JumpStationZ

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Files posted by JumpStationZ

  1. DARTHMOELLER's TSL Exile's Item Pack

    DARTHMOELLER's TSL EXILE'S ITEM PACK
    Creation date: July 15th, 2005
    --------------------------------------------------------------------------
    Author:
    --------------------------------------------------------------------------
    DARTHMOELLER
    e-mail: [see read-me for e-mail]

    NOTE: For optimal viewing, line up the edges to fit the dashes.
    Description:
    --------------------------------------------------------------------------
    This mod adds new items to the beginning of the game that are specially made for the exile.  The items can be found in a metal crate inside the medical room on Peragus.  The items you find include the Exile's armband, shield, belt, gauntlets, and implant.  I didn't add any clothes because it wouldn't fit well with Atton's "naked Jedi" lines.
    List of Files:
    dm_shield.uti - shield properties file
    dm_band.uti - armband properties file
    dm_belt.uti - belt properties file
    dm_gloves.uti - gauntlets properties file
    dm_implant.uti - implant properties file
    ii_belt_050.tga - belt icon
    ii_FrArmBnds_050.tga - armband icon
    ii_FrArmBnds_049.tga - shield icon
    ii_Gauntlet_050.tga - gauntlets icon
    ii_Implant3_050.tga - implant icon
    metalbox080.utp - metal crate file
    dm_byebox.ncs - script
    a_doormor.ncs - script
    dm_bmedbox80.ncs - script
    NOTE: The source scripts are included in this mod in a folder called "source."

    Installation:
    --------------------------------------------------------------------------
    1.If you haven't done so already, create a folder named "override" (without quotes) in your KotOR II directory.
    2. Next, extract the contents of the .rar file into your TSL override folder.
    3. Use the giveitem cheat (optional!!)
    This way of getting the robes will add the items directly to the player's inventory.  To enable cheats, open your swkotor2.ini file, and under GameOptions, enter "EnableCheats=1" without the quotes.  Then in game, press the ~ button to open the console, which will be invisible.  Type "giveitem <item name>" without the quotes.  The item names are below.
    NOTE: The items are placed in-game, so there is no reason to use the giveitem cheat.
    Cheat Names:
    dm_shield - exiles shield
    dm_band - exiles armband
    dm_belt - exiles belt
    dm_gloves - exiles gauntlets
    dm_implant - exiles implant
     
    Uninstall:
    ---------------------------------------------------------------------------
    Simply remove all files included in this mod from your override directory.

    Known Issues:
    ---------------------------------------------------------------------------
    There are currently no known issues or problems with this mod.  If you do encounter any issues or problems, please alert me via the e-mail above. I will try to fix them the best I can.
     
    Acknowledgements:
    ---------------------------------------------------------------------------
    Thanks to Fred Tetra for his amazing Kotor Tool.  Without it, none of this would be possible.
    http://kotortool.home.comcast.net/
    Thanks to Darth333 and RedHawke for all of their scripting help. Without their help, I would still be lost on how to script.
    Thanks to all the folks at Holowan labs, for providing guidance and encouragement along the way.  You guys rule!

    Conditions of Use:
    ---------------------------------------------------------------------------
    You are free to use this mod for your own personal use.  You may use the source scripts included however you like, even in a public mod.  However, I must grant proper permission in order to use anything else from this mod for a public mod.  If I do grant permission, make sure to give me proper credit in your readme and include this readme file with your mod.
    NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently.  (Note the creation date above precedes TSLRCM by many years.)  If you download and install this mod, you assume all risk.  Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod.  Feel free to include screenshots with your review if you feel moved to.

    189 downloads

       (0 reviews)

    2 comments

    Updated

  2. Colja's Devaronian PC Head Mod

    Part of the...

    Colja's Devaronian PC Head Mod
    ------------------------------
    This mod adds a Devaronian Male to the character selection screen at the start of the game and includes the Darkside transitions and portraits.
    As always, this mod works with my other PC head mods.
    ------------------------------
    Install: Place files into override folder
    Uninstall: Remove
    ------------------------------
    Thanks for the tools, Fred Tetra!

    114 downloads

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  3. Colja's Twi'lek Male PC Head Mod

    Part of the...

    Colja's Twi'lek Male PC Head Mod

    --------------------------
    Install:
    Just place files into Override folder
     
    Uninstall:
    Remove them
    --------------------------
    This mods adds a new Twi'lek selectable PC head at the start of the game. Included are new Dark Side transitions and portraits.
    The mod also works with all my other PC head mods.
    -------------------------
    ENJOY!

    111 downloads

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  4. 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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  5. Achilles' TSL Influence Guide

    Part of the...

    Created in 2008, this guide came before the multiple changes introduced in TSLRCM but might still be useful in your play through. YMMV.

    102 downloads

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  6. Dak Vesser's Holo-Droid Emitter

    Part of the...

    All Source scripts are included...
    There are some things you need to know about this mod:
    For the Xbox user, since there is no way to use the "get Item cheat" so for the Xbox, I modified the Peragus kolto tank to be a Vending machine.
    Just activate its dialog, like you would when you need a healing.
    For the PC user, You can either use the kolto tank or just use the "Get item cheat".
    The item name is "holo_dr_emitr"
    Installing:
    Either Take everything from "Override_new" and place it all in your Override folder or
    Rename your KotorII TSL's "Override" to Override_alt or whatever and just delete the_new from this one.

    Uninstall:
    Just take it all out... Uh HUh!
    This Mod Was created by Dak Vesser
    [See Read-Me for email address]
    Email me if you spot any bugs of have any suggestions...
    Credits got to all the modders at Holowan labs:
    Darth333
    tk102
    Xcom
    StormAngel
    Darkkender
    Thank you guys for helping me out with the Puppet scripts
    Thanks for all you help and lessons to everyone there at Holowan Laboratories
    This Mod is not supported by Lucasarts, Bioware, Obsidian..
    Star Wars Knights of the old Republic II - The Sith Lords
    Version 1.1
    03/04/05 Fixed an Issue where the Handmaiden was not being added to the party..

    "Warning" about the Add party member function: If you ask the droid to add a party or Non-party member to the active party or make it available when it's already available, The Droid
    will re-create the NPC from scratch and whatever XP level i.e. Stats, feats, force Powers you added will be reset back to it's base level, Plus any items that you placed on the NPC will be forever gone!
    Advisement: Only use the add party/non-party member function as a "First time function" to characters that have not yet been added..
    I took the liberty of placing the Fixed file(s) in a folder of its own for those of you that have already modified your own spells.2da and appearance.2da to fit this mod in with all your other mods and don't want to go through the hassle of doing it all over again...

    For Comments, Ideas and suggestions, Email me at:
    [See Read-Me for email address]

    77 downloads

       (0 reviews)

    0 comments

    Updated

  7. Darth333's Medium Difficulty Swoop Racing Course (Tatooine)

    Part of the...

    -----------------------------------------------------------------------------------------------------
    Medium Difficulty Swoop Racing Course (Tatooine)
    -----------------------------------------------------------------------------------------------------
    Tired of spending many hours (and credits) trying to beat the three tiers in Manaan and Tatooine but still want swoop racing side quests, credits and fame?
    This simple mod is intended for semi-lazy players who don't want to invest too much time and efforts trying to beat the track but who find the easy mod just too easy.
    I slightly modified the normal track layouts in order to have less steep turns and repositioning a couple useless accelerator pads in more "useful" locations.
    ---------------------------------------------------
    Installation:
    ---------------------------------------------------
    Just extract the files into your KotOR Override directory.
    ---------------------------------------------------
    Uninstall:
    ---------------------------------------------------
    Delete the files from your KotOR Override directory.
     
    Darth333
    3/21/2004

    107 downloads

       (0 reviews)

    0 comments

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  8. Colja's Zaalbar Reskin Version 2

    Part of the...

    Look what happens when you put a poncho on Zaalbar to protect him from the elements.  Sheesh!  At least he is still wearing it.  Well, what is left anyway.
    This is a reskin of Zaalbar based on the darker reskin by Colja.  I wanted to just get rid of the suspenders and belt, but they are actually part of the model. 
    So, I had to come up with an idea that is somewhat believable.  
    Install:
    Just unzip the P_Zaalbar02.tga file and place in the Override file of KotOR. 
    Uninstall:
    Remove it.

    58 downloads

       (0 reviews)

    0 comments

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  9. Darkkender's Patch for the [TSL]Holowan Plugin

    Part of the...

    Patch for the TSL Holowan Plugin v1.05
    ============================
    Authors:   Darkkender
     
    Description:
    ============================
    This is a Patch for the [TSL]Holowan Plugin v1.03/1.04/1.05
    This patch fixes various bugs that have arisen from the first release.  The bugs are listed below.
      * Spells.2da dominate mind spell was causing foul ups with other force powers.  Removed this power due to this fact.
      * Items were only in the one build menu for the Holowan Items workbench.
      * The exile general uniforms were missing there entries in appearance.2da.
      * The dlt19 rifle was not priced properly.  Replaced with the more up to date versions in the upgrading dl44 mod.
      * Fixed the Uthar & Bandon photo mix-up.
      * Fixed the photo mixup for one of the female heads that was also occurring.
      * Fixed the Lost Jedi Lightsabers so that you can swap out the saber crystals.(this is a temporary fix)
      * Removed the Hoth robes from the dock officers corpse to be more in line with the updated version of the mod.
      * Fixed visas robes so that they can now be upgradeable.
      * Updated GK's Tai Pei selectable PC skin and photo.
      * Fixed a texture glitch with Mav's Katana.
      * Fixed the Disciple's dialogue files.
      * Removed the Sith battle simulation conversation options from the security console dialogues.

    86 downloads

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  10. Darth333's Turn anyone into a Tach

    Part of the...

    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Turn anyone into a Tach  (A force power for Kotor 2) - Happy Birthday Mono_Giganto!
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    By Darth333 (08-29-2005)
    I made this humorous force power for Mono_Giganto, the Holowan Labs tach lover. 
    It will turn NPCs into tach for 30 seconds. The power appears in the friendly force power menu (same as heal) so it is usable at any time during the game.
    To give some usefulness to this power, if you use it against enemies, it will affect their attributes the following way:
    CONSTITUTION - 5
    STRENGTH - 5
    DEXTERITY -5
    =====================================================
    Using the force power:
    =====================================================
    - You will be able to select the force power in the level up menu once you reach lvl 4
    - You can also use KSE to add/remove this force power. KSE is available here: http://www.starwarsknights.com/tools.php

    =====================================================
    INSTALLATION:
    =====================================================
    This force power is compatible with other force power mods previously installed provided you use the installer.
    To install simply double click on Install_TachFP.exe and extract to the SWKotOR2 directory (not the Override Directory).

    =====================================================
    UNINSTALL:
    =====================================================
    Delete the following files from your Override directory:
    d3_tach.ncs
    ip_tach.tga
    spells.2da (Be careful if you are using other force powers mods: deleting this file will delete your other force power mods.)

    The source code (.nss file) has been included.
    =====================================================
    SPECIAL THANKS
    =====================================================
    - Stoffe -mkb- for making the TSLPatcher: spells.2da conflicts are now part of the past!
    - Fred Tetra for making Kotor tool.
    =====================================================
    TERMS OF USE
    =====================================================
    Mono_Giganto can do whatever he wants with this Force power.
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, OBSIDIAN ENTERTAINMENT, BIOWARE CORP
    OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
    =====================================================
    Enjoy!
     

    74 downloads

       (0 reviews)

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  11. 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

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  12. Dragoon ZERO's Vaklu as PC

    Part of the...

    Read-me follows in it's entirety.
    Adds Vaklu as a PC choice

    58 downloads

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  13. 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

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    Updated

  14. Achilles' Tutorials

    Part of the...

    Saved in RTF format, Achilles' tutorials cover the following topics: Editing Items using KotOR Tool, Item Properties, Non-Script Method for Adding Player Made Items to Placeables, and a Saber Tutorial/

    63 downloads

       (0 reviews)

    0 comments

    Updated

  15. Colja's Zaalbar Reskin Version 1

    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

       (0 reviews)

    1 comment

    Submitted

  16. Super Skip Taris & Endar Spire

    Super Skip Taris & Endar Spire by Lit Ridl
    Creation date: September 4, 2006
     
    For Knights of the Old Republic I
    Installing mod:
    Nothing special. Just one ask to you: NEVER USE THIS INSTALLER TWICE ON THE SAME DIALOG, OR YOU’LL GET THE SECOND OPTION IN TRASK’S DIALOG FOR EVERY SKIP!!!
     
    About mod:
    This mod will modify Trask’s dialog giving it some extra dialog options.
    There are 3 additional options (Skip Endar Spire, LS skip Taris, DS skip Taris.)
     
    Reason why it is called super:
    ·   It has both LS and DS skip Taris options
    ·   No need in replacing something
    ·   All items from standard game-play will be given to you
    ·   It will add all party members that you get on Taris to your party (Carth, Bastila, Mission, etc)
    ·   It sets all globals and Booleans to the right LS/DS value, that prevents your game from the doom
    ·   It gives you alignment/experience points and credits, the same amount with the standard game-play
    ·   You will not lose any quests, they are added when mod is activated
    Enjoy!
     
    Credits:
    Lit Ridl – for creating the whole mod
    Yaggles – for idea of skip Taris mod
    Darth HaHa – I decided to make my own mod after I saw his, so he was stim
    Stoffe – for TSL Patcher
    e-mail: [info can found in read-me file]
    NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod is old and has not been tested in years.  You use this mod at your own risk.

    274 downloads

       (1 review)

    0 comments

    Submitted

  17. After Ending Mod (for KotOR1)

    -----------------------------------------------------------------------------------------
    After Ending Mod (for KotOR1)  by gameunlimited
    -----------------------------------------------------------------------------------------
     
    This mod will allow you to go back to the previous planets after the ending scene. You may go back and do those quests that you may have left out.
    One very important note though, this game is not designed to be played after the ending scene (duh!).
    Thus, there are probably many glitches that will happen if you use this mod as I do not change the game. This mod merely teleports you back to the Ebon
    Hawk at the very end. I expect many glitches to be found.
    Installation: Just extract the one files into the Override directory.
    Enjoy!
    NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently.  (Note the creation date above precedes both K1CP and K1R.)  If you download and install this mod, you assume all risk.  Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. 

    66 downloads

       (0 reviews)

    0 comments

    Submitted

  18. 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

  19. 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

       (0 reviews)

    0 comments

    Updated

  20. 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

       (0 reviews)

    0 comments

    Submitted

  21. 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

  22. 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

  23. 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

  24. 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

  25. Quest for tk102's birthday (February 4)

    ====================================================
    Quest for tk102's birthday (February 4)
    By Darth333 et al.
    Original upload date: February 4th, 2005)
    ====================================================
    New Models by: svösh (hv88 blasters), Seprithro (blaster model), t7nowhere (saber models + birthday cake)

    This is a side quest in which you have to find some items required for the preparation of tk102's birthday.
    The quest spans over three planets and includes new areas and many hard enemies (for cheaters or high lvl characters only!)
    To begin the mission, go to the swoop registration office in Tatooine and listen carefully.
    (Do not warp to the new areas: you'll get stuck.)
    Explore the various dialogue options as they can sometimes lead you to different solutions and items.
    But remember, if you disobey the orders given to you,  you better travel around well armed!
    And if you speak badly of some people, expect to gain DS points! Some doors maybe locked,
    it's up to you to discover how to open them...
    (Note: once you have unlocked the door in Dreshdae, to enter, look down, just in front of the door. The "lock" is placed a little low )
    Some of the dialogues in this mod will make more sense if you are a regular member of Holowan labs. In any event, I suggest you play Doom_Dealer's Holowspire mod to fully understand the dialogue with Doom_Dealer.

    Many members of LucasForums, mainly from Holowan labs, make at least cameo appearances in this mod:
    tk102
    svösh
    T7nowhere
    Prime
    Boba Rhett (da boss man)
    Doom_Dealer
    Achilles
    REdhawke
    Tanesh
    Fred Tetra
    ChAiNz.2da
    Xavier2
    CDRSeadog
    Darkkender
    Mono_Gignato
    FiEND_138 and his band
    Unfortunately, tk102's birthday is on February 4th and due to this "deadline" I couldn't
    include more people although I wanted to.
    You'll find svösh's blaster on Doom_Dealer. Seprithro and t7 carry their own items.

    I would have like to make more balanced enemies but due to time constraints, it was impossible.
    If an interest is shown, I could turn this mod into a smuggling mission.
    ====================================================
    INSTALLATION/REMOVAL
    =====================================================
    To install the mod:
    Put the files contained in the folder called "For override" in your override directory.
    Default location is: C:\Program Files\LucasArts\SWKotOR\Override
    Drop the files contained in the folder called "For Modules" in your Modules folder.
    Default location is: C:\Program Files\LucasArts\SWKotOR\Modules
    To remove, delete the files from your override folder and remove the 4 following files
    from your modules folder:
    d3_czerka.mod
    d3_party.mod
    ebo_burn.mod
    d3_banned.mod
    ======================================================
    The Models by svösh (hv88 blasters), Seprithro (blaster model) and
    t7nowhere (saber models + birthday cake) were included in this mod with their permission.
    NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently.  (Note the creation date above precedes both K1CP and K1R.)  If you download and install this mod, you assume all risk.  Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod.  Feel free to include screenshots with your review if you feel moved to.

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