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Everything posted by JCarter426
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View File JC's Korriban: The Works for K2 This mod places a workbench and lab station in the library of the Sith Academy on Korriban. This gives the player the ability to craft and upgrade items while trapped in the academy during the "Trapped" quest when the Ebon Hawk is inaccessible. Installation Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. • Choose RIM if you are using or plan to use another mod which edits 702KOR.rim in the Modules folder. • Choose MOD if you won't be using any mods which edit 702KOR.rim in the Modules or if you have 702kor.mod in the Modules folder from another mod. Click "Install Mod" and select your game directory. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. If you chose the RIM option: Copy 702KOR.rim from the backup folder to replace the one in your game's Modules folder. If you chose the MOD option: Copy 702kor.mod from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Credits TSLPatcher—stoffe & Fair Strides K-GFF—tk102 xoreos tools—xoreos team https://xoreos.org/ License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited. Submitter JCarter426 Submitted 10/03/2025 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
11 downloads
This mod places a workbench and lab station in the library of the Sith Academy on Korriban. This gives the player the ability to craft and upgrade items while trapped in the academy during the "Trapped" quest when the Ebon Hawk is inaccessible. Installation Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. • Choose RIM if you are using or plan to use another mod which edits 702KOR.rim in the Modules folder. • Choose MOD if you won't be using any mods which edit 702KOR.rim in the Modules or if you have 702kor.mod in the Modules folder from another mod. Click "Install Mod" and select your game directory. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. If you chose the RIM option: Copy 702KOR.rim from the backup folder to replace the one in your game's Modules folder. If you chose the MOD option: Copy 702kor.mod from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Credits TSLPatcher—stoffe & Fair Strides K-GFF—tk102 xoreos tools—xoreos team https://xoreos.org/ License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited. -
Version 1.0.0
36 downloads
This mod adjusts the statistics of blaster items in Star Wars: Knights of the Old Republic to bring them more in line with their statistics in Star Wars: Knights of the Old Republic II - the Sith Lords and correct some balance issues. A table showing the base item type changes is included in the screenshots. Heavy Weapon Damage According to developer commentary, Heavy Weapon items were intended to make an extra attack per round, but this feature was never implemented. Due to this discrepancy, several Heavy Weapon items are mechanically worse than comparable Blaster Rifle items, despite costing more and having a more niche prerequisite feat. Other mods exist which grant the extra attack through other means; however, there are limitations to adding extra attacks and complications with mod compatibility. Instead, I have opted to add an extra damage roll for these item types. I have also adjusted the item properties of the Baragwin Assault Gun and Baragwin Heavy Repeating Blaster because items seem to have been designed with this limitation in mind, having been added to the game later with the Yavin Station DLC. Instead of a +2d6 damage bonus, these items receive a flat +2 damage bonus. The expected damage output is still slightly higher than in the base game. Installation Options Multiple installation options are provided for for compatibility with other mods which make similar changes to individual item classes. Full Installation: This option modifies the damage and critical rolls for all blaster items. Heavy Weapon items are given additional damage to replace the missing attack roll which is missing for these item types. Blaster Pistol & Blaster Rifle + Critical: This option modifies the damage rolls for Blaster Pistol and Blaster Rifle items and the critical rolls for all blaster items. Blaster Pistol + Critical: This option modifies the damage rolls for Blaster Pistol items and the critical rolls for all blaster items. Installation Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. Click "Install Mod" and select your game directory. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore or delete all all .2da files affected by this mod. For each, copy the corresponding .2da file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .2da file from your game's Override folder. Delete all other files installed by this mod from your game's Override folder. Credits KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited. -
View File JC's Blaster Adjustment for K1 This mod adjusts the statistics of blaster items in Star Wars: Knights of the Old Republic to bring them more in line with their statistics in Star Wars: Knights of the Old Republic II - the Sith Lords and correct some balance issues. A table showing the base item type changes is included in the screenshots. Heavy Weapon Damage According to developer commentary, Heavy Weapon items were intended to make an extra attack per round, but this feature was never implemented. Due to this discrepancy, several Heavy Weapon items are mechanically worse than comparable Blaster Rifle items, despite costing more and having a more niche prerequisite feat. Other mods exist which grant the extra attack through other means; however, there are limitations to adding extra attacks and complications with mod compatibility. Instead, I have opted to add an extra damage roll for these item types. I have also adjusted the item properties of the Baragwin Assault Gun and Baragwin Heavy Repeating Blaster because items seem to have been designed with this limitation in mind, having been added to the game later with the Yavin Station DLC. Instead of a +2d6 damage bonus, these items receive a flat +2 damage bonus. The expected damage output is still slightly higher than in the base game. Installation Options Multiple installation options are provided for for compatibility with other mods which make similar changes to individual item classes. Full Installation: This option modifies the damage and critical rolls for all blaster items. Heavy Weapon items are given additional damage to replace the missing attack roll which is missing for these item types. Blaster Pistol & Blaster Rifle + Critical: This option modifies the damage rolls for Blaster Pistol and Blaster Rifle items and the critical rolls for all blaster items. Blaster Pistol + Critical: This option modifies the damage rolls for Blaster Pistol items and the critical rolls for all blaster items. Installation Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. Click "Install Mod" and select your game directory. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore or delete all all .2da files affected by this mod. For each, copy the corresponding .2da file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .2da file from your game's Override folder. Delete all other files installed by this mod from your game's Override folder. Credits KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited. Submitter JCarter426 Submitted 09/24/2025 Category Mods K1R Compatible Yes
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Lightsaber mod not working on a clean install
JCarter426 replied to sithlord6969's topic in General Kotor/TSL Modding
The files you attached do not contain any items named kill_blue, kill_green, kill_yellow, or kill_purple. -
That is an original game item, not one added by the mod. You can spawn it with the cheat console without any mod as long as you are in the cantina. I am not familiar with the mod, but if it installs the item to the Override folder, that would give the item global scope and make it possible to spawn the item anywhere as I mentioned before. Save files contain copies of modules visited so far which record information about the module and all objects spawned in the module such as NPCs and containers. To populate a module you have visited before, the game reads data from this copy rather than the module file which was used to populate it the first time. This is how the game can remember which objects have spawned (e.g. after you have freed Dhagon and he spawns in his office, he should still be there) or been removed (e.g. NPCs you have killed should no longer appear) or modified (e.g. containers which you have looted should be empty). When the game populates a module from save file data, it doesn't need to read from the module file, so it doesn't really matter what you've done to it in the interim in this respect. KSE doesn't provide access to the modules in a save file at all. It's possible to edit them with other tools, but there is no practical way of adding a missing NPC without knowing what the full state of the object is supposed to be. You can extract files with KOTOR Tool. The starport visa items can be found in 503OND_s.rim.
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- kotor 2
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It is not a good idea to install mods of this nature in the middle of a game, especially after you have entered the affected areas. After an area is initially loaded, the game bakes data about it into your save files. If you install a mod which affects an area after this, it can result in only some of a mod's changes taking effect, which often leads to bugs. KSE only shows item templates with global scope. Most plot item templates, including the starport visa, are scoped to the area you acquire the item. If you extract the item template and put it in your Override folder, you will be able to add it with KSE. Note though that merely having an item in your inventory often has no effect. Oftentimes, the quest state is advanced through scripts and dialogue files, and the associated plot item is only aesthetic.
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- kotor 2
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No, that is not the case for the Breakdown Inventory Items menu. Without mods, the game will always use the player's repair skill for that menu. This has not changed since 2011.
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232tel.mod is included in TSLRCM, so you should not get any error about it being missing. I get the first warning but not the error or second warning with a fresh installation of TSLRCM and K2CP. The changes to 232tel.mod were intended to be removed, which is why the file was removed. So that is a discrepancy, but it should not cause any problems.
- 45 comments
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- community
- compilation
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That is happening because K1CP moves that scene from immediately after the fight on the swoop platform to later on when you are speaking with her in the hideout.You are using a mod which edits the script which plays the movie in the original location in addition to K1CP which edits a script to play it later. I'm not sure if it's this mod, though.
- 52 comments
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- k1cp
- community patch
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What does lookupgamefolder mean/do?
JCarter426 replied to DarthJaegad's topic in General Kotor/TSL Modding
TSLPatcher installer instructions shouldn't have LookupGameFolder twice, but I assume you are referring to LookupGameFolder and LookupGameNumber. The LookupGameFolder field indicates to a TSLPatcher installer whether it should look up the path to the game folder in the Windows Registry. A value of 1 (true) means the installer will attempt to look up the game folder and use that path if found. A value of 0 (false) means the installer will not attempt to look up the game folder, so the user must always locate the folder manually. The LookupGameNumber field indicates to a TSLPatcher installer which game it should look up, assuming LookupGameFolder is true. The default values, if the instructions are generated from ChangeEdit, are: LookupGameFolder=0 LookupGameNumber=2 So that would be why you see those values so often. That is true for LookupGameNumber, not LookupGameFolder. -
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- brotherhood of shadow
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As mentioned in the comments above, the Darksaber is given as a reward for completing the side quest on Kashyyyk involving Mandalorians. However, I've received reports that the Darksaber does not render correctly on mobile. Please let me know if that is the case. I don't believe there is anything I can do about it, but I'd still like to know.
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JC's Romance Enhancement: Biromantic Bastila for K1
JCarter426 commented on JCarter426's file in Mods
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I believe these mods were discussed before and they were not included in the Community Patch because including them would present compatibility complications with other mods which might address the matter and present better and more options than the Community Patch could (e.g. there are different installation options with the Supermodel Fixes and other mods change the look the Jal Shey/Zeison Sha armor). However, they are compatible with the Community Patch and I agree with the recommendation.
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[K1] Creating a new room in an existing module
JCarter426 replied to CapitaineSpoque's topic in General Kotor/TSL Modding
I don't see where something might be going wrong in your workflow, but if you are using KOTORmax anyway, I would suggest using it to set up the layout, visibility, and walkmesh edges. All of that can be done in KOTORmax, and assuming everything is set up correctly, it can export all of the files you will need in one automated process. Also, for reference: As far as I can tell, the rooms in the .are fie are only used for configuring ambient audio. You probably still want to have that, but it won't help here. I don't believe the game does anything with these. My best guess is they were used by the toolset to automatically place doors in the correct positions. -
Of course they have different textures. As I said, though, the only difference is the color. The person in the Reddit thread you linked was insinuating that lightsaber colors had differences in the textures themselves beyond that. That's part of it, yes. The lightsaber is not a solid mesh or billboard but rather different 2D planes arranged in a circle. The thickness of the blade is different depending on the viewing angle. As I said, the screenshots in the Reddit post you linked were taken from different angles, so this likely accounts for some of what the person was seeing. If you're referring to the KOTOR Community Patch, it does not include any change for the cyan lightsaber model. Regardless, this is an unrelated problem. That mod replaces the 2D planes I described above with a solid mesh. While this makes the lightsaber appear consistent from any viewing angle, it creates other graphical errors with motion blur. The tip of the blade looks solid even when it is in motion, kind of like a baseball bat. Personally, I don't believe this resolves the issue, and I prefer the look of the original game models. The issues with the DisableVertexBufferObjects and the Aspyr patch apply to all lightsaber models which do not use the above recommended settings. However, that is a separate issue from the blade thickness appearing to differ based on the viewing angle. It seems like you are under the impression there is one simple cause to all of the visual discrepancies, but frankly that is not the case. There are many other factors beyond what you are suggesting. As Jiiprah said in the description of this mod, other modders can use the prescribed settings to fix their lightsaber models. I don't believe fixing every lightsaber model mod in existence is within the scope of this mod.
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This simply isn't true. The lightsaber models and textures for different colors are identical except for the color (and a bug with the cyan animations). I think what this person was seeing was a combination of an optical illusion—different hues can appear brighter or darker—and that the screenshots were taken at a different angle, especially the one of the red lightsaber.
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A head consists of one entire model. The hair isn't a separate model as in other games. So, if you wanted to add more hair options for the player, you would need to add new heads. The basic steps for adding a new player head are to make the new models and textures, add new rows in appearance.2da, heads.2da, and portraits.2da, then ideally set up an installer with TSLPatcher to handle references to these newly added rows correctly.
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