Simple script addition to grant Kreia Jedi Master Prestiege Class if the PC chooses a Jedi Prestiege Class, and grants Kreis a Sith Lord Prestiege Class if the PC becomes a Sith Prestiege Class.
Installation Instructions
---------------------------
Place the a_pc_jedi.ncs into your TSL override directory, and load a save before you choose your prestiege class.
The a_pc_jedi.nss is the source script and is included so you can make this compatable on your end with any mod that uses this script.
The ForPrCLRobeNSaberMod subfolder contains the script files that are compatable with Maverick187's and My Prestiege Class Robe and Saber Pack. If you have our mod just copy over the a_pc_jedi.ncs file from that subfolder intead and overwrite the one from our mod.
Uninstallation Instructions
----------------------------
Remove this file from your override.
Enjoy! ;^)
367 downloads
- companions
- kreia
- (and 4 more)
-
Redhawke Improved Sith Artifacts
By JumpStationZ in Mods
Author : RedHawke 08/09/04
============================================================================
These are some simple revisions to the Sith Lord Artifacts that you find in the Tombs on Korriban.
These are more usable in game now and are more suited to the status of ancient Sith artifacts.
This is fully compatable with all my other Item Packs and Mods.
Installation Instructions:
-----------------------------
Unzip all 3 of the .uti files in the .zip, except this read-me into your KOTOR override directory and start a new game. And Enjoy! ;^)
Also includes a .KMM file for installation by Cchargins Kotor Mod Manager program, if you have it.
Uninstall Instructions:
-----------------------------
Simply delete these 3 files from your override directory.
This Jedi Master Robe Package Contains:
----------------------------------------
Ajunta Pall's Double Vibroblade (Upgradeable)
Feat Required: Jedi Defense
Attack Bonus: +5 and Keen
Damage Bonuses: +2D6 Fire
+2D6 Slashing
Bonus Feats: Weapon Focus: Melee Weapons
Specialization: Melee Weapons
Two Weapon Fighting
Improved Two Weapon Fighting
Master Two Weapon Fighting
Flurry
Improved Flurry
Master Flurry
Upgraded:
Energy Projector +2D6 Energy Damage
Massive Criticals +2D6 Dam.
Durasteel Alloy +5 to Attack
Vibration Cell Stun DC22, 50% Chance for 4 Rounds
Tulak Hord's Mask (Sith Mask Model)
Feat Required: Jedi Defense
Damage Immunity: Fire 100% / Cold 100%
Immunities: Mind-Affecting, Critical-Hits
+8 to Stealth, +8 to Awareness, +5 to Wisdom, +5 to Charisma, +2 all Saving Throws
Bonus Feats: Force Focus
Improved Force Focus
Master Force Focus
Regeneration (HP) 2 Per Round
Regeneration (FP) 5 Per Round
Marka Ragnos' Gauntlets
Feat Required: Jedi Defense
Immunities: Poison
+5 to Strength, +5 to Dexterity, +2 all Saving Throws, +8 Blaster Bolt Deflection
Bonus Feats: Weapon Focus: Lightsaber
Specialization: Lightsaber
Regeneration (HP) 3 Per Round
Regeneration (FP) 5 Per Round
Giveitem Item Cheat Console Codes:
---------------------------------------------------
k37_itm_ajunta - Ajunta Pall's Double Vibroblade (Upgradeable)
kor38b_mask - Tulak Hord's Mask (Sith Mask Model)
kor38a_gauntlet - Marka Ragnos' Gauntlets
Acknowledgements:
------------------------------------------------
A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool.
And Thanks to Cchargin for the cool Kotor Mod Manager, KMM Program!
Also a very appreciative thanks to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this.
1,064 downloads
-
Prime's Stormtrooper Mod [TSL]
By JumpStationZ in Mods
Part of the...
TSL Stormtrooper Mod
====================
Skinner & Model Porter: Prime
Email: [see read-me for contact information]
Website: [link no longer functional]
Helmet Model Importer: Bneezy
Email: [see read-me for contact information]
E-11 Blaster Rifle: Mono_Giganto
Other Mods: [link no longer functional]
Description:
------------
This mod adds a set of Imperial stormtrooper armour, both for the player and Sith troopers. This includes both the body armour suit, helmet, and a blaster for the PC. Along with altering the character's appearance, the stormtrooper armour provides the following bonuses:
Armour suit:
Defense +12
Max Dexterity Bonus +0
Limited environmental protection
Helmet:
Awareness +2
The files included in the mod are:
Armour
PMBH15.tga - texture for the stormtrooper PC armour suit
ia_class9_015.tga - inventory icon for the armour suit
storm_armour.uti - armour suit parameters and specifications
Helmet
helmet.tga - texture for the stormtrooper helmet
ii_mask_099.tga - inventory icon for the helmet
i_mask_099.mdl - helmet model mdl file
i_mask_099.mdx - helmet model mdx file
helmet.txi - texture reflectiveness definition
storm_helmet.uti - helmet parameters and specifications
Blaster
w_blstrrfl_065.tga - texture for the E-11 blaster rifle
w_BlstrRfl_065.mdl - model for blaster
w_BlstrRfl_065.mdx - model for blaster
iw_blstrrfl_065.tga - inventory icon for the blaster
w_blstrrfl_065.txi - texture reflectiveness definition
g_w_blstrrfl065.uti - blaster item definition
Sith Trooper replacement
PMBH01.tga - texture for the stormtrooper replacement armour suit
appearance.2da - alters the Sith troopers to use stormtrooper armour
heads.2da - specifies new head to use for troopers
itemcreate.2da - allows helmet, armour, and blaster to be creatable on the workbench
itemcreatemira.2da - allows helmet, armour, and blaster to be creatable on the workbench
STHA04.mdl - helmet model for trooper replacement
STHA04.mdx - helmet model for trooper replacement
Installation:
-------------
The stormtrooper gear can be installed in by the following steps:
1. Extract all the files into the Override folder in the The Sith Lords directory. The files will be placed inside their own directory in there. This allows the armour to be
created during the course of the game, and replaces the Sith troopers with stormtroopers. Note: a high enough experience level and repair skill are required to create the player items.
2. Using the "giveitem" cheat command (Optional!)
This method will add the armour and helmet to the player character's inventory.
To enable cheats, in your game directory edit swkotor.ini and under [Game Options]
add EnableCheats=1. Start the game then when playing press ' to bring down the console prompt, which is not visible.
At the console prompt, type "giveitem storm_armour" to add the armour suit to the inventory. To add the helmet, type "giveitem storm_helmet". For the blaster, type
"giveitem g_w_blstrrfl065." These can then be equipped by the player with the appropriate feats from the inventory screen.
Modding Information:
--------------------
Several configuration files have been altered from the original game. The following is
information that can be used to combine this mod with others that affect the same files.
You will require the kotor_tool to merge these files.
appearance.2da
- edited line 28 Sith_Soldier_01
- edited line 44 Sith_Soldier_02
- edited line 261 Sith_Soldier_03
- edited line 338 Lite_Sith_Soldier
- edited line 508 Sith_Commando_01_A
- edited line 509 Sith_Commando_01_B
- edited line 510 Sith_Commando_01_C
heads.2da
- added line 192
itemcreate.2da
- added line 209 storm_armour
- added line 210 storm_helmet
- added line 211 g_w_blstrrfl065
itemcreatemira.2da
- added line 214 storm_armour
- added line 215 storm_helmet
- added line 216 g_w_blstrrfl065
Known Issues:
-------------
There are no known issues. However, the helmet is a little big to accomodate all the
player heads.
If you encounter issues, please report them to the email address [see read-me for contact information].
I will do what I can to correct them.
Acknowledgements:
-----------------
There are lots of people to thank for helping make this mod a reality. Thanks to Hapslash for allowing us to us his Jedi Academy stormtrooper helmet, and bneezy for doing the
original port to KOTOR. A big thanks to cchargin for creating MDLOps, allowing me to convert the helmet and blaster models to TSL format. And finally, thanks to Mono_Giganto for providing
the great E-11 blaster model and skin.
Thanks to Fred Tetra for creating the truly fantastic kotor editing tool. Also a appreciative shout out to the many friendly folks at the Lucasforums' Holowan Laboratories board who have provided guidance and insight as well as answering numerous questions.
Finally, thanks to Bioware for making a truly kick ass game...
Conditions:
-----------
You may alter or modify these files for your own personal use.
If you wish to use any or all of these files for you own public mod, please contact us for permission at the email addresses at the beginning of the file. If we grant
permission, please give us credit and include the read-me file for this mod.
If you wish to use the stormtrooper helmet in a mod, you will also have to get permission from the model's creator Hapslash ([see read-me for contact information]).
457 downloads
-
Alveron182's Mission Vao at 19 years old
By JumpStationZ in Skins
Part of the...
This is my first attempt at any skinning/modding but since I really enjoyed Mission Vao in Kotor I, I wondered what she'd be like 5 years later at 19.
This Mod has Mission Vao as a selectable PC and includes her own clothes with Darkside transitions. Which makes the character select robes at character selection all messed up, but not to worry, once you're in game and equip clothes they'll be fine. I used the white Twi'lek Assassin Models for clothes/head and just reskinned them.
The following files are included:
appearance.2da
heads.2da
portraits.
P_Mission19BA01.tga - Underwear
P_Mission19H01.tga - Normal Head
P_Mission19H01D1.tga - 1st Darkside Head Transition
P_Mission19H01D2.tga - 2nd Darkside Head Transition
PFBLMV01.tga - Lightside Dancer Outfit
PFBLMVD01.tga - Darkside Dancer Outfit
PMVB01.tga - Lightside Clothes
PMVBD01.tga - Darkside Clothes
po_pmission19 - Lightside Portrait
po_pmission19d1 - 1st Darkside Portrait
po_pmission19d2 - 2nd Darkside Portrait
All the files should be placed in your C:\Program Files\LucasArts\SWKotOR2\Override Folder. Except the .jpg and ReadMe files. If you don't have one just move this one there.
If you have Kotor Tool you should be able to Extract Mission's .wav Files and copy them into your C:\Program Files\LucasArts\SWKotoR2\StreamSounds Folder and Extract and edit your soundset.2da and put that in your override folder. Then just use kotor saved game editor to add Mission's soundset to your saved game.
I've also included some .jpg files of screenshots.
I'd also like to thank everyone who has every taken the time to do Modding/Skinning or produce any program to help with it. I have had so much fun using the mods here. I have tried almost everyone of them here that you fine people have shared which is the main reason why I even considered trying my hand at it... you are to many to mention here so I will just say THANK YOU ALL VERY MUCH !
I do feel I should mention Fred Tetra whom without his Kotor Tool I would be lost. Thanks Much!
I don't know of any bugs other than the selection screen body graphics which are fixed once in game, but if anyone finds something wrong please email me j_bailey21@hotmail.com
Enjoy !
237 downloads
-
Redhawke's Ebon Hawk Construction Workbench
By JumpStationZ in Mods
Author : RedHawke 01/29/05 Version 1.0
============================================================================
With my new mission to make everyone's PC's spend their hard won, or easily cheated credits, I have a new mod that will help you in this area. This one is a biggie. ;^)
This mod alters the Ebon Hawk's workbench to be able to build brand new items and some of the normal game items, now when you click on the Ebon Hawk's workbench it becomes a super handy TSL-esque Construction Bench. Henceforth referred to simply as the CB.
This mod does too much to be listed... but, what you can build at the CB will change as your skills are increased, the skills that affect the CB are; (Repair, Demolitions, and Treat_Injury) also some things might require you to be a certain level or a Jedi, if you don't have enough credits, etc. There are a ton of possible combinations.
But I'll try to list the highlights there is at least one of each major weapon type that is buildable at the CB, as well as one new of each armor type, including armored clothes. All the buildable weapons and armor have the word "Custom" in their title and most all are fully upgradeable, there are no new skins for these armors and weapons, the armors all use the first texture variation, the weapons use one of the standard games variants, new textures for these items would increase the mods size drastically, but all you people out there can alter the item .uti files to point to whatever textures you wish, I leave that up to you.
Along with the above, you can also construct 4 Custom Jedi Robes, 1 in each game color, and 2 new Custom Battle Robes (Revan/Star Forge Skins) stronger than the normal robes, all robes are upgradeable. Like the armor's they use standard game textures. The robe .uti files are easily alterable like the armors.
You can also build lightsabers, all 3 styles, single, double, and short, at the CB, only the Standard colors are supported, but here's the bonus the bench gives you, the saber color you get is completely random, and you even have a slim (5% or so) chance to build yourself a HOTG ot MOTF saber with the CB. How cool is that?
Also you are able to build, pending your appropriate skill level of course, any of the games Grenades (Even the mighty Thermal Detonator), Mines, Medpacks, Stims, Repair Kits, Parts Packs, Computer Spikes, Armor Upgrades, and Weapon Upgrades. Most of these also have the option for you to build quantites (1, 5, or 10), so you don't need to build these one at a time, unless heavy use of the CB makes you poor of course, if you don't have enough credits the options will not show up as well.
Of course everything you build costs you some credits for the building supplies, etc.
This is fully compatable with all my other Mods, and just about everyone else's as well... at least I don't remember one that made use of the Ebon Hawk's Workbench???
Installation Instructions:
-----------------------------
Unzip all of the files in the .zip, except this readme into your KOTOR override directory at any time, this should immediately take effect with any save game you currently have, or you can always start a new game.
Also includes a .KMM file for installation by Cchargins Kotor Mod Manager program, if you have it.
Uninstallation Instructions:
-----------------------------
Simply delete all these files from your override directory, or deactivate it with KMM.
Acknowledgements:
------------------------------------------------
A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool.
And Thanks to Cchargin for the cool Kotor Mod Manager, KMM Program!
Also thanks to Darth333, her script help helped to make this possible.
Also a very appreciative thanks to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this.
1,220 downloads
- workbench
- construction
- (and 4 more)
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Redhawke's Weebul & Utiinii's Imporium Mod
By JumpStationZ in Mods
Author : RedHawke 09/03/04 V1.1
Updated: 02/25/2020
============================================================================
This mod adds a new shop to Tatooine, where some of the best items from the game can be purchased, if you do the little Jawa owner a favor that is. The plucky Jawa's Weebul and Utiinii are the shops owners, Utiinii deals in crystals, while Weebul deals in other items, though before he will deal with you, he has a task for you first. (Includes a new quest for KOTOR)
I hope you all enjoy the Mod!
---------------------------
Installation Instructions (updated)
Run Tslpatcher.
Incompatibilities (updated)
---------------------------
Any mod that has the following files is incompatible:
k_ptat_17enter.ncs
k_ptat_17enter2.ncs
global.jrl (this may conflict with other global.jrl mods, use JRL Merger, or manually merge via KGFF editor after running installer).
Installation Instructions (Redhawke):
-----------------------------
Just extract the contents of the 'For Override' folder into your KOTOR override, and extract the contents of the 'For Modules' folder to your KOTOR modules folder.
Or a .kmm file is included to use with Cchargin's KMM or KOTOR Mod Manager program, and it should be able to put what needs to go where.
If you have my Recruit RedHawke mod installed, it will ask you to overwrite the global.jrl file in your KOTOR override, this is OK as this one is fully compatable with that mod and my Planet ORD Mandell Mod.
This mod should be compatable with just about everyone elses mods as well.
NOTE: If you have the Version 1.0 shop allready installed, before installing this version 1.1 go into your KOTOR override directory and delete 2 files; tat17_05mecha_01.dlg, and k_act_talktrue.ncs Then proceed to install this versions 1.1 override files over version 1.0's ones, the module .mod files are the same as version 1.0 so no overwrites are necissary but you can overwrite them if you want to.
Uninstallation Instructions:
-----------------------------
Simply delete all the 'For Override' files from your override directory, and the 'For Modules' files from your modules directory, or simply Deactivate it with KMM.
This Mod Does:
-----------------------------
This mod adds a new shop area to Tatooine, and also adds a connected Czerka built Anchorhead Tunnel Complex area.
The shop entry will spawn the first time you enter Anchorhead with the mod installed.(Thanks to beancounter for figuring out how to do this!) This makes it easier on all of us. ;^)
The plucky diminutive Jawa's Weebul and Utiinii are the shops owners, Utiinii deals in crystals, while Weebul deals in other items, though before he will deal with you, he has a task for you first. (Includes a new quest for KOTOR)
Utiinii is your typical Jawa, seemingly simple and straitforward with giants, he sells shiny stones.
Weebul is the worldly one in the shop and the majority owner, he has had some problems of late that he needs some help dealing with. (I know you can't wait to see!)
Warning: Weebul's quest in the tunnels will take you up against some very well equipped foes, consider yourself warned... you will be in for a couple of really good fights. ;^)
Acknowledgements:
------------------------------------------------
A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool.
And A Big...Big Thanks to DooM_DealeR, for for creating an awesome new area tutorial!
And Another Big...Big Thanks to Darth333 and TK102 for their previous scripting help, without which this mod would have not been possible!
And Thanks to Cchargin for the cool Kotor Mod Manager, KMM Program!
Also a very appreciative nod to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this.
Other Possible Bugs And Story Level Notes
-------------------------------------------------
I know the Taris Sewers can be a point of misery for some, and since we can't create totally new areas yet this is the best possible area to fit the bill.
I also know there is a lot of water flowing and it doesn't initially seem like Tatooine, but my thinking on this is Czerka probably has large resivoirs of water under Anchorhead, for company use, and they secretly built the tunnel complexes to service them. That is my explinations for all the water in the tunnels under Anchorhead... And I'm sticking to it. ;^)
No bugs that I have found, though they are possible.
Any questions and comments can be directed to this board, in the 'Weebul & Utiinii's Shop Released (New Areas)' thread, here;
http://www.lucasforums.com/forumdisplay.php?s=&forumid=324
And lastly, Enjoy!
443 downloads
- jumpstationz
- jawa
- (and 4 more)
-
Redhawke's Ord Mandell
By JumpStationZ in Mods
Author : RedHawke 07/16/06 V1.2 (Original Release: 10/06/04)
Update : 02/25/2020 V1.2i
============================================================================
Version History
-------------------------------------------------
1.0 original Release
1.1 Fixed Locked Door Issue [Crosses Fingers] (Thanks to T7nowhere)
1.2 Enabled Transit Function (Thanks to Kaspian)
----------------------------------------------------------------------------
This mod adds a new planet to travel to in KOTOR, ORD Mandell, though the planet is small (5 Areas), it has, what I hope is, a lot to offer. (Includes two new quests for KOTOR)
I hope you all enjoy the New Planet!
NEW INSTALLATION INSTRUCTIONS (updated)
Run Tslpatcher, if you want to install High Stakes Warren Pazaak, copy and paste files from that folder.
------------------------------------
Incompatibilities:
k_pebn_galaxy.ncs
k_sup_gohawk.ncs
k_sup_guiopen.ncs
global.jrl (after running tslpatcher, may require jrl merging with jrl merger tool or manually with kgff editor to make things compatible)
Installation Instructions:
-----------------------------
Please put all the files in the 'For Modules' folder in your KotOR Modules folder, and place the 'For Override' folders contents in your KotOR Override folder... that's it.
The 'Source Scripts Go Nowhere' folder doesn't do anything and you can IGNORE IT, is packaged with the mod to help fellow modders out.
The 'High Stakes Warren' folder contains a script that if placed into your KotOR Override folder it will allow Warren the Quarren to be able to take up to 100,000 Credit Wagers in Pazaak.
You will have to reinstall this mod if you later wish to install my Recruit RedHawke mod, or my Weebul & Utiinii's Shop and accidently overwrite the global.jrl file from those mods you will need to restore this file from this mod as the one with this mod is the most recent and compatable with all my previous mods.
This mod should be compatable with just about everyone elses mods as well that doesn't use a global.jrl.
Uninstallation Instructions:
-----------------------------
Simply remove these files from your KotOR Override and Modules folder.
This Mod Does:
-----------------------------
This mod adds a new visitable planet to KOTOR, ORD Mandell, a republic resupply colony. It has a landing area, and apartment block, an outside area, some Storage caverns, and a suprise area, search the caverns for it.
ORD Mandell has two merchants available, Sval Raan an Aratech Merchant and representative, he has the usual fare, Medical, Repair, sundries, nothing really extravagent. The second merchant is Baracus the bartender in the Cantina, because of the Juhani Side-Quest Bug not letting you get the Mika Dorin premium merchant offer, Baracus sells the Mika Dorin stuff as well, so now you can let Juhani slice up her tormentor, and still be able to buy good stuff.
There are two quests available on ORD Mandell, one is from Warren the Quarren, he is a Pazaak player in trouble, and the other is from the Republic Base commander Major Brell Stygian, talk to them and see, feel free to explore first if you want.
Warning: Recommended Character level for planet is 14+, You will be in for some potentially tough, but really good fights. You have been warned! ;^)
New Armor: (By Achilles)
------------------------------------------------
*Republic Battle Armor* By Achilles (Used And Included With His Permission)
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 10
Max Dexterity Bonus: +1
Damage Resistance: Resist 10/- vs. Cold
Damage Resistance: Resist 10/- vs. Fire
Damage Resistance: Resist 10/- vs. Sonic
Special:Upgradeable, ArmorThe Republic has prospered militarily by keeping its troops well supplied
with high quality heavy armor, ensuring they are always prepared for the
most demanding battle conditions.
This armor has been modified by me some, to make the files compatable with my other mods, and reduce the texture size a bit.
You get the Armor as a major-part of the quest reward from Major Stygian.
Acknowledgements:
------------------------------------------------
A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool.
And A Big...Big Thanks to DooM_DealeR, for for creating an awesome new area tutorial!
And Another Big...Big Thanks to Darth333 and TK102 for their previous scripting help, without which this mod would have not been possible!
And Thanks to Cchargin for the cool Kotor Mod Manager, KMM Program!
And lastly, a Big... Big thanks to Achilles who made the Republic Armor and it's texture that makes the two Republic Twilek Officers in this mod look so cool, and more match the common soldiers!
Also a very appreciative nod to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this.
Other Possible Bugs And Module Notes
-------------------------------------------------
There is no planet text on the galaxy map for the planet, this would require editing the dialogue.tlk file and if I included one not only would the download size go up by 1.8 megs or so but it would mess with the non-english versions of the game. You can use TK102's KOTORTlk program to edit your own dialogu.tlk if you want to, the planets name ORD Mandell goes into entry #42505, and the planets description should go into entry #42511, too big to give here. Anyway I wouldn't suggest it, I left it alone and without text myself. :^)
And I have no idea if the planet will become unavailable like the others do when you crash on the unknown world, I hope it does, but I have no idea if it really will, either way I would suggest once going to the unknown world, if the planet is still available, to avoid going to it, as I don't know what the effects on your savegame would be. If the planet is still available when you leave the unknown world, and you go to it, instead of the Star Forge like you are supposed to... you could mess up your save game so you do this at your own risk!!!
And lastly, Enjoy!
3,312 downloads
- jumpstationz
- redhawke
- (and 3 more)