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Posts posted by OzilsEyes
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Thanks to @Snigaroo for pointing out, for users of TSLRCM it didn't execute a script for an influence increase - this has now been re-added & uploaded as a new version.
Feel free to download the latest version & replace your current install if you're using it.
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My partner celebrates on 24th and myself 25th!
Merry Xmas to all 🎄
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6 hours ago, trustnoone said:I added the following script:
void main(){ SetGlobalBoolean("J00_SILKFOX_ROMANCE", TRUE); SetGlobalBoolean("J00_SILKFOX_ROMANCE_DONE", TRUE); }Is there a difference between the two globals? / Are both required (Are they both created by you)?
6 hours ago, trustnoone said:Thanks again all, I'll be honest, I didn't know people were still helping people learn modding. So its so cool getting help. Cheers!
This is what is wrong with the modern community, it's a free-for-all or some 'old timers' don't want to make room for fresh blood! That's how a community dies eventually. Had my fair share over the years on other forums but I ran into one when I started with Kotor modding unfortunately, although I couldn't care less & I just do my own thing 😅.
6 hours ago, trustnoone said:I'm assuming the .dlg file & .ncs files are the ones you copied to override right (You don't need to .nss)? You will need to reload the game after doing that so the game loads the new files in your override folder, then find the npc/object that starts that dialogue & it should execute the script.
As DP said, it would be worth also adding some sort of debugging to see if the script is actually being executed.
I'm not familiar with Jade Empire, it's not something I've ever played before so can't help on that front!
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9 hours ago, trustnoone said:Cheers for the reply mate
, I didn't know you had to execute the script some how. I guess because I'm just setting the global variable I just want it to be set anywhere haha, as my save state is just before the end part of the game maybe around there.
Is there a simple way to trigger it? Or will I have to try to get it triggered through another way? initial research looks like I have to maybe find a dlg around that area and maybe use the kgff editor? Is that the right track?
Thanks!
I’m not 100% how Jade Empire works but with kotor we have a few ways a script can be executed.
These include dialogue (as DarthParametric advised), triggers that the player can walk into, actions with objects/npcs such as on death, on spawn etc.
I suppose it makes sense to know exactly *how* & *when* you want it to execute, do you just want it to be something that executes randomly after an event or during a specific event?
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TSL Jekk'Jekk Tarr Tunnel model fix
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TSL Nar Shaddaa - Jekk'Jekk Tarr Tunnel Model Fix
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Description:
In the Jekk'Jekk Tarr Tunnels, there is a doorframe with a large gap between itself and the wall, so I've fixed the model.
Includes:
- Fixed model with the gap closed up to the doorframe.
Screenshots:
SpoilerBefore:
After:
Installation:
- Copy the files into your override folder.
Uninstall:
Remove the following files from your override folder:
- 305nar_55.mdl
- 305nar_55.mdx
Legal Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this.
Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
Spoiler- OzilsEyes
(Kotor Modding) Tools Used:
Spoiler- Holocron toolset
- Kotor Blender Plugin
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Submitter
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Submitted11/29/2024
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Category
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TSLRCM CompatibleYes
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2 hours ago, trustnoone said:Hi all, hope its okay to post it here as I think Jade Empire is set up similar to KOTOR? In terms of modding?
I want to make a mod to update the romance option you have set. I saw from another mod that someone used the "SetGlobalBoolean" value, so I'm trying to learn too.
I have a nss file and my code is simple, just:
void main(){ SetGlobalBoolean("J00_SILKFOX_ROMANCE", TRUE); }But it doesn't seem to work, I compile it to a .ncs file, and I just name it something generic and unique like SFRomance.ncs but it doesn't seem to change anything? As far as I understand, this should be a variable available? And I guess it comes from the Globas.2da (though I don't think I see it in there) https://jadeempire-modding.fandom.com/wiki/Globals.2da
Thanks!
I've also tried using "J00_SILKFOX_ROMANCE_DONE"
Hello,
You're quite right it will be in globals.2da, what are you using to execute the script you're making?
Is it through dialogue, a trigger, other?
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4 hours ago, Mu_Mu said:Hmmm. For starters, I'm assuming the best place would be importing a good Anakin head and getting it rigged properly and maybe replacing the proper enemies with Battle Droid models and such.
Only issue I am having is that I can't export my head model from Blender as a .mdl and the ROTS model I'm rigging contains two textures for the hair and face, and I know most/all KOTOR (and TSL) heads use only one texture. I also am unsure if the texture would fit properly. I've looked up some stuff but none of it seems to really be helpful towards what I'm doing: trying to replace a KOTOR head with one from a completely separate game.
Points 1/2:
There are some models available out there for:- Stormtroopers
- Stormtrooper weapons
- Clone Troopers
- Darth Vader
- Anakin
- Movie Jedi Robes
- Movie Bounty Hunters / Mandalorians
You could use those for your own personal mod development or seek permission to include them in your mod.
Alternatively, create your own models which is obviously a lot harder (which was already suggested). You would also need to do this when creating new areas too, you ‘could’ reuse current models for your levels but wouldn’t advise as it would not look like any of the planets you’re trying to achieve.
Points 4/5:
In regards to restructuring the story, this part is actually fairly easy (depending on what mechanics you want from your cutscenes, quests etc.), it’s just going to take a lengthy amount of time. It can be achieved initially by removing all quests & global, then removing all trigger points, scripts relating to triggers from each levels .mod/.rim files, you’d also need to remove characters and any placeables you don’t intend to use.
If you were to model your own levels, the likelihood is you could leave the existing stuff & just add your own additional content.Please note, all the above resource I mentioned is intended for Kotor 2, I’m assuming you want to mod this game.
If you have any questions, feel free to drop me a message & I’ll assist where I can.
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1 hour ago, R2-X2 said:So I typically use duckduckgo for my searching, but it turns out that deadlystream is never in the search results, even when very specifically searching for it. Now, being aware, this isn't a problem for me since I can just use google for any searches relating DS. But I could imagine that some people less familiar with the site and using these search engines (such as if using MS Edge where Bing is default) might be confused.
But more interestingly, any idea on what causes this?
I’m sure it’s something to do with meta tags, I may be wrong to be fair… but I’ve also noticed this when I’ve tried to search for something I know is on DS but just get other results
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TSL Telos - Czerka Site Door Reskin / Model Fix
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TSL Telos - Czerka Site Door Reskin / Model Fix
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Description:
The doors in the Czerka Site have always thrown me off, they're reusing the Peragus door - which is fine... however; the UV map for each model object was atrocious, none of them matched & one was put in for whatever reason?
This mod reskins the doors on the Telos Czerka Site in the restoration zone, it also fixes a hole in the floor in the model & removes a pointless plate with a texture of a door on, to match the rest of the environment.
Includes:
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New door skin for 2 of the doors, removed the third on the bunker to match the other bunker.
- Resized objects on the level to make it match.
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Fixed a hole in the floor near the ramp, I was not aware of the hole in the floor until I came across a thread (here) by PapaZinos, when I was searching for '233telg' to check compatibility.
- Instead of using PapaZinos' fix, I decided to fix it myself to make this release compatible with his but will still credit him as he's already released a fix.
Screenshots:
SpoilerBefore:
After:
Fixed Floor Model:
Installation:
- Copy the files into your override folder.
Uninstall:
Remove the following files from your override folder:
- 233telg.mdl
- 233telg.mdx
- CAT_d03.tga
Legal Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this.
Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
Spoiler- OzilsEyes
- PapaZinos - Although I didn't use his work/assets, I thought it was only fair to give him a mention as I wouldn't have fixed the gap if I didn't stumble across his thread.
(Kotor Modding) Tools Used:
Spoiler- Holocron toolset
- Kotor Blender Plugin
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Submitter
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Submitted11/20/2024
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Category
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TSLRCM CompatibleYes
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New door skin for 2 of the doors, removed the third on the bunker to match the other bunker.
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On 10/18/2024 at 8:42 PM, Rock33 said:Hello, I have a problem with the mod TSL Rapid Transit System 1.0.0: When I arrive in Telos, after I move into the apartment in Residential 082.
It appears that I have obtained the item, but it does not appear in the quick bar, so when I check the inventory it does appear, but when selecting it it tells me the following: "this item cannot be used or equipped"
So I don't know what to do.
Can you send your spells.2da from your override folder / show a screenshot of the bottom lines please?
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Animated Kolto Tank Reskin
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Animated Kolto Tank
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Description:
I've never liked the ugly Kolto Tanks in KotOR 2, I get the intention was to have dirty glass, but to the point in which you can't see through it and it looks disgusting - bit too far. This reskin enhances the Kolto Tanks with animated variations. Choose your preferred style from the included folders to replace the default static tanks.
Includes:
- Several colours/variations of the Kolto Tank.
- New model with different UV maps, textures.
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3 Loading screen variations for that level based on the texture you used.
- I decided to include this as the loading screen for that area is showing the kolto tanks.
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Different variations available:
- Static Reskin / Upscaled version of current.
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Animated Reskins:
- Blue, Yellow, Green, Pink, Red - Animated Bar at the top of the model.
- Black / Normal Skin - With only animated controls.
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Variations of Glass to choose from:
- Original (but transparent).
- Clean Blue.
- Dirty Blue.
Variations:
SpoilerAnimated Bar Colour:
Kolto Tank Colour (No bar at top, just animated controls):
White / Back:

Static colours are the same as above, below are the different colours of glass you can choose from:
Clean Blue / Original (But transparent) / Dirty Blue:
Installation:
- Choose the colour you want, indicated by the folder name.
- Copy all files in the chosen folder into your override folder.
- If you are using the default (Black, Blue Glass + Red bar) then choose them from the folder named '1. Override'.
- Choose the loading screen corresponding to the textures you used (if you wish to).
Uninstall:
Remove the following files from your override folder:
- plc_koltank.mdl
- plc_koltank.mdx
- plc_koltank_n.tpc
- plc_koltoglass_n.tpc
- plc_holoart1a_n.tpc
Legal Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this.
Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
Spoiler- OzilsEyes
(Kotor Modding) Tools Used:
Spoiler- Holocron Toolset
- TGA2TPC
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Submitter
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Submitted11/16/2024
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Category
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TSLRCM CompatibleYes
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3 hours ago, genesis063 said:I disagree there is always a way to do it. Showing a bar script. Then filling out an example and says what is needed where. Also, they say you have to attach it to dialogue. You have to do it at some point. Why not record yourself doing it. Then people can follow along and change what they need to change.
@Thor110 has a great video tutorial in his kotor 2 modding tutorial series: Here.
The video in question: Video
Mind, it does venture off into other things but you can skip through as necessary.
In terms of scripting tutorials, honestly, the best way to learn is trial and error.
Download kotor scripting tool by Blue (Here), if you haven’t already got it. It has all the functions listed down the right hand side, you can search for stuff you’re looking for, it then tells you how the function is called/with what parameters.
Personally, stuff like scripting is something trial and error has taught me, I completely understand when you say you’re a visual learner, stuff like blender (for example), I could not sit and read a written tutorial.
If you’re still struggling feel free to drop me a PM, there is also Thor’s mod tutorial request section on his modding series post.
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9 hours ago, Salk said:Hello!
First of all, thank you for your contribution. I briefly tested the workbench in the Taris Hideout and I noticed that there was a sensible delay when I loaded the saved game which is somehow caused by this reskin.
And a technical question: why didn't you package the .txi file into the .tpc file?
Hi Salk!Thanks for pointing this out, I've not tested with K1 but will take a look & upload a fixed version shortly.
In regards to the .txi - I didn't know it was possible, I'll look into that in the fixed version!
I've put a warning on the original post so people are aware.
Edit: I can't seem to replicate the issue, i've uploaded a slightly different version (& have packaged the .txi into the .tpc)
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Animated Upscaled Workbench & Medstation
============================================Animated - Upscaled Workbench & Medstation
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New upscaled & animated texture for workbenches & medstations.
The .gifs in the preview are a lot faster than the ones in-game, I'll get some new gif's made up eventually.
There are 4 versions:
Workbench:
1. Orange LED around the table
2. (Original) White LED around the tableMedstation:
1. Blue LED around the table
2. (Original) White LED around the tableInstallation:
1. Choose which version you'd like to use.
2. Drop the file (.tpc) into your override folder - restart your game.Uninstallation:
1. Remove the file from your override.Please Note: It has been reported that the skin is causing a short delay when loading into the level, I've investigated but cannot replicate the issue - if anybody has any ideas please let me know.
Legal Disclaimer
=================All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
SpoilerOzilsEyes – Author
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Submitter
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Submitted11/10/2024
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Category
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TSLRCM CompatibleYes
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TSL Khoonda Expansion Mod
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Khoonda Expansion Mod
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Features:
- This mod unlocks 4 rooms within Khoonda, feature list below:
- Additional XP available to be gained
- Additional ‘Bonus Mission’
- Training facilities
- Doors previously locked can now be accessed, 3 via Khoonda key, 1 via quest.
- New Quest
- Droids join the battle of Khoonda if they're activated
New rooms:- South Droid Defence Workshop
- Kaloopo's Quarters
- Training Room
- Additional Room left empty but accessible, it is used as part of the 'TSL Collectables' mod
New Characters:- 3M-BR - Astro Utility Droid
- Wounded Militia
- Kaloopo
- Wounded Kinrath
Installation:
Extract the files from the download, run the Holopatcher.exe installer.
Uninstall:
Holopatcher creates an uninstall / backup folder, please use this.
Legal Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this.
Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:SpoilerOzilsEyes – Author (Deadlystream.com)
Tools used:SpoilerHolocron Toolset
HoloPatcher
Dialog Editor
Special thanks to all creators / developers of these tools
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Submitter
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Submitted11/10/2024
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Category
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TSLRCM CompatibleYes
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TSL Collectables
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Collectables: Holocrons
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Install 14 ‘Collectable’ Holocrons across the game, each holocron will give you different temporary boosts to stats, different items and a little bit of XP which differs. This is a mini 'easter egg hunt' which you can partake in through your play throughs. Just a bit of fun.
Here is a short video, showcasing what the mod provides:EDIT: After reviewing, I've changed the dialog to differ slightly from the video as 'You reach out and feel a pulling power' sounds stupid.
Key points:- Each Holocron discovered gives a different reward.
- Each Holocron discovered gives an interesting fact / short story about the area it was discovered in.
- There are 14 to collect throughout the game (This is set to increase to include planets such as: M4-78, Coruscant & Cathalan).
- One of every planet & almost every level.
- Short animations / some cutscenes included for immersion.
- 3-4 locations that are not usually accessible now opened up.
- Compatible with TSLRCM, M4-78EP, Expanded Galaxy Project, Coruscant, Cathalan (Expansions incoming).
Compatibility wise, I packaged up with holopatcher, there should be no compatibility issues unless you've put placeables on the exact spots the Holocrons are OR have changed inaccessible door files.
The idea behind this was to use some of the unused / inaccessible rooms across the game, though I ended up placing a few of the Holocrons in some very accessible places.
This may not be to everybody's taste as you wouldn't expect to find a Holocron in some of the locations; however, I may change the model / naming / rewards to something more relevant in a future update.
Legal Disclaimer
=================All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
Spoiler- OzilsEyes – Author
Tools used:
Spoiler- Holocron Toolset
- HoloPatcher
- Dialog Editor
Special thanks to all creators / developers of these tools
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Submitter
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Submitted11/09/2024
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Category
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TSLRCM CompatibleYes
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This looks great, will bring a lot of life to Korriban, as you say!
Looking forward to it 😁-
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Ginger PMHC04
Ginger PMHC04
=================================As per a request made by @liamaugust, decided to give it a go - it's by no means perfect but looks 'ok' in game.
Description
============A ginger version of our favourite head PMHC04.
Check comments on this post for updated (better) dark side transitions by N-Drew25
Installation
=============Drop all the files in your override folder.
Uninstallation
===============Remove all the PMHC04 files from your override folder.
Known Bugs
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Only issues will be any other files you have that edit PMHC04.Legal Disclaimer
=================All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
OzilsEyes
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Submitter
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Submitted11/06/2024
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Category
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TSLRCM CompatibleYes
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I've given it a good go, by no means perfect... I've posted it as a full release in the Skins section. (Pending Approval)
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Animated / Upscaled Metal Boxes
Animated / Upscaled Metal Boxes
=================================A different version of my upscaled Metal Boxes, I've added a flashing animation to give them a bit of life
AUTHOR: OzilsEyes
Description
============There are several different colours, with a "Clean" & "Dirty" texture for the Box. I've not made every single colour but if you'd like a colour (or new design) making, let me know in the comments & I'll happily make it and upload.
Installation
=============- Choose which version you want to use
- Extract the chosen "plc_metalbox.tga" file into your override folder
- Extract the chosen "plc_metalbox.txi" file into your override folder (IF applicable)Uninstallation
===============Remove "plc_metalbox" files from your override folder
Known Bugs
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No known bugs, there shouldn't be any unless you've got another file named 'plc_metalbox' (.tga and/or .txi) in your override folder.Legal Disclaimer
=================All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
OzilsEyes
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Submitter
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Submitted11/06/2024
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Category
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TSLRCM CompatibleYes
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Fixed / Better Czerka Salvager
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Better / Fixed Czerka Salvager – OzilsEyes
============================================We all know how annoying the Czerka Salvager can be on our lightside play throughs. He sometimes decides to just stop dead until you run back, sometimes just gets stuck walking around objects or through doorways....
This patch will better / fix the Czerka Salvager in the Telos underground. Currently he gets stuck on objects, you have to run back sometimes – it’s not ideal.
Now he will follow your party, if he does fall behind or get stuck for whatever reason, will warp towards your party. The leaving script has also been fixed to accommodate my new script, it has been cleaned up & now has a check for combat before initiating too.
He now walks towards the door and fades out instead of sprinting in the same spot for 5 seconds before disappearing.
Install:
=================Run the tslpatcher.exe, choose your root installation folder (NOT override).
Let it run -> Play the game
Please note: This will only take effect on a save where you haven't already been to the Telos Underground Base.
Alternatively, if you want to run this mod without tslpatcher, it will work in override.
Uninstall:
=================A backup of your original 232TEL.mod file, replace that if you need to uninstall.
Legal Disclaimer
=================All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all involved parties in this release.
Credits:
OzilsEyes – Deadlystream
Tools used:tslpatcher
Holocron Toolset
KOTOR Scripting ToolSpecial thanks to all creators / developers of these tools
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Submitter
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Submitted11/03/2024
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Category
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TSLRCM CompatibleYes
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Cathalan Improvement Project
Cathalan Improvement Project
By OzilsEyes
What started out as a learning tool for myself, actually turned into quite a fun project... CATHALAN! Orange returns (Sorry!).
I was really eager to brush up on my TSL modding skills, I'm fairly new to modding in general. I'd downloaded Cathalan and tried it years back, realising I could never complete it & it was just a buggy mess. When I started working on it, I couldn't believe my eyes (not because of the brightness of the orange either!). It needed a LOT of TLC. It really had the potential when Jaevyn first released it, it was a new planet, new quests, new characters, new items... but, it was let down by the amount of bugs and to an extent, incompletable content.
I think I've now got it to a state, where it's actually a viable mod to add to your playthrough, If you've never actually completed the story, please take the time to do so, it's actually got quite a cool ending, which I enjoyed the first time I played through it after finally fixing half the quests. I firmly believe the community is driven by great ideas & great mods, the original creator, once had a great idea & tried to make it work. I don't know the history of Jaevyn or Cathalan, I know it's had it's rough patches, example: copyrighted music.
In this post, I'll run through all the changes I have made, there may be spoilers to please, read at your own discretion.
Now compatible with:
TSLRCM
M4-78EP
Coruscant: Jedi Temple Mod
Expanded Galaxy Mod
Compatibility install with TSLRCM, M4-78EP & Coruscant will update the galaxy map to include 'Cathalan'. As the game restraints are 16 planet slots, this is not possible with the Expanded Galaxy Mod. To get around this, I have added an additional NPC who spawns on the Ebon Hawk, he has a shop (different items based on main story progression), medical table, some lore & fun dialogs. SM-K1 (Definitely not named like this because it looks like an abbreviation of my dogs name: Smokey)
On the expanded galaxy compatibility install, go to the security computer on the ebon hawk, choose 'Device Memory', a cutscene will occur where SM-K1's hologram will appear:
Spoiler
He will give you a list of uncharted planets, one being Cathalan which you will be able to travel to.
Installation:
Please note: You do not need to have the original Cathalan installed to play this mod, if you do have it installed do not worry just run the installation as normal.
Download the package, unzip & run the holopatcher.exe
Options:
1. Install Cathalan Improvement Project - Compatibility with the base game + TSLRCM + M4-78EP
2. Install Compatibility with Coruscant: Jedi Temple Mod - Compatible with use with Coruscant: Jedi Temple Mod
3. Install Compatibility with Expanded Galaxy Project - Compatible with Expanded Galaxy Project
Choose your preferred option, then let the installer run. Start up your game.
It's advised to start a new game BUT it should be compatible with existing saves.
Uninstallation:
Holopatcher will back up your files when installing, you can use the installation / backup folder to re-place your old files.
Fixes, changes & additions
General Improvements:
Spoiler- Better loading screens (Previously, these were low res, stretched out messes) 2048x2048 now with new locations & correct 'look' when in-game.
- New Movies created, old copyrighted music & bad transitions removed. (Although the new transitions aren't much better)
- Dialogue overhauled. This was a major pain point. Across the whole mod, dialogue was buggy, un-skippable, didn't make sense, bad grammar, spelling mistakes etc. I took the time to correct probably 95% of the dialog files, making the experience 1000x better & more enjoyable.
- Terminals not working correctly/dialogues un-skippable, making for long waiting periods.
- Several scripts removed, created & improved.
- Music removed, now uses game-default music.
- Voice overs sometimes buggy, they would speed up/slow down or not activate at all. All of them have since been fixed.
- Skyboxes & some textures updated.
- Doors overhaul, it now feels like you're on a different planet.
- Completely rewritten patch script using holopatcher, this now works correctly with several versions for compatibility.
- Unique skins for unique characters.
- Re-wrote quest journal entries for compatibility.
- All quests now completable & make sense.
- Added quest journal hints to make some of them bareable.
- Added hints for the puzzles to characters, terminals etc.
- Removed nearly 1000 unused files including; scripts, sounds, placeables, characters.
- Level overhaul, removed all unused placeables, camera angles, sounds, characters from areas that are not used/unaccessible.
- Changed several item names & descriptions that you acquire during quests, immersion change, really.
- Some names tweaked.
- Appearance of Sharrakan's fixed to original intended and compatible with current M4-78EP droids (beforehand, they would clash), walkrate fixed too. Previously they walked instead of ran fast
- Appearance of Yannick restored to intended
- Galaxy Map, added animated version dependant on your installation.
- Cathalan Planet texture updated.
- Cathalan Galaxy Icon updated.
- Galaxy Map now compatible with Coruscant, M4-78 & Expanded Galaxy.
- Conversations with no lips, incorrect voices, incorrect alien voices etc. fixed.
- Warp Barriers (Red) & Safety Barriers (Orange) added around the world for immersion.
- Removed several doors that were more of a nuisance than they were worth.
Quests:
SpoilerThere are 13 quests in the mod, below is a list of improvements followed by a list of quests affected by those improvements.
Rewrote the majority of dialog files for characters in quests, most of them had no escape choices in the options, rather they would just repeat the same lines multiple times bringing frustration to the player.
Rewrote check scripts for a few quests, the main one being the speeder quest, which after a google, showed to be the biggest pain point of the mod.
Fixed checks for quest progression & item checks, some were incorrect meaning the quest couldn't progress in certain states -> Speeder quest as an example, again.
Cathalan Operandi & Outsider Issue, two of the main storyline quests were broken. You would also have to speak to the same NPC multiple times to activate both, this has been corrected with a full character dialog overhaul.
Bonus Mission: Helping Hand
Bonus Mission: Hultan Bounty
Bonus Mission: Iraffi Bounty
Bonus Mission: Libak Bounty
Bonus Mission: Sqwardinok Bounty
Cathalan Operandi
The Outsider Issue
Key to success
In search of Hylic
Lower Level Entrance
Mission to the crypts
Rebuilding the speeder
Yannicks Quest
The majority of journal entries have been updated to include hints, correct grammar etc.
Below is a puzzle spoiler, it seems to be one of the hardest things for people to figure out. I have added in-game hints but if you're really stuck, here is the answer:
SpoilerDoor Puzzle
- D, B, C, E, A in that orderD -> G
B -> I
C -> H
E -> F
A -> J
Level specific improvements:
451CAT - Keralt High Level
Spoiler- Dialogues revamped in the area, most now have escape options & don't loop.
- Fixed Telemetry computer location to allow use.
- Renamed a door to indicate where it leads to - Matterson District. Also changed the item description and quest journal to indicate how to get to the district.
- Fixed the issue where Lord Diaeses still spawns after killing him in the dark lands.
- Restored 'Greeter' who greets you when you first arrive on the planet. The script there didn't work, I replaced it & altered the trigger area.
- Removed some doors to for QOL, replaced 'telos' doors with Cathalan safety barriers to fit the 'lore' of the key pass opening 'most' of them. (Also so it feels like a new planet)
- Greeter trigger area changed to prevent missing the first interaction.
- Leave Cathalan -> Ebon hawk trigger area replaced. Previously you wouldn't be anywhere near the ebon hawk and it would start the transition.
- Now you must walk to the ramp, like most planets.
- With the new 'Warp Barriers' it's easier to see how to progress after speaking with Diaeses.
- Added a turbo lift to replace the 'ramp' to Atris' lair on the level.
- Dockmaster: Added lore in dialog, tidied up the file, made it skippable & changed some gestures.
452CAT - Keralt Middle Level
Spoiler- Dialogues revamped in the area, most now have escape options & don't loop.
- Added missing dialogue to commoner.
- Removed pointless doors in the level.
- Fixed spawn location when travelling from Keralt Lower Level, previously would spawn you at the wrong location (frustratingly).
- Changed description of unsigned data pad to indicate that it needs signing by somebody of authority. - Quest Hint.
- Added option to CPF Officer dialogue to give him the signed data pad, previously you'd have to repeat the same dialogue as before to hand it to him.
453CAT - Entertainment Promenade
Spoiler- Removed glitchy trigger points to stop you warping around.
- Removed some placeables.
- Added 'on enter' script to handle the questlines better.
- Added Music, patrons, atmosphere, dancers & Bith!
- Corrected positioning & naming of invisible patrons in Geero's room.
- Changed skybox, it's not 'HD' or 'Good' but it's a darker sky to match the other levels I've changed.
- Removed the fog which covers half the textures.
- Fixed a dialogue issue with 'Geero' when selecting the Vuna Bounty, it would pause momentarily before continuing.
- Removed the old 'Telos' backdrop and level model files, now custom & has a custom HD skybox.
454CAT - Keralt Lower Level
Spoiler- Fixed a scene where two aliens are having a conversation and it teleports them across the map, they now walk off together as intended.
- Also fixed spelling mistakes in this dialogue.
- Added hints to quest & puzzle on door.
- Fixed spawn point when returning from Dark Lands, previously would place you at start of level instead of next to speeder.
- Fixed encounter with 2 wyvern guards where the dialog was repeatable and you could boost Kreia's influence multiple times (If she was in party).
- Speeder fixed for quest.
- Edited the level models, there is no longer a black void, the HD skybox in use across the rest of the levels is now in place.
455CAT - Warrior Base
Spoiler- Randomly placed broken Pull String now returns you to the start of the Base (Dialogue) - QOL change
- Unskippable Dialogue now skippable
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Glitchy level, it warps you around due to broken trigger points, now fixed
- 2nd Revision it made more sense to add additional warriors to fight in the large empty room this one NPC was in.
- Added a force field door, put NPC behind this door
- Door triggers conversation (as if he was locked in the room)
- Additional warriors added in the level to fight off
- Dialog added to medical droids
- Error in dialogue where it gave 2 access cards on separate lines, changed this to give 2 cards on one line. (One for each of the two doors, I should have had separate items for this but cut a corner!)
- Luceal dialog now skippable, starts with door entrance instead of walk-in trigger point. This is because it was buggy & literally easy to do this (and made more sense).
- Fixed camera angles for Luceal confrontation.
- Extra dialog line removed, when running through the area it would try trigger and give an 'empty' dialogue line that would be visible on screen.
- Added a blast door that cannot be opened on the other side to prevent loop-hole
- Yuckov dialog tweaked with additional grammar, some lines did not have VO, now fixed & skippable.
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Tweaked luceal stats & feats, almost impossible at lower levels.
456CAT - Wyvern Base
Spoiler-
Fixed checkpoint guard when opening the door, he now speaks to you & has correct dialogue/voice over.
- Changed checkpoint guard to twi'lek and added voice over.
- Fixed dialog on all thugs, incorrect file names causing the non-linkage and no dialogues.
- Fixed Tarlak's unbearable un-skippable long dialogue, now skippable.
- Fixed an issue with Tarlak's dialog where he was using the Twi'lek alien VO instead of his recorded lines.
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Blocked off unused area in the map with a door fitting the theme of the others.
457CAT - Eastern Dark Lands
Spoiler- Sharrakan's textures fixed
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Sharrakan's walkrate fixed, previously stuck in 'walk' mode
- This was to do with a_belt_35 giving the feat 'zombie walk'
- Removed swoop bike that is useable next to the actual land speeder, just there to cause confusion between the
- Fixed 'painful' land speeder dialogue that took 30-45 seconds to go through.
- Fixed 'painful' terminal dialogues, all had huge delays that were un-skippable.
- Fixed level entry points, it was pushed so far back that it was nearly off the map, giving bad aesthetics.
- Fixed a script and encounter with Sith Lord, previously he would not equip the lightsaber until round 3 of the battle, this is now fixed.
- Made the other 3 land speeders in the area functional, this allows QOL when returning to Keralt city.
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Extensive model changes:
- Removed the Telos restoration zone 'Pylons', shields & rocks/wave effects from the level.
- Removed the old Skybox & replaced with the Cathalan HD one.
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Added some rocks in the sea (idk I got carried away).
458CAT - Matterson District
Spoiler- Fixed first dialogue when entering, it wasn't skippable.
- Made most dialogues skippable.
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Spread out some barrels in the room as they were all clipping in the middle of each other.
- Added workbench & med table in same room as it was empty, tried to add a bit of life to it.
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Fixed countless 'Voids' where doors had been removed and a black void had been left. (This was painful positioning doors
)
- Doors were not lined up properly in the level, not sure whats gone on but they were all 0.15 too high on the Z axis.
- On the back of the doors not lining up, I decided change & remake every door file, removed around 10 that were not needed, also changed appearance to fit 'Cathalan' theme.
- Blocked off areas of the level that were accessible but not needed (& had no content).
- Added dialogue to commoners & nobles in the area, felt a bit dead without.
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In the council chambers, there diplomat is having an argument with the other councillors, afterwards he sticks around and you are able to loop the dialog.
- There was a script attached which i believe was trying to make him walk away after the conversation, as it makes sense... I have fixed this to work.
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After the council chamber there was an area which was large for no reason, it only had a PC & a confrontation which plays elsewhere.
- I have removed the confrontation to prevent duplication and placed a Sith guard in the location behind a barrier you cannot open for immersion.
- Sith Guard trigger does not activate, fixed it & now works as intended.
- Dialogue for the Sith guard was incorrect, fixed by linking correct VO numbers.
- Updated dialog for locked doors & added dialog used terminals so it's not just 'blank'.
- Removed around 80 un-needed files from the MOD archive.
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Rewrote the computer terminal for opening Area 51, it was buggy & I didn't like how it worked.
459CAT - Western Dark Lands
Spoiler-
Fixed issue with entrance to outsiders enclave where it would display a blank 'destination' text.
- Issue to do with 232TEL waypoint left in GIT.
- Fixed Entrance to outsiders enclave door, dialog would not set local boolean for the object so it would close and you could run back to the terminal and get unlimited xp.
- Alongside this, if for whatever reason the door glitches, I've added a check to be able to open it if you've progressed the quest.
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HD Skybox implemented.
460CAT - Outsiders Enclave
Spoiler- Fixed un-skippable dialogue
- Finished the level, there were references to additional NPC's in the GIT but there were no character files available so I created them based on the names in the GIT.
- Fixed waypoint, legacy waypoint from Dxun Cache was still present causing blank waypoint text occasionally.
- Replaced Dxun cache door in the enclave to the 'Cathalan Warp Barrier' to fit with the theme.
- Added some worker droids to the area with a generic dialogue.
461CAT - The Crypts
Spoiler- Fixed waypoint name, was previously 'trayus academy'.
- Plasteel Cylinder clipping into the wall, replaced.
- Dead body to progress quest was buggy (hard to click) due to overlapping another object, moved and resolved.
- Fixed appearance of Sharrakan Guardian, also the spelling of the name from "Gaurdian".
462CAT - Keralt Sector 51
Spoiler- Removed 2 plasteel cylinders that were clipping & unusable.
- Removed 2 Metal Boxes that were clipping & unusable.
- Hatch control panel fixed, the dialogue is skippable and doesn't require the puzzle to be re-done after completion.
- The puzzle is quite difficult, I have added some hints nothing that google can't solve if you can't solve yourself.
- Removed a random door in the middle of the level?
- Fixed end dialogue where after last talk with Caden, he says something about the middle level then spawns you elsewhere, this has been fixed to take you to the upper level.
- Created a cutscene where the player walks towards Avengus, this removes the issues on the bridge with stalling & conversation not starting.
- Avengus Cutscene happens automatically without having to speak.
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Tweaked Avengus almost impossible to "kill"
New load screens:
All the old load screens were (
terrible)not great, so as part of the release I'd created new upscaled versions, they're all 2048x2048, relevant to the area & look a lot better.Please note: These are subject to change, I've updated a few already since release.
Spoiler451CAT - Keralt High Level
Spoiler
452CAT - Keralt Middle Level
Spoiler
453CAT - Keralt Entertainment Level
Spoiler
454CAT - Keralt Lower Level
Spoiler
455CAT - Warrior Base
Spoiler
456CAT - Wyvern Dragon’s Base
Spoiler
457CAT - Eastern Dark Lands
Spoiler
458CAT - Mattersan District
Spoiler
459CAT - Western Dark Lands
Spoiler
460CAT - Outsider’s Enclave
Spoiler
461CAT - The Crypts
Spoiler
462CAT - Keralt Sector 51
Spoiler
Overall, working on the project was very fun, it gave me a good insight into modding KOTOR TSL, which is what it was intended to do. I decided to share the project as it's actually quite a fun playthrough, it gives you the benefit of a few extra levels, some credits, items etc. There is so much more I would have loved to do with this but I didn't want to change it too much other than fix the bugs and add a few things.
Please, if you do like the changes I've made or the work that has gone into the project, drop me a comment/message. React to this mod / show appreciation
Most of all, use it! Have fun!
Legal Disclaimer
=================All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
SpoilerOzilsEyes – Cathalan Improvement Project
Jaevyn – Original Cathalan Release, without his creation, this would not be possible
@Thor110 – Extensive Advice & Knowledge, Tutorial Series
@deathdisco– Coruscant Lift Placeable
@Dark Hope – Original Ithorian HD Base Texture
@Kexikus – Coruscant Galaxy Icon & Texture
@JCarter426 - Loading screen template modders resource
Jdnoa - Lips dev/test.
Demelza - Female voice actor.
Zhaboka - Tarlak.
Matthew Van Voorthuizen - Cadan Trelbi
Warlord664 - Original Tester
Tools used:
SpoilerMassive shoutout & thank you to all creators/developers of the tools below!
Tools used:Holocron Toolset
HoloPatcher
KGFF Editor
MDLOps
MDL Edit
TalkEd
Dlg Editor
Kotor Tool
Kotor Scripting Tool
DeNCS
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Submitter
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Submitted11/01/2024
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Category
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TSLRCM CompatibleYes
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TSL Animated Galaxy Maps (10 Versions)
TSL Animated Expanded Galaxy Map
=================================As part of the Cathalan Improvement Project, I made a few variants of the Animated Galaxy Map to release with the project.
I got a bit carried away and made several potential variants which I chose not to incorporate.
If you'd like any other versions making, feel free to reach out to me.
AUTHOR: OzilsEyes (DeadlyStream)
RELEASE: November 2024Description
============There are 10 versions I've included in the release:
Version 1 - TSL (Original TSL Planets ONLY)
Version 2 - TSL + M4-78
Version 3 - TSL + Coruscant
Version 4 - TSL + Expanded Galaxy
Version 5 - TSL + M4-78 + Coruscant
Version 6 - TSL + Cathalan
Version 7 - TSL + Cathalan + M4-78
Version 8 - TSL + Cathalan + Coruscant
Version 9 - TSL + Cathalan + Coruscant + M4-78
Version 10 - No Planets (Just the map + revolving Ebon Hawk)Installation
=============- Choose which version you want to use
- Extract the "LEH_scre03.tga" and the "LEH_scre03.txi" files into your override folder
I may upload these to steam workshop
Uninstallation
===============Remove "LEH_scre03.tga" and the "LEH_scre03.txi" files from your override folder
Known Bugs
===========
No known bugs, there shouldn't be any.Legal Disclaimer
=================All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
-------------
Thor110 for the Expanded Galaxy Project & Planet Icons (https://deadlystream.com/topic/6851-wipbeta-expanded-galaxy-project/)
Kexikus for the Coruscant Planet Icon (https://deadlystream.com/files/file/778-tsl-galaxy-map-fix-coruscant-addon-new-coruscant-icon-and-planet-textures/)
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Submitter
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Submitted11/01/2024
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Category
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TSLRCM CompatibleYes
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Upscale & Reskin of Plasteel Cylinders
============================================
Upscaled / Recoloured Plasteel Cylinders
============================================
Includes:
- Several colours/variations of the Plasteel Cylinder in the game.
Installation:
- Choose the colour you want, indicated by the folder name.
- Copy all files in the chosen folder into your override folder.
Please note: If you had the original version installed, you will need to delete the below files from your override folder:
- plc_koltank.tga
Uninstall:
Remove the following files from your override folder:
- plc_plstccrt.mdl
- plc_plstccrt.mdx
- plc_plstccrt.tpc
Legal Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this.
Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
Spoiler- OzilsEyes
(Kotor Modding) Tools Used:
Spoiler- Holocron Toolset
- TGA2TPC
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Submitter
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Submitted10/04/2024
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Category
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TSLRCM CompatibleYes


Having trouble installing a mod
in General Kotor/TSL Modding
Posted
Hello,
Have you extracted the zip file?
You'll need to point holopatcher at your installation directory, e.g:
Worth trying to run the holopatcher as admin too if you haven't tried that yet.
If you could post some screenshots that would help :)
Cheers!