JumpStationZ

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Files posted by JumpStationZ

  1. 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.
     

    103 downloads

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  2. Gargant's Recruit Atris

    Part of the...

    ---------------------------------
    RECRUIT ATRIS
    ---------------------------------
    V1.0
    Created by: Gargant
    Released: 04/03/2005
    ---------------------------------
    Installation:
    ---------------------------------
    Extract all files to your Star Wars Kotor2 TSL override folder. If you don’t have one make a new folder and name it Override.
    ---------------------------------
    Uninstall:
    ---------------------------------
    Delete all files from your Override directory.
    ---------------------------------
    Recruiting Atris:
    ___________________
    Talk to Atton and tell him you have questions for him. Atris will replace G0-T0 so make sure you have him before recruiting her.
    ---------------------------------
    Compatibility:
    ---------------------------------
    This mod will work with Zez-Kai Ell mod but not my Vrook mod.
    ---------------------------------
    Conflicts:
    ---------------------------------
    None right now.
    ---------------------------------
    Bugs:
    ---------------------------------
    None that I know of, right now. If you find one please report it to me at [contact information in read-me]

    139 downloads

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  3. Grif Vindh's Roleplay Padawan Mod

    Part of the...


    Roleplay Padawan Mod by Grif Vindh
    -------------------------------------------
    Version 1.0, 7 October 2004

    Introduction
    -------------------------------------------
    This mod is based on Achilles' excellent Padawan Mod, which is in turn based on Talchia's groundbreaking Padawan Mod. Both of these mods allow you to start the game as Jedi class, and both do the job well.
    What I wanted to do is to alter the beginning of the story so that the PC-as-Jedi on Taris made sense. The game does not treat the character as a Jedi until a pivotal moment on Dantooine: so how is it he's running around with a lightsaber on Taris, deflecting blaster bolts and stunning people?
    I have used the "training module" (the attack on the Endar Spire) as an opportunity to explain why this Jedi is on Taris, and why he never tells anyone -- including other Jedi -- that he already is one. It's not a perfect explanation, but it works, and I think it's fun.
    This is primarily a role-playing mod -- it puts the Padawan mod it is based on context in a way that will (hopefully) mesh with the rest of the story better.

    Features
    -------------------------------------------
    1. Uses the basic components of Achilles' Padawan Mod. This means that your character will:
        - start the game at third level (initial class and two jedi levels)
        - be given one short lightsaber of the appropriate color
    2. It breaks from Achilles' mod, however, in that you do not get Jedi robes. This is (hopefully) explained in-story.
    3. The introductory dialog has been completely rewritten to set up why your character has become a Jedi and why he will ultimately fail to point that out when he's talking to the Jedi Masters on Dantooine.
    4. The Endar Spire module has been modified to reflect your new status. The story is mostly the same, but the context is entirely different.
    5. Two responses to Carth's initial conversation on Taris have been modified slightly to fit in with the new backstory.
    6. Where possible, I have tried to move the "learning the rules" conversation branches and pauses that appear throughout the game, especially in the beginning. Unfortunately, I was only able to find the ones in the dialog branches (and I had to leave the dialog branches alone in the Starboard portion of the Endar Spire module, because I kept breaking them).

    What It Doesn't Do
    -------------------------------------------
    1. None of the new dialog options have sound files attached to them. Maybe someday.
    2. This mod is really of interest only if you're bothered by inconsistency of being a Jedi, going to Dantooine, and then being made a Jedi. The only reason to use this mod is if you're interested in the backstory and would like to see it fit a little better into the game itself. Also, it's a lot of fun to hack Sith guards to pieces with your lightsaber, and in the tutorial module you can do this without much trouble.
    3. While I have *tried* to remove as much of the "tutorial" portion of the game as possible, there is still enough hanging around to piss you off if you've been through it twenty times already.
    4. After you leave the Endar Spire, the "new storyline" sort of stops. If I get ambitious and people are interested, I'll try to expand it to Taris. Someday. Maybe. If it doesn't make me cry.

    Files Modified
    -------------------------------------------
    These files were based on Achilles' Padawan Mod, but were altered to conform to the new storyline:
    end_trask.utc - Trask Ulgo's character file
    end_trask01.dlg - Dialog file that triggers the scripts and sets up the story
    make_consular.ncs - assigns XP, Class, and Inventory for Consulars
    make_guardian.ncs - assigns XP, Class, and Inventory for Guardians
    make_sentinel.ncs - assigns XP, Class, and Inventory for Sentinels

    These files were taken from the Endar Spire module and altered to keep the story consistent:
    end_cut01.dlg
    end_cut04.dlg
    end_levelup.dlg
    end_pop01.dlg
    end_pop02.dlg
    end_pop03.dlg
    end_room3.dlg

    Installation
    -------------------------------------------
    To install this mod, copy all the files except for this readme into the Override folder in your KotOR directory. Once you have done this, start a new game.  After the movies play, you'll be taken to the new introduction and storyline.
    Please note: when this mod is installed you will *not* be able to play the "original" storyline -- if you wish to play a Soldier, Scout or Scoundrel beyond level 1, you cannot do so with this mod.

    Uninstall
    -------------------------------------------
    To uninstall this mod, delete the files listed above from your Override directory.

    Reporting Bugs and Making Suggestions
    -------------------------------------------
    If you find any bugs with this mod, or would like to make a suggestion, you can contact me at this email address:  [see read-me for contact information]

    Acknowledgements
    -------------------------------------------
    I would like to thank Talchia for the original mod that inspired Achilles' work.
    I also want to thank Achilles for the outstanding work on his version on the mod, and for giving me permission to use his mod as the foundation of mine.
    I would also like to think the creator of the KOTOR Tool for making my life a heck of a lot easier when I was working on this.
     

    961 downloads

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  4. Gsccc's Reign of the Sith

    Part of the...

    *******************************************************************************************

    ///////////////////////////////////////////////////////////////////////////////////////////

    *******************************************************************************************

    Hello, and welcome to Star Wars Knights of the Old Republic: Reign of the Sith modification. This is the first version of the full mod; it is an after game mod meaning you play it after you have beaten the game on the dark side. The mod features new planets, new enemies and the continuation of the story from the dark side ending. This takes place 5 years after the end of KOTOR 1. If you have any questions about the mod you can reach me at my email, [Contact information in read-me] or at Holowan Laboratories. Enjoy the mod. And look for updates from yoko on the website.

    http://cmgsccc0.tripod.com

    *******************************************************************************************

    ///////////////////////////////////////////////////////////////////////////////////////////

    *******************************************************************************************

    To install this mod...

    Simply place all the .mod files into your modules directory.


     
    For the streamwaves, place them in your streamwaves directory in your KOTOR directory.


     
    For streammusic, make a backup of all the songs with the same name of the songs that are shown in the streammusic directory in the Manaan mod directory from the streammusic directory

    in your KOTOR directory, ONCE YOU HAVE BACKED THEM UP, delete the songs that have the same name as the songs in the streammusic folder of the Manaan 1.00 mod directory and then move

    the songs from the streammusic folder of the Manaan directory into the streammusic of your KOTOR directory. Few.


     
    For the Override directory, just place all the files in the ROTS 1.00.zip directory into your Override directory in KOTOR.


     
    To play this mod...

    Get a latest saved game, use the saved game editor, go to Holowan or PCGameMods to get it and change your appearance to Unique_Revan


     
    You will also need to set your security to 99 to get past the airlock on the Leviathan, unless you already have the space suit.


     
    Simply type in the console warp manm26ad1.


     
    To uninstall this mod...

    simply take out the .mod files from the modules directory of the Kotor Directory


     
    Take the .mp3's out of the streammusic folder in your kotor directory and replace them with the ones in your backup directory.


     
    A very special thanks to...

    Darth333 - Without this wonderful lady's coding skills, I would still be at square one.

    Kampher - without your support I wouldn’t have made it past my first hiccup.

    MattColejk

    Infinite Empire Modding team

    And last and certainly not most least HOLOWAN LABORATORIES


     
    Author of this mod,

    Gsccc

    [Contact information in read-me]

    617 downloads

       (1 review)

    1 comment

    Submitted

  5. 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.
     

    58 downloads

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  6. JdNoa's AniCam (Beta 3)

    Part of the...

    AniCam
    Author: JdNoa - [contact info in read-me]
    Notes on dlg fields compiled from observations by Tupac Amaru, Dashus, and JdNoa.
    Tupac Amaru did most of the testing for this.  Thanks!
    Thanks also to tk102 for updating DlgEditor for us & Darth333 for passing it along quickly.  It made testing *much* less painful. 
    Thanks to several people for their notes/code about the mdl format: Torlack for notes on binary mdl and for NWNMdlComp, sorcerer for notes on ascii mdl, and cchargin for MDLOps.

    ---------------
    Version
    ---------------
    Beta 3 - Dec 1 2005
    History: beta 3 should fix the bug where cubic interpolation treats angles as numbers and so interpolates the wrong way across the 360 degree mark.
    ---------------
    Description.
    ---------------
    AniCam is an internal tool used by TSLRP (The Sith Lords Restoration Project).  It is being released to the public "as is".  There is no warranty, implicit or explicit, of any kind.
    AniCam is an animated camera editor for KotOR 2.
    Animated cameras are just models in a specific format.  AniCam lets you open & edit existing camera models or create your own.  You can then use the animated camera model in a .dlg.

    ---------------
    Installation
    ---------------
    Requirements:
        JRE 1.5 or newer.  (Developed with 1.5.0.04).
        AniCam will not run with JRE 1.4.
    Simply extract this zip to your preferred install location and run the jar file, AniCam.jar.

    ---------------
    Uninstallation
    ---------------
    Delete the files that came in the .zip, plus the configuration file anicam.conf (if it was created).

    ---------------
    1. How to use AniCam:
    ---------------
    --- 1a. Basics:
    Fill in your desired camera name and the length in seconds of the camera shot.
    Add entries for your camera.  An entry needs the time in seconds, position as x,y,z, and orientation as h,p,r.  (heading, pitch, roll).
    To add an entry, select "insert row" from the Edit menu or type ctrl-i.
    Orientation is done in degrees.  Straight ahead is (0,90,0).  Left is (90,90,0).  Right is (-90,90,0).  And so on.
    If you're getting position from WhereAmI, keep in mind that the Z location given is lower than what you see (I think it's the location of your feet).  You probably want to add 3 or 4 to get a shot at eye level.
    When you have all of your entries, select save from the file menu.  The files cameraname.mdl and cameraname.mdx (which is an empty file) will be created.  These can go in your override folder.
    To use the new model, set the camera model field in a dialog, then in the dialog entry/entries that will have the camera shot, set the CameraID to -1, use CameraAngle 4, and set CameraAnimation to a useful number (probably 1200 or 1000: see part 2 for details).
    An example:
    Entry  Time    x       y       z        h     p      r
    1          0.0    -70      20    3.5     0    90    0
    2          3.5    -70      30    3.5   70    90    0
    3          4.5    -70   31.5    3.5   50    45    0
    4          6.5    -72   31.5    3.0   30     0     0
    with animation length 7.5.
    This will (1) start looking straight ahead,
    (1)->(2) move along the y axis and rotate left,
    (2)->(3) rotate right and down while moving a little more along the y axis,
    (3)->(4) rotate right and point straight down while moving a little along the x axis,
    then (4) hold position for 1 second.

    -- 1b. Interpolation:
    If interpolation is selected, then when you save, extra intermediate entries will be generated to smooth out changes in position and orientation.  So, if your entries have the camera going straight forward, and then moving left, instead of an abrupt transition from forward to left, the camera will move in a curve.
    If interpolation is not selected, what you entered is what you get.  Sudden changes in direction will be abrupt.

    -- 1c. Importing:
    You can import from a binary model, an ascii model, or xml.
    For both binary and ascii models, I'm only looking for the data found in the standard animated camera models.  This means that there is a single node, called camerahook, with animations called CUT###W (where ### is a number, usually 001), which has positions and orientations.  The import routines can't handle anything else - no mesh nodes, no emitters, etc.
    (Note that, if you're looking at the original camera models, importing 003EBOcam.mdl will fail because they misspelled "camerahook" - the camera won't work in-game, either.)
    The XML import is *very* limited and has pretty much no error checking.  It was set up to import data from Excel.  If you enter your time, position, and orientation in Excel - like on the main screen for AniCam, but without the "entry" field - and then save as XML, you should be able to import into AniCam.

    ---------------
    2. Indices, Multiple Animations, and your Dialog
    ---------------
    -- 2a. Multiple Animations and their Indices
    One camera model can have multiple animations.  As a .dlg file can only have one associated camera model, this lets you do multiple animated camera shots in one dialog.  (An example: kreiatch.dlg in 301NAR uses 2 of the 3 animations from 301narcam).
    Each animation has a name of the form CUT###W, where ### is a 3-digit number.  The number should be 001 or greater.  If there is only one animation, usually the single animation is called CUT001W.  This is not required (101percam uses CUT002W).
    When you add an animation to your camera model, the ### is what you're putting in the "New Index" box - so if you enter 5 and click New Animation, you'll get a new animation called CUT005W.

    -- 2b. Some general notes on using animated shots
    1. Once you start an animated camera shot running, it *keeps* running, in real-time, even if you've switched to static shots.  If you do 'start animation'->static shot->'continue animation', the second animated shot will probably be at a different position/orientation if the user clicked to skip one of the earlier nodes in your dialog, or if they had to choose a response.
    2. Only one animation will run at a time.  If you 'start animation' with CUT001W, then 'start animation' with CUT002W, then 'start animation' CUT001W again, the final call will start back at the beginning of CUT001W's camera shot... it won't pick up where it left off the first time.  And if you do 'start animation' CUT001W -> 'start animation' cut002W -> 'continue animation' cut001W, the 'continue animation' will continue with cut002w, not cut001w.  Once you start a given animation running, it's the only one you can use until you start another one.

    -- 2c. Your .dlg file:
    Useful fields are Camera Model in your dlg header, and CameraID, CameraAngle, CameraAnimation, Delay, and WaitFlags in your entries.

    -- 2c.1 Camera Model
    In the dialog header ("General Properties" in DLGEditor), set the Camera Model to your new camera's name.  

    -- 2c.2 CameraID and CameraAngle
    Every node that is animated uses CameraID -1 and CameraAngle 4.
    (Although all the Obsidian .dlg's use CameraAngle 4, other CameraAngle values will also work.)

    -- 2c.3 CameraAnimation
    You also need a CameraAnimation field in each entry using an animated camera shot.
    CameraAnimation is where you specify which animation to use if you have multiple animations.
    'start animation' is 1200, 1201, etc.
    To start CUT001W running, use CameraAnimation 1200.  To start CUT002W, CameraAnimation 1201.  And so on.
    'continue animation' is 1000.  Or 1001, 1002, but...
    ...in the official .dlg's, at the very least, 1000, 1001, 1002, and 1401 are used - but testing doesn't show any difference in using them.  If you start with 1200, then call 1001, it's not going to jump to the other animation.  If anybody sees a difference between these, please let me know!

    -- 2c.3a Start/Continue and the end of the animation
    Your animated shot is 20 seconds long, but you gave the user a choice of responses in between animated shots, and they took 30 seconds to pick a line.  What do animated .dlg entries do after the end of the animation?
    If the entry is set to 'continue animation', it will hold the last position/orientation from the animation.
    If the entry is set to 'start animation', it will re-start the animation.  You could probably do some looping with this.
    If you reach a 'start animation' entry and the current animation hasn't finished, the behaviour depends on which animation you specify.  If it's the same one that's already running, it won't restart - it'll continue, acting like a 'continue animation' entry.

    -- 2c.4 WaitFlags
    If you set WaitFlags to 1 and use 'start animation', the entire camera shot (or the remaining portion) will be used in one entry.  This won't work if you use 'continue animation'.
    If you leave WaitFlags at 0, the camera shot will run for as long as the entry does, so you can either have VO or set the Delay field.
    (WaitFlags = 3 is used in kreiatch.dlg, but I've seen no difference between WaitFlags=3 and WaitFlags=0 in my testing).
    Setting WaitFlags doesn't block the user from skipping the entry.

    -- 2c.5 Delay
    If WaitFlags is not 1, the animated shot in your entry will last as long as the VO lasts, or for the length of your Delay field if it's set.  If there's no VO, like the long animated shot of the ruined Dantooine enclave, then you'll want to set Delay to specify how long your camera shot lasts.  Delay is set in seconds.  Note that if you set Delay=0, it seems to override your VO length, so it may skip lines.  If you're not using Delay it should be -1, not 0.

    -- 2c.6 CamVidEffect doesn't work
    CamVidEffect will *not* be applied to animated camera shots, but you can use a script to turn video effects on and off.  Check out the first two nodes in intro.dlg in 001EBO: they call a_video_effect to turn T3M4's freelook on and off.  (Notice that the developers tried to use CamVidEffect!)  The a_video_effect script simply calls EnableVideoEffect(VIDEO_EFFECT_FREELOOK_T3M4) or DisableVideoEffect().  Don't forget to disable your video effect, or it will stay on forever.

    ---------------
    3. Some examples from the original files:
    ---------------
    These are a few places where camera models are used in different ways:
    kreia_kr.dlg in 701KOR has a camera shot that spans several entries.  Under "{Intro to 701KOR...", it starts at "{Animated camera begins}" and ends at "{Angry at end...".
    kreiatch.dlg in 301NAR has an animated camera that plays intermittently.  It has animated angles followed by static angles followed by animated angles.  It also uses two different animations, CUT001W and CUT003W.
    enc_ruin.dlg in 605DAN consists of one long animated shot.

    42 downloads

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  7. MacLeodCorp's Telos Billboards Set I

    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

       (0 reviews)

    2 comments

    Updated

  8. MacLeodCorp's Telos Billboards Set II

    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

       (1 review)

    1 comment

    Updated

  9. MacLeodCorp's Telos Billboards Set III

    Author : MacLeodCorp 06/08/05 Vrs. 1.0
    Title: Telos: Billboards Set: III
    ***Telos: Billboards Set: III***
    (Girls of KotOR)
    Telos: Billboards Set: III ('Girls of KotOR') - Now, the most anticipated 'Telos Billboards' set, and the final addition to the series. 'Girls of KotOR'. Featuring a few of the female characters of both KOTOR I and KOTOR II. Within this series, Bastilla, Female-PCs, Mira, and the Handmaiden were hired to pose.
    Expansion pack is in development. Since a .psd file was flattened and saved over, I was unable to add another modder's items. However, this version is ready to go.
    ***Contains Screens of:***
    Ilikecommas, MacLeodCorp
    **********************************
    Contents: (5 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 - Telos: Replacement Map - (lbl_map202tel.tga)
    (Girls of KotoR Set!)
    ***Will be added to the expansion pack!***
    0x - Cantina/Emporium Sign - (TEL_HSn3.tga)
    0x - Shuttle Computer Screen - (TEL_Mon2.tga)
    (Girls of KotoR Set!)
    **********************************
    ***Install:***
    In order to install this set of billboards, drop your selected files into the KOTOR II override folder.
    ***Un-Install***
    Just delete the above .tga files from KOTOR II's override directory.
    ***Quick Tips***
    ~If you do not find a 'Override Folder' in KOTOR II's directory:
    Create a new folder, in the KOTOR II directory, and name it 'Override'.
    ~If you have similar mods in your folder, this mod may overwrite any previous mod.
    ~How to activate mod through cheat:
    There is no cheat for this mod.
    ***Rights Notice***
    Upon the release of this mod, I give pcgamemods.com and lucasforums.com the rights to post, delete, edit, and distribute this mod freely. All others are prohibited to mirror, distribute, or sell this mod. If you wish to mirror, you must contact the mod owner in the attached forums.

    74 downloads

       (0 reviews)

    0 comments

    Updated

  10. 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.

    25 downloads

       (1 review)

    0 comments

    Submitted

  11. 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.

    19 downloads

       (0 reviews)

    0 comments

    Submitted

  12. 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.

    64 downloads

       (0 reviews)

    0 comments

    Submitted

  13. 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.
     

    56 downloads

       (0 reviews)

    0 comments

    Updated

  14. numark79's Aayla Secura skins

    Part of the...

    Author: numark79

    [contact information in read-me]

    1.01 Fixed a small oversight in the read-me.

    1.02 Added green, purple, and red skins to the selection.  Also altered the leg portion of the robe slightly, and changed the property of Saves All +2 to Force Point Regeneration +2


     
    Description:  This is a female Twi'lek skin inspired by and based off of the Aayla Secura character from Ep.II and the expanded Star Wars universe.  It allows the player to select the skin as a playable female character (soldier, scout, or scoundrel) from the start up menu and it also includes a new set of undies to go with her.  it also includes for the player a unique Jedi Robe based off of Prime's Anakin movie-style robe that can be purchased from the weapon merchant Adum Larp on Dantooine.  The robe carries the following properties:


     
    Modified Anakin-style robe==> Dathomir Sorceress Robe

    Defense Bonus +5

    Max Dexterity Bonus +8

    Force point regeneration, +2


     
    Installation:

    Just unzip and put all the contents of the zip file into your Override folder.  If you already have skin mods installed that have already modified the head.2da, portrait.2da, and appearance.2da files, you may want to check out the mod first, and either combine/replace these files accordingly, so that nothing gets overridden, 😃 

    Depending on what color you select, you would then put the corresponding robe and robe icon into your override folder.  For instance, if you plan on using the green skin make sure to put the green PFBI14 robe and the green ia_mstrrobe_014 icon into the override folder. 


     
    Known Issues: If you plan to buy the robe from Adum Larp on Dantooine, the mod must first be installed before talking to him for the first time.


     
    Acknowledgements:  Thanks once again to Prime for letting me use his robe yet again, 😃 Also, a big thanks to Colja's Aayla Secura Gauntlet mod, which provided a really quick and easy way to work on the skin at first without having to go through the hassle of putting it in as a selectable skin from the character generation screen. 


     
    Conditions:

    If you would like to use this mod as a basis for one of your own, that is perfectly fine.  As long as you ask for permission first, and give credit in your read-me file to me for original work, 😃


     
    Peace


     

    270 downloads

       (0 reviews)

    0 comments

    Submitted

  15. Nur Al Sab's Bastila Hardcore

    Part of the...

    "BASTILA HARDCORE v1.0" Mod by Nur Ab Sal
    Mod original creation date: 21SEP2005
    Disappointed with pathetic performance of Bastila during the final duels on Temple Roof and Star Forge? Don't worry! Here we have something to fix Bioware's obvious bug and level down the cockiness of Revan fanboy hordes! This little, nice thing changes post-Leviathan dark side Bastila into a toughest opponent of both KOTOR games (maybe except Star Forge Malak)... so tough that you will in fact go mad trying to figure out how to break her... insanity guaranteed!
    Now, trying to be more serious: I was always surprised that Bastila was so easy to defeat. You would expect more after all that glorious blurb about her, eh? This mod will surely help Bastila to live up to her reputation.
    All hail to Bastila, the true Empress of the Star Wars universe!
    INSTALLATION:
    Simply throw all files into your Override folder, start the game and observe the slaughter of your team...

    BIG THANKS TO:
    Darth333, ChAiNz.2da, cry_of_paine (for useful hints on Holowan thread) and traditionally, Fred Tetra.
     

    280 downloads

       (1 review)

    0 comments

    Submitted

  16. 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.
     

    104 downloads

       (0 reviews)

    0 comments

    Updated

  17. Oddball_E8's "Evil" sounds

    Evil Sounds by Oddball_E8

    ________________________________


     
    Description:
    ________________________________


     
    This mod replaces some of the death sounds with more gruesome sounds.


     
    ________________________________


     
    Creators 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 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]
    cb_sh_pwrblast2.wav    -mixed with original

    98 downloads

       (1 review)

    0 comments

    Submitted

  18. 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.

    118 downloads

       (0 reviews)

    0 comments

    Submitted

  19. Oddball_E8's New Sounds

    Part of the...

    New Sounds by Oddball_E8

    ________________________________

    Description:

    ________________________________


     
    This mod just changes the default blaster sounds and some of the grenade sounds.

     
    ________________________________
    Creators Notes:

    ________________________________


     
    I wanted a more "umpfy" 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


     
    ________________________________
    Feedback:

    ________________________________



    Any and all feedback can be sent to the author at [See read me for contact information]
    cb_sh_pwrblast2.wav    -mixed with original

    102 downloads

       (0 reviews)

    0 comments

    Submitted

  20. ORSAN's Boba Fett Chest Armor

    Part of the...

    Boba Fett Chest Armor
    --------------------------------------------------------------------------------
    Description:
    Adds Boba Fett chest armor to KOtOR.
    --------------------------------------------------------------------------------
    Installation:
    Drop items into Override folder.
    --------------------------------------------------------------------------------
    How to acquire item in game:
    Allows the user to complete the Override folder.
    Use console command "giveitem boba_fett" to grant the item to the player.
    --------------------------------------------------------------------------------

    137 downloads

       (0 reviews)

    0 comments

    Submitted

  21. ORSAN's Boba Fett Helmet

    Part of the...

    Description:
    Adds Boba Fett helmet to KotOR.
    Installation:
    Drop items into Override folder.
    How to acquire item in game:
    Use console command "giveitem g_i_mask25" to grant the item to the player.

    140 downloads

       (0 reviews)

    0 comments

    Submitted

  22. ORSAN's Jango Fett Chest Armor

    Part of the...

    Jango Fett Chest Armor
    --------------------------------------------------------------------------------

    Description:
    Adds Jango Fett chest armor to KOtOR.
    --------------------------------------------------------------------------------
    Installation:
    Drop items into Override folder.
    --------------------------------------------------------------------------------
    How to acquire item in game:
    Use console command "giveitem jango_fett" to grant the chest armor to the player.

    --------------------------------------------------------------------------------

    131 downloads

       (0 reviews)

    0 comments

    Submitted

  23. Padawan Robe Templates for TSL

    Part of the...

    Title: Padawan Robe Templates for SW:KOTORII-TSL
    -------------------------------------------------------------------------------------------
    Released: 01/06/06
    -------------------------------------------------------------------------------------------
    Authors: Achilles, DarthMoeller, Oldflash, & Svösh
    -------------------------------------------------------------------------------------------
    Table of Contents:
    PART I - Introduction (prt1)
    PART II - File Contents (prt2)
    PART III - Special Thanks (prt3)
    -------------------------------------------------------------------------------------------
    PART I: Introduction (prt1)
    In an effort to make robe modding fun and easy for everyone, I have created these template; drawing from some of the best TSL robe mods available. Each template (.psd) is broken down into multiple layers and saturated for quick and easy recoloring, texturizing, etc.
    Please feel free to use these for your mods, however you will need to see that DarthMoeller, Oldflash, Svösh & I all get our due credit if you publish a mod using these skins.

    -------------------------------------------------------------------------------------------
    PART II: File Contents (prt2)
    This modification pack contains:
    Female Padawan Robe Template.psd
    Male Padawan Robe Template.psd

    -------------------------------------------------------------------------------------------
    PART III: Special Thanks (prt3)
    A huge thanks goes out to the following contributors:
    DarthMoeller for the use of the tabbards from his Movie Style Jedi Robes Mod.
    http://www.pcgamemods.com/mod/14376.html
    Oldflash for the use of the belts found in his Jedi Robe mod.
    http://www.pcgamemods.com/mod/14623.html
    Svösh for his remapped Jedi Robes for SWKotORII:TSL.
    http://www.angelfire.com/crazy2/xclone_0101/kotor_mods.htm/
     

    51 downloads

       (0 reviews)

    0 comments

    Updated

  24. Prime's New Jedi Robes [K1]

    Part of the...

    KOTOR New Jedi Robes Mod
    =============================
    Author: Prime
    Email: [see read-me for contact information]
    Website: [link no longer functional]

    Description:
    ------------
    This zip includes all the versions of my jedi robes.  These robes are all based on the same original skin, but have different colour variations to give them
    different looks.  There are light and dark coloured robes which have special abilities, and there are other robes that are closer to those worn by various Jedi from the movies.  
    Consult the associated read-me files for each robe for more details.  
    The available robes are:
    Light Robes - these are light brown robes that give certain bonuses. -> jedirobesmod.zip
    Dark Robes - these are grey and black robes that give certain bonuses. -> jedirobesmod.zip
    Qui-Gon Jinn Robes - these robes have a colour scheme similar to Qui-Gon. -> jinnrobes.zip
    Obi-Wan Kenobi Robes - these robes have a colour scheme similar to Obi-Wan. -> kenobirobes.zip
    Anakin Skywalker Robes - these robes have a colour scheme similar to Anakin in Ep2. -> skywalkerrobes.zip
    Mace Windu Robes - these robes have a colour scheme similar to Mace. -> windurobes.zip

    Installation:
    -------------
    Consult the read-me for the associated skin to learn how to install it.  For the most part, it simply involves extracting the appropriate files into the Override Directory.
    Note: these robes are compatible with each other.

    Known Issues:
    -------------
    On the inside of the left hip flap that hangs down behind the leg, in certain stances and camera angles, a light spot can be seen.  Unfortunately, this is
    due to the way the texture is laid out and mapped onto the body, and is not correctable.  C'est la vie.
    If you encounter other issues, please report them to the email address specified above.
    I will do what I can to correct them.

    Acknowledgements:
    -----------------
    A big 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 helped me learn how to dothings like this.  This included especially Kitty Kitty, T7nowhere, and Jackel.  
    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 your own public mod, please contact me for permission at the email address at the beginning of the file.  If I give
    permission, please give me credit and include the read-me file for the robe you are using.
    I am willing to let others use my work, so as long as you ask it shouldn't be a problem

    379 downloads

       (0 reviews)

    0 comments

    Submitted

  25. Prime's Republic Clone Trooper Mod

    Part of the...

    TSL Republic Clone Trooper Mod
    ==================================
    Modder:
    --------
    PRIME
    Email: [see read-me for contact information]
    Website: [link no longer functional]
    Credits:
    Porting the mod to TSL.  Skinned each armour texture and helmet texture.  
    Jointly skinned the DC-15 rifle.  Edited the creation files for the armour,
    helmet, and blaster rifle.  Created the icons for the armour and helmets in the
    inventory.

    Additional KOTOR Modders:
    BNEEZY
    Email: [see read-me for contact information]
    Credits:
    Imported the clone and pilot helmets created by the Jedi Academy AOTC/TC
    team.  Made the helmets wearable by the PC and party NPCs.  Created new
    heads to replace those for the Republic troopers.
    XAVIER2
    Email: [see read-me for contact information]
    Credits:
    Jointly skinned the DC-15 blaster rifle and created the icon.  Edited the
    appropriate files to replace the republic troopers and Carth with clone troopers.  
    Created the textures for the clone replacement of Carth as well as new clothes.
    [STGN]LOCUTUS
    Email:
    Credits:
    Modeled the DC-15 baster rifle.

    Description:
    ------------
    This mod adds Republic Clone Troopers to The Sith Lords.  It is essentially a port of the KOTOR
    clone trooper mod.  There are multiple armours and helmets that reflect those seen in Attack
    of the Clones.  These variants are:
    Standard Trooper - White
    Sergeant - Green
    Lieutenant - Blue
    Captain - Red
    Commander - Yellow
    Pilot - Yellow with unique helmet
    The clone trooper armour that is wearable by players and party NPCs.  The mod
    includes both body armour suits and helmets, and they can be equipped independently
    of each other. Along with altering the characters appearance, the clone trooper armour
    provides the following bonuses to the player characters:
    Body Armour:
    Defense +14
    Max Dexterity Bonus +0
    Limited environmental protection
    Helmet:
    Awareness +4
    Immunity to poison
    The mod also includes the DC-15 blaster rifle which is fully upgradable.

    Installation:
    -------------
    The clone trooper 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 armours and blaster
    to be created during the course of the game.  
    Note: a high enough experience level and repair skill are required to create the 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 <item name>" to add
    the item to the inventory.  
    The item names are:
    Soldier: soldier_armour, soldier_helmet
    Sergeant: sergeant_armour, sergeant_helmet
    Lieutenant: lieut_armour, lieut_helmet
    Captain: captain_armour, captain_helmet
    Commander: commander_armour, commander_helmet
    Pilot: pilot_armour, pilot_helmet
    Rifle: g_w_hvrptbltr097
    These can then be equipped by the player with the appropriate feats from the inventory screen.

    Uninstall
    ---------
    Simply remove all the files from the Override directory.

    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.
    itemcreate.2da
    - added lines 209-221
    itemcreatemira.2da
    - added lines 214-226

    Known Issues:
    -------------
    If you encounter issues, please report them to Prime's email address specified
    above.  I will do what we can to correct them.
    NOTE: if you already have a modified itemcreate.2da or itemcreatemira.2da file in your Override
    directory, DO NOT replace those with the versions included in this mod.  This will
    have undesirable effects on the other mods.  You will have to choose which mod you
    want to use.

    Acknowledgements:
    -----------------
    Thanks to the AOTC/TC for allowing us to use his awesome Jedi Academy clone trooper
    helmets.  Thanks to all the original KOTOR members of the team for coming together and
    working on this mod.   
    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:
    -----------
    This mod is not supported in any way by Lucasarts or Bioware.
    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 PRIME for permission at the email addresses at the beginning of this file.  If
    we grant permission, please give us credit and include this readme file with your mod.
    If you wish to use the clone trooper helmets in a mod, you will also have to get permission
    from the models' creators, the AOTC/TC team (http://www.aotctc.com/).

    283 downloads

       (0 reviews)

    0 comments

    Submitted