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Files posted by Sithspecter
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High Quality Blasters
By Sithspecter in Mods
A KNIGHTS OF THE OLD REPUBLIC II MODIFICATION
High Quality Blasters
By Sithspecter
Installation:
Point the installer towards your Knights of the Old Republic II game folder (not the override folder) to install High Quality Blasters.
Description:
When Knights of the Old Republic II was released in December 2004, it made a number of improvements over the first installment. However, the blaster models were still the same low-quality models as before. After remastering all the blasters in the first game, I knew I had to make the same high-quality blasters available for the sequel.
This mod completely replaces the existing blasters with newly modeled firearms, complete with high quality textures. Special care was taken to retain the form and look of the original items, but in a high quality package. Each weapon was carefully textured based on close examination of its default counterpart. It's a much improved package that I hope will be a permanent addition to your TSL override folder for years to come.
Use:
Use of High Quality Blasters is extremely easy. Run the installer, then play the game. That's it! The new models will automatically appear when you load up your last save.
However, this mod does make a couple .uti changes to avoid doubling up on weapon textures. I've applied a new model and texture to a few items that share a model and texture in the default game. The following items are affected:
Benok’s Blaster
Blaster Rifle
Heavy Repeating Blaster Rifle
Plasma Projector
What this means is that if you already have one of these items, it will still show up as high quality, but it will share a texture with another high quality item. If you re-acquire one of these through cheats or KSE, it will appear properly. This will not negatively affect the gameplay in anyway.
Bugs:
Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands (especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it.
Credit:
Thanks to 90SK, Fair Strides, Varsity Puppet, and Kexikus for providing feedback for this mod.
Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod.
Permissions:
Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
36,527 downloads
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KAurora
By Sithspecter in Modding Tools
Created by MagnusII, and uploaded with permission.
Welcome to the KAuroraEditor. This tool will allow you to perform some operations on the resource files used by the Kotor games.
Please do not disassemble, reverse engineer, copy, distribute etc. the program. The source code will be released with a later version along with the necessary license.
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Disclaimer
WARNING: this program comes with no warranty whatsoever. Use it at your own risk.
This is an Alpha. It will have several bugs and problems. It has been preliminary tested on a few walkmeshes and models from Kotor I. I've used Gmax 1.2 and NWMax 0.7 to work with the exported ascii walkmeshes. Notice that the NWMax 0.7 AABB tree building algorithm is bugged and can enter into an infinite loop; I had to comment out the code to be able to work on some of the more complex walkmeshes. The program does not need the AABB data from NWMax anyway; it rebuilds its own AABB tree.
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Installation
You must have Microsoft .NET Framework 2.0 installed.
You must have DirectX 9.0 SDK Update April 2005 or later installed. The redist will be enough.
Note that if you have installed the latest DirectX update without having already installed the .NET Framework, some of the necessary libraries may be missing. If that is the case, install the Framework and then install a newer update. If you're already at the latest level, install the whole SDK.
Once you have the prerequisites, just run the executable. Nothing else is required.
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Using the program
At present, the program has three main functions: it will allow you to extract most of the resources packed in the game files, to export and import the walkmesh (.WOK) files, and to load,render, and import the model (.MDL) files with the option of rendering the textures and the lightmaps.
When you run the program, a window with a tree structure will appear, having the two main nodes "Kotor I" and "Kotor II".
You can add the games' resources to the main nodes by simply selecting one of them, and then clicking on one of the menu items under "File". A window will appear; just select the appropriate file or directory and the relative tree will be built under the chosen node.
To export a resource, simply double-click on its node and another window will appear. Click on the "Save As..." button to export the resource.
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Walkmeshes
The Walkmesh menu lets you load and save a Kotor walkmesh file, and it also gives the possibility of visually editing the room adjacency values.
To load a walkmesh from a node, you must first select a node with the appropriate resource (i.e. a .WOK file). Once it is selected, simply click on the "Load From Selected Node" menu item and the walkmesh will be loaded in memory. You can also load a walkmesh from an ascii or binary file, without the need to build the tree first. Also, if you load a model file with a walkmesh in it, the walkmesh will be autoloaded.
Once a walkmesh is loaded in memory, you can export it either in ascii or binary format by selecting the appropriate menu items. You can also clear the memory; the export items will be disabled.
The "Render" option will open a DirectX window with a top-view rendering of the walkmesh, along with a drawing of the first perimetric line in the walkmesh. Edges hilighted in red are those with a room adjacency value different from "-1"; this means they are those edges which, once crossed, will bring you into another room. The room to which they lead is expressed as a zero-based index of the room list which you can find into the .ARE file of the area to which the walkmesh belongs.
Some walkmesh files have several perimeters in them. If that is the case, hitting the up and down arrow keys will let you cycle through all the perimetric lines belonging to the walkmesh.
Once you can see the perimeter you want, you can double-click on the edges [best results by trying to hit the edge center]; a window will appear, detailing the edge number along with its current adjacency value. You can change the value by choosing "Apply"; if the value is anything else than "-1", the edge will be hilighted in red.
The "Refactor" option is mostly needed when you need to export a binary .WOK of a room having a displacement in the .lyt file, and you didn't load the walkmesh directly from the .WOK. Simply enter the coordinates you find in the .lyt file and hit refactor; the walkmesh will be translated to its new position.
The initial coordinates you find when you open the refactor window represent the position of the walkmesh node.
You don't need to refactor if:
A) you loaded the walkmesh directly from the .WOK file, or from a file exported using the .WOK as the original source (the walkmesh is already expressed in absolute coordinates in the .WOK)
you loaded a .mdl file, it had a walkmesh in it, and the position of the model in its .lyt file is (0, 0, 0). The walkmesh gets auto-translated to its absolute position based on the rest of the model nodes
You *DO* need to refactor if:
A) you loaded a .mdl file which had a walkmesh in it, and the model is translated according to the .lyt file.
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Models
At the moment, many of the model export and import functions are incomplete. The ascii export is disabled. They will be added in a future release.
The binary export and ascii import are currently limited to models containing nodes of type: dummy, trimesh, walkmesh, and light. Lights will be imported in binaries without crashing the game, but I'm not sure they work properly. Only the first walkmesh in a model will be used for .WOK generation; second and subsequent ones will be ignored (and you shouldn't have them in the first place, anyway, as the game only uses 1 walkmesh/room).
Select either Kotor I or II model format before loading the node.
To load a model from a node, simply select the node in the tree. To load it from a binary file, you must have the respective .mdx in the same directory. Export is pretty obvious. Just one thing: if you reuse an existing file, the game overwrites the existing one WITHOUT DELETING IT first. So if the new file is shorter than the old one, your new file will have spurious extra bytes at the end. Bottom line: either change the name, or delete the old one before re-exporting.
Select wether you want to visualize textures, lightmaps, or both before rendering the model. REMEMBER TO LOAD THE ERF FILES IN THE TEXTUREPACK DIRECTORY if you want to render textures, and the chitin.key if you want lightmaps; otherwise the program won't be able to find them.
You can somewhat navigate the model with the arrow keys and the "u" and "d" keys. This will move the camera in fixed increments. It is not possible to rotate the camera at the moment. If nothing is shown on the screen, try to hit "u" a few times to rise the camera higher and get an increased field of view. The program tries to center the initial camera placement, but sometimes this works suboptimally and the model is off center.
Right now only trimesh type nodes are rendered. This means no animations, no skinmeshes, no danglymeshes, no sabers, no lights, no emitters and no references. Sorry. On the plus side, area models do look cool in the rendering window.
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Layouts
Load a .lyt file from a node. You can now render all the rooms in the lyt at once. Selecting which one to render will be added in a future release (will be useful f.e. to keep the skybox from being included, since skyboxes are huge compared to everything else and they mess up the image proportions).
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So, how do I export, modify, and import a walkmesh anyway?
A simple procedure:
- load the chitin.key file. All the walkmesh resources are in "models.bif"
- select the one you want to change and load it. Take a note of which edges are red, and which values they have
- export to ascii
- load the ascii model using GMax with NWMax
- modify it as needed, then export it back into ascii format
- load the modified ascii with the editor. You'll see that no edge is hilighted anymore, as the adjacency info has been lost
- use the render window to select the edges you took note of in the second step, and give them their old values back
- export to binary, *using the same name as the original resource*, and put it into the override directory
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What if I'm creating an area from scratch and I need a walkmesh?
- create the area in GMax, including the walkmesh. Try to keep the walkmesh object as child of the root node (this is the default, so you shouldn't have problems on this)
- export everything to an ascii file using NWMax scripts
- import the ascii in the editor
- choose refactor, insert the .lyt displacement coordinates, hit the button
- manually insert edges adjacency if you need them (I trust you know which edges lead to which rooms in the area you just made....)
- export to a binary .WOK file as above
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I want to create an area!
Do everything as above, and also binary export the model to produce the mdl and mdx files. Note that if your area is new (i.e. you're not "overwriting" an existing area and recycling its other files) you will also need at a minimum:
- the .lyt file (just look at another one, figuring it out is pretty easy)
- the .vis file (as above)
- you'll need to build a .MOD file containing the .ARE, .GIT and .IFO and put it INTO THE MODULES directory (NOT the override one....). Of course the values in these files should be changed to reflect your new area (e.g. the room struct should contain a list of your new models...)
- put the value "16777215" in the sun diffuse and sun ambient fields in the .ARE file. This will give you a nice white sun. Otherwise, without lights and lightmaps, you'll find yourself in the "absolute pitch black night which doesn't render textures"
- when you apply a texture to the mesh, use only UV mapping types which do not change the number of verts (i.e. planar). If the number of tverts is different from the number of verts (you can check it pretty easily by looking at the ascii file exported from NWMax), your texture will be messed up. This is because having tverts verts needs additional processing which will be added in a future release
663 downloads
0 comments
Updated
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Kylo Ren's Lightsaber
By Sithspecter in Mods
You've probably seen The Force Awakens at this point, and Kylo Ren's unique lightsaber as well. The saber features crossguard blades that serve a defensive purpose as well as venting extra heat. Now, you can play through KotOR wielding this lightsaber as your own! This mod adds Kylo Ren's lightsaber, complete with animations, to Knights of the Old Republic. It features damage and defense bonuses, but is not upgradeable at this time. I plan to expand this mod to make the saber upgradeable and to add a more unique blade texture.
To get the lightsaber, you can find it when you defeat the Sith Master on Manaan, who will also wield it. Alternatively, you can get it by entering the cheat code: giveitem g_w_kylosaber
2,932 downloads
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High Quality Blasters for Modders
By Sithspecter in Modder's Resources
A KNIGHTS OF THE OLD REPUBLIC RESOURCE
High Quality Blasters for Modders
By Sithspecter
Description:
These are all the source files necessary for you to create your own iterations of my High Quality Blasters.
Permissions:
If you wish to create a mod that adds on to my High Quality Blasters mod with a new item utilizing these resources, you are free to do so as long as you provide the appropriate credit AND please message me with a screenshot. You don’t need to wait for me to respond, just drop me a PM so that I’m aware.
DO NOT UPLOAD UN-MODIFIED SOURCE FILES FROM THIS RESOURCE WITHOUT EXPRESS PERMISSION FROM MYSELF. THIS RESOURCE IS INTENDED TO ALLOW MODDERS TO CREATE THEIR OWN RETEXTURES AND REMODELS OF THE WEAPONS.
Use:
Included are the original ASCII model files and the PSD source texture files. It should be all you need to create your own retextures/remodels of the blasters in the mod.
To achieve final texture results similar to my mod, complete these steps once you are done with your texture:
1. Merge all the visible layers into one layer.
2. Select all and copy.
3. Paste into the Alpha Channel
4. Invert the image in the Alpha Channel
5. Play with the Brightness/Contrast until you achieve predominantly white, with bits of black where you want the texture to be shiny.
6. Size the image to 512 by 512 for rifles, and 256 by 256 for pistols.
7. Sharpen the image 2-3 times.
8. Sharpen the Alpha Channel 2-3 times.
9. Profit
Bugs:
Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands (especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it.
The Assassin Droid and the War Droid carry repeating blasters. I attempted to retrofit the high quality blaster to those models, but was unable to due to tool limitations. The texture is still applied to the old models, albeit incorrectly. It still looks better, though slightly odd. You will have to live with it.
The new textures are also applied incorrectly to the weapons you can see on the tables in Kebla Yurt's store. They might look a bit funky, but you will have to live with it.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
1,367 downloads
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Crossguard Lightsabers
By Sithspecter in Mods
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
Crossguard Lightsabers 2.0
By Sithspecter
Description:
You've probably seen The Force Awakens at this point, and Kylo Ren's unique lightsaber as well. The saber features crossguard blades that serve a defensive purpose as well as venting extra heat. Now, you can play through Knights of the Old Republic wielding crossguard lightsabers as your own! This mod adds crossguard lightsabers complete with animations to Knights of the Old Republic.
Each of the regular crossguard lightsabers is completely upgradeable. You also have the choice to install crossguard lightsabers with the default blade textures OR crossguard lightsabers with an animated jagged blade texture.
Installation:
1. Copy all the files in the Override folder of this .zip into your Knights of the Old Republic Override folder
2. If you would rather have default blade textures, also copy the files from the Default Blades folder of this .zip into your Override folder
3. If you want to go back to animated blade textures, copy the files from the Animated Blades folder of this .zip into your Override folder
Use:
Due to the unique way that Knights of the Old Republic handles lightsabers, to make the lightsabers upgradeable this mod adds an emitter item which can be bonded with any of the default lightsaber color crystals in the game. Once you have an emitter and a lightsaber color crystal, talk to T3-M4 who can bond them together to give you the new crystal bonded to the emitter. Simply install the new bonded crystal in a single-bladed regular lightsaber, and you now have a Crossguard Lightsaber! The bonded crystals can also be installed in double-bladed or short lightsabers, however, they will still be the default double-bladed and short bladed lightsabers. If you want to remove a crystal from an emitter, talk to T3 once more and he will separate the two items.
You can find crossguard lightsaber items in the following locations:
Dantooine: Blue crossguard lightsaber on Nemo's body
Kashyyyk: Jolee now comes equipped with a violet crossguard lightsaber
Korriban: Sith lightsaber located in Naga Sadow's tomb has been changed to a crossguard lightsaber
Tatooine: Emitter in Kraayt Dragon cave
Unknown World: Emitter on The One's body
Yavin Station: Suvam Tam will sell you 2 emitters
Cheats:
g_i_crossguard - Emitter which can be bonded with any color crystal in the default game
g_w_lghtsbr09 - Blue crossguard lightsaber (upgradeable)
g_w_lghtsbr10 - Red crossguard lightsaber (upgradeable)
g_w_lghtsbr11 - Green crossguard lightsaber (upgradeable)
g_w_lghtsbr12 - Yellow crossguard lightsaber (upgradeable)
g_w_lghtsbr13 - Violet crossguard lightsaber (upgradeable)
g1_w_lghtsbr03 - Heart of the Guardian crossguard lightsaber (upgradeable)
g1_w_lghtsbr04 - Mantle of the Force crossguard lightsaber (upgradeable)
INCOMPATIBILITY:
DUE TO THE UNIQUE WAY THAT THIS MOD IS SET UP, IT IS INCOMPATIBLE WITH OTHER MODS THAT HAVE A UPCRYSTALS.2DA OR MODIFY UPCRYSTALS.2DA. THIS MEANS THAT MOST LIGHTSABER MODS WILL BE INCOMPATIBLE. IF YOU USE THIS MOD WITH OTHER LIGHTSABER MODS AND HAVE PROBLEMS, UNINSTALL BOTH MODS AND CHOOSE ONE TO RE-INSTALL
Bugs:
The lightsaber extension bug has been fixed thanks to newly developed tools! No known bugs exist, please contacte me with bug reports.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
Readme.pdf
2,195 downloads
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High Quality Cockpit Skyboxes
By Sithspecter in Mods
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
High Quality Cockpit Skyboxes
By Sithspecter
Description:
Through the course of Knights of the Old Republic, the Ebon Hawk become's the player's home. Complete with a workbench, engine room, crew quarters, and racy swoop bike, the Ebon Hawk doesn't lack much. Except for a view, that is. Looking out the cockpit windows is less than inspiring, given the blurry and inaccurate view presented. After tjsase released his High Quality Cockpit Skyboxes for TSL, I knew the first game needed the same treatment.
This mod completely replaces the existing cockpit skybox with a newly modeled and textured skybox with HD textures. The skybox has been rendered to reasonably accurate perspective, and shows you a real, crisp view of the landing area.
Use:
Use of High Quality Cockpit Skyboxes is extremely easy: Put all the files in your Override folder and then play! That's it!
The new models and textures will automatically appear when you load up your last save. If the Ebon Hawk is taking too long to load, see "Texture Quality" below.
Installation:
1. Open the .zip file for the mod
2. Open the folder labeled override
3. Extract all the files to your KotOR override folder
Incompatibility:
This mod should be compatible with any mod. I do not know of any other mods that alter the Ebon Hawk skybox, so it should be fine with any combination of mods.
Texture Quality:
Due to the way the skybox is set up and the massive file sizes used in this mod, the Ebon Hawk will take about 5-10 seconds longer to load each time.
There are four different size versions available on Nexus and Deadly Stream to suit different player needs. If the Ebon Hawk it taking too long to load, you can download smaller version to reduce load time somewhat:
Extra Large: 2048 by 2048 textures, best quality, longest load time Large: 1536 by 1536 textures, great quality, long load time Medium: 1024 by 1024 textures, good quality, reduced load time Small: 512 by 512 textures, reduced quality, fastest load time
Credit:
Credit goes to tjsase for inspiration from your TSL High Quality Cockpit Skyboxes and for giving me permission to do this mod.
Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod.
Permissions:
Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
48,587 downloads
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Loadscreens in Color
By Sithspecter in Mods
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
Loadscreens in Color
By Sithspecter
Description:
Knights of the Old Republic is a fantastic game. There isn't a whole lot that can be improved on. However, one area of the game that could, quite literally, use some more color is the loading screens.
This mod replaces all the default black and white loading screens with loading screens that are in color. Each of the loading screens has been reproduced shot for shot, with a few exceptions where the angle was not possible or didn't showcase the area very well. Extra care was taken to produce a look very similar to the original, but in color. The result, in my opinion, really freshens the game and invokes the feel of the area being traveled to.
Installation:
Installation of Loadscreens in Color is extremely easy. Drop all the files in the "Override" folder in this archive into your Knights of the Old Republic Override folder.
The new loading screens will automatically appear, you will not have to start a new game!
INCOMPATIBILITY:
IF YOU HAVE ANOTHER MOD THAT ALTERS THE LOADING SCREENS, YOU WILL HAVE TO CHOOSE ONE OR THE OTHER. INSTALLING THESE FILES WILL OVERWRITE OTHER LOADING SCREEN MODS.
Bugs:
None known.
Credits:
Credit goes to Kexikus for High Quality Skyboxes, which were installed when I took the screenshots.
Credit goes to Darth InSidious for his Sonic Screwdriver, which was handy to open doors that wouldn't have been easily opened otherwise.
Permissions:
Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
33,777 downloads
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High Quality Blasters
By Sithspecter in Mods
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
High Quality Blasters
By Sithspecter
Description:
When Knights of the Old Republic won Game of the Year in 2004, none of the awards were for the blaster models. While the storyline and gameplay are top notch, the default weapons are sadly lacking in quality. Extremely low polygon models combined with 64 px by 64 px textures make them horrendous to look at. On my last playthrough of KotOR, I had enough of the ugly blasters. Who wants to pay thousands of credits for a terrible looking grey-ish blob that's supposed to be a top notch firearm? Nobody, that's who! So I sought out to fix this problem and provide high quality models and textures.
This mod completely replaces the existing blasters with newly modeled firearms, complete with high quality textures. Special care was taken to retain the form and look of the original items, but in a high quality package. Each weapon was carefully textured based on close examination of its default counterpart. It's a much improved package that I hope will be a permanent addition to your KotOR override folder for years to come.
Use:
Use of High Quality Blasters is extremely easy. Put all the files in your Override folder, then play the game. That's it!
The new models will automatically appear when you load up your last save.
However, this mod does make a couple .uti changes to avoid doubling up on weapon textures. I've applied a new model and texture to a few items that share a model and texture in the default game. The following items are affected:
Baragwin Assault Gun
Baragwin Disruptor-X Weapon
Baragwin Heavy Repeating Blaster
Baragwin Ion-X Weapon
Carth's Blaster
Genoharadan Blaster
What this means is that if you already have one of these items, it will still show up as high quality, but it will share a texture with another high quality item. If you re-acquire one of these through cheats or KSE, it will appear properly. If you start a new game, everything will appear properly. This will not negatively affect the gameplay in anyway.
A note about the Sith Sniper Rifle:
I discovered that the Sith Sniper Rifle is widely used as a blaster wielded by Sith Troopers. It looks somewhat comical used by them (predominantly fired from the hip). So, I have included something of a patch that allows the Sith Troopers to use a regular looking version of it with the new texture. The Sniper version can be found at Kebla Yurt's store in the Upper City North of Taris and in a container in the Sith Academy on Korriban. If you want to cheat more Sith Sniper Rifles that look like a sniper, use the following code:
giveitem g_w_blstrrfl006
Installation:
1. Run "High Quality Blasters Installer.exe" in the zip file.
2. Follow the on screen instructions, and point the Installer to your game folder (not Override folder)
3. Profit
Version 1.1:
If you have installed High Quality Blasters previously, you can install this version over it and it will still be fine. However, if you want to fix the bug of the blaster randomly appearing under the Ebon Hawk on Tatooine, you must remove the following files (make sure of exact filenames):
w_ionrfl_004.mdl (NOT w_ionrfl_04.mdl) w_ionrfl_004.mdx (NOT w_ionrfl_04.mdx)
INCOMPATIBILITY:
IF YOU HAVE TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK, YOU SHOULD BE ABLE TO INSTALL THIS MOD OVER THOSE MODS WITHOUT AN ISSUE.
HOWEVER: DO NOT INSTALL TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK OVER THIS MOD. IT WILL LIKELY CAUSE THE TEXTURES TO BE WRONG.
Bugs:
Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it.
Changelog:
Version 1.1:
Fixed an issue where a blaster rifle randomly appeared under the Ebon Hawk on Tatooine.
Fixed an issue where Bith instruments were replaced by pistols.
Fixed the Assassin Droid and War Droid models to accept the high quality repeating blaster texture for their weapons.
Credit:
Thanks to 90SK, Fair Strides, Varsity Puppet, and Kexikus for providing feedback for this mod.
Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this modafter your High Definition Skyboxes mod.
Permissions:
Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
53,201 downloads
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Crossguard Lightsabers
By Sithspecter in Mods
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
Crossguard Lightsabers
By Sithspecter
Description:
You've probably seen The Force Awakens at this point, and Kylo Ren's unique lightsaber as well. The saber features crossguard blades that serve a defensive purpose as well as venting extra heat. Now, you can play through Knights of the Old Republic wielding crossguard lightsabers as your own! This mod adds crossguard lightsabers complete with animations, plus Kylo Ren's lightsaber, to Knights of the Old Republic.
Each of the regular crossguard lightsabers is completely upgradeable. Kylo Ren's lightsaber is not upgradeable, but features animated blade textures to give it the unstable plasma look as seen the The Force Awakens.
Use:
Due to the unique way that Knights of the Old Republic handles lightsabers, to make the lightsabers upgradeable, this mod adds an emitter item which can be bonded with any of the default lightsaber color crystals in the game. Once you have an emitter and a lightsaber color crystal, talk to T3 who can bond them together to give you the new crystal bonded to the emitter. Simply install the new bonded crystal in a single-bladed regular lightsaber, and you now have a Crossguard Lightsaber! The bonded crystals can also be used in double-bladed or short lightsabers, however, they will still be the default double-bladed and short bladed lightsabers. If you want to remove a crystal from an emitter, talk to T3 once more and he will separate the two item.
You can get crossguard lightsabers in the following locations:
Dantooine: Blue crossguard lightsaber on Nemo's body
Kashyyyk: Jolee now comes equipped with a violet crossguard lightsaber
Korriban: Sith lightsaber located in Naga Sadow's tomb has been changed to Kylo Ren's lightsaber, emitter in Marka Ragnos's tomb
Tatooine: Emitter in Kraayt Dragon cave
Unknown World: Emitter on The One's body
Yavin Station: Suvam Tam will sell you 2 emitters (1 in each of his 2nd and 3rd inventory iterations, available after Leviathan)
Cheats:
g_i_crossguard - Emitter which can be bonded with any color crystal in the default game
g_w_lghtsbr09 - Blue crossguard lightsaber (upgradeable)
g_w_lghtsbr10 - Red crossguard lightsaber (upgradeable)
g_w_lghtsbr11 - Green crossguard lightsaber (upgradeable)
g_w_lghtsbr12 - Yellow crossguard lightsaber (upgradeable)
g_w_lghtsbr13 - Violet crossguard lightsaber (upgradeable)
g1_w_lghtsbr03 - Heart of the Guardian crossguard lightsaber (upgradeable)
g1_w_lghtsbr04 - Mantle of the Force crossguard lightsaber (upgradeable)
g_w_kylosaber - Kylo Ren's lightsaber
Installation:
1. Copy all the files in the Override folder of this .zip into your Knights of the Old Republic Override Folder
2. Profit
INCOMPATIBILITY:
DUE TO THE UNIQUE WAY THAT THIS MOD IS SET UP, IT IS LIKELY INCOMPATIBLE WITH MODS THAT HAVE A UPCRYSTALS.2DA OR MODIFY UPCRYSTALS.2DA. THIS MEANS THAT MOST LIGHTSABER MODS WILL BE INCOMPATIBLE. IF YOU USE THIS MOD AND OTHER LIGHTSABER MODS AND HAVE PROBLEMS, UNINSTALL BOTH MODS AND REINSTALL THIS MOD.
Bugs:
Due to limitations with current KotOR modding tools, there are a few very minor issues with this mod. The largest issue is that when you enter any module, the crossguard lightsabers will be extended and will not retract after any period of time. If you hit the "flourish" key or unequip and re-equip the crossguard lightsabers, the saber will retract normally until you enter another module. I cannot fix this bug, it is caused by incomplete code in the tools that we have and I do not have the expertise to edit the tool.
Credit:
Thanks to Fair Strides for helping me troubleshoot the animation issues I was having, essentially writing all the required scripts for me, and for letting me make this mod in spite of my policy of only working on Sleheyron.
Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod.
Credit goes to Kainzorus Prime for the Prequel Robe Replacement mod seen in the screenshots.
You can download it here: http://deadlystream.com/forum/files/file/412-kotor-prequel-robe-replacement/
Permissions:
Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
3,729 downloads
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Yinchorr Dueling Sword
By Sithspecter in Mods
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A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
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TITLE: Yinchorr Dueling Sword
AUTHOR: Sithspecter
CREDITS:-DK- for request and reference pictures.
INSTALLATION INSTRUCTIONS: Extract all of the files in the .zip into your override folder.
DESCRIPTION: This mod adds the first ever animated melee weapon, the Yinchorr Dueling Sword. Featured in a Star Wars comic book, this weapon was wielded by Royal Guards. It is a double bladed swords that retracts into the hilt.
CHEATS:
giveitem g_w_qtrstaff10
BUGS: None known.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
471 downloads
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Republic Helmet
By Sithspecter in Mods
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A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
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TITLE: Republic Helmet
AUTHOR: Sithspecter
CREDITS: Memarik for request, Stoffe for TSL Patcher
INSTALLATION INSTRUCTIONS: Run Republic Helmet Installer, and follow the on-screen instructions.
DESCRIPTION: Adds a wearable helmet and Republic Armor KotOR. You can get the items when you begin a new game, triggered by Trask's dialog, or via cheats or KSE.
Cheats:
giveitem g_a_repsold001
giveitem rephelm
BUGS: If you have another mod that alters the clothing of the PC, they will conflict. The mod you will get depends on the order you install them. The last one installed will be the one that shows up.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
767 downloads
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Giz-KeBob
By Sithspecter in Mods
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A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
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TITLE: Giz-KeBob
AUTHOR: Sithspecter
E-MAIL: sithspecter@hotmail.com
WEBSITE: www.sithspecter.110mb.com
CREDITS: Stoffe for TSL Patcher
INSTALLATION INSTRUCTIONS: Run Giz-KeBob, and follow the on-screen instructions.
DESCRIPTION: Adds a Gizka Shish-KeBob melee weapon to KotOR. You can get the item via cheats or KSE.
Cheats:
giveitem g_w_lngswrd39
BUGS: Mod will conflict with any other mods that have a g_w_lngswrd39 file.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
120 downloads
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Revan's Flowing Cape and Belt Fix
By Sithspecter in Mods
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A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
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TITLE: Revan's Flowing Cape and Belt Fix 1.1
AUTHOR: Sithspecter
CREDITS: Thanks to Foxhounder for fixing the camera issues for me. Settoken and Quanon for passing information that helped me in this quest, Kristy Kristic for helping me fix the lightning and camera issues, and Mr. Shadow for taking screenshots and uploading the videos.
INSTALLATION INSTRUCTIONS: Copy all the files in the folder of the Zip into your override folder
DESCRIPTION: This mod is a complete animation fix for Revan's robes (The "Chest Camera" issue has been corrected). Right now, it only works for the N_DarthRevan model, and not the maskless robes. The animations have been a painful process, as I had to animate frame by frame. For your convienence, I also included a disguise for Revan.
Have a ball.
WARNING: Do not use any other mods that alter n_darthrevan.mdl/n_darthrevan.mdx as they will over write this mod.
Cheats:
giveitem g_a_mstrrobe08
BUGS: Camera Issue has been corrected. None known.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
17,964 downloads
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XIM-18 LAW (Rocket Launcher)
By Sithspecter in Mods
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A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
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TITLE: Rocket Launcher
AUTHOR: Sithspecter
CREDITS:Redrob41 for the excellent screenshots and .txi files.
INSTALLATION INSTRUCTIONS: Copy all the files in the .zip into your override.
DESCRIPTION: This mod adds a whole new rocket launcher (XIM-18) with exploding, smoking rockets, that blow up on contact with any foe. This is the first mod to incorporate on-hit effects, and the first to add emitters to any projectile.
Cheats:
giveitem g_w_launcher01
BUGS: There is a bug in the item description, it adds a damage bonus of BadStrRef +1-10, this is currently not correctable.
YOU MAY NOT UPLOAD TO ANOTHER SITE OR PUBLICLY ALTER THIS MOD WITHOUT CONTACTING ME FIRST!
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
592 downloads
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Canderous' Mandalorian Items
By Sithspecter in Mods
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A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
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TITLE: Canderous' Mandalorian Items
AUTHOR: Sithspecter
CREDITS:Stoffe for TSL Patcher
INSTALLATION INSTRUCTIONS: Run Canderous' Mandalorian Items, and follow the on-screen instructions.
DESCRIPTION: This mod gives Canderous some personal Mandalorian items. I thought that he should have something of his own besides a heavy repeater, so I added them. I created a Mandalorian helmet, which bears some resemblance to Mandalore's helmet from TSL, but is not intended to be an exact replica. Also, I modeled a chain gun for him. It is very large, and has three barrels which do rotate in-game. It has decent stats, but a dexterity penalty because of the weight of it. The chain gun is upgradeable, except for a scope which wouldn't do much good on such a weapon. In addition, I reskinned an armor variant in similar colors to the helmet. It is upgradeable as well. Lastly, I gave him all three implant feats (since he is supposed to have special implants) and gave him his very own Mandalorian implant. You will see Canderous on Taris all dressed in his new stuff, with the exception of the undercity (he doesn't have his helmet on there). He is equipped with the items when you gain him into your party at Davik's Estate.
Cheats:
giveitem g_w_hvrptbltr27
giveitem g_i_mask64
giveitem g_a_class9064
giveitem g_i_implant364
BUGS: None known.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
4,269 downloads
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Sithspecter's Boba Fett
By Sithspecter in Mods
This mod adds Boba Fett’s signature helmet, armor, and EE-3 repeater, in addition to two pistols of my own design. The helmet item is a disguise, so Boba Fett’s armor and helmet can be worn “over” any existing armor in the game. The items are fairly powerful, and should allow for a larger use of ranged weapons. This mod is also compatible with K1R.
To get the items, use the following codes on cheat or KSE:
g_i_mask24 – Boba’s Helmet/Armor
g_w_rptnblstr41 – Boba’s EE-3
ss_heavy01 – Frontier AF-44 Pistol
1,404 downloads
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Sleheyron Demo
By Sithspecter in Mods
Ladies and gentlemen, I have a very special treat for you today.
Several years ago my laptop containing all my former mod files was stolen. Obviously there was no option to recover any of those files. I had assumed that all the Sleheyron files were lost with this theft. However, today, almost five years after the fact, I discovered that I had uploaded the Sleheyron mod in its entirety onto my old Mediafire account! After checking it out, I've got good news and bad news.
Bad news! It's not finished. Much is incomplete and there's not a whole lot there.
Good news! What's there works, and it works great! There are 3 brand new areas that function quite flawlessly. Included are the landing pad, a Sleheyron street module, and a cantina. The landing pad is in a pretty solid state and has NPCs and dialog and sounds. The street is completely desolate, but there are a number of doors that could eventually be put to use. The cantina is about 1/4 finished, but it's something.
I encourage you to download this, create a new override folder, and check it out for old time's sake.
Throw everything except the .mod files in your override folder. The .mod files go in the modules folder. Have fun!
Also, feel free to use these modules in any mods you want to make. Credit would be nice, but not required.
1,198 downloads